Ralf is constantly providing us with new gifts and features over and over FOR FREE.
How about we make him a little present in return by powereing up the inofficial gamelist up to 1000 ? Lets make a 1000 happen in 2021 !
The list is beeing visited daily by hundrets of people, how nice would VorpX “inofficially supports more then 1000 games” sound like spread across reddit,steam and all the other places? BTW: I am pretty much shure that we could hit the 1000 within days, the list already counts 949 and the cloud is packed with new profiles from unknown authors.
Its so easy, just submit an SBS Screenshot of the game that you have fixed to the list (right top corner, “Make submission”) http://rjkole.com/gamestuff/engines/
Little sidenote: Each new entry also makes the engine checker better, dont forget !
Litte Backgound why i cant perform all that on my own:
I am very well aware that there a way more profiles in the cloud then on the inofficial list and i kept beeing asked why i wouldnt add them.The answer is easy, 1- i own thousands of games , but its impossible for me to own every game. 2- I am busy enough with my own profile requests and i simply dont have the time to manually verify hundrets of profiles just to see if one is 3D or not (too many are NOT!). 3- We want a clean list, so adding games without proof wouldnt make sense. Too many profiles are not even 3D.
The easiest way is simply to take a SBS Screenshot and submit it to the list.
Here is a little how to: (easiest and fastest way)
1- Switch VorpX over to “Generic Display”, start game and Press “Print”
2- Click Windows->Start, enter: Mspaint
3- When Mspaint is open press STRG+V
4- Save SBS Image as .jpg
5- Submit picture
Please remember: Its not only me benefitting from the List, its mainly YOU benefitting from it!
Ended up manually setting up the FOV. Seems the issue is coming from my ancient monitor forcing screen resolution to hit its cap.
Was about to post that roll was still inverted at all times, but I just realized opentrack is now in the background which explains the spam of octopus icons I get in my system tray later. they go away when moused over, but seem to have an issue closing themselves? Anyways opentrack has an option to invert roll tracking, so that should fix my issue.
Ok so tested before posting. Changing my opentrack settings made no difference. Even disabling roll entirely in opentrack didn’t change or disable it.
Using a Oculus CV-1 and trying to set it up for ARMA3
As soon as I turned on TrackIR for both Vorpx and ARMA I get this very weird jitter where the game will randomly rotate my character fir 1 frame then rotate back. Happens when I’m moving and when I’m sitting perfectly still. I can even see it happening on the desktop
Other issues of note. It tells me that my FOV has changed and I need to reboot on every startup of ARMA.
Roll is inverted, but I think that’s ARMA TrackIR not supporting it and VORPX trying to correct for it.
I have tried with all my ARMA mods disabled as well
Usually it is rare but just often enough to be unplayable.
Sometimes, it’s just everywhere no matter what I do like this.
Quest doesn’t send the image directly to the headset, instead the Oculus software encodes a video stream on the PC that is then sent over to the headset and decoded there. Don’t ask me why, if I had to guess I’d say say wanted to save a few cents for the HDMI output. You can change the encoding resolution in the Oculus app, but even with a higher encoding res there will be some image degradation, also the max posiible res is obviously limited by your connection. Ideally use an USB 3 port with a good USB 3 cable.
Due to its low price tag Quest is great for cheking whether VR is fun enough for you to do it more often, but if you later decide it is and what you want to do most is PCVR, better get a dedicated PCVR headset.
Since you only have this issue since a little while as far as I understand, and there haven’t been any changes to vorpX, there must have been some change on your PC that triggers the issue.
Like said above the only way for vorpX to change the game colors is the gamma setting in the vorpX menu, which is done via applying a pixel sader to the game image, so it’s nothing that could even theoretically get stuck unless you enable it in the menu. Maybe you changed some system wide gamma control that affects your headset or your game’s gamma settings. The issue certainly is not caused by vorpX itself since vorpX doesn’t do anything that could cause it.
Caveat 2: Haven’t checked Pimax yet. Pimax headsets usually are somewhat more problematic in this regard, so not sure how things will turn out for Pimax.
Honestly, it’s just great that you even bother to check a HMD model with such a low market-share, I’m grateful! Still hoping some bigger names in the game come along and make a HMD with canted lenses. The Index, apparently, does need some equivalent to PP on rare occasions, but not often enough to force most devs to include proper rendering the game-engine.
Out of curiosity, which model do you have? I bit-the-bullet and upgraded to the 8K-X and the clarity is just fantastic. Even distant objects retain detail and smooth edges pretty darn well at 100% Steam SS, and performance is really not much worse (with the 5K+, to get clarity and smooth edges so much SS was necessary that the actual number of pixels I’m rendering on the 8K-X isn’t that much higher.) In well-optimized (Alyx, TWD) native VR titles I’m able to push Wide FOV at 90fps as long as Parallel Projections isn’t necessary. Even with PP on I can often get to 60fps, which is fine for something like Dirt Rally 2 and other seated VR titles. I’m pushing basically 8K per eye to Dirt Rally 2, wide FOV with PP on and have been able to maintain a solid 60fps.
What game are you talking about? Difficult to say anything without knowing what game you have this problem with.
In general: If you happen to have a HDR capabable monitor, make sure HDR is turned off in Windows as well in the game. There currently are no HDR capable VR headsets, hence any game rendered with HDR on gets displayed with wrong colors in the headset with HDR, even if the monitor does support HDR.
. but even after completely uninstalling vorpx and reinstalling i still have the same problem. When you start a game with vorpx the brightness is too bright. even minimizing the brightness from the vorpx menu, I can’t get an optimal image. it only does it with vorpx with other games it doesn’t give me this problem! Help me please!
Decoupling walk and look is out of vorpX’s scope usually. That requires more in-depth per game hacking/modding than vorpX normally does as it needs to fundamentally change gameplay mechanics. Even DirectVR memory scanner headtracking can’t do that usually.
There are a few exceptions from the rule, either when games support decoupled aim themselves like Arma III or when I code game specific mods (GTA V, RDR 2), but for Halo none of these options apply.
I’d still be interested in checking whether what you did might be a useful addition to vorpX, even without decoupled aim. Would be great if you could send me both your vorpX settings for the game (you can drag them from the local profiles list in the config to the desktop) as well as your OpenVR Input emulator setup (no idea where that is stored though) to support at vorpx com. Didn’t fully get what exactly you did, being able to use your setup myself would help me understand it better.
supersampling does more than just removing aliasing, sharpness comes from details and redering software/hardware is designed to be efficent, to not render more than needed so when you render natively you just dont get details past render resolution. What if there is a needle on a table but its sub pixel size if you render natively, so it might not be visible at all, wile at higher resolution even resized back it would remain as a half transaprent line of pixels indicating its smaller than pixel size.
Furthermore some engines dont render small details past certain distance if it is deemed to not be visible by end user and sometimes its wrong. I had bullet holes disappear on walls much sooner in vr games when playing 100% supersampling and then magically appear if I raise it up.
TL/DR: rendering higher resolution shows more detail and resizin it back to output still preserves all that detail = thats where sharpness comes from, better antialiasing is just a side effect.
As for headsets – a review of that Varjo Aero (2880 x 2720 px per eye) pixels cant be seen, so I assume limit will be vorpx screen resolution after that and screen resolution pixel spotting can varry, in full vr for example pixels will be noticeable even if you render at those 2880 x 2720
I always wondered (exspecially now after the new vorpx sharpening has been introduced) how small a pixel can be before it doesnt make sense to raise a headsets hardware resolution any futher. I came to this because i wondered how it would look like when shrinking down a 19″ monitor to 2″. I mean for example 1080p on 19″ looks quite sharp, shrinking that down to 2″ must even look more sharper and it seems it does (or does it not beacuse of FOV ? I only slowly get an idea by pushing that cinema screen back to a 19″ size). So 2880p shrunk down to 1 oder 2″ must even look more sharp and so on. Now since a Vive Pro for example has a hardware resolution of 1440×1600 per eye,rasing resolution way above that makes the image sharper and sharper as more i raise my resolution setting. 2880p for example. Now there are headsets with 2440×2440 for example. I wonder if it would make sense to buy such a Headset while i still can keep gaining resolution to the limit of my PC with one with less hardware resolution.
What i basically want to find out whats the limit of the human eye. 4k, 8, 50 k and why can image quality visually be raised by going over the hardware resolution of a headset which i find is weird ? Any thoughts in theory on this matter ?
I’m using the GamePass version of MCC and have no issues getting Vorpx to hook. I’m able to load into the game with Vorpx but it won’t display the game in full geometric 3D. On the in-game Vorpx menu, the option for Geometry just doesn’t appear as a choice. The only two option under 3-D reconstruction are z-normal and z-adaptive. Anyone else experience this issue/have a fix? Thanks.
(I also tried to use the Steam version of the MCC but I couldn’t even get that to hook at all.)
Many newer Triple A games with dx12, only support Z3D. It has a amazing image quality but is not so much immersive as G3D. Games with dx11 and G3D let you feel, that you really in the world of the game. If you have a game with detailed and high quality motion captured NPCs, you will have the feeling that they are “living people”. If you have motion sickness in the beginning, use Z3D and lower the 3D strength, and increase it step by step.
My goal is to get 45fps, which will be upscaled by vorpx to 90fps. The adjusting screw are graphic details depending on the game and not changing the resolution. My resolution is always nearly 4k (aspect ratios 4:3 or 5:4). And my Antialiasing is always Ultra. I adjust the Texture Settings to the size of my Ram of my graphics card. The Texture setting doesn’t cost performance if you adjust it to the size of your video ram. In many newer G3D games i have to lower the graphic details to medium or low. In Z3D i can play many games in high or ultra. If you have no high-end graphics card you can’t play many newer G3D games in 4k, even not if you lower graphic details to the lowest. In my opinion there are a few games, that are playable in 1440p or 3K, but it’s not the full Reverb G2 experience. In many cases i switch from G3D to Z3D in the game, because i prefer 4k ultra in Z3D instead of G3D in 1440p. But many vorpx user do it anyway, and will contradict me.
@moarveer: Thank you! I don’t plan to just buy it anytime soon tho, maybe early next year that is. Hopefully the price has already dropped a bit by that time.
@Lawrence1962: Wow that’s a lot of information in one post! Thank you so much! I’d like to run my games at full resolution as well. What FPS is your PC able to run at tho? Have you experienced any nausea caused by low FPS? I’m a kind of person who simply go all-in for visual quality even if it costs good frame rate. I’m totally fine with low FPS (~40-ish) on flat screen since motion blur or v-sync usually helps a lot. But I wonder how it will affect my brain in VR. Have you ever experimented on this?
I didn’t expect to get quick replies here. I’m so glad the community seems to be pretty active!
I own a Reverb G2 and i use it with the FrankenFOV Mod extrem and VR Optician lenses and it’s amazing ! Before i bought the Reverb G2 i had a Valve Index and was not sure if i will like the FOV, but with the mod and the lenses it’s fantastic ! The Pimax and the Valve Index have have a worse picture than the Reverb G2, and the Quest 2 has a softer and blurry 4k image and has the same image problems like a movie file which is worse encoded. Except the Varjo HMDs the Reverb G2 has the best image quality, but you have to set very high resolutions in the games to get the full experience. Since i got my Reverb G2 i never play games in lower resolutions than 2160p or 1920p. But not in 16:9, i prefer 4:3 or 5:4 aspect ratios and zoom into the image with vorpx, it’s better in the performance.
Important: The Reverb G2 V1 has big problems with AMD x570 and b550 Mainboards and even the controller tracking is not perfect, and there are a few more problems you have to know. I would advise you to buy the Reverb G2 V2 in a few weeks, which fixed all that issues. Have a look into the videos !
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