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  • #215906
    luka2099
    Participant

    I have a priblem with last beta version. Only for first time after reboot pc when launch vorpx, i must open task manager and close vorpx service process. After that vorpx work correct . Oculus quest 2 ryzen 5600x rtx3060ti 32gb ram

    #215715

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    @ Mr. Schneeps:

    You can always disable the virtual display by exiting the desktop viewer or choosing ‘Disable Virtual Monitor’ in the vorpX tray icon’s right click menu.

    What’s new this time is that vorpX per default uses the headset activity to switch the virtual display on/off, most headsets have an IR sensor for that. Possible that the G2 doesn’t report inactivity a few seconds after taking off the headset as one might expect. By chance I have one here, so I can check that. Thanks for the hint.

    You can fairly easily go back to how things worked before: on the new ‘Virtual Monitor’ page in the config app uncheck ‘Activate when you put on your headset’. That way the virtual display should behave like before, additionally you might want to check ‘Allow manual activation’.

    PS: If you remember how that happened, it would great if you could let me know how you managed to get the black screen on boot, and whether maybe at least it was gone again on the next boot after that.

    @ drowhunter:

    That is the case. Frankly I haven’t tried an external 3D solution myself yet, but it should work just fine. What I’m not so sure about is whether a 32:9 display is of any help for e.g. double wide 16:9 SBS. If you try, I’d be happy to hear if/how that helps in any way.

    The more interesting thing in terms of playing games via the desktop viewer is probably the virtual display running at your headset refresh rate. As far as I’m aware no other desktop capture app can do that. Not really the original reason for adding the virtual display, but a nice extra benefit.

    #215683

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    I’ve already deep-dived this pretty extensively yesterday and overall it’s very impressive.

    A quick note for Pimax users (and possibly others; I no longer have any non-Pimax HMDs to try) – I’ve found that I have to change the HMD Sync methods depending on how I am using vorpX and/or between different games. For example, Cyberpunk and general gaming appears to like either Slow/Multithread on, or Fast/Multithread on. vorpX Desktop itself likes Fast/Multithread ON. However, playing a non-supported game on the virtual screen (so, no direct vorpX hook) wants the “Default” – which I believe is Fast/Multithread off – So I have to run vorpX Desktop one way, and then switch that Sync mode once I’m in-game). Anyway, don’t assume that the sync mode that works best in one case will apply universally.

    Performance in Cyberpunk in particular is definitely slightly up. Mostly I’m at 45/90 now at considerable quality with RT, but a handful of scenes still dip. Where I was getting 37ish I’m now seeing more like 41/42.

    Non-hooked games running through vorpX Desktop Theater Mode (whatever you want to call it) do NOT respect vsync. I was able to resolve this by implementing manual framerate limits (either in-game if supported or through the Nvidia control panel.) Hence I now have a reliable Witcher 3 DX12 with mods running at 45/90. Note that both the vorpX and FPS VR are reporting the Sync rate, not the actual rate at which the game is running in this case. I noticed that my GPU was being nailed at about 98% usage under all scenarios and I was getting a lot of stuttering. Turned on an in-game FPS counter and found that titles were running as many frames as they could all the time (no vsync) and stuttering whenever they exceeded the HMD refresh. Not a huge deal as manual limits are easy to impose, but something users might need to know. Despite those few minor issues, the experience is MUCH better than it used to be as the refresh is not tied to my physical monitor – so I no longer have to hit 60 or limit to 30 in order to get non-stuttering play. So that part seems to be working exactly as Ralf intended.

    So overall a VERY positive experience with this new beta.

    Can’t wait to see those gestures added to more games. I’ve never really found a title that worked well enough for me to adapt to it using my Index controllers instead of my gamepad (even really well supported titles like FO3). I would love to be able to lift my arm for the pip-boy, etc. etc.

    #215680

    In reply to: vorpX 23.1.0 BETA

    DanThePman
    Participant

    Glad you got duplication working that way. Obviously completely defies the main purpose of the virtual display, which was getting rid of having to tinker with custom resolutions. But of course a valid option for everyone who doesn’t consider that too annoying.

    The virtual monitor comes with many advantages not only comfort because it is not dependent on profile updates, it does not have to deal with injection issues and works well with dlss 3 which helps nicely to remove the cpu bottleneck. Thats the main reason why I use it.
    In order get stable 90 fps in vorpx vr I generally need to achieve 140+ fps natively without dlss 3 and that is often not possible in modern games because of the cpu bottleneck due to bad core usage and other optimization flaws.

    #215650

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    The next beta is now available. Note that this is still a BETA in the true sense of the word. So expect one or the other rough edge. Full changelog a few posts above.

    BETA download

    Highlights:

    1. New Gestures

    With the newly added gestures the arsenal is now large enough to make certain games feel fairly close to native games. Especially shooters with their limited set of interactions, but pretty much every action oriented game can benefit hugely. For now there aren’t many games with predefined gestures though, which will be one of my tasks in the upcoming weeks.

    If you don’t want to configure gestures yourself (easy, check the video in the original post), but still would like to try, try Cyberpunk 2077 (powerful PC required) or Aliens: Colonial Marines (decent PC should suffice).

    Cyberpunk extra hint:

    The Cyberpunk profile now comes with all the extra goodies of the standalone version. vorpX will ask you to install a dedicated mod when you launch the game the first time with vorpX hooked. This mod is necessary to make things work, it communicates with vorpX to enable AFR3D, positional tracking, VR optimized vehicle cameras and context sensitive gestures, i.e. the profile not only has gestures, but even can switch between gesture sets depending on gameplay context, e.g. whether you are in a car or on a motor cycle, or are holding a rifle or a pistol.

    ACM extra hint:

    ACM was my most recent gesture testing ground. Don’t let reviews put you off, the game has been massively improved after its flawed launch. Almost more important: story driven, straight forward shooters without much fluff like this one lend themselves well to VR/vorpX.

    Make sure to run the DirectVR scanner when entering a level for roomscale tracking and FOV. and don’t forget to check the instructions shown in the headset. The game’s FOV slider has to be set to minimum, otherwise vorpX’s FOV calculation doesn’t work right. BTW: Also one of the games with automatic weapon hide, so no face gun.

    2. Virtual monitor / desktop viewer integration

    The virtual monitor added in the last beta now automatically kicks in when you launch the desktop viewer and put on your headset. Now you may think: great, thanks. But I already have a monitor and am about to play in VR anyway, so why on earth would I want that?

    First and foremost: No more tinkering with custom resolutions to play games at higher resolutions than your monitor can display. This is a no-click one-size-fits-all solution that works for any GPU (AMD included) and any game you may intend to throw at it. That alone is reason enough to use the virtual monitor even if you don’t plan to use the desktop viewer for anything else than launching games. The virtual monitor has a large set of resolutions tailored for use with vorpX predefined that your monitor can’t display. If you want, you can add even more in the config app. Shouldn’t really be necessary though.

    Secondly: If you occasionally play games using the desktop viewer without vorpX hooking into them, the virtual monitor has the huge extra benefit of running at your headset’s refresh rate. So provided the game you want to play can run at the full headset refresh rate, there won’t be any micro stutter from the normal monitor/headset refreshrate mismatch you get when you capture your actual monitor. Make sure VSync is enabled in games for that to work, also make sure there is no 60fps or so limit set in the game options. VSync alone is what you want. If you want a desktop capture app optimized for playing games, this is officially the one you want to use.

    Added bonus: Probably not many will, but if you actually want to do general PC stuff using the desktop viewer, you can now do so on an ultra-ultra-wide 32:9 display surrounding your head. Judging from recent Star Trek TV shows that’s the future. So, welcome to the 24th century. :) The virtual monitor’s desktop resolution can be set in the Windows display settings.

    #215602
    RJK_
    Participant

    If i may throw in a thought about “Donations”.
    On my webpage, i have many visitors every day. I couldnt really say i am unimportant for many people using the VorpX Gamelist, the Game Engine Comparison or looking for informations for one of another of my 630 vorpx profiles. I regularily get emails with questions about the above and suggestions for new games to fix. In the past say 5 years ive got altogether maybe 5 donations from Vorpx Users, even my website has a nice “Donate” button. I spoke to other “devs” and they experience just the same. Not that i do not appreciate the 5 or 10 Euro from a user and would never complain. Its just the truth that 99,9 % of the people will never donate thinking everything in the web must be free. And i do understand that very well too, its just not possible to donate for every software one downloads from the web. Youlld probably become poor doing so.
    For a professional like Ralf it wouldnt be good advise to “hope for some money” on patreon or whereever. Doing so could turn out quite embarassing too like for example only 7 users decide to support VorpX at the end this way even Vorpx has thousands of users. You never know! Just some thoughts …

    #215591
    Ralf
    Keymaster

    Thanks for the super nice ‘rant’! The forum software considered it spam first, but I could salvage it before it was gone. As an additional way of support maybe Patreon is worth thinking about, but as a sole way of distribution it just isn’t what I want to do.

    Patreon is absolutely the right tool for artists, podcasters, YouTubers etc. But for selling software, and that’s what it is in the end, it’s just too close to today’s rental models because you pretty much force your customers (or followers if you like) to pay for even the smallest update or bug fix. Not my thing. Although I’m slowly starting to get old, so maybe it’s just me. ;) What looks like cynicism to me, apparently looks way nicer to others for some reason.

    When I did more 3D and GFX work than programming back in the day, I happily paid Adobe, Autodesk etc. hundreds of Euros each year for updates, thousands in case of Autodesk actually, but the moment they decided it’s a good idea (which business wise it probably was) to enforce that via a subscription, I was out right away. Would feel odd to do something fairly close to that myself now…

    If you want to invest some time creating profiles, shoot me a mail to support at vorpx com, I can help with that. Would be awesome.

    #215546

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    The display config is stored in the Windows registry as soon as it changes. When you software-disable all actual displays with only an invisible one left and now the whole PC crashes hard for whatever reason, that’s what Windows thinks is the valid config on next launch. Say hello to a beautiful black screen. Looks like Armageddon for any normal person who just uses their PC. There are a shitton of safeguards in place that deal with such things – and even more that deal with lesser annoyances. Implementing the headset auto switch took two hours, making it airtight three weeks.

    Unless I overlooked something serious, it’s now a really smooth experience: launch the desktop viewer, put on your headset, do whatever vorpX related stuff you want to do on the virtual display, at the end of the session take off the headset and your normal display kicks back in. That’s it. The programmer did his best work when the user doesn’t notice he did anything at all. :)

    As far as FO3 is concerned, I’d suggest to leave automated settings changes enabled. I understand perfectly well that it’s sometimes against any decent tinkerer’s personal code of honor to not tweak everything manually ;), but FO3 is one of the games where vorpX automagically creates a next to native experience by pressing a single button if you just let it do its thing.

    Gestures: the ones currently available already are enough to keep you busy most of the time. Shooting, interaction, driving, etc., a lot of the stuff you typically do in games is already covered. More is in the pipeline and recordable custom gestures are something worth looking into too, but that’s not a top priority right now. A good preset library that covers pretty much everything is more desirable.

    #215468
    giant.turnips
    Participant

    As others have said, there are some great headsets arriving this year (maybe next year). Personally, I have used the following (I strictly only do PC and PS5 VR – no mobile garbage):

    1. Meta Quest 2 – OK, not bad visuals, the FOV feels claustrophobic to me, screw Meta.

    2. Valve Index – excellent albeit dated, the tracking is second to none and is a direct connection, so you have zero compression. The screen and lenses are dated though, and definitely not worth the $/£1k price tag now.

    3. PS VR2 – absolutely top-notch visuals, haptics, FOV, not PC VR but it is so good I thought it worth a mention.

    4. Pico 4 – a better and cheaper Quest 2. The visuals are better, the screen is higher res and comes with pancake lenses so the clarity is better at the extremities. The headset is lighter so is more comfortable for extended sessions. It has a fan which helps with fogging, as a sweaty mong this is a big deal for me. It mirrors the Quest 2 with regard to connectivity, you get WifI and USB (both meh), and finally, Virtual Desktop which is the best option. They aren’t a direct DP/DP ALT Mode so you do get compression but overall the fidelity is very good.

    If you want a headset now I would suggest the Pico 4. You can get it really cheap if you go for the lower storage option. They are a much better Quest 2, for want of a better explanation. I’m personally holding out for the Index 2 whenever that arrives.

    #215398

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    @Ralf. Thanks for your feedback. I work in K-8 EDU and admit that often leads to “thinking things through” out loud (here) instead of privately. I will try to avoid doing this so much in the future.

    To be clear, even if I don’t go through my entire testing process I DO rigorously test with controlled benchmarks (in-game when possible). I *always* start at the basics when encountering a problem; Has something changed in my BIOS, have I installed anything new (even just a driver update), is my cooling still working properly? I use benchmark software (historically Cinebench and Furmark, but currently I usually just run 3D Mark to do the “extreme” GPU + CPU stress test) to double-check that performance has not degraded for some unknown reason or an instability crept in. I don’t believe anything I see just once.

    I, do, however, keep coming back to Cyberpunk after long lapses in playing it, and I forget about all the Cyberpunk-specific foibles. Or maybe I’m just overly-optimistic that somehow they have finally been fixed. (hahahahaha, right…)

    I have tested this particular behavior (GPU usage with the vorpX virtual monitor enabled) and although I noticed that in Cyberpunk I belatedly realized it’s a terrible title in which to do any testing. In Cyberpunk my performance will alter dramatically simply by switching from real screen to virtual, or back, or back and forth. Using the built-in benchmark I repeatably see my max fps drop by 10-20fps. Sometimes my minimum and average also simultaneously go up. I have to Quit and re-run the game and all is good again. It’s just a completely and utterly unreliable title to try and use to figure out anything (other than figuring out “this is a Cyberpunk problem”). Like many (everyone?) even in 100% vanilla Cyberpunk I see repeatable, slowly decreasing performance just from entering and exiting menus, or even when visiting certain locations which will then cause performance to drop everywhere until you reload or quit and reload. It’s just the worst.

    BUT, I do also see performance differences in the only other title I currently have installed that has a built-in benchmark: Far Cry Primal. That title consistently and repeatably benchmarks FASTER on the vorpX virtual display than it does when on my physical monitor. Every time. Identical settings. Absolutely repeatable. As you’ve said, this does not seem to be vorpX related in any way. vorpX was just the first thing that came to mind because it’s been so long since I’ve run multiple screens on any game rig. I *think* what I’m seeing is typical of 3D acceleration on Windows machines with 2 or more monitors, especially if those aren’t running the same refresh. It’s been probably 12 years since I used multiple displays on a gaming rig, but it definitely used to cause a bit of unanticipated behavior.

    (BTW; if you ever do implement a longer edit window I’m one of those forum users who will go back and edit my original posts with more concise info. For example, I would have edited the post where I initially noticed the differing performance with something like “EDIT: For anyone else seeing differing performance on the virtual monitor I have now tested further and this does not appear to be vorpX related but rather a game-specific issue with Cyberpunk, which was the title in use when I first noticed this behavior.”

    Looking forward to the next Beta!

    #215386
    jokester_J
    Participant

    So I finally got Cyberpunk working, kind of, but now the actual image is HUGE like twice that it should be. How do I scale the view down by say 25% or 50%? I don’t know if I should fix that in the Cyberpunk settings, or the VorpX settings…I’m so close but not quiet there!

    System is Ryzen 7/Nvidia 3060/16gb ram/Oculus2 headset using Airlink over Wifi6.

    #215255

    In reply to: vorpX 23.1.0 BETA

    mr_spongeworthy
    Participant

    @luka2099 Ralf will probably write something concise when this is out of beta, but in essence this creates a “fake” monitor that you can assign a game to run on. There are similar hardware solutions that are widely used to provide ‘monitors’ to computers which don’t have any physical monitor at all; I actually considered using one of those solutions for exactly the reasons Ralf built this virtual one; to make it far easier to access higher resolutions than your actual monitor supports.
    My example usage: My physical monitor is only 1080p. With NVIDIA super-sampling (DSR) this means the maximum I can *easily* set a game to run at is 4K. Anything above that becomes a PITA.
    If a game supports being assigned to a secondary display (most modern games, in my experience), then you can turn on the vorpX virtual monitor, set “Goat Simulator” to run on “Display 2” rather than “Display 1” (you actual screen, assuming you have only 1 physical monitor), and choose any resolution Ralf has programmed the vorpX virtual display to support. Alternatively you could plug in something like this (see Amazon link) and achieve a similar result; the downside being you could easily lose your mouse on the secondary display, since it does not actually exist. The vorpX virtual display is a nice idea since you can turn it on and off in software rather than plugging in and unplugging a physical device: https://www.amazon.com/FUERAN-DP-DisplayPort-Emulator-4096×2160/dp/B082J671N2/ref=sr_1_1_sspa?crid=3JILL2N19V3IF&keywords=dp+headless+adapter+8k&qid=1676921150&sprefix=dp+headless+adapter+8k%2Caps%2C84&sr=8-1-spons&psc=1&spLa=ZW5jcnlwdGVkUXVhbGlmaWVyPUExV1ZRNlVLM1NTVUZJJmVuY3J5cHRlZElkPUEwMDA0NDE2MkhPSlRHNjVKQTBFWSZlbmNyeXB0ZWRBZElkPUEwNzg5MjIyMVREMk1ZTkpLQVNLUSZ3aWRnZXROYW1lPXNwX2F0ZiZhY3Rpb249Y2xpY2tSZWRpcmVjdCZkb05vdExvZ0NsaWNrPXRydWU=

    mr_spongeworthy
    Participant

    Second this. It’s pretty hard to read. If I didn’t already know what the options are I would have a difficult time. Gonna put in another nag about supporting at least top/bottom mode as well. It looks so much better than SBS on every 3D display I’ve ever used (4 and counting.) I don’t know why SBS is so popular, maybe because more devices support it? But top/bottom is light-years better in terms of image quality. I can’t imagine it would be especially hard to implement top/bottom?

    #214972
    bjr84
    Participant

    Also, and PLEASE!! not to detract from this discussion, as the Vorpx solution is ultimately the best and we need this, I have this running OK with ReShade*.

    *Install with ReShade.exe installer from product website (free); run Virtual Desktop; use ‘Half SBS’ (under ‘3D Options’); then run the game (!!be sure to turn off ‘Enable the steam overlay while in-game, and ‘Use desktop game theatre while SteamVR is active’ by right clicking on game in steam left panel prior to running). It looks great – while there is ‘no profile’ it looks pretty 3d to me in that screen. Problem I’m running into is CRAZY CHOPPINESS in some parts of the game – my system spikes for a long period of time and sometimes gives a video card driver version error message. I’m thinking its video card driver and dx12 compatibility issue. Had same issue with Cyber Punk 2077 and Vorpx when it first launched, but when a native profile came out, all was fixed by just running Vorpx, as Vorpx changed the settings appropriately. Hence, the note above saying Vorpx with native support will be best option!!!!

    I share this because I have the same concern as your initial comment – i only want to game in 3d as well. I have settled for a screen in VR headset for some titles. The smoothness is nice, but no 3d. This ReShade is a good option. IT WORKED BEAUTIFULLY (as of yesterday) WITH THE CALLISTO PROTOCOL!

    Just sharing this other option for when Vorpx doesnt work at the time.

    Ben

    #214925

    In reply to: vorpX 23.1.0 BETA

    DanThePman
    Participant

    I appreciate that among all available vr software programs only vorpx manages to provide smooth frames without those nasty micro stutters.
    One of many aspects why Im preferring it.
    Even with 100 fps+ other softwares cant manage to provide such a smooth experience.
    However in the past I also noticed that stuttering is only prevented when injecting into a game instead of using the desktop viewer.
    It would be great to also achieve smooth motion when using the desktop viewer so it maybe will be possible to combine it with dlss 3 frame generation in the future.

    Unfortunately Im still having having problems getting it work.
    Here is what I experienced:
    I installed the latest beta version, enabled the virtual monitor and started the desktop viewer.
    I tested The Witcher 3 (DirectX 11 version) with it in full screen mode while pausing the injection “watcher”.
    The ingame settings let me choose between 2 different monitors although only 1 physical monitor was connected.
    I tested the game with both “monitors” but the game felt equally stuttery trying both options while maintaining well over 100 fps ingame.
    I tested everything using the hp reverb g2 in 90hz mode.
    I disabled V-sync in the nvidia control panel and I also disabled directvr game optimization in vorpx as well.
    No custom resolution used.
    As a side note: The image recentering only began to work 5 minutes after starting the desktop viewer.

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