Occasionally while playing in desktop mode, my mouse would stop working. Unplug and replug does not fix the issue. When this happened, only a hard pc reset will fix it. This will happen almost 100% of the time when playing Halo Infinite. Sometimes 5 minutes into the game, sometimes 40 minutes.
This does not happen if I play on a monitor.
Wondering if anyone have the same issue and any workarounds/fixes available.
Specs:
Ryzen 3600x
gtx 3080
hp reverb g2
evga x17 mouse (also logitech g602 mouse. Tried both. Both have same issue.)
Halo Infinite windows store version
I always pause Vorpx watcher when using desktop mode.
Thanks
You must download Streamer App from: vrdesktop.net
You must have VorpX installed and load the following profile:
https://drive.google.com/file/d/1Oza84XmCZVNNtJQHSJ26eI4IvU9F-a6k/view?usp=sharing
You must download Halo Infinite from Steam, and you must enable Oculus Rift link to your PC for it to start.
Confirmed to work Oculus Link on Meta Quest 2
Link to super fun example video:
https://www.twitch.tv/videos/1528345714
hi guys, i get weird behaviour when i run halo master chief collection . I get vorpx to work but the headset moves the screen around so as I look up the screen moves up? I’m using an oculus quest. Can someone advise what to do? Thanks
Well ive been tweaking and testing for a little while now, and scouring these forums and a few other sites ive hit some interesting issues.
My Vive + Vorpx configuration seems to work the best when the custom window size is TALLER rather than wider – odd but the pixel density is tightest like this.
For some odd reason, the picture quality is AMAZING in geometry when i run FO4 with a custom resolution of 1080×1440. (window, set in Nvidia custom res.)
If i lower the height of the window, i get bad pixelation – but with that exact height, i get really good quality, and the fps is 45-65 with geometry on, full vr.
Im happy to run it like this, it looks amazing and plays well, minor stutter in heavy built up places.
Im interested in finding out why the geometry stutters so badly at higher resolutions, and depending on where you are looking – the Nuka world dlc map in Fallout has very little structures in it, so the fps is decent enough to run Geometry in 1920×1440 res at 45 fps – but as soon as i enter an area with houses or lots of trees it tanks. Is it the cpu or gpu thats struggling here? Should i be lowering texture resolution or finding LOD / draw distance tweaks?
Im basically trying to figure out the best way to tweak my config files for each mode.
Z3d is ALOT faster, as i read many times here, but i cant make the 3d look “right”, and the config files from the cloud ive tried dont seem to make the picture look natural – there is a lot of distortion.
I downloaded a cloud profile for “Ark Survival Evolved” called “The Isle” and this put Ark on a curved screen, a slight distance from the VR “centre” and has geometry and Z3d support and looks amazing, but i cant seem to simulate that with Fo4 – different games and all that i know.
If i can run Z3d with a decent enough looking depth that would be awesome, but i cant get Fo4 or Skyrim to look like 3d – i either end up with depth but strange mirror like halos around everything, or i get a cardboard cut out like depth XD
Is there some sort of generic guide here that i havent found about the basics of the Z3d mode and what sort of settings im looking at? A sort of, set this to this, and slide that to that and then adjust this bar to get the depth type guide?
Finally got a couple of hours to get stuck into this last night. Wow. Night City in VR is absolutely breathtaking.
Thanks for all the hard work on this. I’m lucky enough to have a fairly high end system and the experience is really something. It’s great to have all the options – I find myself alternating between Z-Normal and full 3D rendering. The world is unbelievably compelling and engrossing (and oddly unsettling too), just walking to places has recaptured some of the original amazement I felt when first getting into VR back in 2016.
Top stuff.
Performance seems good to me, my aging brain is too fuzzy to be troubled by AER and halo artifacts so it all looks great. I do have 1 question tho. When I select a Narrow custom resolution like 2048×2160, the horizontal FoV is noticably reduced compared to a 4×3 res like 2240×1680. Is this the expected behaviour?
No matter what I do the same thing happens. Doesnt happen on any other title but halo infinite. What a shame. Could have been a blast.
Thanks ralf and spongeworthy. I’m going to play around with settings again. This game is amazing in immersive mode with screen curved. You can “look around” while the gun remains in place like natural. It makes more sense this way than full vr mode.
Are you guys able to play halo infinite campaign without experiencing any of these issues?
Is anyone having any success with halo infinite on vorpx? Specifically immersive mode?
I can play it for about 5 to 10 min absolutely perfect no issues but then my frames drop to 3 to 5 fps and the graphics spazzes out. I’m going to try to restore vorpx to factory settings.
Yes I see this thread is 4 months old my apologies.
i need help, advice, anything. i tried vorpx on a few games and they play great. halo 4 is my favorite. today i purchased halo infinite and the following is what happened…
i played the game normal without vorpx for the first 20 min to make sure all is good. then i began playing with vorpx and set it for immersive mode with head tracking off. i fine tuned the screen and set the in game fov to max and graphics to low. smoooooth as butter and absolutely beast! i love it so much however, from time to time the frames just drop to 4ish frames per second and the graphics start to look terrible . i mean its literally a side show. i think it has something to do when passing checkpoints where the game has to load?
can someone point me in the right direction?
Hi Ralf,
Thank you for trying to help me out with anti-aliasing awhile back… I will sheepishly admit aliasing was actually working and I was confusing the AFR halo artifacts for aliasing. But anyways…
I am wondering if there is a way to avoid switching into edgepeek mode during cutscenes? I know you will probably find your head mildly disconnected from your body… but my impression from trying the (overall inferior) LR VR mod was that the immersion is still greater in spite of this if G3D is left on during those scenes. It’s sad that some of the most emotional moments in the game (like the romance scenes for example) end up feeling like a fixed, non G3D video, I can see how some people would prefer that but it’d be nice to have the option.
Been trying to get Vorpx to work with the SPV3 mod for Halo, its a modified version of CE, but uses MCC as its base. Has anyone had any success with this?
Personally I wouldn’t consider no antialiasing looking better, but if it’s OK for you, that’s a viable option, of course.
You’re officially the first person I’ve seen that has this opinion. =) It so much better for clarity and sharpness. Things shimmer a bit more but lowering the DLSS sharpness to 0 and FSR sharpening to .25 helps. It totally counters the AFR halo artifacts which look much worse. IMO
Tried this mod, it looks great but im getting glitchy graphics, there is a ghost around objects that’s in really low resolution & pixelated. Only turning off the 3d gets rid of it. It seems worse on objects up close. Any suggestions?
Yeah, we commonly call those artifacts, or halos, or just distortion. It unfortunately turns out that even in AFR mode you’ll get them due to Cyberpunk using TAA for antialiasing, and there is no G3D mode (would probably be useless in this title anyway, as G3D reduces performance so much). So you have 2 choices, AFR or Z3D, both of which have drawbacks. I prefer the Z3D in Cyberpunk over AFR; fewer artifacts and slightly better performance; plus no AFR ‘flickering’ which happens at lower frame-rates.
The list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.
With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.
Current games with auto weapon hide:
Aliens: Colonial Marines
Black Mesa Source
Crysis
Fallout 4
Half-Life 2 and episodes
Halo MCC (tested only on the first campaign)
Portal 2
Skyrim SE
Titanfall 2