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  • #215521
    expatpanama
    Participant

    Thanks for being so exceedingly polite. Rare these days. ;)

    You don’t even have to access the internet for the list. It’s right at your fingertips in the help that comes with vorpX. If you have trouble locating that, try either the config app or the vorpX help link in your start menu.

    In the config app you also find a full list of profiles stored on your PC (‘Local Profiles’) as well as all user profiles that have been uploaded to the cloud.

    Hope that helps.

    Hi, just bought vorpx & want to use it for the first time.

    Following your post I opened “Configure vorpX” but it did not have any beginner recommendations nor exactly what I’m supposed to do to get vorpX running. Any step by step procedures would be helpful but meanwhile I’ll try mashing one button after another to see what happens…

    #215471
    MarcDwonn
    Participant

    I’m using my new Reverb G2 rev2 to play The Witcher 3 currently. It’s an excellent HMD, highly recommended for vorpX. But very expensive for a product that will get discontinued soon – i paid 700€ here in Germany (even though it’s discounted to half of that in most other parts of the world) – and it just went to 750€ at BestWare, LOL… :)

    Heon_X
    Participant

    Thanks Ralf for the explanation!

    I did notice some kind of frame rate limitation while messing around with settings. However, I did not have any setting that explicitly says “limits frame rate” on (FluidSync On and Headset Sync Safe).
    This is what I found out:
    – Headset Sync: Default (Fast) gives normal ~100 frame rate, Safe lowers it to ~80. This should be normal.
    – Direct Mode Async Render: This one is weird. I usually have it set to Device (on). When I turn it off I either get warping frame rate (similar to internet lag in online games) and sometimes it caps at 60 FPS on its own and it’s really smooth. In the latter case the game feels more responsive, which should make sense since there’s less input lag with synchronous rendering (if I got it right).
    – Direct Mode FluidSync: Auto lowers framerate to 60 since my PC can’t reach 120, so it works properly. I usually have it default which is Device (off) and I get ~100 FPS.
    – Tracking prediction: On or off doesn’t seem to impact frame rate, but from what I’ve seen setting it to On makes some sort of frame interpolation so 60 FPS looks like a fake 120 FPS, pretty cool.

    Are there other settings that also limit frame rate as a secondary effect?

    I also noticed that when vorpX hooks into FH4 it says “vorpx 21.3.2 | DX12” even though my vorpX version is 21.3.3. I don’t know if that could be part of the issue.

    #215445

    In reply to: vorpX 23.1.0 BETA

    MarcDwonn
    Participant

    This is a scenario that i thought about as well and wondered if it would be possible. There are quite a few ways (even native in some titles) to get a SBS/OU stream and the new vorpX Desktop Viewer sounds ideal for this. Most other desktop viewers have big problems with frame pacing, so i actually had given up on that SBS thing…

    MarcDwonn
    Participant

    Ah, never mind, i found it! I disabled headtracking, and then disabled “override x-box gamepad” (or some such). Now i got back my gamepad right stick, and some of the controls of The Witcher 3, exclusive to the right stick, are finally accessible.

    This solves one of my biggest gripes with vorpX: that i couldn’t use my gamepad natively. But i was wrong, obviously.

    I hope that someday we’ll get a full documentation, with every single setting properly explained. That would prevent much confusion. :)

    #215428
    papakapp
    Participant

    Desktop viewer works fine. Witcher 3 does not. (only game I tried)

    When I go in game, SteamVR launches, and I get the SteamVR loading screen with the grid pattern drawn on the ground. Then, when the view in the headset starts streaming the sound from the game, the screen goes black.

    any help?

    I am also unable to run any game that I purchased from the Steam store in VR, Although I could yesterday, before I installed Vorpx. Now when I try to launch a game from the steam store, Vorpx tries to hook into it, and prevents it from launching.

    *edit* nevermind about the last part. I was able to exclude steam games from whatever Vorpx tries to hook into. (trivially) still no witcher though.

    jokester_J
    Participant

    I’m just trying to get it to function. Right now the motion and video makes it unplayable, I know it works, I’ve seen others speak glowingly about it and I’ve seen video. But for me personally, I cannot:
    1). Move my head with the right joystick or the view gets all inverted like a flight simulator. Plus I see the body stationary but I can “detach” my head from it looking around.
    2). The Zoom in of the view is horrible, worst looking video of any game I have. It’s like 360×360 zoomed in, blocky and blurry.
    3). You can not get back to the Cyberpunk menu once the game starts…there is no “esc” button to get back to that screen
    4). And as I mentioned, it totally freezes after 15-20 min. I see the hourglass spinning and everything, need to go back to my system and force quit Cyberpunk.

    The info given is confusing, they mention fixing the resolution, but neglect telling you where to fix it, in the vorpX menu or the Cyberpunk menu? They say “Don’t mess with the FOV” but in the sticky post they say “you must fix the FOV”…talk about mixed messages. I get it, the stand alone is free, so there is little interest in supporting it. But I believe this forum is for the Purchased version as well…and I’m see even more issues there. What’s frustrating is it obviously can work, but they just give you the tools without any instruction, so you spend days with trial and error.

    I don’t understand why there is a standalone version without any form of direction. It would make this whole process of getting it to work so much easier instead of this back and forth with unanswered questions. I’ve been posting questions for a week and getting zero response. The questions that are answered are never updated. I figured you were going down the same path so thought I’d chime in. No way in hell am I buying a product without any support though, that’s just a waste of %40.

    It’s turned into an exercise of getting just to work. THAT’S the real game.

    #215398

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    @Ralf. Thanks for your feedback. I work in K-8 EDU and admit that often leads to “thinking things through” out loud (here) instead of privately. I will try to avoid doing this so much in the future.

    To be clear, even if I don’t go through my entire testing process I DO rigorously test with controlled benchmarks (in-game when possible). I *always* start at the basics when encountering a problem; Has something changed in my BIOS, have I installed anything new (even just a driver update), is my cooling still working properly? I use benchmark software (historically Cinebench and Furmark, but currently I usually just run 3D Mark to do the “extreme” GPU + CPU stress test) to double-check that performance has not degraded for some unknown reason or an instability crept in. I don’t believe anything I see just once.

    I, do, however, keep coming back to Cyberpunk after long lapses in playing it, and I forget about all the Cyberpunk-specific foibles. Or maybe I’m just overly-optimistic that somehow they have finally been fixed. (hahahahaha, right…)

    I have tested this particular behavior (GPU usage with the vorpX virtual monitor enabled) and although I noticed that in Cyberpunk I belatedly realized it’s a terrible title in which to do any testing. In Cyberpunk my performance will alter dramatically simply by switching from real screen to virtual, or back, or back and forth. Using the built-in benchmark I repeatably see my max fps drop by 10-20fps. Sometimes my minimum and average also simultaneously go up. I have to Quit and re-run the game and all is good again. It’s just a completely and utterly unreliable title to try and use to figure out anything (other than figuring out “this is a Cyberpunk problem”). Like many (everyone?) even in 100% vanilla Cyberpunk I see repeatable, slowly decreasing performance just from entering and exiting menus, or even when visiting certain locations which will then cause performance to drop everywhere until you reload or quit and reload. It’s just the worst.

    BUT, I do also see performance differences in the only other title I currently have installed that has a built-in benchmark: Far Cry Primal. That title consistently and repeatably benchmarks FASTER on the vorpX virtual display than it does when on my physical monitor. Every time. Identical settings. Absolutely repeatable. As you’ve said, this does not seem to be vorpX related in any way. vorpX was just the first thing that came to mind because it’s been so long since I’ve run multiple screens on any game rig. I *think* what I’m seeing is typical of 3D acceleration on Windows machines with 2 or more monitors, especially if those aren’t running the same refresh. It’s been probably 12 years since I used multiple displays on a gaming rig, but it definitely used to cause a bit of unanticipated behavior.

    (BTW; if you ever do implement a longer edit window I’m one of those forum users who will go back and edit my original posts with more concise info. For example, I would have edited the post where I initially noticed the differing performance with something like “EDIT: For anyone else seeing differing performance on the virtual monitor I have now tested further and this does not appear to be vorpX related but rather a game-specific issue with Cyberpunk, which was the title in use when I first noticed this behavior.”

    Looking forward to the next Beta!

    Heon_X
    Participant

    Hello everyone!

    I recently upgraded my Oculus Rift CV1 to a Quest 2, used with Link cable for PCVR. I’m trying to fully utilize the 120 Hz refresh rate of the headset as I’m really sensitive to low frame rates (I play Rocket League competitively on an eSports monitor in 240 Hz).

    The fact is that I can’t quite reach 120 FPS in game despite using Z3D on default settings. The game I tested deeply so far is Forza Horizon 4: keeping the same exact settings, in the same exact spot I get 185 FPS without VorpX and 105 with VorpX.

    All settings are on max except the ones that impact CPU, which are set at minimum (1080p in game res, 3200×1632 on Quest 2). My CPU is a Core i7-9700KF @4.7 GHz, GPU is 3070Ti.

    Normally the game is clearly CPU-bound, as my GPU utilization never even reaches 80%. Likewise with VorpX enabled. I read somewhere that VorpX mostly increases the workload of the CPU, so I guess it’s normal to see a performance degradation in a CPU-bound environment like Forza.

    My question is, though: is a 43% decrease in FPS normal in Z3D?
    I know G3D has to basically produce 2 different images so your framerate is pretty much cut in half compared to VorpX off, but isn’t -43% a lot for Z3D?

    I also tried decreasing various settings like render resolution in the headset and resolution in game but the performance remains fairly similar when using VorpX (I suppose resolution is mostly a GPU / VRAM thing).

    If this is not a normal behavior, my follow up question would be: is the encoding done from my GPU somehow reducing the performance in game?
    Theoretically it shouldn’t, as RTX cards have their own dedicated piece of hardware for encoding, but the encoding process (OVRserver_x64.exe) usually eats around 13% of CPU despite this fact, so there might be some kind of setting I can tweak that regards encoding in order to squeeze out those last 10 FPS I need to fully enjoy the game in 120 Hz.

    In Rocket League I manage to get 120 constant FPS in G3D but the game is not fully stable: despite the graph in game shows no dips from 120 FPS, I get basically the same thing as an FPS drop when my GPU stat goes from “Green” to “Red”. This is why I thought about the encoding problem.

    Sorry for the long post, but I searched around and I couldn’t find any precise tests on the matter so I need to go to the source to know more about the various mechanics that lie behind the scenes ;)

    #215371
    jokester_J
    Participant

    I’m having a similar issue. I also switched the setting to Keyboard/mouse however I read in another post it should be set to gamepad. When I switched it to keyboard/mouse I could get into the game. I also have a weird “drift” issue with the mouse cursor in the Vorpx Menu, it makes changing the setting take twice as long, anyone else have this problem.

    Curious if there was a general setting for Cyberpunk to use? like input method, stereo eye/depth setting, etc…Or even better if anyone has made a video walking though the general steps. I see the potential here, but there no direction.

    #215356
    ToxicMike
    Participant

    https://store.steampowered.com/app/1611600/WARNO/

    Forget about the screens, watch that vid!

    No one ever tried that one with vorpX?

    I thought i am looking at cutscenes but those are actually in-game scenes, so i am afraid this would be too much for my graphic-card in VR, let alone with 3D, in case that even works with the game.

    #215345

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    All I can tell you is what I told you above anyway. The virtual display driver does not hook into a game’s graphics pipeline. If it would tax your GPU in any way, it would do so outside of games in the exact same way as in games.

    So whatever your further tests may show, you have to look somewhere else to find what causes your issue. Also, as said above, if your ‘issue’ is in the range of 5% or so, you have to run a reasonable amount of tests to determine what you see is not just random fluctuation.

    As much as I’d like to get to the bottom of stuff you report here, when it is neither replicable nor even sounds technically plausible, I have to prioritize other things.

    Let me know if you experience any increased GPU usage outside of games with the virtual display enabled. Not being able to replicate your issue here aside, that would be the only valid indication the virtual display could be the cause for what you see. Until then I consider this matter closed.

    #215323
    Ralf
    Keymaster

    Just a head-up that the next beta will be out towards the end of the week.

    After some of you made me aware that not every monitor gets detected as off by Windows automatically, I had to come up with something better in terms of switching between the physical and virtual monitor. After all the virtual monitor is intended to make things easier, having to physically disconnect a monitor, turning it off in the Windows settings manually, or fumbling around with the quirks an invisible secondary screen implies very clearly is not.

    So I pretty much spent the last four weeks honing a mechanism that let’s you super easily switch between the virtual and physical display on the fly via software. Also the desktop viewer and the virtual display are a true power couple now. Provided your headset is able to detect whether it is in use or not (most are), for example the desktop viewer can switch between the virtual and the physical display automatically when you put the headset on or take it off. Won’t get easier than that.

    Having a super high res monitor that runs at exact the same refresh rate as your headset makes desktop capturing a much, much more desirable option for playing games in VR than it was ever before. And even if you don’t really want to use the desktop viewer itself much, you still should use it as a launchpad for hooking into games. Firing up the desktop viewer automatically gives you all the benefits of the virtual display without having to care about anything else.

    Switching monitors via software sounded simple enough and was in general. But as usual the devil was in the details. Changing the display configuration is not to be taken lightly, so an unhealthy amount of time had to be spent ensuring that under (hopefully) no circumstances – not even in case of a hard system crash – you could end up with a broken display config. Not exacly fun sinking about 100 hours into stuff that noone will ever notice, but better than you potentially being greeted with a black screen after a system crash, or a messed up multi-monitor configuration, or even just displaced desktop icons for that matter – something Windows loves to do when switching displays.

    On a more interesting note from a user’s perspective: during the process the desktop viewer learned a few new tricks, reflecting the greater importance it will have from now on. E.g. it can now display UAC prompts (the thing Windows displays whenever an app needs admin rights), super useful for older games that may require admin rights, as well as for doing general work with the desktop viewer.

    Release of the new beta will probably be on Friday. Time for some fun stuff until then, most importantly a buch of new gestures some of you had suggested.

    #215292
    mr_spongeworthy
    Participant

    @Tophness I found that Steam itself was crashing during Cyberpunk (only, all other titles were fine.) Try the Steam beta version, which resolved that issue completely for me. Also try this SYNC method: Slow + Multithreaded. Works very well for me on my 8K-X.

    (Note and digression; I’m getting considerably better performance using the vorpX beta than I do using the stand-alone mod. But I’m only shooting for cinema mode, not full VR. Not a problem with vorpX, but rather a problem with the Cyberpunk engine being incredibly soft-focus. A title like FO3 looks incredibly crisp and detailed at full VR even clear down to around 2880×1600 pixels, and looks glorious at 4K. Cyberpunk looks eye-wateringly crappy at anything below 4K with DLSS OFF once blown up to full VR size. It’s probably that shit TAA. You can force that off but then it’s got all kinds of other issues because the devs appear to have used TAA to hide other issues. That’s happening with other Devs also at this point (Hubris comes to mind immediately). Running at 4K no DLSS to my HMD is 30fps for me, even on a 4090. I’ll need at least 60fps, or maybe 45 with Brainwarp – if Pimax ever fixes that (nope, not gonna happen), so maybe I’ll get to try Cyberpunk in full VR if Ralf gets DLSS3 Frame Gen working, or when the 6000 series cards become available (2030?)

    #215289

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    I have finally resolved the AFR issue I was having with Cyberpunk (at least, now I can play for over an hour without needing to restart the game or simple load a save.) The Steam client (not the Steam VR client) was crashing in the background ONLY while playing Cyberpunk. This was greatly exacerbating the long-standing ‘slow degradation of performance’ which has plagued Cyberpunk, causing it to kick-in the moment the Steam client crashed, instead of taking an hour+. This then caused significant spikes in CPU usage, which was causing the AFR sync to drop out momentarily. As Steam was only crashing during Cyberpunk, I had not put 2-and-2 together. Reinstalling Steam did not fix the problem. Neither did a clean install of Cyberpunk. Turning on the Steam beta fixed the issue immediately.

    So, here are my actual findings with the Beta 23.1.0 now that I have that not-vorpX related issue fixed:
    1) Performance in Cyberpunk is better with the 23.1.0 beta than it is with the stand-alone mod. It is very easy to hit 60fps at insane quality settings on my 3D display. It remains tantalizingly out of reach to hit 45/90 at sufficient quality in this particular title on my HMD however, so I’m stuck at 37.5/75 when playing in on my HMD. Ultimately I think DLSS3 Frame Generation is the going to be the killer feature to get such demanding titles to play well. Using Z3D to my HMD, not AFR. Note that normal things like turning off RT do not resolve this issue; it seems very-specifically related to the rendering resolution. Even when I turn quality lower Cyberpunk will cause the HMD-refresh to drop below 90, causing the in-game rendering to also drop and stutter to begin. I have to reduce quality by truly *massive* amounts to maintain 45/90 in that particular title.
    2) AFR works on my 3D Display in Cyberpunk, but Z3D solutions are broken in all titles.
    3) Performance in other titles seems very good. For example I am able to play Hogwarts at 4K, RT High, DLSS Off with nearly all quality settings maxed (lower quality on Fog and post-proccessing at this time) at 45/90.
    4) The following vorpX sync setting work FAR far (far, you get the idea) better than any other combination on my Pimax 8k-x. You might consider making this setting combo the default for Pimax HMDs: Sync method: Slow, HMD Multithreading: ON (this provides not only the highest in-game rendering rates compared with the other methods, it also creates the lowest-judder experience.)

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