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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.
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 ;)
Topic: How about…WARNO!?
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.
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.
