G3d gives me the same colored distorted lines now,too, when I can even get a game to show up in my headset (most don’t now) after the recent update. Are you using a WMR headset?
Personally I think for CP2077 in FullVR mode 2400×1800 (DLSS at ‘Auto’, i.e. the game originally renders a res below that) is the sweet spot on a high end machine if you aren’t willing to dial down graphics detail and still want a crisp image. An RTX3080 is able to maintain almost stable 60fps that way incl. raytracing, so there even is a bit of headroom. With the clarity setting cranked up that looks quite good even on a headset with high pixel density (e.g. Reverb G2), on headsets with lower pixel density (e.g. Index/Rift S) it’s already borderline overkill.
I could probably do that if I didn’t need to turn Parallel Projections on with my Pimax for use with vorpX. Parallel Projection causes a huge overhead. Unfortunately I’m also super-sensitive to blurriness; just massively prefer an extremely crisp gaming environment. Im running a 3080 Ti (factory overclocked, so it runs right over 2GHz out of the box), but because I can see a huge difference, even in Virtual Cinema mode, between 2880×1620 and 3840×2160 in every title I send to my HMD through vorpX, it leaves me really struggling when it comes to performance in some titles. It’s just my unfortunate preference for sharpness getting in the way (well, plus the need for PP). I tell you what, CP2077 at 4K with DLSS at Balanced 64hz/32fps looks, well, it looks incredible (I moved back to CP2007 v1.23). It’s essentially unplayable at that low frame rate, but WOW, just WOW.
I’m very excited to try the FidelityFX enabled version when you release it. Even if it doesn’t help this particular usage scenario, I think it’s going to be great overall.
I made some changes a few days ago in that respect. Provided your issue is the same as the one I had here, vorpX will be able to deal better with it. I.e. you’ll get an image, although due to the invalid headset poses tracking won’t work. For me simply restarting the WMR portal seems to do the trick whenever that happens. I’ll probably add some hint recommending that if tracking doesn’t kick in after x seconds.
Really weird issue. Never had that even once while implementing OpenXR earlier this year. All I can assume is that there must have been some changes to the WMR OpenXR runtime that trigger it.
Using G3D in ARMA 3 with the AH-64D Apache Mod Official Project, might there be some possible tricks to get the right eye monocle to not get rendered in the left eye view?
Maybe possible to have different culling parameters on the left eye camera to not render the close to eye monocle?
Maybe move the left eye camera forward a tad to cut through the monocle and maybe increase the fov in the left camera to match the right again?
Maybe change some code in the mod to support stereo?
Maybe even enable and disable the monocle really fast and alternate eye rendering?
Open to any ideas/hacks to accomplish this.
Unfortunately there is no margin for what the right FOV is in FullVR mode, there only is one. The game FOV has to precisely match the headset FOV, any deviation from that causes distortion, either in the form of a zoomed in image or the opposite.
First please make sure to run games at 4:3 resolutions (e.g. 1600×1200, 1920×1440, 2400×1800) in FullVR mode whenever possible. Or even one the ‘Narrow’ resolutions from the recommended custom resolutions list if a game works with them. Weapons being entirely out of sight usually is a sign of using a widescreen res, which in FullVR mode unnecessarily renders pixels that never show up in the headset.
If that doesn’t help and you are willing to live with the distortion mentioned above, you can apply an up to 20° FOV offset on the DirectVR page of the vorpX menu.
Alternatively use the ImageZoom option. That preserves the right FOV, but introduces black top/bottom bars.
Caveat: Depending on how vorpX handles FOV for a game, changing FOV related options may require a game restart, so make sure to read any notifications that might get shown in that respect.
I thought that Dishonored 2 profile will work from day 1 but no way.
Not even a single Geometry 3D profile?
Is this because of Denuvo blocking also VorpX or there is no proper way to get 3D from Deathloop?
I managed to get Z3D from one of those profiles recommended but nothing more… :(
Has to be the latest version of the Visual C++ runtime, they get updated quite frequently by MS. Even if you already have a version of the 2015-2019 runtime installed, it may not be the one that is required.
Please either check whether you can resolve the download issue (probably some firewall/antivirus thing), or alternatively install it manually from the link below. You need the x86 and the x64 versions:
https://support.microsoft.com/en-us/topic/the-latest-supported-visual-c-downloads-2647da03-1eea-4433-9aff-95f26a218cc0
Just running through different resolution quality settings maybe I have my expectations to high for what to see quality wise but I have tried even ultra or phenomenal quality and various in game graphics option and I can get it looking anywhere near as good as letterbox 2 mode and zoomed out what should I expect as a best case regarding how nice the world should look Thanks
Please reset the profile to default and don’t do anything except selecting a resolution quality on the DirectVR page of the vorpX menu that works for you performance wise. vorpX handles everything automatically.
Since a few versions it even comes with a dedicated mod for the game that provides perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car.
Just to clarify my experience, in case it helps to track down an insidious bug: I started as I usually do with a freshly downloaded game on Steam, and the default local profile. The only immediate change I made was to switch from immersive screen to cinema mode. I set the in-game options pretty low, to 1080p resolution and medium graphic settings, as a starting point. The game was disappointingly laggy in the first few minutes, and even the cutscenes were choppy and stuttering, slowing to just a few frames per second.
Over the next day and a half, I tried everything that usually helps. I try to systematically change one thing at a time, and if it doesn’t help, switch it back to safe settings to avoid creating a mess. Tried with in-game graphics settings at low and at high, turning off or on all AA and effects, trying with DLSS on and off, trying windowed and full-screen, trying z-normal and z-adaptive and no 3D. I rebooted my computer and restarted the game perhaps 20 times. Nothing else running, no antivirus, no overlays; just WMR, Steam, vorpX, and the game, in that order. Even the opening menu before starting the game was laggy, with the highlight and sound lagging a half-second behind when scrolling through the menu. Along the way I tried a few times without vorpX and each time that ran smoothly. Finally I gave up and posted here, then played for 15 minutes without vorpX to watch the opening cutscenes properly and get past the first few minutes that I was getting pretty tired of re-playing. Saved and exited.
Then I downloaded the cloud profile as fersj suggested — it’s actually the first time I’ve ever tried using a cloud profile, and I’ve been happily using vorpX for 5 years — and everything was instantly fixed. I switched to 4K resolution and high graphics settings in cinema mode, no further fiddling, and never looked back. I could tell right from the opening menu that it was fixed. I’ve played 8 hours now.
So, I really feel like something wasn’t right with the local profile.
Sorry to sort of resurrect this post. But I came unto it by looking for something tangentially related.
I’m guessing its not possible with my limited understanding of engines and 3D, but you programmers do some crazy black magicks sometimes, I mean, the fact this program even exists is proof of that to me, so I don’t see where the harm is in asking.
My question would be… is there a way to make the immersive/cinematic screen into a “window to another world” somehow? By using G3D and headtracking together. I mean it in a “you can peek into places by traslating your head, not just turning it” kind of deal.
If not possible now, is there a possibility of this being worked in down the line? (even if years from now) Or is it a technical impossibility?
Success in upgrading from v1.3 to v1.23 ;-) Game looks absolutely fantastic again.
Hoping your version that supports AMD’s ‘Super Resolution’ – I think that will probably be the final thing I need to get 45/90 reliably rather than 36/72. I can turn off RT Lighting only of course, and keep the other RT effects, that’s a huge gain, but I’m really hoping I can squeeze that last tiny bit of performance out of my GPU (without installing a liquid cooler and OCing even more. It’s already a pretty heavily factory overclocked 3080 Ti and it runs right over 2GHz most of the time at surprisingly cool temps. I would rather not push it.)
Out of curiosity; I have a LOT of trouble pushing Cyberpunk all the way to full GPU utilization (it’s not being CPU bound either, not even close). Especially in “Fast” or “Alt Fast” HMD sync mode it’s more pronounced, but in Safe mode of course even my base FPS is much lower. At as low as 85% or so GPU usage I’ll sometimes start getting mismatched images in the lenses, bad tearing, etc., and eventually the layer between Cyberpunk and SteamVR will crash, leaving the game running on my monitor so I can save, but forcing a relaunch of course.
But in other titles through vorpX I can push the GPU all the way to 100% and watch the FPS begin to take a hit, but everything will just continue to work. Greedfall is like this for me. I’ve got that setup so it runs basically between 90%-100% GPU usage in nearly all scenarios, and delivers a smooth 72fps with no tearing, flicker, or other weirdness. On the rare occasion I find a scene where I can’t maintain 72fps the fps drops a little, but there are no other ill-effects.
Is there anything I can do to make it so I can push Cyberpunk harder without these glitches? I’m leaving a fair amount of performance on the table.
I’ve tried all of the the basic tricks and methods that normally work to get this running, but even though the screen shows on my monitor, the helmet is all black, any help appreciated (running the dx9 executable)
Thanks for posting this. I never finished the Witcher 3 despite really enjoying it, largely because of the 3rd person view. I was continually trying to get the camera in positions where I could see what I actually wanted to see, rather than looking at our hero’s backside.
Are they still planning a re-release of Witcher 3 with RT etc?
I like the direction of having mods specific to the vorpX / VR experience like we’ve now seen with RDR2 and GTA V (not that I’ve played either of those titles. I might eventually give RDR2 a try though). That’s just a perfect idea; combine vorpX with a mod designed to make the experience work well. Cyberpunk desperately needs such treatment to resolve just a couple of issues that make it really difficult to work with in a full VR way (vehicle FOV, for example.)
First, if you are a fan of Dragon Age or RPGs in general, I very highly recommend Greedfall; It’s a very enjoyable game.
It’s also got an engine that looks great and performs well; and it works extremely well with vorpX. I’m currently pushing 4K to my Pimax at 1.5 “Pimax Quality Slider” at a stable 72hz/72fps (no motion smoothing) and with Greedfall’s quality setting very close to max (one tic below max on SSAO and Shadow quality sliders only). It’s a 3rd person RPG so I’m running it in virtual cinema mode.
It looks great, and when it does drop a few frames it still runs just fine; it doesn’t flatline and go all wacky and flickery like some titles do; it just drops to 70fps (or whatever) for a few seconds and keeps right on being smooth and working perfectly.
Tip: Push the Near/Far distance slider in the vorpX settings way down to around 10 and then push the total amount of depth up to whatever you prefer (I’m all the way up at maximum allowed in my case). This helps get rid of that weird ground ‘hump’ that plagues 3rd person games when the Near/Far distance is set too far out (even in the middle) and greatly reduces the artifacts around ‘you’ in the game.