Archives

Homepage Forums Search Search Results for 'Ice Age 2'

Viewing 15 results - 16 through 30 (of 762 total)
  • Author
    Search Results
  • #221944
    djbert
    Participant

    @ garken

    Your symptoms are typical for a CET version mismatch or otherwise not fully loaded mod. Double check that you really have the right CET for your game version and that it’s installed in the right place.

    If you are 100% sure both conditions are met, the mod doesn’t work with 2.1 anymore. Unlikely, but not impossible. In that case you have to switch CP2077 2.3, which will work out of the box with the current mod version.

    @ djbert

    There is a ‘Resolution Quality’ option in the mod’s options menu (DEL key). With your 5090 you should be able to crank it up fairly high. Go has high as you consider OK performance wise with the image quality settings you prefer. No raytracing yields the best possible performance, no DLSS the best possible image sharpness. If you want raytracing you’ll probably need DLSS too though to keep the framerate high enough.

    Ralf,

    thank you for the input and i have it set up the way you have described. i also have the resolution quality on Ultra as well. i found the smoothness is the best with 120 FPS(set on the meta3), but i cant hold that FPS in busy scenes, and it typically drops to a stable 60 FPS in that situation. still playable but you can notice the difference between the two FPS when it shifts obviously. if i use DLSS, the FPS jumps up some but the image ghosting is a little much to my liking. I found the ghosting amount is due to the faster performing DLSS options and DLAA looks the best, but my FPS drop to 3O-40 FPS if i enable it.

    random thought for you. is it possible to use 2 GPUS to process the stereo images? the right and left image on their own GPU? my understanding is the GPU is rendering both images normally, which is going to be taxing no matter what you do. so why not distribute the load? i am spit-balling that would allow some non-VR games to look even better with vorpx or other VR implementations.

    #221938
    subroutine
    Participant

    I was going to use the virtual monitor but in device manager, the vorpx virtual display is always disabled on every windows boot. I enabled it in device manager but then left clicking start “vorpx desktop viewer” by right clicking the vorpx taskbar icon does nothing. Using vorpx as I usually do by setting a manual resolution works as it did before. It’s not a big issue for me but I’d like to see if FS25 runs any better using the virtual monitor.

    #221932
    SilentOtto
    Participant

    Thanks for response.
    A few minutes ago, after launching vorpX, it automatically updated to version 25.1.0, which caused Kingdom Come Deliverance 1 to stop launching. Without the “use alternate hooking method” option, which was disabled by default in the older version of the application, vorpX won’t connect to the game. It causes the GUI to behave jerkily when the game starts. With the “use alternate hooking method” option enabled, the game starts, vorpX displays the message “attaching to Kingdomcome.exe,” and then crashes. Without the vorpX service running, the game (Epic version) runs normally. I don’t want to troubleshoot this version of vorpX because I don’t want to waste my time. I want to have access to the previous version that KCD1 works with. And what do I see on the website? – DOWNLOAD NOT AVAILABLE ANYMORE The cutting edge branch and the regular branch have been reunited with vorpX 25.1.0

    #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    #221887
    djbert
    Participant

    You need to roll back your nvidia driver to 577.00. I have the same issue with my 5090 and that was the fix for me.

    So i just did this and it got the game working, thank you! However, the 3D mode is way to close and not in actual 3D. it seems like the FOV is way off or something. I also noticed the image being shown on the left eye is not similar to the right eye, in such, the right eye image is shifted too far from the left eye image to make the 3d effect imo. i will tinker around some more, but at least the game starts and i can see things now.

    GritsanY
    Participant

    Dear sir,
    Seems like you’re the only one who actually made it work, maybe you can give me some advice-
    I can’t get it to work with either VDXR/SteamVR/Oculus. Technically all 3 options work, I don’t get any error or warning messages, but when I launch VorpX Virtual Desktop Viewer, I can see my controllers with proper button prompts, but there is no screen, only the black void surrounding me.
    Since I think VDXR will be the most efficient way for me, here’s how it’s set up-
    – Virtual Desktop is set to VDXR, I have good Wi-Fi 6 1200MBps connectivity through Laptop’s Mobile Hotspot, VR Graphics – Low (I have RTX 3050Ti), VR Framerate 90fps.
    – VorpX is set to OpenXR, all other settings are default (Virtual Monitor is enabled)

    Ralf
    Keymaster

    Huh? The max height of the image vorpX sends to the headset is twice the game resolution’s height, more would be a fairly stupid waste of GPU memory. You (obviously) have to raise the resolution in the game options if you want a sharper image in your headset.

    If you e.g. run a game at 1080p, vorpX caps the iamge sent to the headset at 2160p, which is already more than what makes sense given the 1080p input regardless of your headset’s screen res. The important resolution image quality wise for vorpX is the game resolution. When you raise it in the game options, vorpX will automatically raise the final res sent to the headset accordingly.

    TLDR:

    Raise the game resolution to get a sharper image. If you are limited by your monitor in that respect, check the ‘Custom Resolutions’ section in the vorpX help or alternatively use the vorpX virtual monitor in 24.1.0.

    Cless_Aurion
    Participant

    Sadly, I’ve noticed that VorpX seems to be somehow locked on to low resolutions arbitrarily, as in, the image it will send the HMD won’t go over XY max fixed resolution (even if the engine of the game is perfectly capable of rendering at like, let’s say 4000×4000 per eye, and the HMD of displaying it).

    Reading the forums, for months people have been complaining of this issue, and so have I, and I haven’t gotten a reply from @Ralf yet, sadly.

    It seems to affect any high resolution HMD, like some Pimax or all the new crop of 4K per eye mOLED HMDs like the Meganex8K.
    When using any high resolution HMD, VorpX seems to force the image to be arbitrarily cut down resolution to around 2.6k (which is less than half the number of pixels some of those HMDs move), making picture quality infuriatingly low for no really good reason. Games that look gorgeous in UEVR for example, will look like shit in VorpX (even when the engine IS rendering the games at the same resolution as UEVR).

    Due to this, I can’t really recommend VorpX to any newcommer or person upgrading their VR anymore, and will stop doing so until at least this issue is solved. Which is sad for me, since I’ve been gushing to people about VorpX for like almost a decade now.

    It really hampers the experience severely (basically, it feels like buying a 4K monitor, but your OS forces games into upscaled 1080p on them for no good reason). At this point, honestly, is almost better to flatout play the games on a flat 2D cinema sized screen instead, and get double the amount of resolution so aliasing doesn’t cut your eyes out of your face, or when possible, just use other software like UEVR.

    With all that in mind, I just can’t recommend with a clear conscience to people getting into VR to use a program that forces them arbitrarily to half the resolution of their HMDs.

    Hopefully we can get a fix soon :(

    #221514
    conman588
    Participant

    I finally got around to trying it and I did manage to get the profile running in VK3DVision but I don’t get stereoscopic view, just the same image twice left and right. Are you sure it was rendering G3D with the HL1 profile? MSAA is off so that is not the culprit. Also are you on Flat2VR discord? Don’t want to spam into Ralph’s forum ;)

    Cless_Aurion
    Participant

    So why people go to the cinema ? It’s easier to notice details on a giant screen.

    Ah! I see what you mean now. I thought you were talking about just higher resolutions. You are talking about screen size!
    Yeah, that is correct. In fact, that’s why 8K only is worth it when you start going over 70 inches, because unless you are literally at breathing distance from it, your eye won’t be able to resolve all the detail lol

    And as my G2 is afocal,

    The hell does that mean? I can only find you saying “afocal” when I google the word together with g2!! hahahah

    It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).

    Pretty weird like I said. Its very unlikely that VorpX runs better than UEVR in UE to be honest, or if it does is because it might be dropping some stuff (like g3d shadows being only processed once in one eye). In any case, it doesn’t matter, since VorpX works with literally everything else unlike UEVR (for obvious reasons).

    And it’s not a waste of performance, because it’s very useful

    Nonono, you are misunderstanding me. Its a waste in the sense that, the PC is processing data that it doesn’t have to.

    (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).

    It does? It doesn’t for me in all games I tried… All of them are 3rd person though, I don’t play barely any FPS to be honest.

    t’s true 3D stereo in hundred of games

    Yeah, good stuff all around!

    (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine

    ??? what do you mean? It isn’t broken, automated or unused…?
    It works pretty well and its nicely integrated into UE.
    Also, didn’t UEVR build its own stereo views by intercepting DirectX drawcalls instead than using the two camera tricks, and thus becoming more “native”? That would be waaaay more performant, don’t quote me on it tho.

    All the games I tried on UEVR had no issues with raytracing or graphical settings tbh… I haven’t tried a lot of them though. I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol

    In any case, going back to our post here. I still can’t reduce aliasing on high resolutions, sadly :(

    #221439

    In reply to: Higher resolutions?

    Boblekobold
    Participant

    Sorry for the legend, this was supposed to be the first screenshot with relatively high FOV :

    So I posted the same image twice…don’t look for a FOV difference haha (it’s interresting to see it in low FOV because high FOV is strange on a monitor, and if you play in immersive screen, you see a lower FOV because you don’t see the whole picture).
    But in fact a properly configured game is always high FOV (usualy higher than that).

    You can’t use a higher FOV than 105 in this game so I guess it’s only perfect with a Low FOV VR headset (it’s Ok with mine). Most games don’t have this problem. I really don’t know why recent games sometimes limit FOV like that…

    Boblekobold
    Participant

    I have to partially disagree.

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.

    This is objectively false.

    So why people go to the cinema ? It’s easier to notice details on a giant screen.
    Ok you can be very close to your 4k monitor, but I really don’t like that, and it’s not curved properly (vertically and horizontally) so it’s not as immersive as VorpX.
    If I don’t use VorpX, I prefer video projector because comfort matters and 1080p is enough for me in this case, as long as the display is 2m60 large and not too close I’m happier than with a monitor.

    But I always play FPS/TPS with VorpX. It’s so good to be in the game, and it’s so much more detailed and beautiful ! And as my G2 is afocal, it’s like looking at a very long distance.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.

    It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).

    And it’s not a waste of performance, because it’s very useful (for example if a first person camera is partially locked because for example your character is seated in the original game, it avoids clipping and broken animations you would have in UEVR, and it also avoids to rotate the entire world around you).
    It also allow you to clearly see the HUD and to switch instantly between display mode with edgepeek.
    It’s a great way to play ! Even if I usually prefer full VR, some games (or some part of them) would be too altered.
    It’s the best compromise, and you can only do that with VorpX.

    Anyway, VorpX always do that, even in full VR (if you don’t want to see borders…)
    The game is rendered at high resolution with high FOV and you look at a part of this render (most of it of course if properly configured).

    VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.

    I guess there are several methods. It’s not AER (except Cyberpunk), It’s true 3D stereo in hundred of games (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine and it actually performs better in some games, especially DX9 ones).
    It’s great to be able to configure 3D settings and it’s more comfortable in a lot of cases (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).

    But in my opinion, when G3D can’t be perfect, a good Z3D is better than a bad G3D, at least in large outdoors environments, so VorpX’s Z3D options can be the best choices sometimes (even better than UEVR’s G3D in some games because it avoids a lot of glitches and incompatibilties with raytracing, etc.)
    And anyway with the most beautiful games if you want good graphics settings, you have no choice. G3D can be too demanding, even when it doesn’t break effects.

    #221426

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    @Boblekobold

    Both images look terrible in your pictures.

    Well, they are raw images 2k images downscaled from almost 5000×5000 resolution output.
    The UEVR looks worse (since its actually rendering at 4860p), the VorpX one… actually looks better than on the HMD.

    It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)

    It is in all games, in all types, from flat 2D to geo3D and any normal configuration.
    Its like if VorpX internal resolution has an arbitrary ceiling it won’t go past for some reason.

    This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor

    Yeah, the image quality of VorpX is only SLIGHTLY better than on my VivePro… which has SIX times less pixels than my current HMD…

    If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.

    I exported the raw output, that way they are comparable, its what its being fed to the HMDs.
    I tried to take regular screenshots, but UEVR in 2D mode won’t play ball.

    Why do you want to use VorpX instead ?

    I want to play all my games in VorpX (even the ones that won’t hook and will need to use the desktop viewer!).
    I’ve been using VorpX for almost a decade now, and my dream since was “Having 4K-like resolution on an OLED HMD, so I can play all the games in VorpX!” … and its very sad to get finally the HMD that can do it… but now VorpX is the one that is bugging out (or limited in some internal way) :(

    I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).

    Awesome! A fellow gamedev and artist too to boot then!
    I’m a professional indie and AAA game developer specialized in 3D Character creation! Moved to Japan and everything to make my gamedev dreams come true and everything hahaha
    If this forum had DM’s I’d definitely send you a couple to chat about it lol

    There is no way I can see blurry letters in VorpX.

    I know right?
    Even the G2 has more resolution than the image I sent! (you can even see the aliasing in the letters!)

    But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.

    Nah… far from the PPD limit still (sadly lol, its “only” around 45PPD).
    Since you have a G2 it is easy to realize. For every 1 pixel the G2 has, the MeganeX8K has 3.
    I’m not even getting to the 24PPD from the G2 in VorpX right now I’d bet :(

    I never use auto resolution, but most peope do, and as far as I know it limits resolution (it depends on game profiles).

    Make sure you disable it if you want to play in very high resolution.

    Of course, first thing I checked! I also disabled any sort of AA on both, to make the aliasing more obvious in both images and make comparisons better (very noticeable in the bridge ropes!).

    Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.

    I thought so too! That’s why I tried to reinstall a couple versions.
    Reinstalled GPU drivers… and nothing.
    The HMD is SteamVR native, so it should be acting just like the Index or any other native SteamVR HMD :/

    Everytime I tried, UEVR was particularly bad in 2D screen mode (a lot of aliasing and there is no curvature so there are distortions).

    Dammit, weird again. That is exactly the opposite experience to what is happening to me.
    In UEVR when I put it in 2D mode, not only the FPS boost up massively (due to all the processing that is not being done), but all aliasing instantly disappears (which… to be honest, makes sense, its stretching like a 4000×4000 image on a small square in front of me, instead of stretching it all over my FOV lol)

    ——————————————————————————–


    @dellrifter22

    With the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.

    That’s the thing. I made sure that in both instances, the game is running in 4860p. (I tried both by launching from the desktop, and the normal way without any differences)

    The framerate matches 4860p on VorpX, the computer is using the GPU at an expected level… its just that VorpX isn’t showing the detail for some reason.

    There may be be other special cases.

    I tried many games, all of them max out at that very specific “VorpX” resolution. So does the desktop viewer (even when the desktop or the games are clearly set at 4860p!)

    It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.

    Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.

    It’s the in game selected resolution that matters, not the SteamVR slider.

    Nono, please, thank you for taking time to reply at all!
    I did try all that. I made sure the games are ACTUALLY rendering at that resolution (checking not just the settings, but also GPU usage and FPS and such).
    It really does just feel like there is an arbitrary “ceiling” I can’t pass when using exclusively VorpX :(
    My SteamVR resolution is set at roughly 6100×5600, which basically 1.5x the resolution of the MeganeX8K (using up 100% of the panel’s image quality, which makes it equal in pixel density to a 4K 32″ monitor at regular viewing distance).

    And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.

    Yeah, I tried both, just in case anything changed… and it didn’t :(

    Cless_Aurion
    Participant

    Your comment worries me for 2 different reasons.

    there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.

    One, the G2 is a 2.1k per eye display with 24 PPD, which equals to a 900p monitor at a normal viewing distance. There you are seeing improvement when supersampling, which is a finer and less noticeable than increasing regular resolution

    It has been confirmed by other people even several times on Pimax Crystal Light (2880p).

    Two, to my knowledge, the HMD I’m using right now has almost double the amount of pixels than the Crystal Light, so at the very least, I should see it like that (it doesn’t look as good as a Crystal Light).

    That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)

    Well, I wouldn’t go as far as that, since its so HMD dependant. The MeganeX8K I’m using definitely have the PPD of a 4K monitor, but we don’t have any better PPD HMD in the market currently so… :P

    Maybe you don’t use VorpX as intended.

    Well, I use it in screen mode, which should be good enough. Going back to the desktop… the desktop should be rendered at the appropiate resolution, right now it really does look like half of my resolution is missing, easily. I can’t barely read the letters :(

    I do play with the cinema-like curved display. I want to play all my games that aren’t UEVR in VorpX… but right now, the image quality is so poor I can’t, I’d just rather play on the monitor to get twice the resolution instead :(

    #221420
    Boblekobold
    Participant

    @ Cless_Aurion :
    As I said on the other topic, you may have a problem, or unusual expectations (PPD sensitivity regardless of actual graphics quality ?)

    Maybe it will be patched (if it’s a real problem).

    As far as I can tell from my experience :
    – PPD aside (I don’t care and I don’t even notice it), there is a HUGE difference between 3840p and 2160p in VorpX with my Reverb G2 in most games. You can see so much more details…it’s just incredible.
    – as far as I know, VorpX’s image quality in most AAA games in full VR / immersive screen has no equal (UEVR is a lot worse, at least at medium/long distance, I never got the same result I can have in VorpX, and I’m not the only one). It has been confirmed by other people even several times on Pimax Crystal Light (2880p).
    In VorpX, you can see every detail miles around with a displayport VR headset like Reverb G2. Most people use a Quest 2/3 with compression and are very far to this quality anyway.
    – some people used a Pimax 8k here so they would probably have noticed your problem if they had it.

    About the desktop viewer, image quality seems fine if I don’t activate SBS mode and if I choose correctly the resolution. With SBS mode, it seems to be worse the only time I tried (but maybe it wasn’t VorpX’s fault because of course another 3D program was implied, and anyway it was still better than UEVR).

    This is still an issue in V24. It looks about what I could expect a 1440p HMD (like the Vive Pro/Index) to look as.

    That’s definitely not normal. I don’t know exactly what you are doing, but VorpX image quality is far beyond a 4k monitor (it displays a lot more details which wouldn’t even exist on a monitor…)

    It’s better than any real video I watched (including mines in 8k).

    Maybe you don’t use VorpX as intended.

    I personnally use it to play in full VR, or alternatively to wrap a giant hemispherical display around me (very close to full VR).

Viewing 15 results - 16 through 30 (of 762 total)

Spread the word. Share this post!