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  • #206522
    dellrifter22
    Participant

    Glad i got a chance to check this out tonight, before I’m out of town for a week. Thanks.

    Initial impressions are that it looks pretty good (much clearer than previous vorpX defaults) although noticeably softer than I’m used to at max sharpen. 2.0 on this filter seems about as strong as 1.0 of the old. I think the new combination has a more natural “smooth” look, perhaps more stable and more accurate, but I may still prefer the old method with Sharpen 2.0 and Crystal image Normal.

    The old filter seems to have a higher contrast defining edges, adding more black to contour lines and textures, in turn making the overall scene look slightly more complex. It’s subtle effect, but adds just enough to better discern objects in the distance, like individual trees and their leaves, and makes terrain textures look slightly more detailed – even if artificially. Text lines are also better defined. I’m using Assassin’s Creed Origins/Odyssey as test cases for high res Z3D 3200×2880.

    At least these are my observations off the bat. I know it’s subjective, and most will prefer a more accurate image, free of artifacts, but just thought I’d mention this opinion in case there were some way to extend the range of the new sharpen, or include the old filters as alternatives.

    Anyhow, I look forward to playing more with this when I return. Thanks.

    #206425
    RJK_
    Participant

    I am currently playing Fallout 3 with VorpX. Even after the awsome FO4 experience i must say this game (2008!!!) looks so incredibly nice with vorpx, especially with the Fellout mod which removes the greenish lighting in favor of crisp colours and a blue sky. These ini settings my be helpful on random crashes. These settings will also improve FPS and minimize studder. Dont go too high in resolution though which may result in crashes or freezes. I found a resolution of 3600×3700 (Gtx108ti) working well. Push the VorpX sharpness slider all the way up to 2 makes the image look very clear. In my eyes no need for texture mods etc.

    The Game (Game of the Year) with 5 add ons is currently 86% off Here

    Ralf
    Keymaster

    I spent the last three days replicating what the AMD shaders do within the vorpX image processing pipeline. For the most part that meant adding a higher quality sampling algorithm that replaces the default GPU sampling for the headset render stage of vorpX. The sharpening kernel used on top of that is the same as before. It’s absolutely competetive, spent days finetuning its paramaters back then… AMDs dirty little mipmap trick, which normally only is available if game devs implement it in addition to the FSR shaders, can be forced by vorpX.

    Long story short: turned out noticably better than sharpening only as currently available in the vorpX menu. Also better than adding AMD’s method as an extra step in between, since adding an extra processing step would partially negate the prior gain in clarity later when the image has to be resampled again.

    But see for yourself. Skyrim SE is an ideal test case due to its super blurry antialiasing. Looks almost like being rendered at twice the resolution in the headset. I.e. at 1440p the image will look similarly crisp as 4K does without any processing, although (just like AMD’s method) in truth it’s really just traditional upscaling+sharpening. Unlike AMD I don’t have to compete with nVidia, so I don’t have to pretend it’s a direct substitute for their DLSS. ;)

    No enhancement vs. vorpX “Super Resolution”:

    CAVEAT: Note that this will only be available in the actual headset modes (Oculus, SteamVR, OpenXR). ‘Generic 3D-Display’ and ‘Generic Headset’ don’t involve any upscaling that could be utilzed for these improvements.

    #206088
    Ralf
    Keymaster

    21/09/06
    vorpX 21.2.3 has been released.

    This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.

    • Fixed: Delayed hooking did not work under some circumstances (e.g. Control).
    • Fixed: Saving shader definitions did not work under some circumstances.
    • Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
    • Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
    • Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
    • Improved: reduced CPU usage while checking for newly launched programs.
    • Improved: DX11 G3D authoring auto projection search can handle nested structs
    • GTA V: script DLL updated.
    • Red Dead Redemption II: hints were not shown on start, script DLL updated.
    • Vampire: Bloodlines: automated settings applied correctly for community patch.
    • Nier: Automata: support for Game Pass Edition added.
    • Dead Island: support for Definitive Edition added.
    • Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.
    andrewtsubaro
    Participant

    Thanks, Ralf! Somehow never payed attention to this nice feature, certainly will try it. We do need somehting to increase performance for high image quality for vorpx, especially for G3D.

    #205918
    MagnusO
    Participant

    Hi
    I got steam value index vr
    I try final fantasy XIII, Doungeon Siege and others same issue
    here is some issue I run into
    GameOverlayRenderer.dll is loaded even I told steam not load overlay for final fantasy XII and global setting and vr for theater mode is off as well

    INF: App: Attaching to lrff13.exe, pid:10548 (32bit)
    INF: App: cmd: “C:\Program Files (x86)\Steam\steamapps\common\LIGHTNING RETURNS FINAL FANTASY XIII\LRFF13.exe”
    INF: App: vorpX version: vorpX 21.2.1, build time: Jun 17 2021 | 13:52:21
    INF: App: max. supported profile version: 21.2.1
    INF: MemScanManager: Created
    INF: App: Authoring mode: 0
    INF: ProgSettings: Versions: system: 0.0.0, user: 0.0.0
    INF: GameHelper: Instance created
    INF: App: BaseInit: crash handler set, previous handler stored.
    INF: Hook Base: Installing base init hooks single-threaded
    INF: HookBase: Overlay detected: gameoverlayrenderer.dll
    WRN: HookBase: Overlay already loaded on hook init: gameoverlayrenderer.dll
    INF: HookBase: Installing system hooks
    INF: HookBase: Installing mouse hook
    INF: D3D9 Base: Installing main hook (functions)
    WRN: Hook: Source module mismatch (d3d9_CreateDevice), expected: C:\Windows\SYSTEM32\d3d9.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
    INF: D3D11 Base: Installing Main Hook
    INF: DXGI Base: Installing Main Hook
    INF: VorpControl Injector: DLL injected: LRFF13.exe
    INF: vorpControl: Starting process life thread: proc id: 10548, hook count: 1
    WRN: AudioHelper: No known VR playback device found.
    INF: DirectInput Base: Checking Main DirectInput8 Hook
    INF: DirectInput Base: DirectInput 8 detected.
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
    INF: Main: Detaching from lrff13.exe

    How to slov it ?

    #205777
    mr_spongeworthy
    Participant

    Thanks Ralph, I appreciate you taking time to respond. That makes perfect sense.

    Possibly I will be able to play the game in full VR with my Index motion controllers when they arrive, or just be happy with Cinema mode. TBH the one thing really going for CP77 is the graphics engine with RT; it makes little sense to sacrifice that in the name of forcing it into a VR experience.

    Now, when the NEXT gen cards come along, I think I’ll actually be able to push enough pixels, even through vorpX, to play a game like this at the clarity I want in full VR mode.

    For now, older games that I can push at 4K using a G3D profile (F03, etc.) look absolutely amazing in full VR, but modern games, ironically, with their newer-but-much-softer AA in the first place, and needing to use Z3D to push the frame rate I need: Even at 4K they often end up too soft.

    Not a complaint, just an observation of the limits of technology. TriDef was always much softer in Z3D than G3D mode as well.

    One thing that might help: Is there any way you could try to make ReShade work more consistently with vorpX? Right now it’s hit-and-miss. The error pops up, but with some titles it works just fine (Greedfall). With others it will cause an instant CTD (CP77 is one of these). I have LONG used AA, sharpening, and very importantly the Film Grain ReShade filters to manage games that otherwise look poor with various 3D techniques. A small amount of Film Grain, for example, can help to mask Z3D halos and will trick the eye & brain into perceiving a scene as being more detailed than it actually is (the brain interprets a certain amount of grain as added sharpness/detail for some reason, a trick photographers have used for ages to ‘fix’ photos that are too soft.)

    If you can’t work to allow ReShade to work the normal way, is there any way you could set it up so that vorpX can handle ReShade itself and apply it to games that way?

    #205591
    Roger Maddy
    Participant

    I’ve got another feature request.
    When you open a full resolution side-by-side 3D image or video in the desktop viewer, it displays a horizontally stretched view, which means we have to use a half resolution image or video as the source.
    I would be nice if we could also use a full resolution side-by-image as the source.

    #205483
    Forux
    Participant

    Hi,

    I own Vive Pro 2 and it is really good headset. No other headset feels that real with price less then 3k so far.

    But.

    But it does not work properly with vorpx! Image looks blurry with z-buffer mods, geometry mod not working.

    When I play Skyrim or other games that must work perfectly with vorpx next happaned:
    1. Screen on PC works okay, no freeze and good fps.
    2. Inside VR glasses image freezed on single frame and nothing happens.

    So guys from vorpx must or fix their software or add message that they does not support this glasses to not mislead.

    #205348

    In reply to: do you play flat games

    senoctar
    Participant

    An HMD isn’t always the better option compared to a monitor. It depends on the HMD itself, mostly the resolution, the PC hardware, whether you are susceptible to motion sickness, if you are playing competitively etc.

    There are some games for which 3D on a big screen adds so much to the experience that using a monitor would be missing out. Most RPGs fall in this category, lifelike characters add a lot to the story and the interactions. Some unexpected ones like GRIS which is a 2.5D side-scroller. Various others that for some reason look like a different game in 3D, Bayonetta, Everreach and DMC5 come to mind. Colorful settings or generally great environments tend to work well in an HMD, ex. ABZU, Planet Alpha, AER: Memories of Old.

    Then there are some for which 3D either doesn’t work or doesn’t add much. Many FPS titles probably fall here, especially the fast-paced ones. Classical 2D/2.5D/Isometric games with no depth information or no underlying 3D models. You would still get a big screen so it depends whether you are willing to trade in some clarity and maybe performance for that.

    There are also some for which the experience takes a big hit. Controls for example, not all games play that well when you cant see the keyboard. In Ghostrunner chapters I played though with a controller took twice as much compared to the average. Then there might be performance. Even in plain 2D the VR environment will take quite a chunk of GPU time, on a 1080ti it seems to be around 20-30%. You might not be willing to trade in some quality just for the bigger screen.

    Personally I only use my HMD for gaming ever since I got the G2 which has a decent resolution. But mostly because I’m currently skipping most games that don’t work well.

    #205341
    zhdun
    Participant

    I cannot get Geometry working with any Unreal Engine game that has no original vorpx profile.

    1. Medieval Dynasty (UE4)
    2. SCUM (UE4)
    3. Fishing North Atlantic (UE2)

    I have tried to copy almost all existing profiles using UE games list
    https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games

    Maybe 15-25 profiles for each game, basically all available profiles for particular UE version. Always same result for all of the games above. Z3D always working (with very poor effect, barely noticeable). G3D never works. For some profiles its available, just not working (image is 2d, though performance drops). For some there is no Geometry option at all.

    Any ideas?

    #205330
    Ralf
    Keymaster

    @ Higgenboober

    vorpX comes with its own frame interpolation (time warp) that can utilize some extra pixels on the sides during interpolation. Compared to the headset vendor interpolation techniques used by other mods that way you get less black sliding in when you rotate your head. Hence 4:3 is a good choice.

    A fully visible body doesn’t really work that well since vorpX also let’s you play standing with VR controllers (as gamepad substitute). Since one never fully stands still, every step to the left or right would move you away from the body. Personally I also found the arms quite annoying while aiming, but that’s probably a matter of preference. I did some experiments with fading in the body when you look down though. No promises, but possible that something like that will make into the next release.

    @ xops37

    With your 1080 you have to find a compromise between image quality and framerate with G3D, the game is too demanding for delivering both with your GPU. Unfortunately the game’s antialising is so blurry that you need a fairly high resolution for a crisp image, so you’ll probably have to settle for a somewhat blurry image.

    I have this gfx mem error every blue moon here. I don’t think it’s really a memory problem, more likely some multithreading issue with vorpX being hooked in. Hard to diagnose unfortunately since it happens so rarlely and vorpX’s global exception handler doesn’t kick in. Usually a game restart should suffice.

    #205311
    xops37
    Participant

    Well I updated my drivers to 471.11 , which solved the issue of the Z-normal not working, but now I have an different issue where the screen flickers back and forth in Z-Normal and Adaptive modes as shown in this video here https://youtu.be/Rruoq0lpCDM
    Removing or Remaming ScriptHookRDR2.dll and vpxRDR2.dll removes depth from both 3d modes.

    DirectVR mode is stable, however just as before its completely unplayable running at 40fps, with alternative eye rendering im guessing that’s only 20fps per eye? Also It seems to be locking my framerate to 40,45,60, I’ve tried all variations in Fluidsync (Device on and off) (safe,fast,alt.fast) and even tried changing Oculus ASW (disabled ,force on). Is the locked framerate by design?
    https://imgur.com/blz8IBq (FPS test at 1980×1080 with varying res scale)
    Fully playable in DirectVR at 1280×960 low settings (80fps), 70% GPU usage, but looks awful…

    Also this ERR_GFX_D3D_DEFFERRED_MEM sometimes pops up, but is fixed by reseting vorpx game settings.https://imgur.com/a/PjpYPXw

    My Specs
    oc’ed GTX 1080 TI, r5 2600@4.1, DDR4 3200CL16, Window 10, Oculus Rift S

    #205239
    romeyromel
    Participant

    So i just got a new vavle index a couple weeks ago and for and since then everything has been fine..til yesterday i noticed i had corrupt file in vorpx ..i couldn’t access the config page.. so i reinstalled vorpx and everything was ok until i started playing world of warcraft and 20 min into the game… the screen had a narrow ,long look to it and my cursor vanished… so i restarted the game and it happened again…i decided to play world war z and everything was fine..i went back to wow and it happened again… i check the resolution and pushed it to 2283×1209 and it remained narrow and the characters in game look a bit tall and skinny..i checked my nvidia 2080 driver and its the most recent driver..any clue ?? have you heard of this before?

    #205208
    Ralf
    Keymaster

    Max Z3D in RE8 is already twice as strong as in most other Z3D profiles to please guys like you, it’s also enough to create a realistically strong 3D effect except for objects very close to the camera (<50cm or so), which isn't really what you look at 99% of the time while actually playing a game.

    Z3D in general is not suitable for unrealistically exaggerated dollhouse 3D due to its inherent artifacts. No Z3D algorithm is. I understand that apparently you don't care about half the image being completely broken for the sake of "more 3D", but that's not what vorpX is about.

    vorpX is about VR and stereo 3D is only a part of VR. 3D in VR means realistically strong 3D. No native VR app does anything else. If you think RE8 with vorpX doesn't have "enough 3D", you could just as well complain about the same thing for every native VR game out there.

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