Archives

Homepage Forums Search Search Results for 'Just Cause 2'

Viewing 15 results - 76 through 90 (of 975 total)
  • Author
    Search Results
  • Reaver Shadow
    Participant

    UPDATE: Virtual Desktop usage

    Last few days I’ve been using Virtual Desktop, rather then Quest Desktop App to run game w/vorpX. Here is an account of my experiences, which is overall GREAT!

    Re-fresher on steps:
    (1) In Virtual Desktop Streamer APP, set to VDXR (I haven’t attempted automatic yet)
    (2) In VorpX Config app, Set to OpenXR

    Observations:
    – So far nearly flawless.

    – IMO Image Quality is slightly better then Quest app. I suspect better automatic encoding bitrate adjustment, and probably 10-bit HEVC helps. (I manually set HEVC in oculus diagnostic tool, but doubt it’s 10-bit).

    – Major ability I prefer/enjoy, is being able to take off Headset (or lift), and put back on with near zero issues. AirLink is just awful for this. When the AirLink connection is stopped, it causes chaos, and my only resort is restart entire PC. (Workaround is double tap oculus to turn on pass through)

    – Enjoy that I can adjust setting/make tweaks to stream within Virtual Desktop App rather then needing Oculus Diagnostic tool via desktop.

    – Virtual Desktop Performance Overlay provides additional information, at least about the stream, which is helpful for overall optimization.

    – I haven’t done any concreate tests, but it does seem like Virtual Desktop is more Energy efficient then AirLink. Headset seems to get less hot, and seemed like I was on battery for @ least 30 min longer.

    VD Streaming Settings:
    I had to disable these settings in order to have VorpX run smoothly.
    – Synchronous SpaceWarp (SSW); caused the 3D image to be “delayed” (or lack of better wording), when moving, and seeing two images.
    – Video Buffering; there was a choppiness or shuttering, as if the framerate was dropping to single digits.
    – Snapdragon Game Super Resolution; Caused pixel artifacts when moving head.

    Other VD settings:
    – increase color vibrance” = off. This is personal rather then image quality or performance, because to me it makes the image more warm white/yellow. I like cool white.
    – VR Graphics Quality = Medium (GPU = RTX 2080Ti), I’ll test with High soon.
    – VR Frame Rate = 90fps, I may test with lower frame rate for VorpX Immersive Mode.
    – VR Bitrate = 150 Mbps (I can be on other side of apartment, 3 ways and fridge in between direct path with Tp-Link Archer A10 Router [WiFi is Quest 2 only], and no quality or fps drops)
    – Sharpening = 75% (default)
    – Increase Video Nominal Range = off, this feels like a personal thing. I need to figure out how it works, feels like they’re stretching the color space, rather then using what the Devs (game or mod) creators intended. But it does make things darker, if you are playing something horror/scary/creep.

    On another note: would like to retract my comment about keyboard in Quest App. Initially, it’s height was at mouth level, and interfering with desktop interactions. I have since learned you can move it where ever you like.

    #219358
    MarcDwonn
    Participant

    @Luka – Because i have planned a replay of the Metro trilogy, i want to ask you:

    1) Do you have proper Ambient Occlusion and dynamic shadows in G3D in Metro?

    2) What versions of Metro are we talking about here? All 3 games or just the first one? Enhanced or original edition?

    #219282

    In reply to: 24.1.0 Feedback

    Cer
    Participant

    I disabled automatic mode to avoid issues when taking off the headset while playing. If you are aware that this can cause deadlock situations, then I reached my goal to tell you about it. I can handle this myself and as long as no one else report this, it doesn’t seem to be a general issue.
    In fact all the other points might not be relevant if I am the only one reporting it.

    For the virtual monitor I still added one resolution because I like playing immersive in high-res 21:9 as you can turn your head a bit without seeing the border. Thats also the reason why I tried to activate head tracking for desktop viewer (without success so far).
    But I didn’t found a way to have virtual monitor to automatically select it. I do have to change it in windows settings every time I start a session. What am I missing here? I read in your post that the best resolution is autmatically picked. How is that resolution determined? It seems that it just depends on the headset resolution.

    Since there are different resolutions available and you can add even more, how can they be choosen without “tinkering with the Windows display configuration” ?

    #219236
    Cer
    Participant

    I tried the new version and in principle it works and I can play my game, BUT I have some points with it:

    When right clicking on the icon in the taskbar I can start desktop viewer and also enable virtual monitor. When I then right cklick again the text stays the same but works in opposite direction. So “start desktop viewer” will stop it and “enable monitor” but will disable it.
    => Please adapt the texts

    I configured the monitor to only start manual, not by headset. I start desktop viewer and enable virtual monitor using my desktop monitor. When doing so, the desktop monitor goes black. Now I have forgotten to switch on my headset and have no monitor at all and no way to reactivate the desktop monitor. I had to hard reset the PC.
    => Please add some kind of reset hotkey

    When done everything right I start a game with SBS output and … get error messages because vorpx has problems hooking to the game :( I have to click away several error boxes, close the game and “Pause the watcher” before I try again.
    => Please just don’t hook to any game when desktop viewer is on (or does this combination is usefull in some way?)

    Now virtual montior always start in some recomended resolution that probably matches my headset resolution. But I want a different one with 21:9 picture. I always have to change that in the display settings
    => Please remember the last display settings

    Another anoyance is that I need to see the desktop in “normal” mode why the game runs in SBS. I always have to switch forth and back. Therfore my overall wish would be a profile for desktop viewer. Maybe just a desktop mode option in the regular profiles. So when I start a game from my desktop monitor and vorpx is active, it would automatically start the viewer, enable the virtual monitor in a specified resolution and switch to SBS. If I exit the game, all should be undone.
    Alternative would be an extra profile that is only checked (by the watcher) when desktop viewer is active.

    Thanks for reading!

    #219059
    Sephael
    Participant

    VorpX crash after installing Phantom Liberty.

    VorpX : beta 23.1.0
    Cyberpunk was a fresh install, no phantom liberty, just a few texture mods and latest CET. I imported the Cyberpunk2077[vorpx] profile, i did not install missing componant (i don’t know what it was, and i just want to play with mouse & keyboard like always in Z3D), the game works, but i had to change some settings to my get usual experience back (i play in immersive screen, and i changed the FOV to 100 because it was streched from vorpx auto FOV).
    Anyway, worked like a charm, i was very happy, especialy with the HUD and minimap more centered in the screen, that was perfect.

    So i bought and installed phantom liberty and now it crashes : i launch the game, vorpx is hooking, black screen and crash to desktop few seconds later.
    I tried to re-import the vorpx profil, but it didn’t change anything.
    Without VorpX, the game run juste fine.

    Wehrwolfi
    Participant

    Hi Vorpx lovers !

    I’m a recent Vorpx user and tested it so far only with a few games, maybe not the best ones as they are not officially supported (Far Cry 5, Guardians of the Galaxy).
    Although the result is great and in some cases really near to my 1080p physical display, letting me use the headset most of the time.
    I play mostly in Immersive Screen for those games without head tracking, so basically, I mainly use the stereo-3D function as I would have done with Reshade+SuperDepth3D in the past.

    My headset is Pico 4, I connect through Virtual Desktop, my GPU is RTX 3090.

    I found that the best graphical quality was achieved with those settings :
    – Games resolution the higher possible (over 4k resolution I don’t find that much difference and performance decreases a lot)
    – Play through steamVR mode instead of just Generic 3D Display (then Virtual desktop SBS desktop mode). Because VD is capped at 1440p…
    – VD setting in Godlike (3120×3120), HEVC-10 codec, max bitrate.

    What I would like to understand is how the render chain is made to find the “sweet spot”.

    First step is the game itself : setting the higher resolution improves the quality and sharpness, making the use of AA unnecessary.
    I would tend to say that here the higher is the better.
    Then Vorpx :for example, in my case, if I don’t run the game through Vorpx virtual screen, then 4K resolution will be in fact DSR. Does Vorpx “grab” the output at 4K before downscaling to 1080p ? If yes, we benefit from DLDSR a bit. If not, it would be better to use custom 4K resolution on virtual screen.
    Then SteamVR : renders at 3120×3120 because of VD Godlike setting. Don’t know if I should put a manual value there? Maybe the same as game resolution?
    Then Virtual Desktop : takes the output from SteamVr, encodes it and sends to Headset, then decodes it in Standalone and updscales/downscales to headset resolution, with barrel distortion etc…

    So, there is a whole chain of conversions involved there. I would like to get your advise on what could be a common guideline to set it up. Is simply the higher resolution at all steps the best if the computer can manage it? Or should we try to align everything on same value to avoid upscales/downscales etc?

    Thanks in advance :)

    #219022
    Dutch2
    Participant

    What version of Woff do you have?

    Hey Dutch, I’ve just tried your solution but every time I launch CFS3 the .ini file rewrites itself back to =1. Any ideas on the cause? I’m using the out-of-the-box most recent version of the game so am wondering if there’s anything else I should install. Any help would be appreciated!

    #218749

    In reply to: disappointed in vorpx

    Boblekobold
    Participant

    Just tried Metro Last Light Redux (2 euro on Steam this week). It’s impressive. G3D seems perfect so far (First Level). I think the game is far less optimized than Metro Exodus, because it ask a lot to my RTX 4090 (even the best card possible is not enough to get the perfect resolution and framerate on Reverb G2). But it’s enough to be really good.
    I played in 2880×2160 ultra (I think I can still raise it a little bit more). I tried 3200*2400, it was visually perfect, but framerate was a bit low ‘^^

    #218746
    dellrifter22
    Participant

    I’ve been using the Varjo Aero for a year now (coming from Reverb G1) and it works great with vorpX. The G1 was already a good experience, but since vorpX gaming is my main hobby, naturally I rationalized the upgrade.

    I play all my games seated at the desk – mouse and keyboard, and only use minimal head tracking to occasionally look side to side. For me it’s about sitting comfortably and having the best fidelity visuals possible – so that I can get lost in these game worlds for hours at a time. I’ve learned that when playing this way, I prefer high resolution over high FOV, and a heavy headset vs one that puts pressure on my nose and cheeks.

    While super high fov is desirable for standard vr, it is not always ideal for vorpX. Many games do not allow 120+ degrees fov, and therefore you must zoom out the image in vorpX to compensate. This zooming out reveals the edges of the screen, which greatly hinders immersion. Much better to let the physical size of the lenses naturally limit your view than to have artificial edges on the screen. in the G1 I could zoom out to 90% before noticing the bottom edge, now in my Aero I can zoom out until 70%.

    Although heavier than G1, the Aero + counterweight comfort kit is much more friendly to my face. Thanks to the rigid strap, it can hold the front end out in front rather than resting on my face. With an added square of T-shirt tied from front to back, the weight is distributed evenly over the top of my head, all supported by my neck. I even removed the face cushion and put a thin layer of fabric there that only gently brushes my cheeks (and blocks the velcro). With this setup, I only stop playing because I am tired, but never because I’m uncomfortable.

    A very lightweight pair of Koss KPH30i works great for decent audio. I tied them to the top strap and let them just rest on the Aero’s headstrap. All you need do is pull them down over your ears to use. The cable I have rapped around the headset a couple times to not hang loose.

    My frame rates actually improved a little from G1. Something about the Varjo software runs better, and it has helped keep my 2080ti relevant.

    There’s really only two things that initially bothered me about the Aero. First was the larger nose gap in between the eyes (less binocular overlap), and second, the contrast of both eyes was not identical in dark scenes. I don’t know if that was just a defect of my unit (never heard reviewers mention it), but bright scenes look great. Very quickly my brain accustomed to the larger nose gap, and now I rarely even notice it during play. I don’t tend to look in the far corners of my eye anyway, as it quickly becomes straining.

    Anyway, I maybe wouldn’t say the Aero is the best all-rounder vr headset. But for vorpX, it’s the best one I’ve tried. G2 is still great though I’m sure.

    #218736
    Ralf
    Keymaster

    Just a heads-up that a fix for the vehicle issue will be available shortly.

    Either the 2.1 update itself or the according CET update breaks detecting the current vehicle type (car or bike). The mod uses this information for optimizing the camera position since the unmodified flat camera positions don’t really work well in VR.

    The failed vehicle type detection then causes a bunch of other issues which in the end lead to the heavy rendering glitches you see.

    Long story short: I have to figure out another way to distinguish between cars and bikes. Once that is done everything should work as expected again. Expect a fix within the next two or three days.

    aertonda
    Participant

    I don’t want it to show the game window in the middle of a “Cinema theater screen”. Because I am not running it on a VR headset, but just a plain a simple 3D monitor/tv. It just needs 2 Side by side square pictures, not curved, not in the middle, just plain square pictures and thaQt’s it.
    How can I configure it properly?
    Please help, as I am lost in the options here and can’t just try all of them.

    #218560
    usn09derek
    Participant

    Might just have been coincidence. Depending on which app hooks first a hooking conflict can sometimes cause no issue at all and the next time crash a game entirely.

    I don’t see any super obvious trouble maker in your process list, but the HP overlay is something you might to want to check. If that is some kind of game overlay, it’s definitely a high level candidate. Same for the HP System Optimizer. Stuff like that may occasionally be more than useless bloatware, but it comes with a high potential for hooking conflicts.

    Not sure if I recommended that earlier already, but since your PC is a laptop, also try to disable the internal GPU entirely in the BIOS if possible. If a game launches on the iGPU while the headset is connected to discrete GPU, things won’t work at all.

    It runs. I basically disabled everything but I’m not sure that’s what worked.
    I disabled the integrated gpu and it shut down my laptop and had to do a full reset.
    Powered on and vorpx wouldn’t start.
    Then I got an update to vorpx after running it as admin.
    Restarted again and again, vorpx wouldn’t start. Enabled integrated gpu and Ran as administrator and bam, worked. Wtf man.

    Looks and plays great and was worth the frustration. There’s something going on with my display resolution, integrated gpu, and vorpx that I don’t quite understand yet.

    #218495
    ENBSeries
    Participant

    Hello

    There is famous issue with old oculus helmets cause of oled displays used. Black color (0/255) is fully black, while 1/255 and next maybe up to 20/255 have strong color banding. Also 1/255 is very bright, which makes many games looks weird in the nights. I have seen similar issues not just by oculus rift reported on the forums for two fly sims. The solution is simple, make additive blending pass to the output (not on the plane where game screen is) which adds 1/255 at least to force never have full darkness. And some dithering code in the same pass (blue noise texture seems okay to me, especially when flipping it every second frame). Or can do without extra pass, if have proper texture as source. I patched Dragon’s Dogma already for myself, works fine, can’t see any gradients on the night sky or empty black holes.

    #218486
    ENBSeries
    Participant

    Hello

    Did some fixes of extreme color banding bug of Dragon’s Dogma with VorpX which happens for some VR helmets cause of their technical issue (Elite Dangerous, IL-2 gamers do know what i mean). Like mine Oculus Rift CV1 makes the game awful in the nights or any dark places, night sky too. But this fix is a part of my graphics modification of the game, so performance is worse due to effects applied (but you can disable any of them or download visual presets made for this game by other users). Don’t forget to configure VorpX properly for the game, it do not work well with geometry stereo mode (invalid shadows). I tested all features of my mod and everything seems work right with VorpX, so i decided to come here to share this information, game is cool and worth attention of VR gamers.

    Don’t know if links allowed here, so google “ENBSeries 0.476 for Dragon’s Dogma” to get that graphics mod from my site. In the enblocal.ini file from there add parameter to [FIX] category named ApplyDarknessDitheringVR=true or start the game and it will be created itself and in internal editor can toggle it real time. This one removes banding, but primary fix is hardcoded and always on.

    Btw, if developer(s) of the VorpX read this, you may add in future versions detection of ENBVorpX var which i exported just in case to check if it’s fully compatible and not need to notify users about unknown d3d9.dll in the game folder.

    #218394
    Ralf
    Keymaster

    ME1+2 should work fine, can’t recall what the issue was with ME3, might just have been some .exe naming conflict.

    That aside, ‘better’ is a fairly individual term here. ME2+3 are basically the same games with higer res textures and slightly better lighting, but in turn much worse performance. ME1 on the other hand received a significant gameplay overhaul for the Legendary Edition.

    One could very well argue that because of the much, much better performance the original games are generally better suited for VR, just for ME1 using the LE is actually worthwile due to its modernized gameplay.

Viewing 15 results - 76 through 90 (of 975 total)

Spread the word. Share this post!