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Topic: vorpX Interpolated frames?
Just wondering if vorpX attempts any form of ‘reprojection’ when set to half or third refresh rate? I’ve been really hammering vorpX lately in a few titles (still absolutely loving FO3 in vorpX, just a fantastic experience thank you!) and while my VR legs are now good enough that I can play all the way down to 60hz/fps all day long without motion sickness issues, it does bother me when the fps drops below that, even briefly. It might be nice to implement 90hz/45fps in some cases, but I’ve noticed that if I set my HMD to 90hz and artificially limit the FPS of a title (say, with the Nvidia control panel, or in-game settings if available), so that I’m playing at 90zh/45fps with zero interpolated frames, things looks *exactly* the same as if I setup vorpX with the half frame-rate option. So, at least to my eyes, it doesn’t seem as if vorpX is actually creating any additional interpolated frames. Both solutions remain reasonably responsive, but I’m seeing nothing that looks like any form of so-called asynchronous reprojection. It’s most noticeable upon rotation, when I get obvious ghosting of the entire scene. If I set PiTool to 1/2refresh with motion smoothing on, then I get interpolated frames with all the other associated pros and cons. (Right now basically anything else would be preferred over Pimax Smart Smoothing; They are trying to add a 1/3 rate and it’s unusably bad. Unfortunately if you turn on ‘smart smoothing’ currently you get either full fps, or 1/2, or 1/3 depending on what the Pimax drivers decide, so basically ‘smart smoothing’ is now unusable on Pimax HMDs as it keeps kicking in the 1/3 rate without any way to disable it and just stick to 1/2. The option ‘force 1/2’ is there, but all that does if force 1/2 as the MAX; if the driver wishes it will drop to 1/3, nearly always where there is absolutely zero need to do so.)
Anyway, regardless of my reasons, I’m wondering if the behavior I’m seeing is what I’m supposed to be seeing when I turn on the 1/2 rate in vorpX?
I spent a few hours (both in and out of the headset) trying to get it to work, and all I succeeded in doing was making myself sick.
This is my first time attempting to use vorpX, so I don’t know whether I’m being really stupid and using vorpX completely incorrectly, or if I’m just struggling to get the settings right for this specific game.
My hardware:
RTX 2080 TI graphics card
HTC Vive Pro headset
Vive controllers
Index controllersThe first thing I did was turn on my headset, start SteamVR, and then start vorpX and set the profile to Unreal 3, and then finally start up Naissancee. (A youtube tutorial informed me this was the correct order to do things- please let me know if that’s wrong!)
At first I was trying to use the Index controllers, but I couldn’t get edgepeek or the in-game settings menu to work with them. So eventually I gave up and switched to mouse and keyboard. I would prefer to eventually be able to play the game standing up using controllers, but I’ll certainly settle for mouse and keyboard if that’s the only option that can work for Naissancee.
Once I was able to get past the main menu, I encountered several problems. The first problem was that everything was extremely grainy and pixelated. This is how I would expect things to look if my resolution was too low, but the game wouldn’t allow me to change the resolution from 800×600. Every time I set the resolution to something else and clicked ‘apply,’ nothing would visually change, and when I went back to the settings menu, the resolution was back to 800×600!
The second problem was that looking around with the headset was not smooth at all. It wouldn’t pick up on very subtle head movements, and slow head movements would jitter and stutter.
The third problem was that there was something very wrong with the field of view, and possibly the depth as well, for lack of a better word. (By depth, I mean distances directly in front of me appearing too long or too short- sort of like a fish-eye effect, I guess.)
Since Naissancee doesn’t seem to have DirectVR support, I expected I would have to spend a lot of time adjusting the FOV before it would look right. However, I assumed it would be pretty intuitive whether it was currently too high or too low. But once I got into the game, I found I couldn’t actually tell what was wrong with it- it just looked really wrong somehow, and it was making me nauseous. My first thought was to try raising/lowering the FOV manually and seeing which one made it better, but I couldn’t find any way of changing the FOV, whether in the Naissancee settings or in the vorpX in-game settings.
Since it was so unintuitive to me whether the FOV was too high or too low, it occurs to me that perhaps I misdiagnosed the problem, and it actually had nothing to do with FOV. Maybe this was another side effect of the resolution being set wrong, or maybe it was caused by some other issue that never occurred to me. My assumption is that it’s the FOV, but if anyone with more vorpX experience has a more likely answer, please let me know.
It also seemed like the mouse/head turn sensitivity was too high, but I tried to solve the other issues first, and I wound up making myself too sick to continue before I could get to the sensitivity issues. I normally have pretty good VR legs, but the messed up perspective and jittery head movement proved to be too much for me.
I don’t want to admit defeat after only one attempt, so any help would be very much appreciated.
Sorry if there’s some really obvious solution that I’m missing. I did attempt to read all the official instructions and watch a few youtube tutorials before getting started, but I still found myself stumped.Hi Ralf and indeed everyone:-),
It occured to me
In “more 3D settings” you can adjust player height by moving the camera on the vertical axis
In theory, would it be also possible to do the same on the horizontal axis, and even the z axis?
This would give us even greater control and options
Imagine, being able to offset the camera in this way
In theory any third person title could be playable in first person vr.
As we can already adjust HUD elements and F.O.V it’s not out of the question to produce some great results.
In my most recent video I attempt to get a plague tale in first person with some degree of success
However although I can match her height by adjusting the camera height…..the in game camera remains at her shoulder rather than her head.
(Characters speaking to her are from your perspective talking to your left shoulder 😂)
If it were possible to also adjust the camera horisontally, I could achieve a flawless first person view
And then the idea struck….this could potentially work for any title if we can adjust the x,y and z axis of the camera
Would this appeal to anyone else?
Any thoughts?
vorpX 22.1.0 is finally nearing completion. Time for a little preview that shows its two main new features.
The most important one: user configurable motion controller gestures. Yes, you now can do stuff like aiming down sights, steering a car and more similar to how it would work in native VR titles, just with pretty much any game. The library of available gestures will be expanded over time, very much looking forward to your suggestions. Also many official profiles will get preconfigured gesture sets soon.
The second main feature was mainly introduced since gestures don’t really make much sense without anyone knowing how they actually work. Enter the new start and info environment that is now the first thing you see when you launch a game with vorpX. Pretty useful in general to get important infos better across, but especially important for the gesture system, which automatically creates tutorials for your gesture configs. Doh. Was actually more work overall than the gesture system itself…
Check the video below to see how that all works. I tried to make it as easy as humanly possible, and – if I may say so – believe I wasn’t entirely unseccessful in that respect. ;) It’s really super easy to use. Even if no gestures are preconfigured for a game.
hello,
for some reason, with some games, i have very low performance when playing those games with vorpx desktop viewer when the game is “on top” like getting half fps 45 fps at best, or even lower.
however when the game is running in the background and when i switch on it but it’s still on background (no sound) but can still use controlers, i have full fps, no slowdowns at all, i was not able to fix this for days, so i’m kinda desesparate, and i hope someone can help me.
Although I think we all can agree that stereoscopic mode is the best with G3D being the gold standard, but Z3D actually being quite decent too (I am playing Final Fantasy 7 Remake this way and played Cyberpunk like this too).
But what about games that won’t run in stereoscopic mode? I still find these games more immersive in a headset as the headset completely isolates me from the outside world. It’s my preferred way to play during sunny days where there is glare on my 4k 70 inch TV that is connected to my PC.
Furthermore VorpX adds a little extra even for non stereoscopic games since you can still track your head movement to mouselook. This can help enhance monocular depth cues.
And speaking of monocular depth cues; since flat gaming is just a 3D image projected on a 2D plane, does anyone get an illusion of a 3D effect through just monocular depth cues when playing a game? I swear sometimes even flat games can look “almost” stereoscopic because I can start imagining the depth levels as if it were truly stereoscopic.
Anyone get this? It’s not as good of an effect as even Z3D obviously nor is it actually stereoscopic, but I’m certain it’s there and it’s caused by monocular depth cues such as parallax, lighting, shadows, etc.
It’s like hearing a song from your memory vs actually hear it in real life. A pale imitation of the real thing, but appreciated if you have no better option at the moment. Thoughts?
