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  • #215678

    In reply to: vorpX 23.1.0 BETA

    DanThePman
    Participant

    Thanks to Ralfs hint I successfully got the video output of the virtual monitor duplicated onto the physical monitor even tough its a bit tricky.
    Duplicating the native resolution of the physical monitor is quiet easy as that can be achieved using windows’ screen duplication feature in the windows display settings.
    Obviously the virtual monitor has to be loaded and detected as a seperate screen by windows when doing that.
    Duplicating higher resolutions is also possible but required my physical monitor to match the higher resolution of the virtual monitor.
    I created a custom resolution in the nvidia control panel for that and duplicated the screen afterwards.

    Theres another note I want to leave here regarding nvidias frame generation in combination with the virtual monitor.
    In general for a smooth virtual monitor experience in games its necessary to enable vsync in the nvidia control panel as Ralf wrote some posts ago.
    However using frame generation together with vsync enabled on a physical monitor that does not have gsync/freesync support is generally tricky but possible.
    I tried that in the past in non vr but noticed that even if the frame rate is correctly capped at my monitors refresh rate, many games will skip certain frames or create a very high input latency (even higher than expected using frame generation without vsync).
    I figured out the simple solution is to additionally set a frame rate cap in the nvidia control panel that matches the desired refresh rate of the output device.
    On one of my older 60hz monitors I tested I therefore enabled vsync in the nvidia control panel and also set the frame rate limit to 60 when playing in non vr and frame generation worked perfectly fine using 60hz vsync on a phyisal monitor device.
    Now using the virtual monitor of vorpx Im enabling vsync and set the frame rate cap to the refresh rate of my vr headset (90hz).
    This trick also stopped skipping frames and creating high input latency in vorpx vr.

    It would also be nice if there is a checkbox that disables the watcher when using the virtual monitor as Im not really interested in using game profiles anymore since the virtual monitor works that nicely.

    #215677

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    @ Tambora:

    Does the AFR3D method (DirectVR in the menu) not work anymore? That should actually be better than the prior G3D since it works with all shadows.

    @ petey:

    Windows loves to shuffle around desktop icons when resolution or the display config changes. The virtual display manager already tries to deal with that by creating/restoring icon layout backups, but how Windows decides to place icons in case of config changes is so intransparent and weird that I can’t rule out occasional glitches like that entirely.

    @ Heon_X:

    I got the dual monitor primary/secondary glitch here myself once during multi-monitor testing, but not really replicable. Shouldn’t happen unless things go totally wrong and vorpX can’t restore the display config backup it created. Fairly weird issue. Multi monitor setups are too rare to consider that a show stopper for the whole virtual display, but I’ll try to figure that one out on some rainy Sunday.

    I do not get the admin crash here. You shouldn‘t do that anyway unless you are running older games that require admin rights themselves, hooking into games/apps that require admin rights themselves is the only reason you would ever want to run vorpX as admin.

    Hooking: if you have trouble hooking practically all DX11 games, there almost certainly is something running on your machine that also hooks into games and causes a conflict. A lot of tools/utilities hook into games.

    If you didn’t do that already, please first try to install a hook helper. The option to do that pops up in the ‘Attaching To…’ dialog after a while in case hooking fails. Can often help without having to get to the bottom of hooking conflicts. If you already did that and it didn’t help or you don’t even see the ‘Attaching To…’ dialog: remove everything you may have running in the background. Everything.

    Same for your 20% GPU utilization issue. You should ideally avoid maxing out the GPU since the game, vorpX and finally the headset runtime all need some GPU time, which becomes increasingly difficult when the GPU utilization nears 100%. Things falling apart at 20% on the other hand is just plain wrong. BTW: If you happen to use the Windows task manger to monitor GPU usage, try nVidia Inspector (precise, but doesn’t hook games) to cross check. Task manager used to display imagined values in the past occasionally.

    In general: I can’t really provide specific help based on vague forum posts: if you encounter severe problems, create a trouble shoot archive in the config app after running a few problematic games and send it to support at vorpx com. Can‘t promise that’ll clear up every potential issue, but at least that way I have some hard facts I can look at. Without some insight there just is no way at all to tell what might be wrong.

    #215675

    In reply to: vorpX 23.1.0 BETA

    petey53
    Participant

    I managed to get it working by changing the headset in config, I have had quite a few issues though, like the jerkyness you mention, and all my desktop icons got rearranged at one point, the worst thing though was because I had to uninstall and reinstall vorpX after it not initially working, I lost all of my custom profiles and now it won’t let me import them from the cloud, it just fails and eventually the config app just closes… are those old profiles I made on the previous beta unsupported with this version or something?

    #215657

    In reply to: vorpX 23.1.0 BETA

    petey53
    Participant

    I only use Windows Defender, I can’t even open the config app, I did try reinstalling it and this time Windows Defender popped up and said something about the file needed to be checked, so I clicked on it and it took me to a web page but it wouldn’t load and my internet stopped working, I had to restart my PC to get it back, I tried again reinstalling and this time Windows Defender didn’t pop up with anything but vorpX still doesn’t work, I will have to try installing the old version again.

    #215653

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    When vorpX hooks into a game, it overrides VSync anyway, so in that case the major advantage of the virtual display is making it much, much easier to run games at higher resolutions than your monitor allows. Prior you had to manually add a dozen of resolutions to your GPU driver, and with bad luck had to repeat that after each driver update. Also there is no way to freely add resolutions for AMD GPUs. Now you don’t have to know or do anything about that anymore. You don’t even have to know about the virtual display. Things just work as intended by firing up the desktop viewer and putting on your headset.

    May sound a bit unsexy for tech savvy 4K display owners among you for whom adding resolutions to their GPU driver is a matter of course, but is in fact the biggest improvement in terms of user friendliness since ages because it removes a major hurdle you had to not only know about, but also (tediously) overcome before you were even able to use vorpX in the best possible way.

    The refresh rate topic is an added benefit for playing games with the desktop viewer itself. e.g. when you want to play games that can’t be hooked because they have some form of anticheat or when you want to use an external 3D solution. There are quite a few desktop capture apps, but as far as I’m aware none tackles this issue. Getting that right just wasn’t possible at all before, so this one is also of interest for those of you who might have fallen asleep when reading the above. ;)

    As far as your hooking issue is concerned, that should indeed just work as always. Can’t recommend anything else than always in such a case. Check the trouble shooting guide in the technical support sub forum for potential conflicts you might want to look into.

    #215650

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    The next beta is now available. Note that this is still a BETA in the true sense of the word. So expect one or the other rough edge. Full changelog a few posts above.

    BETA download

    Highlights:

    1. New Gestures

    With the newly added gestures the arsenal is now large enough to make certain games feel fairly close to native games. Especially shooters with their limited set of interactions, but pretty much every action oriented game can benefit hugely. For now there aren’t many games with predefined gestures though, which will be one of my tasks in the upcoming weeks.

    If you don’t want to configure gestures yourself (easy, check the video in the original post), but still would like to try, try Cyberpunk 2077 (powerful PC required) or Aliens: Colonial Marines (decent PC should suffice).

    Cyberpunk extra hint:

    The Cyberpunk profile now comes with all the extra goodies of the standalone version. vorpX will ask you to install a dedicated mod when you launch the game the first time with vorpX hooked. This mod is necessary to make things work, it communicates with vorpX to enable AFR3D, positional tracking, VR optimized vehicle cameras and context sensitive gestures, i.e. the profile not only has gestures, but even can switch between gesture sets depending on gameplay context, e.g. whether you are in a car or on a motor cycle, or are holding a rifle or a pistol.

    ACM extra hint:

    ACM was my most recent gesture testing ground. Don’t let reviews put you off, the game has been massively improved after its flawed launch. Almost more important: story driven, straight forward shooters without much fluff like this one lend themselves well to VR/vorpX.

    Make sure to run the DirectVR scanner when entering a level for roomscale tracking and FOV. and don’t forget to check the instructions shown in the headset. The game’s FOV slider has to be set to minimum, otherwise vorpX’s FOV calculation doesn’t work right. BTW: Also one of the games with automatic weapon hide, so no face gun.

    2. Virtual monitor / desktop viewer integration

    The virtual monitor added in the last beta now automatically kicks in when you launch the desktop viewer and put on your headset. Now you may think: great, thanks. But I already have a monitor and am about to play in VR anyway, so why on earth would I want that?

    First and foremost: No more tinkering with custom resolutions to play games at higher resolutions than your monitor can display. This is a no-click one-size-fits-all solution that works for any GPU (AMD included) and any game you may intend to throw at it. That alone is reason enough to use the virtual monitor even if you don’t plan to use the desktop viewer for anything else than launching games. The virtual monitor has a large set of resolutions tailored for use with vorpX predefined that your monitor can’t display. If you want, you can add even more in the config app. Shouldn’t really be necessary though.

    Secondly: If you occasionally play games using the desktop viewer without vorpX hooking into them, the virtual monitor has the huge extra benefit of running at your headset’s refresh rate. So provided the game you want to play can run at the full headset refresh rate, there won’t be any micro stutter from the normal monitor/headset refreshrate mismatch you get when you capture your actual monitor. Make sure VSync is enabled in games for that to work, also make sure there is no 60fps or so limit set in the game options. VSync alone is what you want. If you want a desktop capture app optimized for playing games, this is officially the one you want to use.

    Added bonus: Probably not many will, but if you actually want to do general PC stuff using the desktop viewer, you can now do so on an ultra-ultra-wide 32:9 display surrounding your head. Judging from recent Star Trek TV shows that’s the future. So, welcome to the 24th century. :) The virtual monitor’s desktop resolution can be set in the Windows display settings.

    #215630
    Heon_X
    Participant

    Hello everyone,

    I’m trying to use custom resolutions that exceed my monitor’s 1080p to be able to fully enjoy the 2448×2448 resolution of my HTC VIVE Pro 2. However, whenever I set a resolution that is higher than 1080p, like 2560×1440, the game starts stuttering massively and becomes absolutely unplayable OR nothing changes (definition doesn’t increase nor FPS decrease).

    I have even struggled setting aspect ratios that are not officially supported by the game, even if below 1080p.

    I tried applying the custom resolution to my PC’s main monitor before appliying it in game, but the results are the exact same.

    The interesting fact is that without vorpX they actually work just fine, it’s only when I launch the game in my headset that I get the massive stuttering (only inside the headset) or no effect at all.

    Games I tested:
    – Forza Horizon 4 / 5: Massive stutters all the time (head tracking extremely laggy, which happens in 1080p as well to a lesser extent)
    – Rocket League: Massive stutters when lots of things are moving on the screen
    – Tiny Tina’s Wonderlands (same engine as Borderlands 3): nothing changes, can only change from 16:9 to 16:10 applying custom resolution to my monitor prior change in game

    Any suggestions?

    Thanks in advance,
    Heon_X

    #215613
    petey53
    Participant

    A game you probably never even heard of, I got it for 71p on sale and would of happily payed full price after getting it working in full VR, it looks and plays great I think… there are two versions of this game, the other is just called AFTERLIFE I don’t know what the difference is between the two though.

    #215606
    mr_spongeworthy
    Participant

    A complex subject for sure. I could see several routes, and am personally happy to pay a bit more for vorpX over time. Nobody here wants to see vorpX go the way of other 3D products. As a general rule I dislike subscription software, and even though it does make those companies plenty of $, it also drives away a lot of potential future users, as well as a lot of long-time users. Take Adobe as an example; no longer a part of any workplace I’m associated with, but was at one point absolutely dominant. Users have moved to products like Pixelmator Pro, which may not offer 100% of the functionality, but offer a very compelling feature set in a product that can be purchased for a reasonable price and then maybe have a small upgrade cost on a major revision only.

    I’ll try to keep my thoughts brief (hahahahaha, right…)

    1) Charge a small amount per-game for the profiles users actually use. It could be built into the vorpX client (a real PITA I bet). So a customer has bought the base product for a reasonable price, and if they don’t really use it for many games they aren’t out a lot more $. You could include an ‘out of the box’ base number (100?) of supported games, and then charge for the additional profiles. The user would click the game title, see “Basic Z3D Profile for Starfield: $1.99”, or “Advanced G3D & AFR support for Starfield: $5.99” or something like that. Enter the card data (have it stored) and *bang* they’ve got the profile. You could even figure out a way to monetize profiles created by users, IF they wish to take part. If RJK builds 10 perfect G3D profiles, maybe 50% goes to Ralf and 50% to the profile creator when a users buys a customer-created profile? You get the concept. (I expect implementation of this might really suck though.) This would also be a way for Ralf to feel like he isn’t wasting his time refining profiles, since those profiles would immediately produce at least a small return. (I would be happy to pay for perfected G3D profiles for games that already have Z3D only, or a less-than-perfect G3D experience.)

    2) Charge for major product upgrade cycles. So much simpler than my first suggestion, but with some downsides. For example, no matter how good your product is, some people will have problems with the new revision, and/or simply like the prior version better for whatever reason. These people will be VERY vocal about their dislike to the new version they “paid for.”

    3) Charge a very small subscription fee for a certain tier of the product only. For example, maybe all Z3D profiles are included, but all more advanced profiles (G3D) are subscription based. IMHO this would have to be a fairly low price-point as people are getting overwhelmed with subscription services of all kinds.

    @RJK: I’ll try some more of your profiles if you get time. I admit that I notice rendering issues that many people overlook or just don’t seem to care about. I would be *overjoyed* to find properly working G3D profiles of some titles (no shadow issues, no disabled shadows, no lighting issues, etc.) If I use some profiles that work really well I’m absolutely happy to donate. If I haven’t donated already it’s probably because I haven’t found a G3D profile that works as I wish for any title for which I needed one.

    @Ralf: You are basically the last 3D solution out there for old 3D systems as well. I know you’re full-speed-ahead into the VR experience, but there is an untapped / abandoned market out there. Add a few more G3D profiles and more 3D modes for old displays and projectors, and hopefully the word will get out in those communities that used to rely on other products.

    #215602
    RJK_
    Participant

    If i may throw in a thought about “Donations”.
    On my webpage, i have many visitors every day. I couldnt really say i am unimportant for many people using the VorpX Gamelist, the Game Engine Comparison or looking for informations for one of another of my 630 vorpx profiles. I regularily get emails with questions about the above and suggestions for new games to fix. In the past say 5 years ive got altogether maybe 5 donations from Vorpx Users, even my website has a nice “Donate” button. I spoke to other “devs” and they experience just the same. Not that i do not appreciate the 5 or 10 Euro from a user and would never complain. Its just the truth that 99,9 % of the people will never donate thinking everything in the web must be free. And i do understand that very well too, its just not possible to donate for every software one downloads from the web. Youlld probably become poor doing so.
    For a professional like Ralf it wouldnt be good advise to “hope for some money” on patreon or whereever. Doing so could turn out quite embarassing too like for example only 7 users decide to support VorpX at the end this way even Vorpx has thousands of users. You never know! Just some thoughts …

    #215591
    Ralf
    Keymaster

    Thanks for the super nice ‘rant’! The forum software considered it spam first, but I could salvage it before it was gone. As an additional way of support maybe Patreon is worth thinking about, but as a sole way of distribution it just isn’t what I want to do.

    Patreon is absolutely the right tool for artists, podcasters, YouTubers etc. But for selling software, and that’s what it is in the end, it’s just too close to today’s rental models because you pretty much force your customers (or followers if you like) to pay for even the smallest update or bug fix. Not my thing. Although I’m slowly starting to get old, so maybe it’s just me. ;) What looks like cynicism to me, apparently looks way nicer to others for some reason.

    When I did more 3D and GFX work than programming back in the day, I happily paid Adobe, Autodesk etc. hundreds of Euros each year for updates, thousands in case of Autodesk actually, but the moment they decided it’s a good idea (which business wise it probably was) to enforce that via a subscription, I was out right away. Would feel odd to do something fairly close to that myself now…

    If you want to invest some time creating profiles, shoot me a mail to support at vorpx com, I can help with that. Would be awesome.

    #215588
    giant.turnips
    Participant

    Honestly, Ralf, I don’t think anybody can logically complain about paying an upgrade fee for a major version release. With that said, I can understand when people get angry after paying the upgrade fee, and the new version is just a bug-fix release. This is where it gets tricky, the aforementioned anger is understandable on a surface level, but in reality, they are paying for another 12 months of rolling updates.

    As you’ve mentioned, Vorpx requires constant updates in order to maintain ‘lights on’ with existing games. So if they stop paying, eventually the games that once worked will stop working, this could be viewed as a bit of a shafting too!

    My two penneth:

    I’m a firm advocate of the pay-what-you-can philosophy, some people just can’t afford to pay money for software. Acknowledging this and giving it to them for free is a nice thing to do but will also gain you a cheerleader, not only in them but any reviewers that pop along. On the other side, some people will be doing OK at work and want to pay more than the asking price.

    I would suggest this approach, pay-what-you-can with the option for one-off donations and/or recurring payments. I genuinely think this will generate more money by simply opening the software to a wider audience. I’m not sure how the profiles are made, could these be created by the community (aside from copying another profile of course). There are loads of people out there that would definitely get involved in creating new content for Vorpx if they can. I digress.

    My personal experience with Vorpx has been awesome. In the short time I’ve had Vorpx I have already lined up loads of old games which have been given a new lease of life thanks to VR and/or immersive mode. Deus Ex – awesome. Dying Light 1/2 – yes! Cyberpunk – Judy! Days Gone – eternally grateful. All of these feel totally different now. Thanks to you and Vorpx’s Immersive Mode, my games catalogue has more or less doubled in size. I have some spare cash, so I want to give extra to keep this train rolling. I suggested Patreon because services such as that mitigate any technical limitations.

    There are other mods out there that add stereoscopic rendering or VR to flat games, but they all require you to edit the game files or run through some obscure instructions. I think Vorpx could become the one-stop shop for VR/Immersive mods. This would require it to become more community driven though if external developers such as myself could be given the ability to add profiles for new games, we would have Week 1 support for most games.

    Just a thought. The bottom line is that Vorpx is great and I, like many others, would like to support you/it.

    #215541

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    oh, that looks great!!

    Now I won’t need to get out the calculator to figure new resolutions :)

    That was the idea. Why doing yourself, what a computer is made for. :) The steps between the predefined ones are fine grained enough to make adding your own unecessary in most cases, but now you can if you still want to.

    None of that is related to the nVidia custom resolutions. If you get accustomed to using the virtual monitor for everything, you’ll never even have to think about adding resolutions to the GPU anymore. Also works perfectly fine with AMD GPUs

    #215528
    ToxicMike
    Participant

    The thing is, when i am looking/focusing at the center of the screen (with maxed out size/distance settings) then i also can still “see a little too much” of the edges of the immersive screen

    To be precisely and not to get the wrong idea: Those screen-edges only appear on the upper and lower end of the screen and NOT on the left and right, i can even directly look to the left and the right (with just moving my eyes) and don´t see any edge. Even if i move my head (one tiny bit) to the left and right, those edges are still not visible.

    So the “problem” are actually just the upper and lower screen-edges, so an increase of 30% in size would also make those edges disappear and makes a “better” experience with certain games in my opinion, even if that “better experience” probably ain´t way too significant.

    …or in other words, the fuckin thing can also stay the size as it is in its current state, those damn edges will happily not kill me or my experience at all LOL.

    #215522
    ToxicMike
    Participant

    Ubisoft garbage.

    Then you have to either look for a different hobby or do it like myself: Having dozens of games installed and switching between titles every couple of days, to have at least some variety.

    The industry is generally GARBAGE and too scared to try other formulas let alone trying something rather NEW and so we have dozens of GTAs, hundreds of CODs, thousands of FAR CRYs, millions of ASSASSINS CREEDs and billions of PUBGs.

    Did i already mention all the REMAKES and REMASTERS these days?

    Also, people always complain about UBI, but what is actually ROCKSTAR doing so great, besides releasing “GTA Games” every couple of years while improving graphics but sadly not the games, so then you have an open world game with great graphics but repetitive and boring gameplay. And yes, GTA V did something new and interesting with its 3-character-switching on the fly, but the missions were the same as boring and repetitive as GTA IV.

    The last ROCKSTAR games i really had fun with was every GTA title besides GTA IV and V. RDRII wasn´t a game, it was a lame horse riding simulator with a better story and better characters than the actual game itself. But people obviously forgot about what “playing a game” actually means.

    Regarding RDRII, thanks to VORPX i can really enjoy the title and also have fun with it while i can really say “great experience”, but without VORPX, i wouldn´t even bother with it.

    Times when devs made videogames because they can make a living with doing what they love doing the most, are over. Today they make videogames to make lots of money and there is no time to bother with “new” stuff let alone someone would risk something, that are indie devs who actually try risky stuff.

    So INDIES are our only hope, forget those AAA franchises and companies, those titles take 180 hours to complete with 100%, but are actually fun for approx. 3 hours.

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