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  • #221816
    Ralf
    Keymaster

    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    glenn19
    Participant

    Application was running fine yesterday but when I opened it today I got hit with the “Sorry, but vorpX can not be run in Hyper-V (guest)!” warning – I’ve tried running it as administrator but still get it.

    I searched around for a fix and I even asked ChatGPT. I ended up disabling every Hyper-V and VM related stuff, but that did not fix it.

    Any help would be appreciated!

    #221750
    Ralf
    Keymaster

    Seeing the desktop in the headset after ALT+TAB while vorpX is hooked into a game is not possible. vorpX always sends the game/app to the headset that it is hooked into, no matter whether it runs in the foreground or not.

    I’m not even sure whether handling that differently would be a good idea, as it would mean that every time a game loses input focus vorpX would change to the desktop viewer. Although beneficial for ALT+TAB, there probably are just as many occasions where such a behavior is unwanted.

    What you can do while using vorpX’s virtual monitor however is taking off the headset to get the desktop on your actual monitor after a few seconds. Might crash one or the other game, but in most case that should work I think.

    #221727
    Boblekobold
    Participant

    Parenthesis : Even without any bug, I don’t think it’s possible to use full potential of a 8k VR headset (especially with SteamVR). It’s probably not useful to most people anyway.

    There are a lot of recent games which are a lot more detailed and beautiful in 3840p (5120×3840) than 3200p with VorpX on my G2, even if it’s a 2160p VR headset. It’s probably because the details you can display with a 2160p VR headset in certain games aren’t computed without supersampling (at 3840p, I never tried more).

    I may be wrong, but this kind of 8k VR headset are great to get “perfect” PPD if you have a perfect sight, but only with very old (or not demanding at all) games.

    In my opinion, most old games, even beautiful ones, are already great in 2880p (in my G2) because there is a limit due to the textures of the games. You can already perfectly see the defaults of the game itself, even if VorpX enhances graphics a lot. I only used 3200 and 3840p with very detailed games like Metro Exodus, Atomic Heart, etc.

    Considering 8k VR headset may be more demanding than a Reverb G2 (WMR/OpenXR/2160p), it could require a better graphic card than my RTX4090 to achieve the same result in some cases.

    I think a 2880p VR headset like Pimax Crystal Light has already too much resolution in most cases. Some youtubers with RTX4090 seems to prefer G2 over Crystal Light on a same game, even to use UEVR, for example. There must be a reason.

    Note : a VR headset with higher FOV may require more resolution to achieve the same result so it has to be taken in consideration here.

    #221726
    Boblekobold
    Participant

    Vorpx gives you stereoscopic 3D, so it’s not like native VR, it’s more like using a 3D TV IMHU, but if you think that would be fun, give it a try!

    VorpX is like native VR with a lot of games, but usually more beautiful, clearer&sharper with more display options, and most of the time no motion aiming / handling (it would require a mod). Some games even have great 6dof camera.

    I don’t know about this game. There is an unofficial profile in the cloud section.

    This game seems to allow an high FOV (something required to get proper full VR). You should usually choose a value around 112°.

    So if the profile has headtracking & G3D, it’s probably like native (with the right resolution & FOV). It it has only headtracking and Z3D, it’s like native but with a lesser type of 3D.

    Considering this is an unofficial profile, it’s hard to say what it does without testing it.

    This game seems to use HPL Engine.

    According to this website :
    https://rjkole.com/gamestuff/engines/index.php?selengine=HPL%20Engine
    there is G3D sometimes with this engine (Amnesia: A Machine for Pigs, Amnesia: The Dark Descent).
    If it works, it probably require to play the game in DX11. This game seems recent so I don’t know if shaders will work in G3D without an official profile.
    DirectX12 usually only allows Z3D but if there is a profile, it probably works.

    #221678
    ClownRazer
    Participant

    I don’t know how you mananged to get the JWE1 profile to hook JWE2. I’ve tried everything I can think of. Even tried other Frontier/Cobra engine game profiles like Planet Coaster/Zoo, Elite Dangerous, etc and while it’s been a while since I was messing with it I’m pretty sure I never got any signs of compatibility. Can you please share more details of the setup (hook helper, alternative hooking, game graphics [resolution, windowed/fullscreen, detail, etc]). Thanks!

    And I’d be willing to send a key for this game to whoever necessary to get a profile generated, but maybe there’s a technical reason it hasn’t been done yet (you mentioned dx12, so maybe that’s the issue).

    Cless_Aurion
    Participant

    Thank you so much, like always.
    I know you don’t like talking about this, but if you had a Patreon or something like that, I would definitely support you there. I mean, I bought VorpX now what… like… 8 or 9 years ago? I can’t even remember lol
    I tried supporting you by good word of mouth online everywhere I talk about VR basically though, and forcing all my friends to buy it hahah!

    And nah man, I totally get you, no worries. I’ve been there too, had a very bad graphics whore phase hahaha
    But after all, that’s why I am a 3D game artist living in Japan at all nowadays!

    Its more of a, like we say in Spanish “Comparisons are odious” kind of deal?

    As in… I can use VorpX’s virtual display to run games at 4860p… in BigScreen!
    And it will look FABULOUSLY clear (not 3D or awesome VR enabled though).
    But trying to get it to run on actual VorpX will kneecap half the resolution out of it… x_x

    Ralf
    Keymaster

    Like I said: I’ll take another look at this on occasion. How downsampling a higher res doesn’t improve quality for you compared to a lower res is somewhat beyond me though. Just makes it more likely that vorpX doesn’t get the desired res in the first place. But, again, I’ll take another look.

    On a sidenote:

    I’ll probably regret saying that, but this whole thing somewhat reminds me of me being an absolute sucker for super high quality antialising in the 3D gaming early days, which of course is highly desirable. The funny twist here being that while actually focusing on games instead doing pixel peeping, I more than once played happily for hours before I even noticed AA was turned off completely. :)

    Cless_Aurion
    Participant

    I just read your extra message!

    BTW: Even if for whatever reason your headset target “only” is 3072p, rendering the game at soemtihng higher than that would still give you better image quality since vorpX would take the higher res input and downsample it to the headset target res. Provided vorpX actually gets 5500p in the first place that is.

    Somehow… that doesn’t apply either!
    BG3 looks better at 2160p, than any higher resolution! Aliasing becomes REALLY intense for some reason.

    Things like hair for example will become especially intense and oversharpened.
    (I checked this with and without any FSR settings, of course)

    Cless_Aurion
    Participant

    Thanks again for your time replying. I really appreciate you taking this issue seriously.

    Simply sending the res to the headset that you dial in in SteamVR no matter what the actual game res is doesn’t make sense.

    Yes, I know. I’m just saying it so I could try and force the resolution manually, instead of having an arbitrarily “double the vertical resolution” setting.
    I do that with BigsScreen for example. Even when watching a 1080p movie, or playing some old flat game, I will run native resolution (5500p), even if it is to get the dark environment or the screen borders to have 0 aliasing.

    Like said above, you have to look elsewhere to pinpoint your issue. There is no such thing as a “2160p wall” in vorpX.

    I am aware, that is the tragic part. Unless its something driver or hardware/HMD specific, I can’t pinpoint anywhere else since there are 0 issues elsewhere, its only VorpX failing me (which to be honest, its the magic software that made me go and spend $2k on a new HMD at all) :S
    If I had another high resolution HMD over 3000p around, I would test it there, but I only have my VP1 that is 1600p, which won’t do.

    The issues other people with higher than 3000×3000 per eye HMDs (mostly Pimax users) seem to match closely my experience as well, so I suspect everyone with high resolution HMDs has this issue. As more and more high resolution HMDs come in, this issue seems like it will become more and more prevalent.

    A game rendered at 1080p doesn’t look better just because you copy it to a 5500p texture before sending it to the headset obviously.

    We agree in that of course. As long as the image is wrapped around your head or, the resolution of your HMD has a higher PPD than the screen in front you with the game, it should make barely any difference.

    The problem here is… we are DEFINITELY copying a 4860p game image into a 3000p texture before sending it to the headset.
    Not only that, but because I am watching that using the floating VorpX display, now we are rendering what is visible in my FOV of a downscaled 4860p game image at 3000p.
    So, we are squishing that 4860p image into around 2000p in front of my eyes. That’s why aliasing is so aggravating.

    That is also why when I lean in, I can see way more detail that I couldn’t see before
    Also, just in case, yes VRAM bumps up as it should as I scale up resolution over 2160p (in fact, BG3 at 4860p is almost maxing out my 24GB of VRAM, which is about double what it consumes at 2160p).

    Your “2160p wall” sounds suspiciously as if the game actually runs at your monitor’s res although you think it doesn’t.

    Indeed, I thought that too, and it might be the root cause of this issue. If I had a lower(or higher) resolution monitor I would try that theory by plugging only that other monitor in, but I sadly can’t.

    The best way I could control for that on the tests I already did was:
    1. Start VorpX (virtual display gets enabled)
    2. Set Virtual display resolution to 4860p.
    3. Start SteamVR and disconnect all my 2160p displays so only VorpX’s Virtual display is enabled.
    4. Start the game making sure that the only display windows (and the game) detects is VorpX’s 4860p monitor.
    5. Change the resolution of the game to 4860p and restart (or make sure the resolution is already at 4860p or any other higher number than 2160p).

    To deal with such potential issues, either run games windowed or (assuming you already have set up a high enough custom resolution), try setting your desktop res to it before launching the game.

    I already did that, of course. In fact, all the tests I ran I did try in windowed mode first. Then after it didn’t work, I started to experiment and tried fullscreen and borderless modes without any success (which kind of makes sense).

    If a game actually runs at 5500p, vorpX creates a 5500p headset render target. You wouldn’t even be able to let it create something smaller than that even if you wanted when the image vorpX receives is actally a 5500p image.

    I’m 100% sure that is not happening in my computer though. The games and the image VorpX is receiving, are higher than 3000p. This is the core of the issue, which you in your own tests proved that VorpX IS able to pull off (that’s why I said it infuriated me!). Because again, the game window inside VorpX HAS 4860p of detail in it.
    -VRAM reading matches 4860p
    -Performance matches 4860p
    -Visually checking the image by leaning in confirms its 4860p.
    And yet… the actual HMD is only rendering at that fixed maxed 2781×3072 resolution, so its absolutely ignoring that headset render target if its being sent. :S

    Maybe this is a Virtual Display/Windows issue?
    I’m going to try to create a virtual display through other means, and use that instead of the VorpX one, I’ll report back once I do so, but I don’t have much faith in it either.

    In any case, I’m almost convinced that if we don’t solve this here… as the next wave of HMDs come in and we start getting over 3000p resolution, people will start complaining, since right now its only affecting high tier HMDs.

    Ralf
    Keymaster

    I’ll take another look at this on occasion.

    BTW: Even if for whatever reason your headset target “only” is 3072p, rendering the game at soemtihng higher than that would still give you better image quality since vorpX would take the higher res input and downsample it to the headset target res. Provided vorpX actually gets 5500p in the first place that is.

    Cless_Aurion
    Participant

    Sorry for the late reply, crazy busy weeks! I’ve been testing thoroughly to give you as much information as possible.

    Thanks for taking the time to check on this issue, I really appreciate it!
    Damn, it working on your side almost makes it more infuriating.
    I’m very hopeful we will be able to figure it out though, it would make my year!

    For this, I hope FPSVR’s “detect resolution” will work good enough.
    Its results seem to match my visual experience accurately (visual and performance wise).

    >> Might be the game not actually running at the desired res,
    Definitely not, made exhaustively sure this isn’t the case.

    >> might be your headset’s software doing weird stuff or whatever.
    This might be a cause for it, its an obscure HMD, but it would be an issue exclusive to VorpX then, since no other game, or even UEVR are affected by it at all.
    This HMD has 2 different drivers for the HMD. The official one by the makers of the HMD, which is their custom non-SteamVR non-OpenXR drivers. And another one (the one I use most), that is a written from the ground up custom driver that turns the HMD into a native SteamVR HMD. Testing by alternating both drivers shows no difference in VorpX behavior.

    I followed your instructions the best I could. Starting slow and steady.

    Ridiculously low resolutions (like 720p), seem to make it worse since the HMD will run at that, double 720p. The problems start always when I try to go over 2160p. It just won’t happen.

    All games running with no upscaler shenanigans, or AI enhancement of any sort, or supersampling like you asked.
    Using only as a monitor, the virtual one VorpX creates running at 8640×4860. (I tested also with my regular 4K monitor, resolutions there won’t go over 2160p, so not much point to it).

    After playing around, this is the info I can give you:

    HMD’s panel resolution per eye: 3552×3840
    SteamVR Settings resolution:
    3572×3816 (100%) — (Also tried other %, 50% and 200%, with 0 changes to VorpX behavior)
    Advanced Supersample Filtering (OFF) (Also tried ON, nothing will change)

    Not running anything, compositor resolution: 5356×5724 (looks nice and clean)
    Running games:
    -Baldurs gate 3:

    1080p = 1809×2000
    Aliasing is horrible. If I play the game flat in BigScreen (which keeps the 5356×5724 resolution for the HMD) the game becomes WAY more playable, its just like playing on a low resolution 1080p display, especially most aliasing on text disappears. (No awesome VorpX 3D effects there, of course :( )

    1440p = 2344×2592
    Improvement, but far from ideal

    2160p = 2781×3072
    This seems to be the limit I keep hitting.

    Every resolution over 2160p (4860p included) = 2781×3072

    Worst part about this is, like I said, the game is ACTUALLY rendering at those resolutions, I can easily tell by eye by getting closer to the floating screen and new detail will show up, but also, because the framerates match the performance expected and, in BG3’s case, putting the mouse over the window on the taskbar, will clearly state the resolution to the right of the title of the game.

    This applies to all games I tested. Just for the sake of testing, I tried resolutions in windowed, fullscreen with no luck whatsoever.

    TLDR: no matter what resolution the game runs at, the HMD always runs against the 2160p wall. I wish VorpX could just… render at SteamVR’s resolution always or, just not mess around with the HMD’s resolution at all, I’d gladly pay the performance cost. Would that be a possibility?

    Extra data that might be useful:
    -For a render resolution 1:1 sample per panel pixel, resolution should be around 5081×5612 (209%), so definitely we aren’t failing on that side of things, in fact, when I open SteamVR’s menu it is perfectly sharp, since it IS running at the 5356×5724 even when VorpX is running at lower resolutions underneath it (usually 2781×3072)

    -Also, SteamVR wants to default the HMD to 150% (4372×4672).

    #221614

    In reply to: Setup Problems

    Ralf
    Keymaster

    Stutter:

    Sounds like something might be off with the Link connection. vorpX can be quite demanding, but with your PC most games should work well. If you are sure that Link itself works fine, try to lower some ingame graphics settings. Depending on the method converting a game to stereo 3D costs ~10% (Z3D) to ~50% (G3D) performance. On top of that there is some additional overhead caused by sending the game to the headset.

    So even with a 5090 in demanding games you may have to lower some settings to account for the stereo 3d performance impact and to ensure that there is some headroom left for smoothly sending everything to the headset.

    Resolution:

    You have to set the resolution in the game options or in the vorpX menu for game profiles where vorpX can handle that automatically (vorpX shows a notification on start if that’s the case for your game). To get higher resolutions than your monitor allows, please check the ‘Custom Resolutions’ section in the vorpX help. For ‘FullVR’ mode you typically want a 4:3 res, for cinema/immersive screen 16:10 or 16:9 work best.

    General:

    To familiarize yourself with how vorpX works you should definitely check the various guides in the vorpX help. At the very least the ‘Essential Hints’ section. That’s time well spent, will answer a lot of questions you may have.

    Ralf
    Keymaster

    The res is not always twice the game res. That’s a max value to avoid excessive upsampling.

    To be extra sure I didn’t misremember anything I just did a little test, mimicking your not exactly common use case: with a game running at 5500p, vorpX under normal circumstances creates a 5500p headset render target, even if the headset (through SteamVR) requests less than that. vorpX is a lot smarter in that respect than you assumed, you don’t have to (and actually shouldn’t) tinker with SteamVR supersampling at all for vorpX.

    I can’t really tell what’s wrong with your setup, but you have to look elsewhere to pinpoint the source of your problem. Might be the game not actually running at the desired res, might be your headset’s software doing weird stuff or whatever.

    Please first check what res your headset actually requests from SteamVR without any supersampling tweaks. Try that or something close to it as your game res.

    Then double check whether the game actually runs at that res, ideally without excessive DLSS or similar upscaling tricks. That’s paramount. Nothing else matters if the game itself doesn’t run at the desired res.

    Only if things work as intended that way, start with your uber-hi-res experiments.

    Cless_Aurion
    Participant

    Hello Ralf, thank you so much for taking the time to reply from your busy schedule! I really appreciate it.

    So, it seems there might be an issue detecting what is the the max height of the image VorpX sends to the headset, since its DEFINITELY short from double the game resolution.

    It falls so short, that I see clearly LOTS of aliasing everywhere (even the window border). I will go so far to say, that the image quality is not THAT FAR off my VivePro’s when supersampling… while having literally 6 times more pixels, and rendering about 4 times more pixels.
    When I lean into the floating window, I can see all the extra detail I was missing that the game was actually rendering, which suggests the image the game is rendering is way higher resolution than the image the HMD is receiving.

    (Again, for clarity’s sake, the sweetspot of my HMD should be able to catch around 5500p worth of resolution (45PPD).
    Rendering at 4860p, although a high resolution, when on a big screen spanning most of my view, it should still NOT be supersampling, since it fails to get to 1:1)
    (As a note, the resolution of the HMD is 3552×3880 per eye)

    Could it be that Custom Resolutions on vorpX virtual monitor, are not working as they are intended and sending a lower resolution due to the huge numbers?

    I’ve gone as far as to literally unplug both my monitors and exclusively use VorpX’s virtual monitor set at the game’s resolution, 4860p, to no avail. (I’ve tried multiple games that use different engines, all have the same exact issue).

    For extra info, I’m also using a SteamVR native HMD, so I’m guessing there should be no compositor shenanigans going on… (and just in case tried with the inhouse compositor the HMD also has, which changes nothing).

    I’m not even trying to mess with 3D or VR modes yet to remove variables (although I’ve tried with the same issues, in fact, aliasing usually becomes even more glaring and worse when activating them).

    I have also tried launching from VorpX Desktop (which also isn’t really usable due to low resolution of the HMD (not the desktop)) with no luck whatsoever.

    I did also test older VorpX versions, just in case. No luck either.

    I hope this info-dump helps you in some way to figure out the issue. If you need anything else, I will gladly try to help to get this resolved! I really hope the issue isn’t on my side, but with so many HMDs and so many variables… you never know.
    I tried with 2 different (similarly spec PCs), since I did upgrade the whole system, but both had this same issue.

    TLDR:
    I tried all that and sadly it doesn’t work :(

    Maybe there is an issue with detecting what is the the max height of the image VorpX sends to the headset when resolutions per eye are so ridiculously high?

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