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  • Ralf
    Keymaster

    To measure the actual Z3D performance impact you have to take the performance hit from rendering to the headset out of the equation. I.e. you have to compare your normal desktop performance with what you get when vorpX is set to ‘Generic 3D Display’ in the config app. Under normal circumstances that way you shouldn’t see much of a difference.

    Everything else comes from the extra workload caused by the headset render thread, or some related settings in the vorpX menu. Most importantly the ‘Headset Sync’ options, but also the amount of post processing you may have enabled (sharpening, gamma etc.). Also the efficiency of the headset runtime plays a role here obviously.

    40% sounds too much though. I’d suspect that maybe the Headset Sync settings are set to something that artificially reduces the framerate for better headset syncing. At settings that favor performance over safer syncing the performance impact caused by rendering to the headset is similar to the GPU load that the Oculus/SteamVR/OpenXR runtimes cause when rendering their grey/black ’empty space’ environments.

    On a sidenote: if this is related to a DX9 game on Windows 11: there currently is a major DX9 performance hit on Windows 11, which will be addressed in the next beta in a few days.

    Heon_X
    Participant

    Hello everyone!

    I recently upgraded my Oculus Rift CV1 to a Quest 2, used with Link cable for PCVR. I’m trying to fully utilize the 120 Hz refresh rate of the headset as I’m really sensitive to low frame rates (I play Rocket League competitively on an eSports monitor in 240 Hz).

    The fact is that I can’t quite reach 120 FPS in game despite using Z3D on default settings. The game I tested deeply so far is Forza Horizon 4: keeping the same exact settings, in the same exact spot I get 185 FPS without VorpX and 105 with VorpX.

    All settings are on max except the ones that impact CPU, which are set at minimum (1080p in game res, 3200×1632 on Quest 2). My CPU is a Core i7-9700KF @4.7 GHz, GPU is 3070Ti.

    Normally the game is clearly CPU-bound, as my GPU utilization never even reaches 80%. Likewise with VorpX enabled. I read somewhere that VorpX mostly increases the workload of the CPU, so I guess it’s normal to see a performance degradation in a CPU-bound environment like Forza.

    My question is, though: is a 43% decrease in FPS normal in Z3D?
    I know G3D has to basically produce 2 different images so your framerate is pretty much cut in half compared to VorpX off, but isn’t -43% a lot for Z3D?

    I also tried decreasing various settings like render resolution in the headset and resolution in game but the performance remains fairly similar when using VorpX (I suppose resolution is mostly a GPU / VRAM thing).

    If this is not a normal behavior, my follow up question would be: is the encoding done from my GPU somehow reducing the performance in game?
    Theoretically it shouldn’t, as RTX cards have their own dedicated piece of hardware for encoding, but the encoding process (OVRserver_x64.exe) usually eats around 13% of CPU despite this fact, so there might be some kind of setting I can tweak that regards encoding in order to squeeze out those last 10 FPS I need to fully enjoy the game in 120 Hz.

    In Rocket League I manage to get 120 constant FPS in G3D but the game is not fully stable: despite the graph in game shows no dips from 120 FPS, I get basically the same thing as an FPS drop when my GPU stat goes from “Green” to “Red”. This is why I thought about the encoding problem.

    Sorry for the long post, but I searched around and I couldn’t find any precise tests on the matter so I need to go to the source to know more about the various mechanics that lie behind the scenes ;)

    #215197
    ricky6
    Participant

    The big Witcher 3 4.0 update is releasing today and – as expected – petty much completely breaks the Witcher 3 vorpX profile.

    Since despite the game’s age this probably is one of the most interesting game releases this year for many, I have been working on enhancing the profile for a while now with a dedicated vorpX connection mod. Providing additional features like DirectVR (AFR) 3D and a custom camera. There are still a few things to iron out, but as I had hoped the mod works fine with the new update in general, so expect an updated vorpX together with a hugely enhanced Witcher 3 vorpX experience shortly.

    Together with this comes a brand new update system specifically for profiles with game specific extra (mod) data, removing the need for full vorpX updates whenever a game update breaks connection mods. That will make handling special profiles like this one a lot easier for both me and you.

    #214160
    Ralf
    Keymaster

    The big Witcher 3 4.0 update is releasing today and – as expected – petty much completely breaks the Witcher 3 vorpX profile.

    Since despite the game’s age this probably is one of the most interesting game releases this year for many, I have been working on enhancing the profile for a while now with a dedicated vorpX connection mod. Providing additional features like DirectVR (AFR) 3D and a custom camera. There are still a few things to iron out, but as I had hoped the mod works fine with the new update in general, so expect an updated vorpX together with a hugely enhanced Witcher 3 vorpX experience shortly.

    Together with this comes a brand new update system specifically for profiles with game specific extra (mod) data, removing the need for full vorpX updates whenever a game update breaks connection mods. That will make handling special profiles like this one a lot easier for both me and you.

    #213790
    Smoils
    Participant

    VR sickness is essentially motions sickness and that thing has been with us for ages. It brain hitting red button because it cant understand what is going on. You have senses reporting conflicting information: on a ship you can feel rocking but you see stationary environment around you, in car its same – you feel movement and whole world scrolling outside while you sit in a small room, in vr its eyes seeing all kinds of movement and body trying to compensate for acceleration etc, that you are used to from driving cars and skating and whatnot but acceleration never comes, in fact you feel like you are standing still at a spot with no other senses registering said movement so brain doesnt know whats going on, how to react and makes you sick just in case you are poisoned or whatever is going on better go puke and lie down for a while.

    Good news is human brain is adaptable, so if you can train your brain that these feelings of standing still yet moving are fine it wont panic anymore and go into puke-sick state. Ginger works too at subduing brain mechanisms it uses to make you sick and you can read about ways a bit here https://www.motion-sickness-guru.com/ginger-for-motion-sickness.html

    Just play short sessions and enjoy ginger products if you want to be better of not being motion sick.

    #213602
    ag
    Participant

    https://www.dxx-rebirth.com/ is another Descent 1/2 source port which already has stereoscopic display support, could VorpX leverage that?

    The source code is at:
    https://github.com/dxx-rebirth/dxx-rebirth

    Build instructions:
    https://github.com/dxx-rebirth/dxx-rebirth/blob/master/INSTALL.markdown

    Build environment on windows:
    https://www.msys2.org/

    Install pre-requisites:
    pacman -S gcc pkgconf scons SDL SDL_image SDL_mixer libpng physfs

    Compile with stereoscopic support:
    scons CPPFLAGS=-DDXX_USE_STEREOSCOPIC_RENDER

    Run with stereoscopic support:
    d1x-rebirth.exe -gl_stereo

    In this mode, the game will render in a vertical split-screen, if that output is fed into VorpX, it just might work?

    #213340
    TheLastStarfighter
    Participant

    Hey man thanks for testing out games and stuff. Here’s some content ideas:

    PPSSSPP <– VR PSP. I’ve played through testing almost the entire library including some of the rom translation hacks. There are TONS of good games which translate to VR environments. I haven’t seen any YT channels covering that yet.

    Dolphin VR -> Rogue Squadron, Mega Man Command Mission, Phantasy Star CARD, Paper Mario TTYD, Battallion Wars.

    Wii VR – > Elebits, Xenoblade Chronicles.

    I would really like to see the emulated stuff and the correct settings for the emulators, like culling codes etc etc That would save me alot of time and give your content something to ‘stand out’.

    Also if you could cover the Xwing Alliance/Tie Fighter Total Conversion VR mod and Startopia, that would be helpful. Installation from Start to Finish and tweaking txt file editing etc would save alot of people time.

    Ralf
    Keymaster

    vorpX 22.1.0 is finally nearing completion. Time for a little preview that shows its two main new features.

    The most important one: user configurable motion controller gestures. Yes, you now can do stuff like aiming down sights, steering a car and more similar to how it would work in native VR titles, just with pretty much any game. The library of available gestures will be expanded over time, very much looking forward to your suggestions. Also many official profiles will get preconfigured gesture sets soon.

    The second main feature was mainly introduced since gestures don’t really make much sense without anyone knowing how they actually work. Enter the new start and info environment that is now the first thing you see when you launch a game with vorpX. Pretty useful in general to get important infos better across, but especially important for the gesture system, which automatically creates tutorials for your gesture configs. Doh. Was actually more work overall than the gesture system itself…

    Check the video below to see how that all works. I tried to make it as easy as humanly possible, and – if I may say so – believe I wasn’t entirely unseccessful in that respect. ;) It’s really super easy to use. Even if no gestures are preconfigured for a game.

    #211074
    Ralf
    Keymaster

    Please remove any FOV mod you may use for the VR mod. The mod automatically adjusts the game FOV to perfectly fit the FOV of your headset (the regular profile does that too BTW, there is no need for a FOV mod either way) . All you need to tweak is finding a compromise between resolution and performance that works for you.

    Just in case: if you haven’t done so already, check the brief instructions displayed in the start environment and the top/left corner of the game window. They explain all there is to know to get things running as intended.

    3D: With DirectVR 3D vorpX uses an alternate frame approach for stereo 3d, i.e. each eye only udates every other frame. If e.g. the game runs at 90fps, each eye actually only has 45fps. The mod tricks away many unpleasant side effects that come with this approch, but it still clearly isn‘t for everyone. If you find it uncomfortable, simply switch to Z3D. All other functions the mod offers in addition to the regular vorpX profile (decoupled walk/look, optimized cameras, motion controller gestures etc.) also work with Z3D.

    #211047

    In reply to: Unreal 5?

    Ralf
    Keymaster

    I uploaded a quick and dirty profile to the cloud, it’s named ‘Unreal 5’. Immersive screen with a bit of head tracking, which is nice for flying around.

    The Ironman demo wasn’t downloadable (limit reached), the profile was made with this Superman demo. Not 100% sure whether it will work with the Ironman version, but that’s quite likely.

    Hint: Works reasonably well at 2560×1440 with an RTX3080. At least the Superman version doesn’t seem to have an official way of switching resolution though. If necessary set the desktop res to the res you want to play the demo with before launching it for better performance with mid tier GFX cards.

    #211032
    ParadiseDecay
    Participant

    Anyone had any luck getting any of the Unreal 5 engine demo’s to work?
    I tried the Ironman Unreal 5 demo with Ghostwire profile, it hooks but no 3D.

    ?

    Cheers
    PD

    #210846
    bravekat
    Participant

    Any chance for an official fix to the vorpx WOW profile intermittent squished blurry screen bug?

    I have been managing decently with a mouse button macro that fullscreens/ windowed mode in 1 press, to clear this bug.

    Although there is a workaround to this bug, it can be quite cumbersome at times, especially in group environments, as it will freeze the screen for 2-3 seconds.

    People might not have the technical ability or knowhow to create a macro to clear this bug and deem the vorpx wow profile broken and give up playing WOW in vorpx. This would be a shame because the vorpx WOW profile is truly amazing.

    #209895
    Ralf
    Keymaster

    Just before any legends arise: in an apples to apples comparison at comparable settings and resolution there isn’t really a difference performance wise.

    Might also be worth pointing out that ironically vorpX in this particular case is a lot more of an actual mod. And when I say a lot I mean that.

    The vorpX mod uses the Cyber Engine Tweaks modding framework, which exposes the game’s internal scripting functions to modders. Only vorpX uses such a mod script. Now you may say: what do I care how it’s done, I just want to play a game. Legitimate question, the answer is that with the ability to interact with the game logic instead of just the rendering part there are more and better possibilities for a lot of VR specific funtionality and tweaks.

    So there are quite a few things happening based on gameplay state. E.g. weapons obstructing less of your view while carrying them, VR optimized in-car camera positions, the hood cam, various aiming down sights tweaks, auto EdgePeek in cutscenes for better comfort, or switching between different motion controller gesture sets based on gameplay context, obvious example: car steering in a car, bike steering on a bike. And the above is not all by any means.

    Maybe I should start bragging a bit more about what a big shot I am. ;)

    yonkiman
    Participant

    I’m having trouble with this (Oculus Quest 2, RTX 2080 Super). I’ve been playing in non-VorpX mode in 3440×1440, and everything looks great.

    But when I launch it with VorpX, the HUD is too small to read and the response is a little laggy/jittery – I think I need to go to a lower resolution. VorpX says it automatically sets the optimum resolution, but it doesn’t seem to. Inside the VorpX GUI, I changed the auto resolution target several times from “Just OK” (or whatever it’s called) to “Ultra”, but the screen looked exactly the same after rebooting – same image quality, everything the same size, etc.

    Someone suggested 1832×1920 as a great resolution for VorpX and the Occulus Quest 2, so I added it to my nVidia settings and changed my fallout.ini file to 1832×1920, but that just made the game tall and thin, with the sides clipped. I tried standard 16:9 resolutions like 1920×1080, but it didn’t look right either. Ironically the best it looked was when it was set to the original 3440×1440.

    What might I be doing wrong? Is there a way to see, while inside the game/VorpX, what the resolution Vorp is actually getting? I’m worried that the video card might be sending a 1920×1080 image inside a 3440×1440 frame or some sort of scaling screw up like that. I’ve set the GPU to no scaling, which I think is right, but there are so many dang variables…

    Any help appreciated. Cheers.

    #208447
    Ralf
    Keymaster

    This post will always contain the latest version infos and download link.

    Latest version available here:
    Download

    Recent Changes

    2025/09/12

    A new update is available that adds support for Cyberpunk 2077 2.31 and updates the core components to match the latest vorpX version.

    2025/08/23

    A new update is available that fixes crashes when changing the display mode and some graphics settings in the game options, which were introduced by the earlier fix for the nVidia 580.88+ issue. Also addresses an annoying non-critical crash when exiting the game that could occur since a while.

    2025/08/19

    A new update is available that fixes a severe issue caused by nVidia drivers 580.88+.

    If you experienced a black screen or crashes after updating your nVidia driver recently, please redownload the mod and reinstall it. That should fix the issue. As a side effect of the according changes the updated version may/should also run a bit smoother under high GPU load.

    Older Changes

     
    2025/07/20

    A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.3. No other changes.

    2025/01/26

    A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.21. No other changes

    2024/12/11

    A new update is available.

    • Cyber Engine Tweaks modding framework updated for CP2077 2.2.
    • HUD shaders fixed for CP2077 2.2.
    • vorpX backend updated to latest version. Among general stability and performance improvenments this also finally fixes the ocassionally unavailable motion controller gestures after launching the game.

    2024/09/15

    A new update is available. Adds compatibility with Cyberpunk 2077 2.13.

    2024/03/29

    A new update is available. Adds compatibility with Cyberpunk 2077 2.12.

    2023/12/21

    A new update is available. Adds compatibility with Cyberpunk 2077 2.1.

    2023/11/02

    An updated version of alpha 9c for CP2077 2.02 is available. Fixes the broken HUD scaling in the last release.

    2023/10/27

    Version alpha 9c is available. Adds compatibility with Cyberpunk 2077 2.02.

    2023/10/05

    Version alpha 9b is available. Adds compatibility with Cyberpunk 2077 2.01.

    2023/09/27

    Version alpha 9a is available, mainly adds compatibility with Cyberpunk 2077 2.0.

    2023/07/27

    Version alpha 9 is available. This update mainly adds compatibility with Cyberpunk 2077 1.63. In addition to that an issue caused by newer nVidia drivers has been fixed that could lead to automatic game settings changes not being applied.

    2022/11/10

    Version alpha 8 is available. This update adds compatibility with Cyberpunk 2077 1.61.

    2022/09/27

    Version alpha 7 is now available. This update adds compatibility with Cyberpunk 2077 1.6 and contains some smaller fixes and improvements.

    2022/03/08

    A new build with the below changes is available for download.

    • Cyber Engine Tweaks modding framework updated to latest version.
    • Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.

    2022/02/28

    An updated installer for the latest Cyberpunk hotfix is now available. Note that the mod itself hasn’t been changed, the installer just includes a new version of the Cyber Engine Tweaks modding framework. Hence you will see a ‘version newer than expected’ warning. The mod works fine despite this warning.

    2022/02/19

    Version alpha6a is now available. This update adds compatibility with today’s Cyberpunk hotfix update. No other changes.

    2022/02/17

    Version alpha 6 is now available. This update adds compatibility with Cyberpunk 2077 1.5 and contains various smaller (mostly gesture related) fixes and improvements.

    2022/02/12

    Version alpha 5 is now available. This is a major update that mainly adds a brand new feature: several common game actions can now be triggered with natural motion controller gestures, adding a whole new level of gameplay. Try it!

    Full Changelog:

    • Motion controller gestures added.
    • Launch environment with help/tutorial screens added.
    • Various fixes and improvements.

    2022/01/10

    Version alpha 4 is now available with the following changes:

    • Improved melee/blocking handling.
    • Glitches in regard to using cameras while hacking fixed.
    • Glitches during scanner vision fixed.
    • Aiming down sights tweaks.
    • Confusing notification after Z3D/G3D switch fixed.

    2022/01/08

    Version alpha 3 is now available with the following changes:

    • Pitch (look up/down) auto-leveling added. If you prefer to play with unlocked pitch, you can disable this on the DirectVR page of the ingame menu.
    • Keyboard shortcut for switching between G3D and Z3D (ALT+K).

    2022/01/02

    Version alpha 2 is now available with the following changes:

    • Aiming down sights reworked. You can now aim with your head while aiming down sights. Controller aiming is still possible too.
    • Incompatibility warning for older game versions
    • Various smaller fixes and improvements

    2021/12/25

    The first update is now available, addressing the following issues:

    • WMR headsets did not work with OpenXR. Your Reverb G2’s are now back where they belong: at the top.
    • The scope wasn’t centered in view while aiming down sights for some pistols and similar weapons, making it difficult to aim while aiming down sights.
    • Uninstalling the VR mod could cause the game fail to launch if certain mods were present before installing the VR mod.

    Please uninstall any prior version before installing this update. Otherwise you might still experience the uninstall issue mentioned above later.

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