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  • #104579
    kandor
    Participant

    I am on a 200hz monitor with g-sync.

    And problem is, when you do not run this limit of 90 in CSGO at least, the game is very stuttery
    I dont know what framerate the game runs at as I could not get fraps or any other tool to overlay the fps inside vorpx

    But I know for a fact the game looks like it goes less than 30fps when I dont limit
    But when I do the limiting at 90 it goes super smooth, it absolutly rocks how it works

    So my guess is that it actually is going higher than 90 and thats where the stutter comes from as I think the Oculus rift cv1 and probably all other models all force output with vsync on and the games probably hitting higher rate than it suppose to be and introduce the stutter, because if it would be that it goes too slow then limiting to 90 should not have made any difference

    the fps lock removal is how it runs standard as it runs easy near 300fps with everything maxed out on my screen when vieweing with Fraps

    Best,
    Kandor

    #104560
    kandor
    Participant

    Hi everyone

    I noticed something very interesting today while I was setting up CSGO with vorpx

    The game play has been so so, without vorpx running I get about 250-290fps / s on max settings in 2560×1080 resolution
    As soon as I run vorpx with geometry 3d it would go to a shitty framerate the game, even at low resolution like 960×1080

    Anyway I was experimenting today with command line switches and saw there is -refresh setting

    I set this to 90

    Ohh my god, everything is as fluid as on regular monitor screen, could even run the game in full monitor resolution and it was going every bit as good as he monitor

    As I can not run 90hz on my screen I need to run it in windowsed mode and not full screen

    But this works perfectly, have not tried any other games but my guess is the results would be very similiar

    We need to be able to control the refresh rate inside games to get full effect

    Only issue I still have is that I get double crosshair in geometry 3d, everything else works perfect and I have gotten used to pretty much use the space between my crosshair as aiming point

    Anyway hope this will help some people out

    this might help people interested in CSGO

    -w 1280 -h 1024 -novid -refresh 90 -windowed

    I know max res I can get geometry 3d in is 1920×1080

    Best,
    Kandor

    #104447
    Andrewcd
    Participant

    oh thats easy, im running skyrim in 4k, everything is turned on except shadows *i always hated shadows imo* and antialiasing off too

    thats probably why i’d assume for sure

    mine looks gorgeous, im actually in the game, i was going to make a whole new thread about this, but i just wanted to say thanks to ralf and whoever helped, skyrim in vr has really changed the way i see gaming, these vr devs have no idea what gamers want, THIS is what gamers want

    there is nothing like it in the world, to be ABLE to just like BE INSIDE THE FREAKING WORLD is just……and to be able to do small things like if it was winter in real life, and in the game, i went into a merchant/hotel place, with the fireplace and just sit down and be in the ambience, is just insanely cool, to be able to just go into another world without the freaking phone dying ala gear vr lulz, its just something special, call me crazy but i think vr games shouldn’t be focused on vr, i think games should continue coming out normally but add optional vr support!!!!, or at least a file config to let ralf add vr into it :P
    nah but yeah games should be made normally with both m/k / control / vr optional controls

    #104241
    filotti
    Participant

    Hi,

    I’m having trouble getting vorpx to work on my DK2.

    If I enable head tracking, the screen rotates wildly and out of control on my headset. This happens in the desktop viewer and in all the games I’ve tried (GTA V and Fallout 4).

    This doesn’t happen in the health warning, in the oculus store or in native oculus games.

    Here’s a video where I am turning head tracking on and off from inside the desktop viewer:

    https://www.youtube.com/watch?v=DLjLYLlDEKY

    My oculus software version is 1.5.0.240083 (1.5.0.241049).

    #104118

    In reply to: Low FPS in Skyrim

    Ralf
    Keymaster

    You can’t compare vorpX to monitor S3D rendering. vorpX is quite a bit more demanding since 1. It renders two full res images instead of two half res images and 2. a second render thread is running in parallel that copies the final image from DX9 to the DX11 based rest of vorpX, which is necessary since the Oculus runtime does not support a DX9 direct mode. On top of that the Oculus runtime itself drives yet another render process.

    22fps still looks very low. You should get ~45fps on medium to high settings normally with Geometry 3D in most parts of the outside map (less in towns and areas with dense vegetation, more in dungeons). Just in case you are using an insider build of Windows 10: go back to a non-beta Windows 10. Insider builds may break parts of vorpX at any time.

    #103840
    tig3rmast3r
    Participant

    Do you even read the message or what ?

    ok i’ve tried cod:ghosts with various resolutions, even if i put a very large resolution like 1920*2160 doesn’t change anything because vorpx downscale it always to the same small screen inside the VIVE. higher res maybe does better job for aa but it’s a very small improvement because the resolution is too small.

    and

    It looks like the full screen image (the one that fit your entire vive display) is not at full resolution but is a stretched image taken from the smaller one, the one that is displayed when you press the middle mouse button.

    i have a gtx 1080 so performances are not a problem.

    i don’t know how to say it in other words i’m sorry

    let’s do the steps.

    i set 1920*2160 ingame (windowed)
    i launch vorpx and game
    vorpx downscale it to something like 500*600 (and is good looking when is small on the vive, middle mouse button)
    i press middle mouse button and that 500*600 is then zoomed in to fit the display.
    in fact the image is not crisp like when is zoomed out, it clearly looks as an upscale.

    it should instead show me a 1080*1200 and not a 500*600 stretched.

    #103777
    tig3rmast3r
    Participant

    ok i’ve tried cod:ghosts with various resolutions, even if i put a very large resolution like 1920*2160 doesn’t change anything because vorpx downscale it always to the same small screen inside the VIVE. higher res maybe does better job for aa but it’s a very small improvement because the resolution is too small.

    It uses the resolution you have when you zoom out with middle mouse button, that is something like 50% of the vive display, and then uses this downscaled resolution to zoom in when you press middle mouse button to exit windowed mode.
    Why it does’t do the opposite ? use full resolution and downscale only when i press the middle mouse?

    it’s like gaming at something like 500*600 all the way in to your face…

    i believe oculus doesn’t have this problem, right ?

    #103775
    tig3rmast3r
    Participant

    Just purchased vorpx a couple of days ago, only tried battlefield 4 atm, the image quality is horrible to be honest, i had 1920*1080 resolution ingame, that screen is then projected on a small screen inside the vive, so the resolution is already scaled down, then you zoom in for the “vr” effect and you end having pixels large like a mountain.
    Not to mention that the 3d is faked with z-buffer, with very low to none effect and artifacts.

    What am i missing? is it possible to set up a resolution that is going to use all the VIVE displays instead that just a portion of it ?

    Do i have to set 1080*1200 ingame ?

    Also is it possible to have information about the geometry 3d support for games? maybe on the supported game list you should write wich ones are available in true 3d, the fake z-buffer 3d is something i want to avoid at all costs.

    Lastly, would it be possible to use the tridef driver togheter with vorpx ? they have a very good list of supported games in real 3d, would be great.

    I’ll test more games in the meantime i really hope i’m missing something else vorpx is a no go for me.

    #103380

    In reply to: Is there one game?

    Nitro
    Participant

    If you are using a Vive, you need to make sure that games run at 45fps+ at all times. The OpenVR runtime does not work well with frame rates below that. You should see a warning about this normally. The Oculus runtime is quite a bit better at this.

    All you need to do for full VR mode is disabling Virtual Cinema Mode (shouldn’t be on per default for Borderlands 2) and (important!) set the field of view (FOV) to 120°, which in case of BL2 can be done with the vorpX Game Optimizer in the config app. With the FOV set to 120 you do not need to change the image zoom.

    If that is the case you are “inside” the game and can look around just like with native VR apps.

    Hey Ralf. Thanks for your quick reply. This is an amazing support.

    FPS/Flickering: You are right, I’ve got this fps warning with the vive, ignored it – my fault. Will check that later with lower settings.

    VR: The problem is, I can’t see the HUD, so I have to zoom out to play well. When I zoom out, I see the same “flat screen” like in the cinema-mode. I am not in the middle any more.
    yeah, maybe I’m too nobish with this tool, but would like to understand it :-).
    I used the optimizer, it’s a FOV of 120. Any Chance to get the HUD more in the middle without zoom out?

    #103378

    In reply to: Is there one game?

    Ralf
    Keymaster

    If you are using a Vive, you need to make sure that games run at 45fps+ at all times. The OpenVR runtime does not work well with frame rates below that. You should see a warning about this normally. The Oculus runtime is quite a bit better at this.

    All you need to do for full VR mode is disabling Virtual Cinema Mode (shouldn’t be on per default for Borderlands 2) and (important!) set the field of view (FOV) to 120°, which in case of BL2 can be done with the vorpX Game Optimizer in the config app. With the FOV set to 120 you do not need to change the image zoom.

    If that is the case you are “inside” the game and can look around just like with native VR apps.

    #103315

    In reply to: Overwatch

    BlueSummers
    Participant

    Blizzard would have to program it into the game tho.
    Their own version with checks and balances inside the walls.

    Because if you notice when playing a game like Fallout 4 on VorpX.
    You can move your head around on the Vive and even peek through walls.
    I assume the same goes with Oculus.
    Essentially making the HMDs into a type of wall hack for multiplayer games like CSGO, TF2, and Overwatch.

    Someone want to verify this?
    Into your own private match of course.
    Don’t get banned on a real server.

    Edit:
    Actually just read head tracking is only enabled in Fallout 4 at the moment.

    vorpX 16.2.0 has been released.

    #103137
    Karlor
    Participant

    Ohh ok I get what you mean.. That is kinda odd that you have to exit out each time you change it. Not sure what it’s “supposed” to behave like, haven’t played Skyrim in a while. Maybe it’s G3D is somehow more complicated to switch to or something so it has to exit out first. Gunna have to ask the Ralphster if he has any ideas. Also you could try to use a memory hack to see if you can bump up your FPS inside G3D so you might not need to switch back and forth.

    #102966
    Laser
    Participant

    <p abp=”89″>
    <p abp=”91″>Another issue is limited FOV. GTA V has 3rd party software created by the community that allows us to alter the FOV to however we’d like – including vertical FOV. But we don’t have this luxury in other games

    Most games can be modded to fit the vr fov either by using game optimizer in vorpx config, modding the game config files manually or using 3rd party software like flawless widescreen or widescreen fixer. After that you can change various zoom/fov settings inside vorpx, if there is no solution after that I prefer playing the game in virtual cinema mode, then there is no hud/fov issues.

    #102676
    Saika
    Participant

    First time vorpx/rift user here.
    I launched using the optimized settings a freshly vanilla installed Skyrim, thinking that I should first set up vorpx then add some mods.
    The issue is that I immediately got incredibly sick and in panic I pressed delete to try and change a few settings but I could only last 20 seconds before closing the game.
    I reseted the profile and tried my chance again but this time I only had enough time to change the fov in game to 110 and disable mouse acceleration before having to close Skyrim.

    I read how people managed to do full play-through of the game on DK2, so I don’t think it is normal that I can’t last 20 seconds.

    All the guides for Skyrim vorpx seem too out-dated for CV1.Are there some obligatory mods for CV1 skyrim that I must add before trying to enter again?
    The guides I read are old and sometimes don’t list the same gui mods / immersive view mods so I am confused as to what I should chose.
    Furthermore, shadows seemed to be a huge issue, so I should disable them inside some INI files first?
    I’m looking for ways to try to improve the situation before having to log into the game again to modify vorpx settings to the best.

    #102500
    Ralf
    Keymaster

    If you want, you can also play standing with a gamepad. That’s a nice middle ground between playing seated and room scale VR and adds a lot to the being there impression if you have the stomach for controller based locomotion while standing. This works best in Geometry 3D mode which also has positional tracking. Be aware though that in Fallout 4 G3D requires an extremely fast GPU to work at a high enough frame rate.

    What vorpX cannot do is changing the basic gameplay mechanics of a game. A first person open world game like Fallout 4 always will be a first person open world game, whether you play it with vorpX or on a monitor.

    I would argue though that actually and quite literally being inside a game world that you can only see on a flat screen in front of you otherwise is VERY different from a normal monitor gaming experience. Room scale or not, there is no comparison.

    A little bit more “room scale feeling” *might* (emphasis on might) be added to particular games in the future, but even with that the game would still be basically the same game, of course.

Viewing 15 results - 451 through 465 (of 535 total)

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