yeah, I tried messing with mouse input settings, no luck. But turnning off headtracking makes it normal. That’s when I discovered headtracking wasn’t working in general.
Wondered if emulation is getting confused with some game controls update, even though I never have a gamepad plugged in. Game used to work fine until earlier this year. Let me know if you have the same trouble. Thanks.
Installing with the web installer always gets you the latest version. I only have a save game pretty close to the beginning of the game in the first house you enter before you even got a gun. There the halo is fixed for me. Would be great if you could test there and let me know if it’s OK for you in that place or not.
You can run the game in full VR mode technically, but since it’s a third person game that does make limited sense. Third person games always default to immersive screen mode.
You will need a first person mod and a FOV mod to play it comfortably in full VR mode.
Geometry 3D has a pretty huge impact on performance since everything has to be rendered twice (once for each eye) and on top that there is some additional overhead for rendering to the headset. Even with your GPU you likely are better of to not crank up all detail settings to ultra.
Thank you Ralf.
So immersive screen or cinema makes most sense?
I tried Cinema and it looked quite good.
However Immersive screen as this grey outer border, rather than black. Is there a way to get rid of that?
Would you reccomend immersive or cinema?
Hey, I’ve tried it and it seems a bit underwhelming. The Immersive screen option seems too far from my face, even at 0.00.
Also my FPS is quite low. I’m on an RTX 2080. Are there any optimisations I should be doing in-game?
I’m using a Rift.
I didn’t really get a great 3D effect from it. I thought it would end up looking like these screenshots:
Witcher 3 Ansel NSFW
are my expectations too high?
On a related note if I buy Vorpx and later get a new computer, can I transfer my copy of Vorpx to that new computer? Because that was my main complaint about Tridef.
My motherboard recently died and I built what was essentially a brand new PC. Emailed Ralph–there is an address just for reinstalling I think–and got a new key and reinstalled that same day. Completely painless.
Tridef is officially dead, in case you didn’t know. You can’t even pay for their software now, and those of us who have paid for it can no longer reinstall if we need to, like me, because it’s impossible to reactivate it. There is an “unoffical” slightly older Tridef version floating around that is still usable, but the future of 3D/VR software now belongs to VorpX.
Probably depends on how many mods you have installed and whether you are using ini tweaks to enhance visual quality (e.g. a higher uGridsToLoad value). A vanilla Oblivion pretty much should run at 90fps at all times, but it’s not overly difficult to make the game CPU bound with mods and ini tweaks, in which case even the fastest graphics card doesn’t change anything.
Not sure about the blocking issue. Oblivion is one of the games I played myself a fair bit. Don’t recall anything like that, but I’ll check it.
BTW: You can make it look fantastic (well, as far as a game that old can look fantastic) by forcing antialiasing in your graphics driver control panel. That way you can use AA and HDR rendering together, which the game normally does not allow.
So with all of the Pimax chatter and how its render target is too large and thus causes poor VorpX performance, I’m naturally worried about my initial plans of buying a StarVR headset once it’s released (along with a 2080 TI and a new CPU because apparently the i7 6700 is not enough for it according to the minimum requirements).
Ralf: if you plan on releasing Pimax specific updates, will they work with other ultra wide Steam VR headsets like the StarVR? I don’t think that many people will buy the Star VR over the Pimax due to its likely high price, but I want a premium headset and willing to shell out 3 to 6k usd when it’s out.
BUT as much as I want a 210 FOV in Pavlov and Onward, if VorpX becomes unusable due to poor framerate even with a new GPU and CPU (which is very possible) that gives me pause because I still need my VorpX fix. It’s as much a part of my VR experience as native VR games are. Of course I too would be willing to pay an extra free for StarVR specific support, but I know there’s no guarantee on that but I hope whatever Pimax optimizations you put in will work with StarVR IF you end up doing that. I do suspect that the Pimax will be a popular headset though among existing VR users.
Ultra wide headsets are inevitable I think. There’s enough demand for them from the VR community where I do imagine many people with Vives and Rifts will upgrade to them.
Thanks a lot!
Yes that is one way to play Skyrim vanilla. Please don’t get me wrong but I don’t want to mess around with my Skyrim configuration any more. It takes me weeks if not months to get everything to work. And it runs almost perfect since over half a year. If I now change anything from my current settings it could be that I can’t play my savegames never again. Maybe there will be a solution soon. Another way I can try if it’s not vorpX-related is that you send me a old vorpX version so I can test if it runs like before :)
If not then really strange things happen. Cause the crashes occurs no matter which savegames I load. And I didn’t change a bit on my system (software) since this happens. Other games still running perfect with vorpX. For example, I play Gas Guzzlers Extreme with the G3d profile at the moment. There are no problems even with Ultra settings!
In regard to aliasing vorpX isn’t any different than monitor gaming, so the same recommendations apply: to get rid of ‘jaggies’ and other aliasing artifacts either crank up the game resolution or enable antialising. Nothing really special about it.
Raising the super sampling multiplier in SteamVR/Oculus does not really help and wastes precious processing time. To super sample with vorpX raise the game resolution above your headset’s resolution.
1440p should suffice for immersive screen mode, but if you can afford to set something even higher performance wise, there is no harm in trying.
Does anyone have any tips or suggestions on how to reduce / eliminate screen aliasing in Cinema mode and Immersive Screen?
I’m on a non TI GTX 1080
Last year I played quite a lot of Rocket League in VorpX and everything looked pretty crisp. Obviously not as crisp as my 4k tv hooked up to my VR PC, but the 3D effect was more than worth the trade off for me.
However this year I’m noticing a lot more aliasing. I don’t know if it’s just that I don’t remember last year because I was so wowed with the 3D effect or if there’s another issue going on. I’m using the beta SteamVR drivers with motion smoothing.
I’ve tried the following resolutions: 1600×1200 and 1920×1440. I significantly improved the image by disabling depth of field and bloom. Also I believe increasing super sampling helped (it for sure helped back in 2017 when I played Fallout New Vegas with Vorpx though that looked okay even without super sampling, but SS greatly enhanced it).
But I still get some aliasing. It’s most noticeable in the “barn” arena where there’s a lot of white textured lines on the ground. They alias like crazy and I found it really distracting. I’d love to smooth them out. Ingame anti aliasing didn’t do much, but didn’t harm performance either.
I tried crystal image normal and aggressive, and why they worked they didn’t remove that aliasing I mentioned with the white lines.
Any tips, hints, and suggestions would be greatly welcome. VorpX rocks! I’ve heard the cinema and immersive screens are the unsung heroes of this software so I want to use it at the best possible image quality. Up until now, I’ve mainly been using VorpX in VR mode, except for Rocket League last year which seemed to look much better than what I am experiencing now.
There is no auto resolution feature for Rocket League, also no specific hints. Both have to be done on a game to basis. As long as Geometry 3D is available the profile for the game is loaded correctly.
You should see decent performance with the game though considering that it doesn’t have cutting edge graphics. Two things you could try is making sure that antialiasing and v-sync are forced off via your graphics driver control panel to check whether one of them has an impact on performance. Also make sure not to use an outdated vorpX version, especially on Windows 10 that is important.
Ah then it indeed must have just been the defaults that Rocket League was set to last year that seemed so good. Thanks again for noting that Ralf.
Performance is fine now thankfully even with anti aliasing on though it doesn’t seem to do much. I can also super sample fine without performance issues. I’m running on a non TI 1080 and vsync is off.
The image isn’t as clear as I remember it being (nor as clear as Direct VR games or native VR games) though I managed to improve it significantly by disabling bloom and depth of field which really is only beneficial for non stereoscopic screens. Is there an ideal resolution I should use? I tried 1600×1200 and 1920×1440 and both result in noticeable aliasing that I can’t seem to get rid of that is most visible in arenas like the barn arena where there are lots of white lines on the ground. These white lines become very aliased and ugly. Maybe I just didn’t notice it last time?
The immersive screen is amazing for this game.
If you know typing and played PC games for years, you can feel your way around a keyboard just fine ;)
As I understand it, DirectVR HUD is handled on a per game basis, as it requires specific back-end work, when even possible. Like modding.
I’m guessing that headtracking is important to you, otherwise I’d suggest playing with the immersive cinema mode – since you could just use your neck to view HUD. I play a lot of games this way. It is still quite immersive.
For FullVR, I’d use edgepeek button when looking for HUD. Or, if I needed it constantly in view, I’d compromise by zooming the screen out just enough as you mentioned. However I might try a widescreen resolution in this case – to reach the sides of your view better, and bring HUD from top and bottom closer to the center.
At first seeing those letterbox “black bars” might seem disgusting, but change them to Ambient color and you start to get used to it fine.
You can increase appearance of scale by turning down the 3D strength. The stronger the strength, the smaller things appear. Decreasing FOV can also make things look bigger. Getting a comfortable FOV is important, but try not to over do it if you want things to look larger.
A trick to test FOV: look straight down at the floor, then drag your gaze up to the horizon. if the floor appears to stretch and move faster than your gaze, you need more. It should flow naturally as you look up. You can’t always get it perfect, but close enough counts.
Getting a new game to work takes some trial and error, and usually compromise, but is generally still a neat experience.
I’ve been using it, and it’s pretty awesome. We’re getting an update in the near future that gives the profile G3D though. That’ll be even more awesome, lol =D
I’ll check that, there have been very little changes to the DX9 renderpath between 18.2.5 and 18.3.0, but who knows.
Just in case the usual AV software hint: if you use anything else than Windows Defender, try to uninstall it completely (some can’t really be disabled otherwise) and see whether the problem persists. Windows Defender will kick in instead. Especially with games that have DirectVR scanner support, some more aggressive AV programs can cause severe issues. Such issues may appear seemingly out of nowhere when they encounter a new vorpX version they don’t know.
Also check the memory usage of tesv.exe in the task manager. 32bit programs like the original DX9 Skyrim can only address 2 (some 3) GB of memory. Since vorpX requires additional memory, heavily modded Skyrim installs might get pushed over that limit. The same applies to GPU memory, even more actually. So if you use huge texture replacement packs, try smaller versions if available or remove them (at least for testing purposes).
Just checked how that works in detail since I couldn’t really remember. Normally the profile database is always updated even for a full reinstall, not overwritten as I said above. There is no difference in this regard between a full install and an update install.
I’ll check whether I can find what might have gone wrong in your case. Just from briefly looking at the code the only thing I can currently imagine that may cause the database to get overwritten is installing twice without starting vorpX in between (which is when the actual database update happens).