Hello, so I’ve noticed that my performance is significantly better when I use openXR over SteamVR (my HMD = HP Reverb G2). And I mean by a lot (smooth as butter experience + 60-90 fps with OpenXR VS stutter + fps drops below 10 + ~30 fps with SteamVR). Unfortunately Witcher 3 won’t start if I use OpenXR (an error message pops up which askes me to change the mode). However, as described the performance with SteamVR is, at best, okay-ish but far from good enough or what I am used with OpenXR. I am wondering why that is.
Will I be able to play Witcher 3 with OpenXR if I buy the game on GoG?
Thanks for your quick response. The reason I want to use these filters is, because i’m facing a problem which seems to be called noising effects , so im looking for a denoiser filter. The noising accours at medium and high distance, mainly noticable on trees.
I tried a lot of different options without any noticable success:
– Higher resolution (1920 x 1080, scaling up to 200%)
– 2x up to 16x Multisample anti-aliasing (MSAA)
– bilinear up to 16 x Anisotropic filtering
– Oculus Render resolution 3616 x 1840 up to 5408 x 2736 (Encode Bitrate = 250 Mbps)
If I switch of FidelityFX in the VorpX menu, it looks a little bit better, but the image loses sharpening (clarity). A bad deal.
For reference I’m currently managing the following on my 3080-Ti:
Native game res: 3325×1871 (one of my easily-accessed DSR factors as my primary screen is a Sony Playstation 3D display, which is only 1080p).
Graphics: Close to maxed across the board, but with all features that are actually handled by RT turned all the way down. That should not matter, but I’m paranoid that the game engine doesn’t really know that (for example) shadows are being handled by RT and may be wasting cycles drawing non-RT shadows anyway.
DLSS: Quality
RT: ON -> Ultra
The is providing an extremely crisp display for me in Cinema or Immersive mode. It’s not enough for full VR mode. But I’m very happy with those results. I’m getting 50+ fps, with the average right around 60. That’s also not sufficient for VR, as Brainwarp’s motion-smoothing is basically unusable in this title (it’s really great where it works well; such as Skyrim VR, but in some titles it’s just awful.) The nice thing is, with the HMD SYNC settings I mentioned above in anther post, there is zero stuttering or other issues. It just pushes my GPU to about 98% and pegs it there, smoothing rendering as many frames per second as it can without problem. It’s some of the smoothest performance I’ve ever seen out of vorpX.
I’m pretty sure I had that set to the highest FSR upscale and the image slider all the way up and still getting the alising around all forms. I can’t rule out that a restart apply, didn’t contribute to the results I’m getting now, or the section of the game I’m in but I assure you that the image adjustment in the NV image sharpening made the biggest difference here without any noticeable hit in performance on my 1080ti 2700x machine. I’ll play more with it when I get home to be sure.
When playing Resident Evil Village in full VR, vorpx suggested either getting a mod to widen the FOV or to use the default FOV and compensate with image zoom in the Vorpx settings. It recommended the former, but I actually preferred the latter. I found that it looked as though it had a much higher resolution/ss that way. It gets the most photo-realistic looks I’ve seen in any VR game. It’s a similar concept to variable rate super sampling: get the highest resolution toward the center of vision and not toward the peripheries which you don’t notice much anyway, especially with an ambient background.
So I’ve been starting to experiment with lowering the in game FOV so that I can raise the image zoom in other games and with a lot of success, but I’ve got two problems:
1. I could use an equation where I can put in the FOV, resolution, 1:1 vs letterbox, or whatever other variables and it spits out the correct image zoom. If all of these are set right, it feels like a normal full VR game except that I’m looking out into the world through two small square-shaped cutouts.
2. For whatever reason, the image is not centered. It’s a bit higher than it should be. Any way to center it?
ArmA also relies on moving a mouse and it’s the one of the most realistic tactical game of the history. Ready or Not it’s the sucessor of Swat 4, the best police tactical game. Probe it and tell me if is not realistic, are exact real police tactics.
In VR the games near of “Ready or Not” are Onward and Virtual WarFighter. Both are tactical and realistic FPS. Maybe Contractor VR but is in the level of Zero Caliber, very good FPS but not tactical and realistic.
Yes but ArmA was released when there was no Virtual Reality, my point is that every FPS today that doesn’t support VR is less realistic that if there was VR support.
Moving a mouse as today is NOT realistic compared to what you have today, where you can replicate a 1:1 model and aim the way it is actually designed.
And yes I can prove it easily, here are examples of new ways of trainings when different police departments understood that VR is closest way to simulate realism>
One thing is to enjoy 2D graphics on what we can both agree is fotometry and how real it looks, but is still a 2d image, and the real police is not shooting with a mouse.
So the real training is to simulate the entire situation in Virtual Alternate Reality that creates it on real scale and only at that point the police can practice and shooting not with a mouse of course.
But of course I would love to have the same quality level on VR, do not get me wrong, my point is that for realism reasons the approace is to allow the player to move inside that simulation the same way as in real life.
Maybe to study a situation without needing the same level of interaction it can be used a 2d Game as ArmA, but if you want to have a real simulation for real movements, then VR is the best choice today.
just wanted to know, whether there is ANY other/new way to play Amnesia TDD with Radeon GPU (RX6700XT with HP Reverb G2), since it’s been a few years.
The (basically) immersive screen variant is nice, but is there a fix for the “eye switching” and stutter to play it in Geometry 3D, yet?
I basically got the same problem as quoted below, but sometimes one eye goes just dark and another shows (part of) the image.
I cannot play Amnesia Dark Descent at all. Both eyes get flashing flickering of the game and the frame rates is so low it would be less than 1 frame per second. Im running win 10 64 bit. AMD fx-8350 Black edition and an R9 390x video card. Quake 2 does the exact same thing. I have tried many settings to no avail. Games like Skyrim and fallout 4 run just fine. It seems to be a possible issue with Open GL not really sure. Any help would be greatly appreciated.
Did around 45 minutes testing various settings and that is all I could take before my head explodes and my eyeballs pop out of my head. Have a significant headache now :P Here is my experience on a Quest 2 through Air Link using a machine with a 8700k and 3070ti on Win 11:
The default standalone seems to perform okayish, but the resolution is far below anything I would consider playing. Tinkering can be problematic, as small changes can result in a significant reprotection and encoding latency errors. Manually setting the resolution through the in-game menu didn’t seem to persist after a relaunch, though maybe tweaking the VorpX resolution adjusts these values?
Tracking, scaling, etc are way better than the VR modes I dinked around with yesterday. If only the image was clearer with decent fps. Would even settle for 45 at this point. I set everything to low or off and turned dlss to maximum performance with only minor gains.
It is nice to have full g3d, but there are a lot of auras on objects. Would even look great in cinema or immersion mode, where I think VorpX tends to shine in my short experimentation with games. Worth noting the the Rift software isn’t fully compatible with Windows 11, but there is a work around by making sure the debug log is in focus. Hasn’t been necessary while playing other games in Vorpx.
Will follow this thread and continue tweaking once I can fit my eyeballs back in their sockets.
Not really sure about the underlying issue, but if readjusting with the gamepad would do the trick, then you should be able to do that by changing the sensitivity of the right stick‘s y-axis. Even when a gamepad is used natively vorpX reduces the y-axis sensitivity of the right stick in FullVR mode to avoid unwanted y-axis movement. Maybe the default is a little bit too low in these particular cases. The according setting can be found on the ‘Input’ page of the menu.
A similar setting exists for VR controllers, so regardless whether you play with controllers or a gamepad, you can always adjust this to your liking.
BTW1: Each button on a VR controller can be mapped to two keys, with the left grip button acting as shift-Button between both mappings. That should suffice to map the vast majority of input schemes to VR controllers.
BTW2: vorpX has a nifty 4×4 gaze based button menu that is highly useful for all sorts of shortcuts. Can be configured in the menu. To use it with VR controllers you currently have to map ‘shift+mousewheel click’ to one of the VR controller buttons, which admittedly is a bit counterintuitive. Once that is done, the menu provides you with 16 gaze based extra ‚buttons‘ that can be used by pressing and holding the controller button you earlier mapped to ‘shift+mousewheel click’.
A word of advice: the biggest advantage of G3D is positional tracking. Aside from that for the most part it only is more correct at distances closer than a meter or so to the camera, at least when dialed in realistically. So if you play seated and thus might not really need 6DOF tracking, think twice whether the G3D performance impact is worth it for you. Might make more sense to let your brain adapt to how Z3D looks at close range instead. Shouldn’t take too long.
I see your point, and I can agree to certain point. It strongly depends on the way you playing it. There are casual players who prefer playing it mostly using the orbit camera looking at the machines from the outside and not really needing 6DOF. And then there are players who are taking the term “simulator” literally and playing it mostly (if not always) using the inside cockpit camera. For the orbit camera style of playing Z3D is probably the better option for the reasons you mentioned. But for the “simulator” crowd like me, playing it only from the cabin, 6DOF and G3D makes a huge difference. It’s just a much higher level of immersion compared to Z3D. The tractor cabin is small, and there you actually see great difference. It adds so much value for me that I am willing to take the performance hit and reduce graphics and render resolution, switch to D11 and even use TAA instead of DLSS. Its a sacrifice no doubt, but for many simulator style players certainly worth it.
Much appreciated, going now to test the new profile.
I dont want to have to pick “fast” “safe”, “fast device”, then you turn on Async and that brings up more options. Its great that all t hose options are there for those who want them. I think many of us want to be easily freed of this feature all together.
I am playing a very well optimized game that gives me 150 FPS in 1440p on my monitor with max settings. For some reason I have to drop it all the way down in vorpX to 1280/960 otherwise it drops me to 40 FPS (1/2 of the 80 refresh rate I am using on the Quest 2). I am setting all of it to off off off in the Async page and that usually worked for getting rid of the 1/2 vsync thing for the Vive, for some reason it is not helping in the Quest 2. I am using a wired Oculus Link with 2.4Gbit/sec so I dont think it is anything w/ the cable.
Thanks for any information on this.
On my vive, I can turn off “async” and that prevents the whole “if you drop below 90 FPS at all it cuts the FPS in half down to 45” thing.
Now I have an oculus quest 2, and there doesn’t seem to be a way to shut it off. Any help would be appreciated. In VorpX settings, I am on Oculus as the device, but I am running the game through Steam VR and using Steam VR Runtime.
I know this is there for people who get motion sickness or whatever but it would be very much appreciated if the there was a very basic universal setting at the top of that page that gets rid of it completely no matter what headset your using. I know for Steam VR they call it asynchronous and then there is another big word for it for the Oculus. Please give a way to shut it off completely easily across all headsets without having to be a VR engineer. Gratzi.
The cloud profile has been updated. For G3D you will have to switch to D3D11 with the D3D11 .ini hack for the time being. The next vorpX version will handle that automatically. If you already downloaded the profile earlier, please also reset it to default once after importing the updated version.
Please also take the game restart hint seriously when switching from Z3D to G3D. Without a restart G3D will have several visual glitches after a Z3D > G3D switch.
A word of advice: the biggest advantage of G3D is positional tracking. Aside from that for the most part it only is more correct at distances closer than a meter or so to the camera, at least when dialed in realistically. So if you play seated and thus might not really need 6DOF tracking, think twice whether the G3D performance impact is worth it for you. Might make more sense to let your brain adapt to how Z3D looks at close range instead. Shouldn’t take too long.
I see. I’m 99% certain that what you mean is an unavoidable artifact of the depth buffer 3D method (Z3D), where the image is only rendered once (instead of once for each eye) and then the 3D effect is created afterwards based on the game’s depth buffer. This method introduces some shimmering around objects closer to the camera. Unfortunately F1 2021 does not have a DX11 renderer anymore and vorpX at this point does not support “true” Geometry 3D for DX12 yet. The upshot of the Z3D method is that it’s practically twice as fast.
If you find the artifacts extremely distracting, try to reduce the 3D-Strength. Another option would be to switch to a different camera position. With the ‘above-helmet-camera’ there isn’t anything directly in front of you that causes annoying artifacts. And last but not least you could revert to F1 2020, which has a DX11 renderer and a Geometry 3D vorpX profile.
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