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  • Florian-83
    Participant

    Hello Ralf,

    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.

    See here:
    https://gpuopen.com/fidelityfx-denoiser/#features

    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.

    Do you have any advices?

    #208824
    RJK_
    Participant

    Hello everyone,

    If you ever wanted to have a nice little VorpX Logo in your (Screenshot, Fan-Photo, etc), you may visit this little Watermark Generator Page . You can choose beetween 3 different logo sizes, Watermarks will be placed in the bottom right corner of your image.

    A few examples you can already view Here

    #208778
    mr_spongeworthy
    Participant

    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.

    #208690
    CrazyDolphin
    Participant

    Ralf,

    The idea certainly has merit, as long as the ‘Acceptable/Needs Work/Unacceptable’ Criteria is in place.
    For example (based on my perception only):
    – Is Full VR supported within the game? If not, does Immersive Mode allow for 360 degree head tracking?
    – Does the profile support Direct VR? If not, what profile settings provide the most stable image (e.g., Letterbox, 3D Strength)?
    – Does the game/profile require a specific DX setting (e.g. DX9, DX11)? As a side note, if the game upon launch allows a specific DX setting (e.g., Aliens Vs. Predator), or it can be changed in game, how can you change the DX setting otherwise (e.g., -d3dx11, or -force-d3dx11)?
    – What in-game graphical settings are required for a smooth experience? Or should this be ‘baked in’ to the profile itself? This is only mentioned because with the official vorpX profile, I do not alter any graphical settings
    – Whenever you update vorpX, do the profiles undergo recertification?
    – If the game is updated (e.g., via Steam), should the game build associated with the profile be listed? Should there be a recertification process for that?
    – Is the profile impacted by hardware capabilities (or is this game specific)?

    In looking through cloud profiles, some folks already do a great job detailing the capabilities/requirements that would match up nicely with what I think you are trying to accomplish.

    For some of my prior work experience, getting a ‘certified program’ started is usually not as big as a deal as making sure how the program is maintained/updated over time.

    I hope the above helps in some way.

    #208614
    Tidal
    Participant

    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?

    Thanks for any replies.

    Michelangel0
    Participant

    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.

    Here are more:

    #208557
    Pophicless
    Participant

    Hi,

    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.

    (anyway, Happy New Year everyone!)

    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.

    #208293
    Rahdin
    Participant

    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.

    #208060
    Ralf
    Keymaster

    With a high-end machine (fast CPU, RTX3080 or better) raytracing is possible at medium resolutions with DLSS, but my personal suggestion would be to rather go with a higher resolution and no raytracing. That’s also what the settings suggestions will show. While raytracing without a doubt makes the game look totally awesome, a crisper image in the end is the bigger overall benefit.

    Z3D stays available BTW without losing any of the other benefits the mod provides, like 6DOF tracking, auto EdgePeek and so on. So that will still be a perfectly valid choice.

    #208054
    dellrifter22
    Participant

    Nice!!

    Even a year before consumer vr sets hit the market I saw a vorpX video on youtube. I knew right away that playing my games in real world scale 3D was what I wanted. I eagerly awaited for the Vive/Rift to ship, finally got mine, installed vorpX, and haven’t looked back since!

    The vorpX experience is really a game changer compared to playing on a monitor! I keep saying that more people need to try it.

    Thanks as always to Ralf, for sharing his passion project with us and striving to make it better and better.

    zurbo
    Participant

    Hey,

    I’ve just bought vorpX to play WoW with it. At least this will be my first try, the supported games list looks great and I will definitely try out differnet games later.

    But first things first and first thing has to be WoW, but I can’t get it to work with vorpX.

    I’ve downloaded the World of Warcraft [vorpX] cloud profile and startet the game in windowed mode. Only thing that happens is that I get a message box saying “Attaching to Wow.exe” and this seems to time out. Afterwards I get a choice of error solutions but installing the hook helper or starting vorpX with admin rights doesn’t help.

    What else can I do? There is no antivirus software that could block anything.

    Please help me, I’d love to play this game in full 3D mode.

    #207573
    zhdun
    Participant

    Thank you for updating @Ralf, will try it.

    About this:

    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.

    #207560
    Ralf
    Keymaster

    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.

    #207530
    Ralf
    Keymaster

    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.

    #207388
    daijoa
    Participant

    PS4 trailer : https://youtu.be/wnvGDtK5jjY

    I just picked up this game on fanatical bundle $1!(Now it expired. But not rare discounts these days) I didn’t know about the musician and didn’t have much expectations . But music and graphics are amazing also the play is fun.

    I checked what game engine is and it is Unity 4. I made a profile based on Ori and the Blind Forest DE.

    Wow, PERFECT. Nice G3D effects, smooth performance(You should set ‘exclusive full screen’ graphic option for performance). Cut scenes that sometimes pop up when you clear the stage is only be showed on the left lense but the cut scene is just cut scene and you can skip it so well playable. I’m playing on 3080ti with reverb g2, 4k resolution.

    I strongly recommend. Even on flat play, this is cool. All review rate is Overwhelmingly Positive.

Viewing 15 results - 166 through 180 (of 806 total)

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