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Aug 7, 2024 at 12:48am #220130
In reply to: Gestures Support
RalfKeymasterThe video in the post linked below explains how to set up gestures. Don’t forget to assign the mouse/key/button press that belongs to the according action, otherwise the gesures can’t do anything. Games like Halo or Dishonored should be good candidates.
The video shows everything you need to know to get going in a minute.
Jun 9, 2024 at 1:43pm #219853Topic: Low fps in Halo CE how to fix?
in forum Technical Support
chrisssj2ParticipantI just tried vorpx for the first time with HALO:CE
But im getting like 28 fps… i have an RTX 4090…..😂
overclocking doesnt increase fps even
and changing halo graphics settings dont seem to do much either
How can I get more fps?I run the game via steamvr with my apple vision pro steamVR is set to 3644×3488
Apr 17, 2024 at 9:45pm #219608In reply to: Best Games
luka2099ParticipantTHE EVIL WITHIN 2
the DARKNESS 2
TITAN DALL 2
HALO MASTER CHIEF
HALO INFINITEDec 10, 2023 at 9:55am #218700In reply to: Cyberpunk VR Update Thread
beemzyParticipantUpgrading CET resolves the issue, thanks for the tip.
Now to look for decent-ish settings that reduce the jittery/blurryness.
Very much depends on your PC specs. If you have lots of VRAM then getting 4k textures can help a lot (from Nexus Mods). HD Reworked Project Ultra Quality by Halk Hogan, XilaMonstrr’s 4k textures, Alternative Skin Materials, Keen’s NPC textures, etc will give a great visual boost with no FPS loss and significant reduction in ghosting/halo’ing. A lot of these have 2k versions available too
Nov 11, 2023 at 2:13am #218436In reply to: Halo MCC questions
usn09derekParticipantThe Game Pass version might be compiled as Windows Store (UWP) app, which can’t be hooked. Not all Game Pass games are, but Halo MCC might.
If Game Pass allows you to select between a moddable .exe and one with anticheat, try the moddable one. vorpX definitely won’t be able to hook the anticheat version. Part of usual anticheat mechanisms is preventing other apps from hooking into games.
The Steam non-anticheat .exe definitely still works. You should be aware though that only Halo 1 is officially supported. I know for sure that Halo Reach also works, but I never tried Halo 3 myself. Individual games in Halo MCC are unfortunately handled in a way that makes it difficult for the vorpX profile to cover potential technical differences between the games. So I can’t guarantee that everything works as expected in all campaigns.
BTW: Make sure to run the game windowed. I just noticed that important things like FOV and other settings might be off if the game in running fullscreen.
Good info! Do you how I can remedy the gamepad losing functionality when I use head tracking? Sticks for 3 seconds each time.
Oct 5, 2023 at 7:38pm #217997In reply to: Cyberpunk VR Update Thread
cyberfanParticipantHello,
With 2.0, I’ve tried the DLAA setting, which greatly enhances the image quality and halo problem.
Nonetheless, something feels wrong with the FOV / 3D, so it’s unplayable.
Is there a tweak to be able to use it? Or is it simply not ready yet for VR? Will it be soon?Thanks for all
Sep 11, 2023 at 7:32pm #217612In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantYou won’t have to care about any of that once the official profile is ready.
When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?
For anyone interested in performance and general experience:
My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.
I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:
iSize H=3056
iSize W=3060And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.
Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.
Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.
Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.
The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.
Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.
Here’s what’s missing or would be nice to have:
– Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.
– Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…
– Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.
– Filter for smoothing out tiny head movements or head tracking jitter.
Sep 7, 2023 at 5:36pm #217540In reply to: Starfield Alpha v0.2
romandesignParticipantStarfieldCustom.ini
Thanks for sharing this and other details, much appreciated! There are definitely new settings for me here to explore. What’s the best resource about .ini settings etc.? You found more things that I saw listed where I looked.
Weapon low-poly bug is indeed a separate thing from VorpX. I was going crazy, because any weapon becomes a mangled mess, impossible to aim down site, unreadable ammo display etc. The funny thing is that if I switch to a 3rd person view – it’s fine! Only the 1st person view is bugged. Very rough and unrealistic 3D around hands and weapon area doesn’t help the problem. It’s so fugly. I wish there was a way to even flatten out the hands+weapon. Other 3D has minor issues that are not very obvious and can be ignored. But huge halo and blockiness in the hand area just can’t be ignored. Though maybe with a proper weapon model the 3D will become better in this area? For me this is a big deal as I can’t aim properly and can’t see ammo count, and it’s annoying as hell – and gaming is for having fun, not stressing out.
It looks like the multiple random 3D glitches I mentioned before were the result of DLSS mod, at least in part. I uninstalled it and tried stock FSR and in a few minutes I tried I saw no random blocky glitches. I think some minor wobbliness can still occur, and I think it may be a WMR Motion Reprojection artifacts, but disabling motion projection I got FPS in 70-80 area, which are not enough for a completely smooth visuals, so enabling it a locking at 45 is the smoothest experience.
Sep 6, 2023 at 1:21am #217474In reply to: Starfield Hype Train – CHOO CHOO!
markbradley1982Participant“so , all games with dx12 api only work with znormal and zadaptive , which are not stereoscopic 3d like g3d.”
It’s still stereoscopic 3D but not full 3D geometric reconstruction (hence you may see that objects are “paper dolls” in addition to halos, but depth is still very good looking). It’s similar to the 3D of movies that were converted from 2D to 3D in post processing rather than filmed natively in 3D.
On the other hand you may have a point that it’s actually stereoscopic depth rather than stereoscopic 3D
Apr 24, 2023 at 5:14am #216014In reply to: ResidentEvil 4 (2023), is it possible in DX11 mode?
JPWestmasParticipantRE Village is DX 12 and that renders fine and is stable. Not to mention other than the halo artifacting RE4 does run fine otherwise.
Feb 23, 2023 at 12:08am #215272In reply to: DLSS 3 Frame Generation
DanThePmanParticipantBut the good news is that Hogwarts shows that if the issues with the halo artifacts can be resolved then it will likely be possible for this to work. Still have the HAGS issues to deal with as well of course.
Thats interesting. Unfortunately I couldnt get vorpx to inject into hogwarts legacy. I tried all cloud profiles as well as the Grounded profile but the game crashed everytime.
Did any game run with vorpx and frame generation enabled for you or did it crash as soon as you enabled frame generation?
I would also like to know whether dlss 3 works when using no 3d reconstruction at all (no z3d, no g3d).Feb 17, 2023 at 4:54pm #215229In reply to: DLSS 3 Frame Generation
mr_spongeworthyParticipantOK, not all of these are tested through vorpX at this point but I’ve found the following thus far:
1) In Witcher 3NG there is no depth in the generated frames at all – OR the depth is there but something else need to be tweaked before it will work. Every generate frame goes flat. (ReShade method.)
2) In Hogwarts there IS depth in the generated frames, however something will need tweaking before it is really usable as it causes significant issues with the halo artifacts. (ReShade method.)
3) Cyberpunk – Untested at this point as the moment I turn on frame generation the title crashes – most likely due to the vorpX Cyberpunk mod. I plan to try testing that soon another way.But the good news is that Hogwarts shows that if the issues with the halo artifacts can be resolved then it will likely be possible for this to work. Still have the HAGS issues to deal with as well of course.
Oct 14, 2022 at 11:36pm #213337In reply to: Cyberpunk VR Update Thread
mr_spongeworthyParticipantKeep in mind also, that while the AFR mode does indeed create better 3D, the TAA in Cyberpunk creates *massive* halos and distortion; much more so than Z3D does. It’s fun to look at for a few minutes, but in the end I can’t imagine too many people actually playing that way. Unless you are incredibly tolerant of low-fps situations you’ll also need to maintain at least 90fps – remember you are getting only 1/2 that per eye.
Maybe for some games that don’t use TAA this will be a much better solution!
ahextallParticipantguys not sure if its for this post but my PS5 controller behaves weird when i play halo 3 and select Geometry as the 3d default. The movement of the player is erratic and keeps stopping as i move forward as if the the pc is trying to keep up with the frame rate. When i turn this off it works fine. I have a 2060 card but is this a graphics issue or sometjing else? thanks
Aug 18, 2022 at 7:46am #212779In reply to: Losing mouse in Desktop mode with Halo Infinite
proximiyParticipantThanks for responding. Guess I’ll stick to playing Halo on a monitor then. Was hoping someone might have the same issue when playing in Vorpx Desktop mode and have a solution. I’ve been playing most 2D games in Vorpx Desktop mode ever since I got it.
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I just tried vorpx for the first time with HALO:CE
But im getting like 28 fps… i have an RTX 4090…..😂
overclocking doesnt increase fps even
and changing halo graphics settings dont seem to do much either
How can I get more fps?I run the game via steamvr with my apple vision pro steamVR is set to 3644×3488
