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  • #206226
    Ralf
    Keymaster

    IDK, maybe I’m unusually sensitive to upscaled vs. native, but even DLSS at its highest settings clearly doesn’t look like the same res rendered natively.

    Incidentally I just ran around Night City to check how the new vorpX scaling works together with DLSS. DLSS without a doubt works well for faking 4K on a monitor or TV, but with vorpX it all depends on how large the final pixels are in the end. In FullVR mode at ‘reasonable’ vorpX game resolutions like, let’s say 1440p or 1600p, artifacts and imperfections are fairly obvious, even with the highest preset the difference to native is easy to spot.

    At higher resolutions or in cinema mode, i.e. with smaller pixel sizes, DLSS becomes more useful since the benefits begin to outweigh the inherent imperfections.

    AMDs ‘Super Resolution’ really just is a Lanczos-like upscaler combined with a fairly good sharpening algorithm and a dirty little mipmapping trick. Some PC video players/renderers, e.g. MadVR (VR means video renderer in this case!) do that – minus the mipmapping trick – since ages, just not for games. That’s really nice upscaling and it was a good idea to add it to any game developer’s toolbox, but they would have done everyone a favor by choosing a more modest marketing name.

    #206071

    In reply to: Best game for VORPX?

    luka2099
    Participant

    <font style=”vertical-align: inherit;”><font style=”vertical-align: inherit;”>Ho appena dato una corsa a Titanfall 2 ed è fantastico.</font></font>

    <font style=”vertical-align: inherit;”><font style=”vertical-align: inherit;”>Ripeto, questo non lo capisco. </font><font style=”vertical-align: inherit;”>A meno che questo profilo non sia stato corretto dall’ultima volta che l’ho provato, sono sconcertato dagli elogi che sta ricevendo. </font><font style=”vertical-align: inherit;”>Non vedi quello che vedo io? </font><font style=”vertical-align: inherit;”>Se guardi l’arma che hai in mano, non è esattamente alla stessa profondità del terreno sotto di essa? </font><font style=”vertical-align: inherit;”>In altre parole, appare solo come un oggetto 2D piatto? </font><font style=”vertical-align: inherit;”>Com’è “fantastico?”</font></font>

    <font style=”vertical-align: inherit;”><font style=”vertical-align: inherit;”>Cosa mi manca qui?</font></font>

    well, we are not all sommeliers of virtual reality, I believe that 75% of the “fantastic” judgment refers to the game itself. Then you know, vorpx has its limits. When I use it I don’t look at trifles, such as the imperfect depth of the gun with respect to the floor. Of course it doesn’t perform as well as with Bioshock infinite, but it remains one of the experiences with Vorpx! IMO

    Ralf
    Keymaster

    Just checked the sample app AMD offers for download and can’t say I’m super impressed. This is nothing like nVidia’s DLSS and even that is really just good enough with the two higher quality presets. I wouldn’t go so far to call this a full blown marketing stunt, it clearly has its value. But very similar results could be achieved with any other high quality upscaling method and some sharpening. That’s what this actually is: upscaling + sharpening. No more, no less.

    The method involves two shaders that are run after another. The first one is the actual scaler that upscales from the lowered render resolution to the higher target resolution. The second one is a sharpening filter that gets applied to the upscaled result. Their sample allows to run just the upscaler without sharpening, and guess what: for the most part the sharpening filter and their recommendation to render the scene with a lower texture mipmap bias are responsible for the crisper end result, not the upscaler itself. The upscale shader without anything else still does produce slightly better results than normal bilinear scaling, but after all it’s still just upscaling, unlike nVidia’s DLSS no detail can be added that isn’t already there in the lower res input image.

    Funny enough in their documentation they even ask developers not to separately mention the sharpening in a game’s options menu. No comment on that… Also the lowered mipmap bias while rendering the actual game is fairly misleading, as that enhances texture detail regardless of the upscale method, i.e. with or without the AMD shaders.

    Long story short: I’ll check this on some rainy weekend, but don’t really expect wonders. vorpX already can do a sharpening pass (‘Image’ page of the vorpX menu) on the higher res final image before it is sent to the headset, so it pretty much already can do half of what this methods does to enhance the image.

    #205918
    MagnusO
    Participant

    Hi
    I got steam value index vr
    I try final fantasy XIII, Doungeon Siege and others same issue
    here is some issue I run into
    GameOverlayRenderer.dll is loaded even I told steam not load overlay for final fantasy XII and global setting and vr for theater mode is off as well

    INF: App: Attaching to lrff13.exe, pid:10548 (32bit)
    INF: App: cmd: “C:\Program Files (x86)\Steam\steamapps\common\LIGHTNING RETURNS FINAL FANTASY XIII\LRFF13.exe”
    INF: App: vorpX version: vorpX 21.2.1, build time: Jun 17 2021 | 13:52:21
    INF: App: max. supported profile version: 21.2.1
    INF: MemScanManager: Created
    INF: App: Authoring mode: 0
    INF: ProgSettings: Versions: system: 0.0.0, user: 0.0.0
    INF: GameHelper: Instance created
    INF: App: BaseInit: crash handler set, previous handler stored.
    INF: Hook Base: Installing base init hooks single-threaded
    INF: HookBase: Overlay detected: gameoverlayrenderer.dll
    WRN: HookBase: Overlay already loaded on hook init: gameoverlayrenderer.dll
    INF: HookBase: Installing system hooks
    INF: HookBase: Installing mouse hook
    INF: D3D9 Base: Installing main hook (functions)
    WRN: Hook: Source module mismatch (d3d9_CreateDevice), expected: C:\Windows\SYSTEM32\d3d9.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
    INF: D3D11 Base: Installing Main Hook
    INF: DXGI Base: Installing Main Hook
    INF: VorpControl Injector: DLL injected: LRFF13.exe
    INF: vorpControl: Starting process life thread: proc id: 10548, hook count: 1
    WRN: AudioHelper: No known VR playback device found.
    INF: DirectInput Base: Checking Main DirectInput8 Hook
    INF: DirectInput Base: DirectInput 8 detected.
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
    INF: Main: Detaching from lrff13.exe

    How to slov it ?

    #205916
    forlaunchcast
    Participant

    Not sure if it’s related, but I also can’t seem to get gta 5 to work recently. Works fine without vorpx but with vorpx, I get a script hook v error even though I’m fairly sure I don’t have script hook dll’s in the gta directory. It used to work so not sure if there was a gta 5 update that broke things. Yes, frustrating.

    #205867

    In reply to: Final Fantasy XIV

    b4sementb0b
    Participant

    i was a few days late to the party, any way you can re-upload that dll> not even sure what it is, but it seems i need it for VORPX to hook the game for me? im trying to get the game to run with vorpx, but my vorpx experience is very low. also do i wanna run this thru steam VR or occulus? (i am using a quest 2) thank you for all your effort :D

    #205851
    moarveer
    Participant

    My recommendation is to grab a STEAM controller and map it to keyboard ans mouse controls, it’s very easy to setup and you won’t get any conflict with Vorpx gamepad layout and works like a charm. Is also great for mmorpgs and complex games with tons of keys, my current steam controller template for vorpx has nearly 30 keys that can be mapped to any keyboard controls, you can even setup key combinations like alt+L for directVR scan easily.

    fallbalance
    Participant

    I’m really enjoying using VorpX for playing on my 110″ projector setup — currently blown away by how good Dirt Rally 2.0 looks just using ‘Z-Normal’ 3D (geometry doesn’t seem to work for this game, but it’s fine).

    Anywho, I’m finding it aggravating at this point to keep seeing the “3d displays are not officially supported’ message every time I start the game (or any game for that matter). I’m often not even in the same room as my computer when I start a game (using a controller and Steam Big Picture mode). I have to get up, walk to my computer, press ‘ctrl-alt-shift’, then walk back to the theatre room every single time. After reading it the first fifteen times, I have it burned into my brain at this point, and I no longer need to see and acknowledge it… I’ve searched high and low to find a way to disable this, but cannot see any options anywhere.

    This is a minor complaint, to put some perspective on it. I’m really glad I decided to purchase VorpX and am really impressed. I’m just trying to further tweak my experience here. Any ideas / workarounds?

    #205766
    mr_spongeworthy
    Participant

    I have updated to a 3080 Ti (thanks to Micro Center actually selling GPUs occasionally at MSRP on a walk-in only basis, 1 per household. No way was I going to give a scalper even a cent, so I waited.)

    I am 95% of the way to having Cyberpunk working at 4K, “Performance Mode” DLSS, Ultra Ray Tracing!, 72Hz 36fps. It all works and looks amazing. However, like many modern Z3D games, I may end up playing it in cinema mode due to the increased clarity; spreading even 3840×2160 pixels across my HMD in full VR mode just isn’t quite enough for excellent sharpness. It’s close, but not quite there.

    Anyway, I have issues with the GUI. I did a full reset of the profile before I tried getting it setup correctly, so I started with a clean vorpX slate, but even at that, in VR mode any Xbox controller shortcut shown on the screen flickers several times a second between the Xbox and Keyboard shortcut for that action. This makes it very hard to see what controller input is expected for an action. Also, dialog subtitles and a variety of other text does not match up with the field which is supposed to be behind it, making it hard to read. I’ve played with a number of settings but haven’t found a solution to either of these issues.

    #205700
    Ralf
    Keymaster

    I can’t really explain it any other way than I did two times above already, sorry. SOME GAMES CAN’T HANDLE SIMULTANEOUS MOUSE AND GAMEPAD INPUT. So whenever vorpX has to emulate a mouse for head tracking, it uses its built in gamepad to mouse/kb mapper in affected games to deal with the matter.

    The only alternative to that in affected games would be no gamepad at all. The override is not some useless thing put in place to annoy you, it’s a fairly nifty feature that let’s you use your gamepad in games where otherwise you couldn’t use it together with mouse emulation head tracking at all.

    After a successful DirectVR scan head tracking is done by directly accessing the game’s camera rotation in memory (another, even niftier feature), so no mouse emulation is necessary anymore and the override gets disabled, which enables native gamepad input.

    #205689
    Ogrescar
    Participant

    Well, at this point I feel like a total idiot. My initial assessment was correct – it was the Oculus Client messing things up, not Vorpx. I realized this after the problem occurred again last night and I tried to repair it with the game console, which failed miserably because it was already gamepad-enabled.

    For some reason the Oculus client was hiding the controller and sending keystrokes and mouse inputs (sounds a bit far-fetched on the keystrokes, but I opened up the console, moved the left stick around, and saw it fill up with WASD’s). I checked some other games (Bioshock Infinite for example) and they also had the same problem, while other’s didn’t (Borderlands 3 and Witcher 3). Even some native VR apps had this problem, whereas Virtual Desktop was unscathed.

    Anyway, I had to re-install the Oculus software 3 times and re-pair the controller a gazillion times before it took, so I’ll be getting a new hmd soon. If you’ve got any recommendations for anything that doesn’t have Oculus or Facebook written on it…

    So…I was really having fun in Skyrim – I’d lost interest in the game before Vorpx, but now I’m back at it again. Vorpx was what I got my headset for, I just didn’t realize it at the time, so thank you very much (I found that with few exceptions that native VR games are {expletive deleted}, IMO).

    #205678
    RJK_
    Participant

    Call of Duty: Modern Warfare 2 (G3D/Z3D)

    I decided to give this game a little focal offset in cinema modes. Together with only a very slight HUD depth other elements at HUD depth (certain explosions) dont look too bad. Immersive Screen looks best, FULL VR has Headtracking but weapons look a little flat against the rest. I may upload an alternate profile which makes weapons look better but in cost of the environment. Seems like a Call of Duty typical problem. Until then you may increase 3D strength a little to even that out in Full VR mode.

    FOV: (pcgamingwiki)
    1. Open the ‘players’ folder located within your game folder, find and open “config.cfg” with a text-editing tool
    2. Find the line “seta monkeytoy” and change its value from “1” to “0”
    3. Add the following lines
    bind w “+forward;cg_fov XXXX;cg_fovScale 1.125”
    (change FOV angle XXXX for your like)

    – Optimized for Cienam Modes
    – Full VR w. Headtracking available
    – See VorpX Forum for instructions on FOV
    – Profile available at the cloud

    The game is (Europe) currently 18% OFF Here

    #205672
    Ogrescar
    Participant

    Whatever directvr is doing, it has the effect of setting bGamepadEnable to false in SkyrimPrefs.ini. That’s not native support, it’s the opposite, and a controller that was once working fine suddenly becomes useless in the middle of the game. All of your input prompts get changed from xbox icons to keyboard prompts even though the keyboard is disabled, controller buttons no longer work or are remapped to different functions, and the mouse cursor is suddenly back even though the mouse input is disabled.

    I’ve renamed vorpscan64.exe, and tried the steamvr client instead of oculus, and while both attempts worked initially, the controller still gets remapped sooner or later.

    I’ll use my Virtual Desktop workaround if you aren’t going to fix the buggy implementation – I get better fps at the cost of image quality, but that’s better than trying to play the game with the limited controller support that vorpx keeps insisting on, when it should just leave things alone. Disabling the gamepad override in vorpx should actually disable it.

    No one (except you maybe) plays Skyrim with a controller in the emulated keyboard mode you call native. It is a horrendously bad, default configuration. Maybe I can find a mod that will undo the stuff that vorpx is doing – I dunno.

    elliotttate
    Participant

    Ralf, thanks for all you do with VorpX! I was hoping maybe you could shed more light into what exactly causes warping to occur when looking around in some games and why other games don’t have that issue.

    Many of the Source games are examples of a perfect image and looks like normal VR. Cyberpunk 2077 (even with all the custom resolutions set) looks good until you turn your head. You then get a slight warping of the image as you turn from left to right.

    What exactly is that? And if I were to mod the game, what exactly would I need to change to fix that completely? FOV is one big culprit, but no matter how that’s tweaked, that doesn’t completely go away. Is it just the need to adjust the horizontal and vertical FOV separately that would fix that? I assume all the need barrel distortion for the headset is already being accounted for. What else than the vertical / horizontal FOV would need to be adjusted to make that perfect? Thanks!

    #205625
    FredMc
    Participant

    Your support link does NOT work! It says something about the Catcha time has expired although I pasted in all the info as fast as I could. So how do I suppose to ask for support when your site is not even working properly? Next up, I sent you an email LAST WEEK to explain the situation I am in. I lost ALL of my computers due to a lightening strike. Then to make things worse, cableone/sparklight has dropped email support and I now have to use gmail. I just sent another email just a moment ago explaining all of this in detail. Just what is it going to take to get a response from you? This is ridiculous to have contacted you last week and STILL NOTHING, absolutely NO response back at all. Is this normal to treat a customer this way? PLEASE RESPOND TO MY EMAILS!!!!!!!!!!!!!! AND… FIX your support page!!!

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