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AuthorSearch Results
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Apr 10, 2023 at 4:09pm #215922
In reply to: Farming Simulator 22 issues
subroutineParticipantOk, thanks again. DLSS does give a good fps boost even when set to quality unless that is because only one eye is displaying of course.
DLSS: Usually works for Z3D, but not for G3D most of the time. I have looking into that on my nice-to-have list, but realistically I can’t tell when I get to that.
Also mentioned here –
@Ralf
Do you think there’s any chance you might get DLSS working with G3D or is it still way down your todo list ?
Apr 10, 2023 at 2:39pm #215920In reply to: vorpX 23.1.0 BETA
RalfKeymasterNormally the desktop viewer attaching should happen so quickly that the attach dialog rarely ever pops up at all. Log files and the according system info in the trouble shoot data archive are the only things that may potentially help me to get an idea of why your issue occurs. Without them I can‘t even really take a guess.
Please send all beta bug/issue reports including relevant log files via e-mail to support at vorpX com. You can create an archive with log files and some basic system information with a single click on the trouble shooting page of the config app. Doesn’t involve any more effort on your end than a forum post, but is infinitely more valuable for me, and thus in the end for you.
Apr 10, 2023 at 11:33am #215916In reply to: vorpX 23.1.0 BETA
DanThePmanParticipantWhenever I start the desktop viewer, I get it is trying to attach to vorpx. It then says it is taking too long and should not happen. should I put on excluded list? Or should this not be happening?
I also noticed that. When starting the desktop viewer sometimes vorpx is trying to attach to itself (vorpDesktop.exe). Adding that process to the excluded list seems to get ignored.
I sometimes also experienced some random process exits recently even after only starting vorpx beta without doing anything.
After hitting the Apply & Close button vorpx minimizes to the system tray and exist afterwards immediately.
Reinstalling did not help.
It does not occur at every start up though.Apr 10, 2023 at 10:28am #215915
panterarosa2ParticipantHello,
I purchased because VR is important for me but I cannot find an official cpu benchmark comparison and I do not know which CPU I should buy for best perfomance.
I am talking about getting best perfomance using geometric 3D.
For example ryzen 3600X + 3080 did not get 90fps (even at 720p, probably due to bottleneck) on Resident Evil 2 when using geometric 3D as it is a 3D person game with high graphics.You once said that most important is single core performance, however since there are new ryzen X3D cpus which have “lower” single core perfomance but higher fps on regular games, is not clear for me if it will be better to have a X3D or worst.
Also, intel VS amd have a very different benchmarks on enconding/encryption/compression so do not know if this is relevant or not.
So I would prefer to have some security when purchasing an expensive CPU, because I am buying a more powerful CPU and GPU just for this.
Apr 6, 2023 at 11:25am #215849In reply to: Important Hint for nVidia Users
RalfKeymasterThe issue only affects certain games and most of the time you won’t notice it even if strikes. For whatever reason it prevents DLLs hooked into some games frome exiting cleanly. That’s what makes it so sneaky. It only affects the very last few seconds once you exit a game.
Both the current regular nVidia driver and the Last of Us hotfix driver come with this bug.
The biggest actual problem the bug creates as far as vorpX is concerned is that vorpX can’t save game settings on exit.
If you don’t play games where vorpX can adjust FOV or other settings automatically, you can largely ignore the issue. It will still occur, but only has minor effects due to the incomplete exit cleanup. You probably won’t notice anything. Not good, but bearable.
When you play a game where vorpX does handle settings automatically though, the effect of the bug is a lot worse, since it might prevent vorpX from applying settings changes altogether. You’d see vorpX asking for a restart over and over and again on each launch when that happens. Going back to the driver linked above will almost certainly help in that case.
Apr 5, 2023 at 2:01pm #215842In reply to: What is roughly the performance decrease using Z3D?
Heon_XParticipantQuick update:
I was wondering if the fact that my CPU (i7-9700KF) does not have Hyperthreading could be related to this performance issue, especially in CPU bound scenarios like the aforementioned racing games.
I do get a similar performance drop even in GPU-bound games but I was wondering if maybe vorpX had trouble dealing with hardware that does not physically support hyperthreading even though the CPU performance is quite good (8 cores @ 4.7 GHz).@Ralf is there a way to assess this on my end? Cause I don’t see a vorpX process doing much if anything when hooked into a game, so I don’t know how to see how many resources it’s taking for rendering the game inside the headset.
Apr 1, 2023 at 9:17pm #215782In reply to: vorpX 23.1.0 BETA
Cless_AurionParticipant[removed]
Mod remark:
I have copied this post of course, so you don’t have to resend it entirely. Please don’t forget to send the logs though. Thanks in advance.
None of your issues is replicable here, neither the multi-monitor issue occurred during testing, nor did any new hooking issues occur. Without additional information your post has very limited value since there is no way to check issues that aren’t replicable.
In such a case log files etc. are essential for even the most basic form of issue validation.
Mar 29, 2023 at 6:44pm #215740In reply to: vorpX 23.1.0 BETA
adzterParticipantHey Ralf…
Probably just a lack of understanding the ins & outs of a BETA for a lot of us.
I know I had some issues with the previous BETA. I mentioned here having my mouse get stuck, and having to reboot the PC sometimes etc. But then my brain defaulted to ‘I’ll wait for the next BETA. It’ll probably be sorted by then!’
I never thought to send log files. I thought you’d magically know what was going on out there in the ether.
I know that sounds silly… but it’s true.
And this last BETA… everything has worked great for me! So my latest log file would read ‘played Jedi Fallen Order for hours on desktop viewer & everything worked perfectly’. ;)
Is there perhaps a way you can have log files auto-generate and send to you when we’re using a BETA?
It could be a part of the deal. ie. We’d have to agree to that to test the BETA.
I’m just spit balling here.
I know I’d be happy to contribute to make your job easier. I think if you tell us specifically what you need from us, I imagine most people would feel the same.
Perhaps lay out some instructions as to the best way to go about it all.
I don’t even know where the logfiles are. Are they generated whenever Vorpx runs? Only on crashes etc? Do we email them to you at support, or post them here? How big or small an issue is worth sending a log file? (eg. sometimes vorpx wouldn’t do what I expected the first time. But the next time it did). All that kinda stuff.
I came on here and asked some questions on here a few times and you would be quick with answers. Is it better to send log files than bring up issues in this thread? These are all things I know I’m not quite sure of. So others might be in the dark about them too.Mar 28, 2023 at 3:02pm #215713In reply to: vorpX 23.1.0 BETA
MrSchneepsParticipantHave been using the Desktop Viewer for all of these betas very successfully. However, with the latest update it doesn’t seem to want to return me to my actual monitor. Any of taking off the headset, closing the desktop viewer app, or shutting down vorpx altogether, just leave me with a black screen. I have even managed to get a black screen on re-booting, which I know Ralph wanted to ensure did not happen.
The only way it works for me is if I allow the headset to go to sleep from inactivity, at which point actual monitor and desktop are restored (pesky Windows icon randomness notwithstanding).
I may well have misunderstood how to exit the desktop viewer; if so, please enlighten me!Intel 12700k, 2080ti drv:531.29, Reverb G2
Mar 27, 2023 at 8:34pm #215693In reply to: vorpX 23.1.0 BETA
RalfKeymaster@ Tambora:
vorpX should install a mod to the game folder. If you use other mods, please remove them for testing, they might interfere. Expecially camera mods, but also others. The way TW3 handles mods unfortunately can make even completely unrelated (script) mods interfere.
@ mr_spongeworthy:
You have to let vorpX hook into a game (or the desktop viewer) once after changing your headset refresh rate, it will then tell the display driver what refresh rate the headset reports. The display driver can’t be aware of refresh rate changes before vorpX tells it about them and it can’t change its refresh rate on the fly while it is running.
If you change your headset refresh rate ten times per day, make sure to disable the desktop viewer in between. Guess there needs to be yet another safeguard to cover cases were someone changes their headset refresh rate all day long. ;) Fool as I am I truly thought at least every edge case that may happen with a reasonable probability was covered. Very wrong I was.
BTW: Of course all of that only works if the headset doesn’t report garbage, and since it’s Pimax… Just kidding, fairly unlikely. obviously the whole enchilada only works on the virtual display, not your actual display. Just in case.
In general: when you want to report things you believe to be bugs, please send and an e-mail with a trouble shoot archive (config app) to support at vorpx com. This forum guesswork just doesn’t work, I need actual insight. It’s really kind of you to test so much, but most of the conversations the both if us have here in the end are largely fruitless back and forth about guesses and assumptions. Can’t promise that I will reply to every report you send, but if you want to help, which I’m grateful for, that really helps: trouble shoot archive to support at vorpx com.
The alternative would be some community manager taking conversations like ours off my plate, which wouldn‘t really help anyone. I very much prefer to get information unfiltered.
Mar 27, 2023 at 8:17pm #215691In reply to: vorpX 23.1.0 BETA
mr_spongeworthyParticipantOK, here is the vsync dea: It’s not respecting the current refresh of my HMD but instead assuming a refresh of 90hz. So if I set it to 60 (for example) a game won’t stop gaining frames until it hits 90. I hadn’t noticed that as my quality settings never allowed them to get that high. So it is (likely) working properly for 90/90 and 45/90 configurations, but not for 60hz or 75hz configurations. Looking at Windows advanced display properties I can see that the refresh is still set as 90 even if I have actually set the HMD to less than that.
Oh, and the the display scaling issues I reported a while back; turns out that’s a known Windows quantity. The OS does not like scaling when combined with multiple screens. IF you have two displays plugged in all the time, and they are both set to the same scaling factor, apparently you can get it to work. I now have a headless display adapter (for testing purposes), and plugging that in / unplugging it messes up my nice scaled display. So does activating the vorpX virtual display. Nothing you can do about it, it’s just a Windows thing. I’ve switched back to regular 1080p and living with my icons getting knocked all over the place. Oh well.Mar 27, 2023 at 6:04pm #215688In reply to: vorpX 23.1.0 BETA
RalfKeymasterFor stuff like the pipboy little gestures like the wrist flip are perfect. Currently there is only an inwards flip, but at least up will come shortly in addition to that for two more possible actions. Not sure whether down/outwards make much sense for even more, feels a bit weird for my taste, but I guess it can‘t hurt. Also there will definitely be a backpack (inventory) gesture shortly.
I played a whole lot of Fallout 3, which is one of my alltime favorites, with motion controllers years ago, long before gestures. With Touch controllers admittedly, but Index shouldn‘t feel too different. Really boils down to getting used to it, you weren’t born with a gamepad in your hands either. Afterwards it’s truly human being with free hands (motion controllers) vs. squirrel nibbling nuts (gamepad). And that is without gestures. Add aiming down sights, throwing grenades etc. to that. I think you get the picture. Leave your comfort zone, pays off. I’m notorious for saying ‘can’t promise anything’ here fairly often, in this regard I can say the opposite with confidence. :)
Can‘t really imagine how vorpX might affect your VSync issue while not hooked into a game, but I‘ll double check that, of course.
Mar 27, 2023 at 5:45pm #215686In reply to: vorpX 23.1.0 BETA
mr_spongeworthyParticipant@Ralf, Well, I don’t use the gestures in Cyberpunk as I run cinema mode. I do think I’ll like gestures a lot once I really delve into them. The issue with titles like FO3 (currently) being that commonly-used functions require some major finger-contortions or too much time on the Index controllers to access them. Having gestures that effectively replace some of those functions would help a lot. That’s probably the title I will test most once default gestures are added to it.
I’ve looked at the vsync thing pretty thoroughly, so I don’t know where it could have gone wrong. Tested with Witcher 3 nextgen and A Plague Tale Innocence. Nvidia CP is set to “Use application settings” for vsync, and both titles have vsync on. Set HMD refresh to 60hz and both titles ran way up above 60 in certain scenes (both titles pegged the GPU and ran maximum possible frame-rates. So totally uncapped except by machine performance limits.) I’ve settled on 45/90 for Witcher 3 now, as it’s easy to hit even with RT, but I will double-check a Plague Tale again later today just to be absolutely certain I didn’t miss the vsync toggle.
Could easily be a weird PiTool driver issue though. That software is currently as close to malicious software as legit software can get… grumble grumble.Mar 27, 2023 at 5:00pm #215685In reply to: vorpX 23.1.0 BETA
RalfKeymasterIf not even the Cyberpunk gestures are to your liking, which even include hand aiming, then the feature is not for you. :( For me stuff like aiming down sights/grenades/wrist flip interaction etc. have become second nature so much in the meantime that going back to pressing buttons is an outright ridiculous thought.
Even without gestures using motion controllers is so much better than a gamepad just because you have your hands free instead of standing/sitting there like a squirrel nibbling a nut… Add gestures to that and it’s not even a fair comparison anymore. What I give you – and not an inch more :) – just as you had to get used to your gamepad, you have to get used to gestures for a while. Then there is no way back.
Make sure not to accidentally disable DirectVR to try them. CP comes with a fairly complex mod integration that among a lot of other things switches gesture sets based on gameplay context. Reset the profile default, let vorpX install the connection mod, read the hints in the start room, and don’t tweak any vorpX setting manually except what the start hints say might be tweaked (resolution + 3D if you prefer Z3D). Plus in your case maybe the sync options to deal with Pimax issues.
Non-hooked games running through vorpX Desktop Theater Mode (whatever you want to call it) do NOT respect vsync.
That is officially weird. If vorpX isn’t hooked into the game, it obviously doesn’t affect VSync. You must have disabled it elsewhere.
Mar 27, 2023 at 3:35pm #215683In reply to: vorpX 23.1.0 BETA
mr_spongeworthyParticipantI’ve already deep-dived this pretty extensively yesterday and overall it’s very impressive.
A quick note for Pimax users (and possibly others; I no longer have any non-Pimax HMDs to try) – I’ve found that I have to change the HMD Sync methods depending on how I am using vorpX and/or between different games. For example, Cyberpunk and general gaming appears to like either Slow/Multithread on, or Fast/Multithread on. vorpX Desktop itself likes Fast/Multithread ON. However, playing a non-supported game on the virtual screen (so, no direct vorpX hook) wants the “Default” – which I believe is Fast/Multithread off – So I have to run vorpX Desktop one way, and then switch that Sync mode once I’m in-game). Anyway, don’t assume that the sync mode that works best in one case will apply universally.
Performance in Cyberpunk in particular is definitely slightly up. Mostly I’m at 45/90 now at considerable quality with RT, but a handful of scenes still dip. Where I was getting 37ish I’m now seeing more like 41/42.
Non-hooked games running through vorpX Desktop Theater Mode (whatever you want to call it) do NOT respect vsync. I was able to resolve this by implementing manual framerate limits (either in-game if supported or through the Nvidia control panel.) Hence I now have a reliable Witcher 3 DX12 with mods running at 45/90. Note that both the vorpX and FPS VR are reporting the Sync rate, not the actual rate at which the game is running in this case. I noticed that my GPU was being nailed at about 98% usage under all scenarios and I was getting a lot of stuttering. Turned on an in-game FPS counter and found that titles were running as many frames as they could all the time (no vsync) and stuttering whenever they exceeded the HMD refresh. Not a huge deal as manual limits are easy to impose, but something users might need to know. Despite those few minor issues, the experience is MUCH better than it used to be as the refresh is not tied to my physical monitor – so I no longer have to hit 60 or limit to 30 in order to get non-stuttering play. So that part seems to be working exactly as Ralf intended.
So overall a VERY positive experience with this new beta.
Can’t wait to see those gestures added to more games. I’ve never really found a title that worked well enough for me to adapt to it using my Index controllers instead of my gamepad (even really well supported titles like FO3). I would love to be able to lift my arm for the pip-boy, etc. etc.
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AuthorSearch Results
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Search Results
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Hello,
I purchased because VR is important for me but I cannot find an official cpu benchmark comparison and I do not know which CPU I should buy for best perfomance.
I am talking about getting best perfomance using geometric 3D.
For example ryzen 3600X + 3080 did not get 90fps (even at 720p, probably due to bottleneck) on Resident Evil 2 when using geometric 3D as it is a 3D person game with high graphics.You once said that most important is single core performance, however since there are new ryzen X3D cpus which have “lower” single core perfomance but higher fps on regular games, is not clear for me if it will be better to have a X3D or worst.
Also, intel VS amd have a very different benchmarks on enconding/encryption/compression so do not know if this is relevant or not.
So I would prefer to have some security when purchasing an expensive CPU, because I am buying a more powerful CPU and GPU just for this.
