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  • #206709
    mr_spongeworthy
    Participant

    Yeah, it’s certainly possible I’m just expecting too much out of my 3080 Ti, but it just seems strange to me that I could push my 2080 Super to very high GPU usage in, for example, Fallout 3, in fast mode, with no tearing or other issues and have to leave a much higher percentage of available GPU time ‘on the table’ with my 3080. It would not be the first time Pimax pushed a firmware and/or PiTool update that caused sync issues, that’s for sure.

    And yes, I’m not a fanboy of Pimax and I’m quite aware of the limitations and foibles. Unfortunately my brain really doesn’t agree with the limited FOV of all other available HMDs, so I’m basically stuck with Pimax and seriously considering upgrading to the 8K X. I can’t wait for a better-established company to come out with a high-pixel-density wide FOV HMD (preferably one with a secondary processor in the HMD so that the HMD itself does the transformations necessary for wide FOV (i.e. ‘Parallel Projections’) and takes that load off our GPUs.)

    Out of curiosity, with CPUs getting so fast now, is there any part of the process you could offload the the CPU?

    #206704
    Michelangel0
    Participant

    I try all ue4 profile. The result is the same. Zadaptive work but no 3d. G3d on right eye dont redendering some element. most game have this problem , i hope that ralf make something!

    Yes, I do not understand what is happening because is not the first UE4 game that fails with G3D, Remnant from the ashes was never fixed and initially was working with G3D and suddenly it didn’t hook G3D anymore.

    My main issue is also that I never understand what is the proper way to use the Shader Authoring, in this case for example, it seems to be one layer that is not rendering in the right eye because I can see the HUD on both eyes, and I can see the background in both eyes, however the main layer that displays the character fails, just by running the game in the main menu the issue can be seen perfectly or starting the game as well.

    I hope anyone or Ralf can take a look, and not be offended by a game like this (or even check Remnant from the ashes UE4 game)

    cheers,

    mr_spongeworthy
    Participant

    After a relatively long hiatus and a long series of hardware and software updates I have a VR rig that’s working extremely well.

    However, at some point a problem crept-in with vorpX that I’ve yet to solve:

    Fast and Alt Fast Sync used to work just fine to my Pimax 5K+ for me on my older rig, but on this one neither of those methods is working reliably. I’m getting flickering scenes, lack of sync, different frames in each eye, and that kind of thing. And while it’s somewhat related to overall GPU usage, it’s not any kind of a direct correlation (see below).

    Important rig details: Ryzen 5900X and RTX 3080 Ti, 32GB ram. I’m on PiTool v.1.0.1.272_20210917, which I believe is a release-version (non-beta; or at least as non-beta as anything out of Pimax is!) Video drivers are up-to-date (and this issue has survived several updates thus far.)

    I have excellent performance in native VR titles and things run nice and cool. I can push the GPU to nearly 100% all the time and it generally won’t even hit 80 degrees c. CPU likewise stays nice a cool (of course, it’s often sitting there not doing a whole lot in GPU heavy games anyway.) For example Alyx runs at 200+ Steam SS in Wide FOV totally without issue and often sees GPU usage clear up at 95+%. Cyberpunk (on my 3D display) will again run at 95%+ for hours. So I’m convinced this is a software issue, possibly an incompatibility between vorpX and my PiTool version? I’ve also tried manually under-clocking my GPU, just in case. Made no difference (beyond reducing my performance.)

    More info: This issue *does* depend on the title: I’m having zero issues with Greedfall for example – I have it running at 72hz in virtual cinema mode with no motion smoothing. GPU is often pegged way up above 90% in this title, and everything remains perfect. In FO3 however, I’ve had to switch to “Safe” sync mode. Same for Cyberpunk. The problem worsens with either kind of motion-smoothing (vorpX or Brainwarp) enabled, but is not completely related to motion smoothing. It’s also somewhat related to total GPU usage, but it’s again not completely related to total GPU usage (see Greedfall example above). Both Fallout 3 and Cyberpunk are good examples of titles where I’m seeing this behavior, and I’m having to leave a huge amount of GPU power on-the-table now to get these games to display properly as I’ve now got both of them in Safe sync mode. In Fallout 3 I was pushing 4K, G3D, 45fps/90Hz using vorpX motion smoothing, on my 2080 Super with no issues. Now, on my 3080 Ti those exact same settings result in sync-glitches. (I currently have it running safe Sync mode, 64Hz, no motion smoothing). In Cyberpunk I’m having to leave tremendous GPU overhead in order to maintain a properly synced experience, since Safe mode causes the FPS in the game itself to drop considerably and either of the faster HMD sync modes causes significant sync issues. I can push the GPU usage a bit higher with motion-smoothing off before this issue presents itself. For example, in Cyberpunk, Fast or Alt Fast sync mode, motion smoothing ON, I might start to see this clear down around 50% or 60% usage. With motion smoothing OFF and still in Fast or Alt Fast sync mode I might be able to push as high as 70% GPU usage before I start to have problems. In Safe sync mode all is good but of course my overall frame-rate suffers greatly. I haven’t tested Fallout 4 yet (I have the VR version now, so I’m not really using vorpX for F04 at this point.) I’ve picked-up Life is Strange True Colors recently, so I’ll test that soon.

    Sorry for the incredibly long post, but it’s a weird issue and varies considerably title-to-title.

    Is there a specific PiTool version I should be trying to use? Any other info on how I might try to get Fast or Alt Fast sync modes to work correctly again?

    Thank you!

    #206632
    Michelangel0
    Participant

    Had to google this game. WTF, was this made by 14 year olds?
    <span class=”embed-youtube” style=”text-align:center; display: block;”>[youtube https://www.youtube.com/watch?v=11c5p8fCsSU?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&start=295&wmode=transparent%5D</span&gt;
    Play something else.

    Please do not feel offended because of a very simple reason: is just a game.
    In any FPS/movie/book/ART you can see depiction of crimes, sex, lies, and people eating pizza with pineapple.
    But in the end is just a game, the key in the definition of the computer games is that is not real, those are pixels, just that.


    @Demosthenes
    yep, but thanks :)

    Now returning back to the main point, I tried disabling DLSS and no difference at all.
    I tried with the Shader authoring closing the eye that works correctly to only see the black right eye and went one by one searching the Pixel, with the blue render. And I found suddenly like 4 shaders that turn that black eye into full blue.. but ..what should I do now? I tried to set them as HIDE and no results whatsoever.
    Tried diferent things but besides Identifyng them because the screen turns blue I do not understan anything what should I do.

    What a shame because is just another UE4 game and it clearly works on G3D, only that right eye is always black.

    #206599
    mr_spongeworthy
    Participant

    Just a quick note on the UGRIDS setting. The game crashed when saving with uGridsToLoad=7 and loading a savegame after resetting uGridsToLoad to 5. A value of 6 seems to work though.

    Yes, that’s a know issue with UGRIDS; you can find a fix through console if you really want to, it’s not too hard. uGrids must be odd numbers, 5 works, 7 works, but 6 is actually the same as 5, that’s why you can have uGrids=6 and still load those saves if you set it back to 5. IIRC anyway. Bethesda games require so much tweaking to really get them right that it’s hard to keep track! uGrids can also cause other random problems, so if you aren’t used to that then probably don’t set it to anything other than the base 5.

    Are you using G3D?

    #206596
    mr_spongeworthy
    Participant

    Just a quick update. Over various PiTool and vorpX releases I’ve had issue both with vorpX motion-smoothing not working, and with PiTool motion-smoothing not working. Luckily they were never both broken at the same time…

    As of version v272b of PiTool and 21.3 of vorpX things are looking to be working reasonably well again. I still have ‘issues’ but they are often surmountable (for example I might have to launch a game twice before PiTool smoothing turns on. Or in the case of testing FO3 using a G3D profile the PiTool smoothing causes the game to shimmer continuously in a horrible way between two scenes that are a few pixels apart – I haven’t been able to resolve that one.)

    Overall the vorpX motion smoothing works with greater clarity, and with zero in-scene distortion, but has more whole-scene ghosting. The PiTool smoothing feels smoother overall, but causes partial scene-distortion (i.e. your gun or UI elements get all wobbly when you move or turn). I try both types with a title and then decide which I prefer to use on a case-by-case basis.

    #206573
    mr_spongeworthy
    Participant

    Fallout 3 is definitely one of my top, if not my very top vorpX game. It just looks great and it runs very well in G3D at high resolutions. Thanks for the tip about the multicore fix. I’ll take a look at that. I’ve got a thread here somewhere that covers using the Fallout stutter remover etc, which may be necessary for many (Fallout 3 and NV had major stuttering issues when run at frame-rates other than 60 or 30, if I remember correctly). Other issues to avoid are frame-rates greater than 60, which will break the physics and can cause all kinds of problems (this issue persist through at least Skyrim and FO4). So you’ll want to use motion smoothing to double your frame-rate and lock your actual fps to 45/90, or 60/120 (for example). I lock it to 45/90 and that’s plenty smooth enough for me even in full VR mode (and it allows me to use UGRIDS=7, as that makes a HUGE difference to FO3’s otherwise extremely short draw distance.)

    #206532

    In reply to: Final Fantasy XIV

    dellrifter22
    Participant

    I don’t have time to test this again for a week or so, but I’ve experienced the horizontal lines issue in one other G3D game already. Try changing between the new FidelityFX modes that vorpX just updated. That seemed to both cause this issue and also fix it again, depending on the level you have selected.

    dxgi.dll on privfile.com

    mr_spongeworthy
    Participant

    Personally I think for CP2077 in FullVR mode 2400×1800 (DLSS at ‘Auto’, i.e. the game originally renders a res below that) is the sweet spot on a high end machine if you aren’t willing to dial down graphics detail and still want a crisp image. An RTX3080 is able to maintain almost stable 60fps that way incl. raytracing, so there even is a bit of headroom. With the clarity setting cranked up that looks quite good even on a headset with high pixel density (e.g. Reverb G2), on headsets with lower pixel density (e.g. Index/Rift S) it’s already borderline overkill.

    I could probably do that if I didn’t need to turn Parallel Projections on with my Pimax for use with vorpX. Parallel Projection causes a huge overhead. Unfortunately I’m also super-sensitive to blurriness; just massively prefer an extremely crisp gaming environment. Im running a 3080 Ti (factory overclocked, so it runs right over 2GHz out of the box), but because I can see a huge difference, even in Virtual Cinema mode, between 2880×1620 and 3840×2160 in every title I send to my HMD through vorpX, it leaves me really struggling when it comes to performance in some titles. It’s just my unfortunate preference for sharpness getting in the way (well, plus the need for PP). I tell you what, CP2077 at 4K with DLSS at Balanced 64hz/32fps looks, well, it looks incredible (I moved back to CP2007 v1.23). It’s essentially unplayable at that low frame rate, but WOW, just WOW.

    I’m very excited to try the FidelityFX enabled version when you release it. Even if it doesn’t help this particular usage scenario, I think it’s going to be great overall.

    #206236
    mr_spongeworthy
    Participant

    Thanks for posting this. I never finished the Witcher 3 despite really enjoying it, largely because of the 3rd person view. I was continually trying to get the camera in positions where I could see what I actually wanted to see, rather than looking at our hero’s backside.

    Are they still planning a re-release of Witcher 3 with RT etc?

    I like the direction of having mods specific to the vorpX / VR experience like we’ve now seen with RDR2 and GTA V (not that I’ve played either of those titles. I might eventually give RDR2 a try though). That’s just a perfect idea; combine vorpX with a mod designed to make the experience work well. Cyberpunk desperately needs such treatment to resolve just a couple of issues that make it really difficult to work with in a full VR way (vehicle FOV, for example.)

    #206224
    RJK_
    Participant

    Several fixes for the German Retail version of the series Prince of Persia 1/2/3 . Note: may not provide 3D with the english or Uplay Store Version !

    – Shadows fixed
    – HUD Text slightly improved (this is a compromise because other objects are at HUD depth as well) Remove the HUD shader if you prefer more depth on text.

    – Disable FOG !
    – Disable Positional HT !
    – Cinema Mode recommended (looks just better)
    – Updated Profile available at the cloud

    Also read here (old profile)

    The games are currently around 75% OFF Here

    Note: The profile has been tested with the german retail game only. No guarantee that the english or Uplay Store version will work !

    #206195
    Ralf
    Keymaster

    There is a weird issue with the game where sometimes the framerate can drop to single digits after changing some game or vorpX settings. Typically flipping through the ‘Play Style’ option will help. If not a restart should do.

    For vehicles I’d recommend to switch to 3rd person mode. FullVR is too impressive in Cyberpunk for switching to immersive screen mode just because of first person driving.

    Probably a fight against windmills, but: instead of cranking up all gfx options to the max and having to live with DLSS, disable Raytracing and enjoy a higher, natively rendered resolution instead. Looks better than Raytracing with a lower, DLSS-butchered resolution. Especially in FullVR mode, where individual pixels are relatively large.

    #206040
    PointlessSpike
    Participant

    Yeah, I run the scanner and can get rotation tracking working fine, just not position or Z3D. It actually comes up saying it’s scanned the position successfully, but just doesn’t track- unless in the game I’m sitting in a chair.
    The chair thing was what made me think to mention it, because clearly it’s doing the tracking on some level.

    It’s also worth mentioning that if I take the headset off and put it back on, the source of my gunfire changes position and getting out of power armour makes me slide away. So I think it’s doing *some* position tracking, but my view in the game isn’t what changes (unless in a chair).

    dellrifter22
    Participant

    A profile does not automatically know which shaders are for HUD or shadows or anything else, you need to define them. If anything changes when you adjust those vorpX HUD sliders it is because Ralf or the profile creator found and assigned the correct shaders to that treatment. The same way you found and disabled the shadow problems, scan through the list of shaders until the HUD is hidden, then activate and assign those shaders to the HUD viewport treatment.

    There are additional parameters under the HUD treatment that might affect 3D depth, so if you messed with those, return them to default values. All you want to do is assign any layer that looks like it is part of the HUD, and leave it on “viewport” mode, which is the first and default mode for all HUD treatment.

    If you think you messed it up, just click the “Remove active” button to remove it from your active list, and then add it again fresh.

    #205901

    In reply to: Hardware Questions

    Lawrence1962
    Participant

    thanks guys !

    What i understand is that i have to lower my resolution and my graphic settings, even with High-End Hardware.

    Is the vorpx performance depending on the game just proportional for example 25% lower in Z3D or 50% lower in G3D of the flatgame performance ? Or is the relation between CPU and GPU a little bit different in vorpx ? I read that vorpx reserve 1-2 CPU Cores for itself, and in that case a 12 Core CPU makes sense ? In most Flatgames the bottleneck in 4k resolutions is the GPU, and i don’t know if it will be exactly the same in vorpx because vorpx needs performance for itself ? I read that in 4k and higher resolutions a 4 Core CPU does a good job, because the bottleneck is the GPU. But i even read that games like Cyberpunk 2077, Assassins Creed Odyssey and AC Origins needs a 8 Core CPU or better in 4K, because of the open world simulation of the NPCs and Vehicles ?

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