-
AuthorSearch Results
-
Jul 8, 2021 at 12:05pm #205120
In reply to: Feature request
senoctarParticipantThe issue isn’t with Generic Display itself. With Full-SBS you would get the “super” image without “sampling” so there is some loss in Half-SBS, however it’s barely noticeable on a 3D screen, at 1440p you might not even be able to tell.
However when that is rendered on an HMD there is one full screen for each eye (or equivalent on a very wide screen). The VR software has to upscale the sampled halves back to the original size. This is where some aliasing is likely being introduced.
I didn’t mention the images are of the left HMD screen taken though SteamVR. The full images are here: https://imgur.com/a/dVszJSV
Now that I think about it there might also be some issues with Depth3D’s sampling. I’ll test some more with vorpX Generic Display and with a game’s built-in SBS support.Jul 7, 2021 at 8:55pm #205111In reply to: Feature request
RalfKeymasterJust a heads-up that vorpX always renders at full resolution originally. For the SBS output in ‘Generic 3D Display’ mode where the images are scaled down to half width afterwards that means the final SBS image is 2×1 supersampled.
Jul 5, 2021 at 3:46pm #205059In reply to: Feature request
senoctarParticipantThere are two issues with going through Generic Mode.
One is as mentioned the format to provide stereoscopy. This tends to be a mess and almost all formats have compromises and limitations. Half-SBS will reduce the horizontal resolution. Depending on the source this can be more or less of a problem. Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
Frankly I don’t know why we don’t have a common/standard format based on color space.
The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.The other has to do with FPS limiting and synchronization. This only applies to an HMD where there is a separate render task for VR which takes quite a bit of resources. vorpX will adjust the game FPS based on performance and synchronize frames to allow stutter-free VR rendering. When using vorpX Generic Display + Virtual Desktop this does not happen. It will work fine for something like INSIDE, but anything heavier on the GPU will result in a stuttery mess.
Jun 30, 2021 at 8:24am #204950In reply to: Feature request
onetooParticipantI tried the Generic 3D Display option with Virtual Desktop (PC version). The Virtual Desktop screen is so much more flexible. So far, i’ve finished INSIDE with that method. Too bad it’s not an officially supported mode.
Jun 21, 2021 at 12:14pm #204818In reply to: vorpx 21.2.1 Read Dead Redemption 2 command issues
RalfKeymasterThe new vorpX connection mod for the game is not really meant for the Generic 3D Display Mode, since in that mode vorpX can’t apply the magic that is necessary to improve the Alternate Frame 3D experience. Also the mod changes controls slightly to work better with VR controllers.
Since this profile is now so heavily VR optimized, your best option is disabling the vorpX connection mod for the game. Didn’t try that myself, but theoretically renaming the vpxRDR2.dll in c:\program files (x86)\Animation Labs\vorpX\Plugins should get you back to the prior state.
In general please always keep in mind that vorpX’s sole focus is VR. I can’t really optimize profiles for the Generic 3D Display Mode due to time constraints unfortunately.
Mar 28, 2021 at 4:49am #201490In reply to: Vorpx no longer hooks properly: Valve index
RalfKeymasterMaybe nVidia 3DVision is still enabled, just a guess. Can’t really suggest more than above.
vorpX itself only shows two images side by side if set to one of the ‚Generic‘ display types. Could be the case judging from your image, but of course I believe you that you have selected SteamVR. No way on earth (or elsewhere) that vorpX itself can generate two side by side images while running in SteamVR mode.
Mar 21, 2021 at 11:11pm #201343In reply to: G3D Performance – rendering of main screen
SmoilsParticipantyou can probably test that if you set vorpx to generic 3d display and see if it runs better on just your monitor
Mar 21, 2021 at 3:18am #201333
willscz1ParticipantThe streaming application must be able to capture output from SteamVR or the Oculus Rift. Vorpx isn’t dependent on the streaming software, but it has to be able to capture the output from vorpx to those hmd clients.
If you want to be creative, your could set vorpx to stream to the generic 3d display and use a streaming app that can use the side-by-side output, but I don’t know if there are any apps that’ll do that for the Oculus Go – Maybe the AMD link?
Vorpx can’t convert movies. There’s no depth information in a video stream. There are applications that can do that, but they use an entirely different approach.
My apologies for the misinfo in my previous reply. I was unaware of ALVR, and kind of thought the Go had died after a short and unremarkable life.
no apologies needed! Im in the dark when it comes to this. I downloaded trial versions of some of the apps I mentioned but have not tested anything yet.
Mar 20, 2021 at 11:30pm #201325
OgrescarParticipantThe streaming application must be able to capture output from SteamVR or the Oculus Rift. Vorpx isn’t dependent on the streaming software, but it has to be able to capture the output from vorpx to those hmd clients.
If you want to be creative, your could set vorpx to stream to the generic 3d display and use a streaming app that can use the side-by-side output, but I don’t know if there are any apps that’ll do that for the Oculus Go – Maybe the AMD link?
Vorpx can’t convert movies. There’s no depth information in a video stream. There are applications that can do that, but they use an entirely different approach.
My apologies for the misinfo in my previous reply. I was unaware of ALVR, and kind of thought the Go had died after a short and unremarkable life.
Jan 27, 2021 at 1:35am #199988In reply to: I made an Essential guide for 2021 for Newcomers.
OgrescarParticipantI don’t know how you managed to get hitman3 running because it crashes on startup for me, regardless of which client I use, and I’ve tried them all, including the generic 3d display, as well as all of the dx12 profiles. The vorpx log indicates a failure in directML command queuing when I use the rdr2 profile.
Nothing in your “essential” guide about that I think, but it was tld watch.
Dec 16, 2020 at 6:01pm #198735In reply to: [Feature Request] More screen size/distance options
someskunkfunkParticipantYes, it technically works setting vorpx to generic 3d display and using VD in SBS mode but at about 1/4 the FPS vs just vorpx from what I’ve tested. I’d love to be able to achieve the scale of full vr mode but with the decoupled mouse vs head movement of immersive screen mode. Going to -1 in screen distance gets close but not quite there. Even extending it to go to -1.5 might be enough to do the trick if that is simpler. I’m not sure if when there are no other visual cues when viewing a 3d stereo projection it matters if the screen is bigger or closer in the virtual space. Wouldn’t you be converging your eyes based on the separation distance of the object you are focused on no matter where the plane of the screen is like looking through a window at something? Anyway, love the immersive screen mode, just wish we could get the game world scale of full vr mode there too. Thanks.
Dec 11, 2020 at 11:15am #198414In reply to: Cyberpunk 2077
RalfKeymasterThere isn’t a huge framerate impact for creating the 3D effect with Z3D (less than 10% when I check here with vorpX in ‘Generic 3D Display’ mode), but there is some additional overhead for rendering to the headset and most importantly when the GPU is maxed out fully it becomes increasingly difficult for vorpX to serve both the game and the headset. In other words: the higher the GPU load the greater the chance that rendering to the headset can’t keep up, which can cause stutter.
Finding a resolution/graphics settings that works stable on your PC is pretty much the only useful hint I can give here.
Nov 7, 2020 at 10:58am #197735
RalfKeymasterOthers are using VD with vorpX in SteamVR mode on a regular basis, so this is not some general issue. I’ll try myself on occasion and see whether I can replicate your problem somehow, but this is the first time I hear something like this since the Quest was released 1.5 years ago. vorpX uses SteamVR just as any other SteamVR app, there is no reason on vorpX’s end that could/would prevent VD from capturing SteamVR with vorpX.
Alternatively you could use vorpX in ‘Generic 3D-Display’ mode, which displays a side-by-side stereo image that you can stream via VD. That would disable all VR specific vorpX functionality, most importantly head tracking and everything DirectVR related, but otherwise might be a suitable workaround for your issue.
Link is still the best option though, not sure whether I would want to tolerate 30ms of extra latency, that’s a lot. I think there is some tweak that allows you to raise the resolution Link uses for streaming, so that’s something you could look into. Also a good USB 3 cable might yield better results than a USB 2 cable, although that’s just a guess.
Sep 1, 2020 at 12:58pm #196805In reply to: Anyone use Shadow PC with Vorpx?
RalfKeymasterI have no experience with such a setup, so take that with a little grain of salt, but I’m pretty sure that won’t work, at least not the normal way, as that would require your headset to be connected to the cloud PC.
In a more limited way you should be able use vorpX’s ‘Generic Headset’ and ‘Generic 3D Display’ modes, which show the final image on the desktop, together with some stereo viewer app on your local machine. There won’t be any head tracking without additional software that way though, also several DirectVR functions aren’t available in these modes and on top of that the cloud PC latency (lag) would probably ruin the experience anyway.
Theoretically it’s possible to create a client/server solution (similar to using ALVR or Virtual Desktop with vorpX locally), but I don’t think any of these can handle your use case currently. Also the latency issue would remain, of course.
TLDR: vorpX (and VR In general) with a cloud PC won’t really work, at least not as one would expect it to work.
Aug 28, 2020 at 9:22pm #196763
RalfKeymasterThere is a „Generic Headset“ and also a „Generic 3D Display“ mode that display the final Images on the desktop instead of sending them to an Oculus/SteamVR headset. You can select these in the config app (‚General‘ page).
If you can use stereoscopic video players with the Cinego, one of these might/should do what you want, I think.
-
AuthorSearch Results
