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Mar 28, 2023 at 3:02pm #215713
In 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.
Mar 27, 2023 at 12:01pm #215678In reply to: vorpX 23.1.0 BETA
DanThePmanParticipantThanks 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.
Mar 27, 2023 at 8:08am #215677In reply to: vorpX 23.1.0 BETA
RalfKeymaster@ 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.
Mar 27, 2023 at 4:43am #215675In reply to: vorpX 23.1.0 BETA
petey53ParticipantI 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?
Mar 26, 2023 at 12:18pm #215657In reply to: vorpX 23.1.0 BETA
petey53ParticipantI 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.
Mar 26, 2023 at 9:07am #215653In reply to: vorpX 23.1.0 BETA
RalfKeymasterWhen 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.
Mar 25, 2023 at 8:37pm #215650In reply to: vorpX 23.1.0 BETA
RalfKeymasterThe 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.
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.
Mar 24, 2023 at 9:55am #215630Topic: Are custom resolutions still working?
in forum Technical Support
Heon_XParticipantHello 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 gameAny suggestions?
Thanks in advance,
Heon_XMar 22, 2023 at 8:48am #215613Topic: AFTERLIFE: KILLING DEATH
in forum User Profiles
petey53ParticipantA 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.
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AuthorSearch Results
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Search Results
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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 gameAny suggestions?
Thanks in advance,
Heon_XTopic: AFTERLIFE: KILLING DEATH
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.
