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  • ToxicMike
    Participant

    https://www.theverge.com/2023/2/6/23588083/meta-shutting-down-echo-vr-john-carmack

    That´s the right spirit, ya dipshits! Just cancel even more VR-Exclusive games and shut down servers, this will of course attract even more users get into VR and buy VR-Exclusive titles to begin with!

    Not enough that VR is still struggling, especially this meta-crap, they´re already starting to shut down server(s) of game(s).

    I don´t care what reason they may have to justify such a stupid move, it for sure will not help VR to become “better” in any way. So why even buying their next titles, when they are going to shut down its servers too soon probably?

    Not that i even played ECHO or any other vr-exlusive title lately, let alone multiplayer-only vr-titles, but as a “vorpx-MANIAC” who is playing every game in VR now, i guess we and VR need all the industry-based support it can get, rather than doing the exact opposite META is obviously doing now.

    phat4l
    Participant

    Hi Ralf,
    Thanks for the response, I appreciate it. The hints in the profile don’t really provide any help, unfortunately though. As indicated in my earlier thread regarding this issue, I am running at the lowest resolution, and with all graphics settings on minimum (and raytracing off), yet I am getting screen update rates in response to head movement of less than 1 fps. Even the initial tutorial screen that introduces the mod has massive judder. My CPU usage is around 30% and GPU usage around 15% so it doesn’t seem like it is a system resource issue at all.

    I assume it must be some kind of conflict, but I am at a loss on how to figure out with what. Is there anything else in the log file that could shed some light on this? The only remaining step I can think to try is to upgrade to Windows 11, but I am worried that may lead to other problems – could that be worth a go though? Is there anything else I could do to try to isolate the cause of the problem?

    #215042
    efrain86
    Participant

    Does anyone have an idea why i cant get it running? When i Start it in dx12, nothing happens and i get Stück on oculus home or steamvr (tried both). At dx11 it starts in VR and i can See it on the cinema, but i have no 3D effect, even when all the sliders are to the Max. I want to Play it in third Person in 3d on cinema Mode, because first Person triggers nausea.

    Any ideas? Im using rift S and Standard vorpx Profile.

    #215015

    Topic: Messiah

    in forum User Profiles
    RJK_
    Participant

    Messiah (D3D and Glide) – G3D/Z3D

    This is the first game that i got running in multiple modes with different renderers, very interesting ! You can run this game in D3D (G3D/Z3D) and Glide (Z3D), where in my opinion GLIDE looks the best. Haha who thought Glide would come into VR one day .-)

    The D3D Renderer works stable in SAFE MODE, but doesnt seem to have sound, you may edit the safemode .bat to get the sound back. With G3D certain objects are at HUD depth only, so i recommend Z3D or dont even bother with D3D, just run the game with the Glide Renderer (MessiahGlide3x).

    Requires DGVoodoo2 v2.6 , throw the Glide dlls and the D3D dlls into the games folder, set both Glide and D3D to max memory and “force resolution” to the max, eg. 2880×1620 etc.

    IMRORTANT: If your graphics look blurry in GLIDE mode, choose a higher ingame resolution at 32 bit and force resolution with DGVoodoo2 also. If you encounter one eye become dark, go back to main menu and restart game.

    – Optimized for Cinema Modes
    – Full VR w. Headtracking available !
    – Running GLIDE Z3D recommended
    – Profile available at the cloud

    #214998
    beemzy
    Participant

    After installing the new DLSS3 patch (actually it also has some game bug fixes so most people will want to download this eventually), my VR has stopped working and default view is pancake. If I try to activate the new Frame Gen feature then the game crashes out about 1 sec after the VorpX Mod start screen shows.

    Author of CET, awpsoleet, says an update will be forthcoming as soon as awpsoleet has time. Will this fix the VR?

    Secondly, any ideas on the Frame Gen and how to get that to work or is it not compatible with VorpX Mod?

    lexmirnov
    Participant

    Thanks to the forums I managed to get past login screen (DEL – Disable 3d render until logged in). There’s another issue on WMR HP Reverb G2 Gen.2 – if I use Geometry (“better visuals”) mode, the right eye is black, which would have been great if I roleplayed a pirate, but I’m not. Am I the only one with the issue, and is there a fix?

    Also is there a way to make game textures less blurry? I know it’s 2014 game and it was mediocre in that aspect even then, but maybe some oversampling could do the trick? OpenXR tools or so? In MSFS those utilities made wonders.

    (well, another thing is when I switched the controllers on while in-game, my char started peering into the sky and refused to move. But this might well be my own fault, since I play with mods).

    #214925

    In reply to: vorpX 23.1.0 BETA

    DanThePman
    Participant

    I appreciate that among all available vr software programs only vorpx manages to provide smooth frames without those nasty micro stutters.
    One of many aspects why Im preferring it.
    Even with 100 fps+ other softwares cant manage to provide such a smooth experience.
    However in the past I also noticed that stuttering is only prevented when injecting into a game instead of using the desktop viewer.
    It would be great to also achieve smooth motion when using the desktop viewer so it maybe will be possible to combine it with dlss 3 frame generation in the future.

    Unfortunately Im still having having problems getting it work.
    Here is what I experienced:
    I installed the latest beta version, enabled the virtual monitor and started the desktop viewer.
    I tested The Witcher 3 (DirectX 11 version) with it in full screen mode while pausing the injection “watcher”.
    The ingame settings let me choose between 2 different monitors although only 1 physical monitor was connected.
    I tested the game with both “monitors” but the game felt equally stuttery trying both options while maintaining well over 100 fps ingame.
    I tested everything using the hp reverb g2 in 90hz mode.
    I disabled V-sync in the nvidia control panel and I also disabled directvr game optimization in vorpx as well.
    No custom resolution used.
    As a side note: The image recentering only began to work 5 minutes after starting the desktop viewer.

    #214883
    Ralf
    Keymaster

    If you mean DirectVR, that’s actually a lot more than AFR 3D. DirectVR is a term I introduced some years ago for various techniques vorpX can use in more complex game profiles that do more than ‘just’ stereo 3d and head tracking.

    In more than 150 games for example vorpX can automatically adjust FOV, resolution and other settings for a streamlined VR experience. Also there is the DirectVR memory scanner that provides direct access to a game’s internal camera for low latency 1:1 head tracking as in native games. That’t available for two or three dozen games. And so on. There even is an API for modders.

    As far as the games in your list are concerned, those are extra special in that they come with game specific mods that do even more than ‘normal’ DirectVR games. E.g. automatically switching to EdgePeek in cutscenes, optimizing camera positions in vehicles for VR and so on.

    TLDR: There’s A LOT more to vorpX than meets the casual observer’s eye. ;) I’m confident to say that it’s by a huge margin the most feature packed, advanced and versatile toolkit for bringing flat games to VR. A bit of a challenge to get that message across sometimes since what vorpX can do varies so heavily from game to game, but true nonetheless.

    xifa4
    Participant

    I just installed this,set my Valve Index to Steam VR in settings and when i launch games i get an “Oculus runtime init failed,vorpx will not work correctly Swicthing vorpx to Steam VR mode”

    I dont even have an Oculus anymore….How do i stop this error? I have reinstalled Steam VR as well and still get this error

    #214850
    shaoo11
    Participant

    None of the cloud profiles I tried allow G3D even if they say they do, are there any options for G3D with current versions?

    VRG, the native VR mod for DRG, is not crossplay compatible while DRG+Vorpx is, so how can I get G3D working?

    #214785

    In reply to: MorphX !

    ToxicMike
    Participant

    Do you guys have internet access and if so, are you familiar with http://www.google.com?

    Sorry for being as ass again, but it took me exactly a few seconds to find the appropriate info on where to get the pc version of “MorphX” and even how to get it to work with a xbox360 emulator along with where to get the appropriate xbox360-file.

    On the other hand “X-MORPH” has nothing to do with “MorphX” and is a completely different game, so starting an own “X-MORPH”-Thread would give better results probably.

    So anyway, “X-MORPH” is using the “Schmetterling”-Engine which is also used for “RIFTBREAKER”, so if there ain´t no profile for “RIFTBREAKER”, chances are high there ain´t no profile for it at all since there are exactly 2 games using that sad indie-engine.

    So if you want to find a probably working profile, you should do all the hard work yourself and try all kinds of profiles for games being similiar to riftbreaker/x-morph and with great luck you could get it to work with 3d-effects.

    phat4l
    Participant

    Hi all,

    I am really hoping someone may be able to offer me some trouble shooting suggestions as I am really tearing my hair out with this problem at the moment and have spent hours trying to resolve it without success. I have previously used VorpX reasonably successfully with a handful of titles when I first got my VR Headset a couple of years ago – at the time I had a 1080 Ti.

    I have had a bit of a break from VR, but was getting back into it over Christmas, and I now have a 3080 and a Reverb G2 headset. This should be able to run most titles very effectively with VorpX, but I am having massive performance issues in just about every title, and especially in Cyberpunk 2077, which is the main title I wanted to run VorpX for. Most titles I am getting FPSs in the region of 20 – 40, even at very low resolutions. With Cyberpunk 2077 the situation is even worse, the displayed FPS is in the mid-20s, but the actual display is far worse – if I move my head it can take several seconds before the rendered view updates to the new position (although animations, etc. can still be seen running in the background presumably at the displayed FPS).

    Things I have tried without seeing much of a difference:

    • The regular version of VorpX
    • The new beta version of VorpX (and using the option to fully reset everything to factory defaults)
    • The standalone Cyberpunk 2077 mod
    • Both OpenXR and SteamVR modes (little difference between them)
    • Install of the latest NVIDIA driver with clean install selected (even though this means I am going to need to set up all the custom resolutions again :( )
    • Using Task manager to disable every non-essential program that could conceivably be interfering (the only thing still running was GOG Galaxy as it is needed to launch Cyberpunk, but I have disabled the overlay)

    Is there anything else that I can possibly try in order to resolve this problem, or at least narrow down what might be causing it?

    Thanks,

    Alex

    #214760

    In reply to: vorpX 23.1.0 BETA

    dellrifter22
    Participant

    Great! Assuming the auto weapon hide feature set includes stereo separation.

    If it can also adjust position like Titanfall 2 – even better.

    Thanks for getting this in.

    Senan
    Participant

    I’ve been testing out this new headset (coming from a Quest 2) and I’m running into strange problems that I can’t figure out. For instance, I just tried playing Half-Life 2, which always ran near perfectly on the quest (even with Airlink), and I’m getting constant de-syncing and lag, and also some weird issue where I’m seeing flashing mirror images of my weapons at times. I have no idea what could be causing this behavior. It was pretty bad in Fallout 76 as well, to the point I couldn’t really play it.

    I know this isn’t a PC spec issue (running a 3080 OC, with a more than capable CPU) and again, these games ran fine on the Quest 2.

    Any idea of what could be causing a wired headset have lag and desync issues like this? Thanks in advance.

    (For the record, I’ve been using it to play Everquest (one of the main reasons I bought the reverb since only WMR headsets will work with this game for some reasons) and apart from some gamma issues and needing to use a gamepad to bring up and use the Vorpx menu, it’s been working fine for that.)

    #214670
    Ralf
    Keymaster

    Had to try that right away. Technically worked, BUT: full 8K seem to be too much for 32bit games, which can only address 2GB of GPU memory. vorpX creates two extra copies of the backbuffer to send it to the headset efficiently, and with G3D also many of the game’s rendertarget textures have to be held in memory twice. Switching to Z3D and then back to G3D freed some resources and improved the situation, but still:

    Each 8K full size backbuffer/rendertarget alone has roughly 125MB.
    7680 * 4320 * 4 (BytesPerPixel) / 1024 / 1024.

    Not hard to imagine how even older games in 8K can eat up 2GB of GPU memory fast, especially with G3D, where rendertargets and backbuffers get duplicated.

    No such issues with newer 64bit games, of course. There GPU performance and the actual amount of GPU memory are the only limits.

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