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  • #196565
    poppacease
    Participant

    i was just banned on the 13th Aug during this vac wave happening right now. i did in fact use CS:GO with VORPX over this past weekend since i just bought the program on Aug 4th. i did not even connect to Vac server tho as i OBVIOUSLY know that is not allowed. but i did play with bots. and tried a surf server. i even had to set my game launch options to -untrusted because VorpX could not hook on right. this is so frustrating because i already forwarded my additional info to the vac team for review. but NO ONE gets a direct reply from them EVER anyway, this is what i have researched. so i just have to sit here and pray and hope they get to my case? i have also googled it and there have also been other people vac banned from vorpx in csgo but they were helped and got their vac removed. this process of a ban from a game has never happen to me and i am very uneasy about my account, skins, and investments. if any one have some guidance please i could use it right now

    #196562
    nightscout01
    Participant

    To answer my own question, the answer is dgvoodo2. dgvoodo2 is how you get this working. Follow their instructions for installing it in the game directory. It does work with vorpX, even with the weird engine. Some tinkering around might be required. I had “Do not optimize game settings” and “Run vorpX control as administrator” switched on when I got it working, but I don’t know if that’s required. Try without these options first if you want!

    – nightscout01

    #196546
    Witt
    Participant

    It seems like gamepad controls like the xbox controller get messed with within games running Vorpx. I went into RDR2 today after the hooking fix and it was like a button is continually pressed when nothing is being touched.

    The radar kept cycling through the various options, I think you have to press down on the D-pad and A or X to make that happen. As another example, going into the menus, the selected menu option would continually switch to another selection even though I didn’t touch the controller.

    I’ve had issues in other games as well. Not sure how to fix this or why Vorpx needs to fiddle with controls.

    #196499
    Eychimo
    Participant

    Tired every thing i could think of. Even played with different resolutions and monitors. Does the same thing every load. vorpx hooks, I get the message to increase the FOV then Horizon crashes. lol. i even tried turning freesync off in both software and the monitor. I have just run out of ideas. Even tried the alternative hook, game will load but nothing in hmd.

    cube001
    Participant

    So I got VorpX when it was in beta back in 2016 after the first vive was released. I don’t remember using it much, but that would be true for VR in general at the time.

    Anyways, I moved to a bigger place recently and decided to get myself a Valve Index to enjoy VR content… I was not amused by most of the VR games available, except for a few… I was looking for other ways to enjoy VR, and I rediscovered VorpX and remembered that I had already purchased it 4 years ago.

    AND WOW! Suddenly my valve index purchase is justified! This software alone makes it worth it. Amazing work that I have to commend you for… Thank you!

    Sorry for the long introduction but I really believe that you have done a great job growing this into the excellent piece of essential VR software that it is today.

    I’m enjoying so many of the games that I have on my steam library in 3d, I was a big fan of Nvidia 3d vision and VorpX is what i have always wished for playing nvidia 3d vision games.

    My issue is with performance though, I’m running a watercooled 2080 ti that is heavily overclocked. and running games on G3D while using the default VorpX setting for Steam VR results in almost 100% gpu utilization on most games i play even at resolution of 1440p with frame rates varying between 15 to 30 fps.

    I understand that Vorpx renders two full instances of 1440p screens but the frame rate is just too low. I can run the same games on 4K res with much higher than double the fps (which is still a few thousands pixels higher than 1440pX2)…

    So searching for answers, I stumbled upon the thread that was made back in May suggesting to try the generic VR mode by disabling direct VR… and to my surprise it actually made my fps much better, within what i would expect given the number of pixels being rendered. I understand that I shouldn’t see more than 10% improvement using this method, but I believe that my performance is being tanked when selecting the steam VR option.

    I have confirmed that I was using the same in game settings in both tests with G3D selected. The game where I did most of the testing was Monster Hunter World… and oh my god it looks amazing in VorpX.

    I would really appreciate any help with this issue. I can also provide all the information required to assess the situation.

    Thank you again for this amazing software. It’s totally worth the $40 and even more.

    marvinthedog
    Participant

    Hi Ralf

    First I just want to say that I am greatly enjoying this app!

    I can understand that you think it´s important that people avoid the risks of having crappy user experiences. My intention is definately not to encourage users to diverge their eyes. In my post I have talked about specifically that in great detail to warn against it.

    No need to tinker with the focal offset expert setting for adjusting the strength of the 3d effect at all. There is a dedicated setting for doing just that in the menu without any ill side effects, which allows you to adjust the strength of the 3d effect within a far larger margin than what would ever make sense in VR.

    The only setting I can find that I think you could be reffering to is 3D-Strength/Scale. But no matter what you do with that setting it doesn´t in any way change the distance to the in-game sky. In full VR the sky is usually at its correct depth but in cinema or immersive screen the sky is never more than 3 meters away, and this is for every game I have tried. This makes it feel just like a regular 3D TV experience. Maybe that is the exact point of the cinema and immersive screen modes. But I suspect a lot of users would prefer if they could get the true-to-life 3D depth they get in full VR mode but in the screen modes aswell.

    And sure you can get that true-to-life depth in the screen modes by changing focal offset. but in some or many(?) games that seems to increase stereo conflicts of shadows etc. My solution solves that. But even better than applaying my obscure hack, I would like to request it as an official feature in the app. It would do the exact same thing as focal offset (only moving the images and not the cameras) but it wouldn´t increase stereo conflicting shadows etc. It might be more difficult than it sounds but since it worked by hacking the ipd it seems like it should be doable internally in VorpX aswell.

    Also I would like to request a virtual ruler or some kind of measuring interface that pops up when adjusting expert settings like focal offset. You could then use this virtual ruler to measure the distance between 2 corresponding points for the left and right image of the in-game sky to make sure that the distance wasn´t greater then your ipd and that your eyes wasn´t diverging.

    marvinthedog
    Participant

    Huyzer,

    Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.

    I notice the same thing in Tomb Raider (2013).

    I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.

    So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.

    So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.

    (Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

    Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

    can you talk about the reasoning behind the number changes you make

    Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

    One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

    The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

    The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

    In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

    Guide for Dead Space in immersive screen mode:

    So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.

    This value works in conjunction with all the other settings I have in VorpX and in the game, which are:

    In-game resolution: 1920 x 1080

    In VorpX main settings:
    Play Style: Immersive Screen Mode
    Expand the Immersive Screen Settings:
    Screen Distance Offset: 1.00
    Screen Curvature: 0
    Screen Curved Verical: 0
    Background: Ambience
    Expand 3D Stereo Settings:
    3D Reconstruction: Geometry
    3D-Strength/Scale: 1.00
    3D FOV Enhancement: 0
    Focal Offset: 0

    Widescreen Fixer:
    And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
    https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
    Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.

    I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.

    With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.

    Summary about the ipdOffset:

    In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.

    Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.

    I hope you will find this valuable :-)

    Paco1
    Participant

    Hi,
    I’m having troubles adding high custom resolutions. I successfully added 2880×2160 (as suggested in many different threads here) in my NVIDIA control panel, but my PC is powerful enough (and the game old enough…) to run it even higher. I would like to try this because I notice the lower resolution when I disable EdgePeek on my VIVE Pro.
    I tried adding 3200×2400, but unfortunately my computer black-screens and locks up when I press “Test”. Only a hard reset will get it working again. I’m using a Geforce RTX 2080 Super with the latest drivers (451.67 game ready), and a BenQ XL2420T 16:9 FullHD monitor. The system is almost completely fresh, it’s just a couple of days old.
    Did anyone else encounter this problem before?
    Thanks in advance

    #196300
    Picdelag
    Participant

    Hello!

    Unfortunately, i’m back in this subject…

    So, since i run Vorpx within SteamVR to solve my issue of my oculus rift S not hooking in its own environment, i was a bit surprised by my framerate that seems low for my configuration…

    seen this topic : https://www.vorpx.com/forums/topic/trick-to-get-really-depanding-games-working-in-vorpx-with-great-fps-in-g3d/
    So, i know it have been locked for good purpose of not spreading “false legends”, and i just don’t know myself, but it seems like i suffer from the same loss in framerate by hooking via steamVR and i should not use this way with an oculus i imagine, but that was the only solution i found to solve my issue…

    So!

    Tried to use the “generic VR headset” injection, and the change is huge…
    + 30FPS in Battlefront 2, that can make me surely able to play in G3D (actually in Z3D)
    and same for Monster Hunter World, if i can have all my frames, i can surely jump to G3D => +20 fps

    So, nothing was displayed in my rift S, just seen the results on my flat screen and still searching a way to inject properly in the rift s without steamVR. Have an idea?
    But maybe i’m wrong? Maybe even with the standard “oculus injection” i will loss as much frames? is it normal or just me?
    If you can clarify please…

    When my brothers wake’s up, i’m going to try on his computer to see if i can inject vorpx in normal oculus way on his computer.
    Wonder if all of this is cause of the borring story i encountered with my rift (explened in previous posts), or if it’s related to my windows.

    Also seen this : https://www.vorpx.com/forums/topic/do-you-know-the-feeling/
    So i’m really interessted in this.
    Can this fix my issue?
    I mailed the Vorpx support to request a beta build of this version, waiting for an answer.

    Thanks!

    #196295

    In reply to: MechWarrior 5

    wangmauler
    Participant

    Hey guys, I’m trying to get MW5 running with vorpx – if I use either Mesenzio or shr84’s profiles, they both try to attach to both mechwarrior.exe and MechWarrior-Win64-Shipping.exe, but both hang on the MechWarrior-Win64-Shipping.exe and eventually it asks to do nothing, close or add to exclusion.

    I’ve tried excluding one exe or the other for both profiles, same results (just hangs on the non-excluded exe). Thoughts?

    #196274

    In reply to: Flight Simulator 2020

    TheBalt
    Participant

    https://hothardware.com/news/microsoft-flight-simulator-is-coming-to-steam-vr-support

    Its getting native VR Support after a few months for all of the more popular headsets. Buy it on Steam to increase likelihood your headset will get support – even if MS drops the ball and only manages to get it to work on limited headsets, I have confidence Valve will get it working just fine with SteamVR and get it working on headsets other than their own.

    From the article:
    The first VR headset that will be supported by Microsoft Flight Simulator will be the Hewlett-Packard Reverb G2. The Reverb G2 was announced back in late May as a “no-compromise VR headset” and features dual 2.89-inch (2160×2160) displays – one for each eye – along with a pair of motion controllers. “We’re starting with them,” said Microsoft Flight Simulator lead Jorg Neumann.

    “There’s some extra work to be done for some of the others. I mean, we’re going to bring it to all the devices – all the common ones. It’s just going to take a few more months after that.” So, all of you Oculus Rift and HTC Vive owners out there will likely be supported; you’ll just be waiting a bit longer.”

    #196222
    Ralf
    Keymaster

    Does the game have gamepad support at all? For me there is no gamepad even without vorpX.

    Either way you should be able to get your gamepad working by setting the ‘X-Box Gamepad Override’ option to ‘Full’. That way vorpX will emulate mouse/kb with your gamepad.

    #196186
    Ralf
    Keymaster

    Not sure what you consider abandoned about a tool that get several updates per year since seven years. Also a forum isn’t dead just because you don’t get an answer to a question you have within a few hours on a Saturday. Others have weekends too, you know. :)

    vorpX works fine below 80fps. Half the headset refresh rate works still well. Unlike most native VR apps with vorpX you can even go below half. Whether that still is comfortable for you depends on you though.

    4K resolutions are a bit of a overkill. More resolution is always better, but you don’t need 4K.

    Amezuki
    Participant

    I just successfully played a shift of Hardspace: Shipbreakers in Full VR (Z-Adaptive) using an imported Firewatch profile. It is not perfect, and I’ll talk about that below, but it is 100% playable. Even with its flaws, the experience is incredible and only drives home for me what a perfect fit this game is for VR.

    Nota bene:

    * The game enforces a cursor lag mechanic to simulate sluggish movement in microgravity. This unfortunately causes a delay (albeit a smoothly-animated one) in your POV moving around. I seem to be largely immune to motion sickness in VR, but I suspect this effect will require strong VR legs to endure until/unless we get an option to disable it, or decouple aimpos from POV.

    * This can be mitigated somewhat by significantly turning down the head tracking sensitivity and using the mouse for most navigation, and turning your head slowly when looking around.

    * Certain HUD elements in the corners are hard to see, but I’m sure this is nothing new to vorpX users. Handle this however you usually prefer–image zoom, edge peek, etc.

    * Geometry mode works also, and has potential–but it also has major issues that render it largely unplayable with my current profile settings, and would probably need work not just fine-tuning those, but on the back end with dev/modding help to address stuff like e.g. the starfield being in the extreme foreground.

    I’ve uploaded my custom profile to the cloud for anyone else who wants to give it a try (username Amezuki). If you find any settings that work better, or anything else that can improve the experience, please add it!

    (x-posted to Hardspace: Shipbreaker Steam discussion page)

    #196168
    btimofte
    Participant

    I have an RTX 2080 card and a FULL HD monitor 1920×1080

    I heard that if you want to use vorpx and get good image quality you have to set 4k resolution and i assume 80 FPS locked(assuming i use Oculus Rift S)

    Is it true that i have to set 4k resolution even for full HD monitor and i need minimum 80 FPS for Oculus Rift S ?? + on top 3d injection of geometry i feel i have to play on medium low to get 80 FPS stable ?

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