I’m glad you are enjoying it. It took a while to figure out the snow terrain, but it finally worked out nicely. I only wish there was a free look mode or some mod that gave us headtracking control with the gopro cam, would make the first-person view so much better.
As for MGSV, I’m afraid it still is not possible for vorpX to hook this game. I spent a couple hours trying different things today, as I have tried many times over the past few years, but no luck. There is some trickery with how it launches that vorpX does not like, and Ralf has been aware of this already.
It’s seem vorpX gets confused and tries to hook two simultaneous instances but fails both. I don’t know if there is some simple way to prevent this, but I assume Ralf has tried. I’ve read that Reshade coders had trouble hooking this game in the early days,(something about the game mixing both dxgi 1.0 and 1.1), but they soon figured it out.
But I’ve tried everything I can think of, so we would have to wait and see when Ralf is willing to check it out once more.
Yes, of course. nVidia’s engineers are fools or maybe they wanted to personally annoy you and your friends with this ‘3 core bug’ that they never fixed for years, who knows. Apologies again for doubting that might be the case.
Serioisly, one last try:
If a game is CPU limited, one thread, typically the main render thread, always saturates a core. That’s why the game is CPU limited in the first place. Now when you further raise the load on that thread, like 3D-Vision does, your framerate sinks and secondary threads have to do less work than before since now less frames are rendered. Hence you see the overall CPU usage going down. That’s what my example was about. If a game happens to be GPU limited, the same applies, just now not even the main thread fully occupies one core.
The opposite of your conclusion is true: adding more cores doesn’t change anything beyond the point where the CPU isn’t used 100% anymore (leaving out unlikely edge cases here). If for example a hypothetical game is programmed to have three threads, there will be no difference between running this game on a 4-core CPU or a 10-core CPU. This is perfectly normal behavior.
What might make this a bit confusing is that the OS’s scheduler potentially can shift around a program’s threads between physical cores at will, which can skew the impression you get when you look at your task manager. Maybe that tricked you or whoever observed this ‘bug’ first into thinking no thread is maxed out although in fact it is. Just a guess.
Whether you want to believe me or not is up to you obviously, and I honestly don’t care. I can just try to explain from the perspective of someone who deals with this stuff regularly. Maybe nVidia should have done that before a considerable amount of people convinced themselves that there is some weird ‘3 core bug’ in 3D-Vision. Now it’s obviously too late.
Due to recent events I sadly have to announce a little change in policy in regard to the forum.
Long time users are accustomed to getting actual, sometimes technical, always more or less unfiltered, developer replies to their questions here whenever possible instead of well formulated ‘corporate’ replies carefully designed mainly to not step on anyone’s toe. That has always been a conscious decision and I will try to continue to do so as much as I can, but from now on things will tend a bit more to the latter.
As much as I dislike that myself since typically it leads to less meaningful replies, apparently the frictionless way that is used in most support forums is the only one that really works in the long run.
I apologize in advance to anyone who appreciates the more direct approach. I’ll try to find some middle ground that doesn’t result in completely hollow thanks-for-contacting-us-bullshit.
I can not configure vorpx. the screen resolution that is transmitted to the helmet is equal to the size of the mpc media player. and the size of my monitor is 1920×1080, i.e. I can’t even start 4k. I was able to make an artificially large window, but then the picture of only that part of the film that fit into the screen gets into the helmet. I essentially need a full desktop cloning, with its resolution and frame rate, as if it were a separate monitor.
That’s not correct, you refuse to listen, this has nothing to do with a thread being completely used up by the effect, 3D Vision actually limits the number of cores available to three.
I’ve been around 3D Vision since 2013, been into PC gaming since 2010, here’s my computer:
I’m not a noob, I know what I’m talking about, your need to come down from your technical high horse. You have this “I know what I’m talking about and youre spouting rubbish” position and refuse to listen.
3D Vision limits the number of physical cores available to three. The “3 Core Bug” problem is real and well known.
https://www.nvidia.com/en-us/geforce/forums/3d-vision/41/200937/3d-vision-cpu-core-bottleneck/
“Hi everyone!
Been getting quite frustrated with the poor performance I’m getting in 3D and I think Ragedemon has worked it out:
https://forums.geforce.com/default/topic/825678/3d-vision/gta-v-problems-amp-solutions-list-please-keep-gta-discussion-here-/19/
When using 3D Vision games only use up to 3 cores. I tried it myself with GTA 5 scaling up the number of core affinity to GTA 5. Once you’ve got to three that’s your lot, leaving GTA running between 35-45 FPS, using only about 40% GPU on my 2 gtx 980s in SLI.
I then disabled the 3d Vision driver and of course the FPS shot up to over 120fps and I get gpu usage of close to 100%. Disabled cores and discovered that with 3 cores enabled I get exactly the same performance as with 3d Vision enabled (without 3d of course) the same low gpu usage and low fps. Adding back the cores increases usage add brings it back to over 120fps.
Of course this doesn’t matter for alot of old games, but I think we are going to find this a big problem in the future. Something that hardware upgrades can’t even help with!
Anyone noticed this in any other games? Ragedemon says that it happens in AC4 Black Flag and CoD: Advanced Warfare too.
Anyone found a workaround?
Is it too optimistic to hope could be fixed in future drivers?”
Can you explain what you mean? the OP of this thread obviously didn’t do things right originally. In Bioshock vorpX can not only adjust the FOV (‘zoomed in’) automatically, like in about 150 other games, but also provides perfect 1:1 head tracking at the touch of the button. With the original Bioshock you even get basic room scale capabilities if you want.
Bioshock (original preferred over remastered) is pretty much plug and play, the only thing you might want to adjust manually is possibly the resolution for better image quality.
That explains a lot. Guess I don’t have to wonder anymore how that myth arised. Considering the author of that post all I’ll say is that half-baked superficial knowledge combined with strong opinions and the drive to share one’s ‘wisdom’ with the world is probably the most dangerous thing developed by mankind besides maybe the hydrogen bomb. Luckily in this case the only harm done was causing confusion among a stereo 3D community. ;)
I have no reason to defend nVidia, but imagine the following simplified scenario: a CPU with two cores and a game using two threads, one for rendering, one for physics. In mono both threads each fully utilize ‘their’ core, overall CPU usage 100%. Now, again for the sake of simplicity, let’s say stereo rendering doubles the CPU workload of the render thread, causing the framerate to drop to half purely due to the higher CPU workload. The first thread (rendering) would still fully utilize its core, but the second thread (physics) now would only have to utilize 50% of its core since only half the frames need physics calculated compared to before. Result: instead of 100% CPU usage mono you get 75% CPU usage with stereo.
No mysterious ‘3 core bug’ anywhere, everything working as expected. The ‘culprit’ is the added stereo workload on the render thread, as simple as that. The numbers will differ in a real world example and vary from game to game, but I hope you get the idea.
If this were the case of a thread responsible for rendering frames being saturated and needing to offload some of it’s workload onto another thread then we would see this problem running the game in 2D at 120 FPS but this isn’t the case with 3D Vision. Example, say I run GTA 5, Prey or Rise of the Tomb Raider in a CPU intensive area (DX11) @ 120 FPS in 2D, everything maxed, at 2560×1440 with 2080 Ti and 8700k @ 5.1 GHz no problem, but 3D performance is, it’s like 1/3rd, an abysmal 40 FPS, or 80 FPS 2D. Even DX11 has the ability to use more than 4 cores / 8 threads for rendering, i.e. Crysis 2 / 3 or Watchdogs 2 for example, which sees even distribution of workload across CPU’s of greater core count. 3D Vision actually limits the game to only being able to run on 3 physical cores for some odd reason, so an 8700k would yield 0% performance advantage over 7700k and even 7700k would be down a core trying to process any game. I get and appreciate your logic that rendering would actually decrease the CPU load (because physics being done on a single thread would have reduced workload) but that’s not what I’m describing, 3D Vision limits the number of available physical cores to 3 cores for some odd reason, the technical nature of which escapes me right now. There is around a 50% drop in performance due to 3 core bug. For example, I can run a game @ 120 FPS with full load on the GPU in 2D but because 3 core bug limits the number of physical cores available to 3 in 3D those 3 cores may be incapable of rendering the game at 120 FPS (even the the effect renders @ 60 FPS there are still 120 frames being created simultaneously, one for each eye). Usually a CPU demanding title that I can run at 120 FPS avg with full / near full usage on the GPU will only run at 40 FPS, a performance drop of 40 FPS 2D.
vorpX captures the video in MPC-HC before it gets fully processed by MPC-HC to ensure it doesn’t get re-sampled more often then necessary. Combined with vorpX’s own image processing that leads to a farily good quality, but it also means that almost certainly some of the things on your list are applied after vorpX grabs the image and thus will have no effect on what is sent to the headset in the end.
What exactly from your list is applied before vorpX grabs the image and what afterwards I don’t know, sorry. Judging from your list however my personal guess is that for a dedicated videoplayer buff like you no VR solution will be really good enough anyway. Unlikely that current headset display resolutions will meet your expectations, regardless how good the software is.
BTW: Even if all your filters are applied before vorpX grabs the image: filters that optimize the video for your desktop res and refresh rate don’t really make too much sense when the image afterwards gets send to a headset with a totally different resolution and refreh rate. Less is probably more here.
If i am getting the “disable Vysnc in game or graphics card driver” message at Vorpx game launch – does that mean Vsync is enabled somewhere? I recently upgraded to a AMD 5600XT and am getting this message in every Vorpx game (and it does seem to be running poorly) but I have Vysnc disabled in Radeon graphics settings and in game.
Is there something special I need to do with Radeon settings to kill Vysnc for everything? Ive tried making it the global setting to Vysnc Off and for individual applications but Im continuing to get this error and gameplay definitely seems to not be as smooth as it was even on my GTX 780.
Thanks for any help on this matter, take care and be safe, everyone!
To put more simply, even on the default settings I need to zoom out to 53 or so get a perspective that feels more natural, but of course then the boxes are much larger.
Theres no rush for this, but this is the game that I most want to have working with vorpx. But it seems that Im running into this issue of excessive zoom for all of my other games as well so far.
Good day! I have been trying to get headtracking w/ Blair Witch
to no avail. Run direct scan and even if it claims success, I lose controller function and when I turn them back on, the whole screen just turns with my head. Tried many times but will not work. What is the manual method to get headtracking working if Direct VR won’t comply?
Using:
Samsung Odyssey
GTX 2070
Thanks!
MGE XE is what you need, but there are so many iterations of the app, that I wouldn’t rule out that some work and others don’t. The version I have installed here is MGE XE 0.9.10. That should work fine (just checked briefly).
If vorpX can’t hook a game, it’s always worth a shot to try the ‘Alternative Hooking’ checkbox in the config app. Caveat: Don’t forgot to switch back even if that helps for particular game. Some games do not work with it.
For games from GOG that don’t require a DRM client like Steam/Origin/Uplay etc. you can also create a vorpX desktop shortcut from the vorpX tray icon’s right click menu. Doesn’t help with Steam etc., but for games that don’t lauch through some client a vorpX shortcut ensures that hooks first before any potentially interfering overlay/other program.
Also try to launch the game directly instead of using the Galaxy client. That way the GOG overlay can’t get in the way.
Apart from that please check the trouble shooting guide in the help (or on top of this sub-forum) for general information regarding hooking problems.
The good news is #2 worked for Dishonored. It did happen to have a different .exe name so once that was fixed it worked. The bad news for me personally is it just isn’t inviting enough for me to want to play it with VorpX. Its more like a 360 video than 3D. And I just couldn’t get the settings to minimize distortion while head turning enough to be enjoyable.
Metro Exodus falls under #1. (I think I clue for that might be is that the game icon even says “Metro Exodus (Windows)”
On a side note, Ralf, I sent you an email a few days ago regarding older versions of Vorpx and Evil Within 2. Let me know if you got it when you get a chance. Thank you for your help!
Thanks for the quick reply Ralf,
Right, as mentioned, I didn’t use the battle eye software. It asks every time you load the game if you want to install it.
Not having it installed gets you into the game, but never lets you load a save.
(I also tried installing it and trying that, but that won’t even let you attach vorpX.)
Hey everybody. I’m new to Vorpx. It seems like an amazing program. I can’t wait to use it.
Has anybody had any luck with World of Warcraft recently? I can’t seem to get it to “hook” it just says attaching to “WoWclassic.exe” and then it seems to time out, and I get the option to exclude from vorpx list, do nothing or close application. I’ve seen and heard of a ton of people being successful using vorpx with World of Warcraft, I wanted to know if it wasn’t a patch that broke it and that it is still working. I would love to use vorpx to play on private servers on some older versions of the game, however I also read that only the official game through the battle.net launcher will work (or will it?).
I’m using an Occulus Quest with a cable to connect to pc via occulus link. I also cant seem to launch the Vorpx Virtual Desktop Viewer. It gets stuck loading and never appears in my VR.
I have been troubleshooting for days and have followed everything on the troubleshooting guide. I have turned off windows defender, uninstalled all of my antivirus software, added the Vorpx folder as an exception to my antivirus, tried alternative hooking method, changing WoW to dx11legacy, tried creating a vorpx shortcut… all with no luck.
I’ve made sure there are no other processes running in the background. Occulus link automatically runs whenever I connect my headset to USB to my computer. Other than that, just Vorpx, and World of Warcraft. The only thing I can think of maybe is this pesky “antimalware service executable” that I’ve tried everything to get rid of. Even so, I’ve tried adding vorpx to the windows defender and alternative antivirus exception lists as well as completely disabling all antivirus software.
The only other game I’ve tried in Vorpx is Star Wars KotoR II which I was able to launch successfully, which makes me think its not an AV problem.
Please, if anybody has any input or can confirm for me if WoW is working for you let me know! I am dying to experience Azeroth in 3D and that’s the only reason I purchased a vorpx license!
Ralf, I see you are on here always working hard. I appreciate you and anything you can do to help me get my money’s worth! Thanks yall