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  • #196395
    VRified Games
    Participant

    dont adjust 3D FOV Enhancement, causes lighting issues. shaders have been altered to stop artifacting and lighting issues.

    turn shadow treatment off

    ingame menu, turn shadows to low, post processing to low

    Hasta La Vista Baby

    Ralf
    Keymaster

    Unless you want to deal with the inevitable ‘vorpX gives me headaches’ complaints yourself, please don’t recommend doing any of this to others. :) Even if your own eyes can tolerate being forced to look outwards, for others doing so will cause eye strain and discomfort for no reason.

    Just to reiterate:

    None of this is necessary to change the strength of the 3d effect. There is a dedicated setting for doing just that in the menu without any ill side effects, which allows you to adjust the strength of the 3d effect within a far larger margin than what would ever make sense in VR.

    You should never ever set the headset IPD to anything else than your actual IPD. Also please don’t tinker with the focal offset expert setting in vorpX unless you know exactly what you are doing. Forcing your eyes to diverge is something you definitely do not want to do.

    marvinthedog
    Participant

    Huyzer,

    Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.

    I notice the same thing in Tomb Raider (2013).

    I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.

    So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.

    So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.

    (Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

    Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

    can you talk about the reasoning behind the number changes you make

    Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

    One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

    The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

    The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

    In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

    Guide for Dead Space in immersive screen mode:

    So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.

    This value works in conjunction with all the other settings I have in VorpX and in the game, which are:

    In-game resolution: 1920 x 1080

    In VorpX main settings:
    Play Style: Immersive Screen Mode
    Expand the Immersive Screen Settings:
    Screen Distance Offset: 1.00
    Screen Curvature: 0
    Screen Curved Verical: 0
    Background: Ambience
    Expand 3D Stereo Settings:
    3D Reconstruction: Geometry
    3D-Strength/Scale: 1.00
    3D FOV Enhancement: 0
    Focal Offset: 0

    Widescreen Fixer:
    And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
    https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
    Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.

    I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.

    With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.

    Summary about the ipdOffset:

    In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.

    Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.

    I hope you will find this valuable :-)

    Ralf
    Keymaster

    Just a heads-up that raising the headset IPD beyond your actual IPD will cause severe discomfort pretty fast. Diverging your eyes is highly unnatural and never occurs in normal life. With the right headset IPD correctly functioning VR apps (vorpX included) ensure that your eyes never diverge.

    The strength of the 3D effect is adjusted by changing the virtual ‘camera’ distance, not the physical screen/image distance. The goal in VR however should typically be realistic depth/scale. Usually that’s the case at default. As far as official profiles are concerned there rarely should be the need to tweak anything in this regard.

    If you still want to experiment with 3D-strength/scale for some reason, use the according option in the vorpX menu, not the focal offset expert setting. With the focal offset expert setting, just like with a headset IPD above your actual IPD, you can easily make your eyes diverge, so better don’t touch that at all.

    Paco1
    Participant

    Hi,
    I’m having troubles adding high custom resolutions. I successfully added 2880×2160 (as suggested in many different threads here) in my NVIDIA control panel, but my PC is powerful enough (and the game old enough…) to run it even higher. I would like to try this because I notice the lower resolution when I disable EdgePeek on my VIVE Pro.
    I tried adding 3200×2400, but unfortunately my computer black-screens and locks up when I press “Test”. Only a hard reset will get it working again. I’m using a Geforce RTX 2080 Super with the latest drivers (451.67 game ready), and a BenQ XL2420T 16:9 FullHD monitor. The system is almost completely fresh, it’s just a couple of days old.
    Did anyone else encounter this problem before?
    Thanks in advance

    marvinthedog
    Participant

    Geometry 3D. With the ipd hack (plus a fov hack i downloaded) the game is super immersive! :-)

    I am just perplexed there doesn´t seem to be a regular 3D depth setting that doesn´t affect lighting and shadows. In my mind all that should be needed is to increase seperation between left and right view, because that is what the ipd hack does.

    #196322
    Picdelag
    Participant

    Thanks for your time, but really i have the feeling you’r not even reading what i’m saying… maybe i’m wrong i don’t know.

    -I tell that i don’t know what is “runtime”

    -I asked if it can be the same thing as “Asynchronous Spacewar” (cause i can COMPLETELY disable it), if not, i really mistaking something.

    -Is 20-30fps really supposed to be that kind of “little overhead” ?

    Not nescessary to explain me what is runtime, but please… Just answer the 2 others questions.

    #196307
    Picdelag
    Participant

    Thanks for answering!

    But yeah i’m aware for this interpolation called “asynchronous spacewarp” from oculus i think.
    And i have the “Oculus TrayTool” to apply any settings i want on it.
    The best results i have with Monster Hunter is by disabling it entirely in Vorpx, and forcing it in my tool for exemples.
    At 40fps locked (Rift S is 80hz) with this thing and it does a pretty job! Was better than too variable framerate yes. And without any graphic compromise so…
    Others games like Battlefront 2 i really don’t like it for examples and disable it entirely, i prefer my 60FPS min than 40 with interpolation don’t know why…

    But for these 2 examples, i’m running in Z3D…If only i can have a hand on the extra frames i saw in “generic mode”

    So to clarify :
    If i understand well, there not should be a so huge difference between “generic mode” and other injections types you said? Just a little overhead?
    because the differences i see was not little at all.
    I’m affraid i have an issue…
    I see a jump from 60FPS mini against 90 mini in Battlefront 2 in a little test between “generic mode” and SteamVR mode. (Still Z3D. I have very fast tried G3D and can obtain 54 min instead of 34 something like that… Oh and interpollation totally disabled)

    Here is my hardware :
    -R9 3900x
    -RTX 2070 Super
    -16Gb 3000Mhz

    So did you think this is normal or did i have an issue on my side?
    I’m not saying anyone will have that kind of problems of course like you mentionned in one post in a topic i linked (“Trick to get really demanding games working in VorpX with great FPS in G3D” topic…)
    I’d really like to know if i have to continue investigating this issue, cause i’m passionate and want the best of my hardware and it tortures me ahah.
    And at the ends it’s really annoying/tiring i don’t have anymore idea to try…

    Thanks in advance!

    #196300
    Picdelag
    Participant

    Hello!

    Unfortunately, i’m back in this subject…

    So, since i run Vorpx within SteamVR to solve my issue of my oculus rift S not hooking in its own environment, i was a bit surprised by my framerate that seems low for my configuration…

    seen this topic : https://www.vorpx.com/forums/topic/trick-to-get-really-depanding-games-working-in-vorpx-with-great-fps-in-g3d/
    So, i know it have been locked for good purpose of not spreading “false legends”, and i just don’t know myself, but it seems like i suffer from the same loss in framerate by hooking via steamVR and i should not use this way with an oculus i imagine, but that was the only solution i found to solve my issue…

    So!

    Tried to use the “generic VR headset” injection, and the change is huge…
    + 30FPS in Battlefront 2, that can make me surely able to play in G3D (actually in Z3D)
    and same for Monster Hunter World, if i can have all my frames, i can surely jump to G3D => +20 fps

    So, nothing was displayed in my rift S, just seen the results on my flat screen and still searching a way to inject properly in the rift s without steamVR. Have an idea?
    But maybe i’m wrong? Maybe even with the standard “oculus injection” i will loss as much frames? is it normal or just me?
    If you can clarify please…

    When my brothers wake’s up, i’m going to try on his computer to see if i can inject vorpx in normal oculus way on his computer.
    Wonder if all of this is cause of the borring story i encountered with my rift (explened in previous posts), or if it’s related to my windows.

    Also seen this : https://www.vorpx.com/forums/topic/do-you-know-the-feeling/
    So i’m really interessted in this.
    Can this fix my issue?
    I mailed the Vorpx support to request a beta build of this version, waiting for an answer.

    Thanks!

    #196269

    In reply to: Just Cause

    RJK_
    Participant

    That was a msitake, Just Cause 1 is 3rd Person.

    #196268
    TheBalt
    Participant

    Ok
    Another questions

    I was playing Assasin Creed Odyssey in 85 fps and all on max , when i play it in VR with same settings it goes to around 40 fps lol …same for Witcher 3. Is this normal ?
    I have a rtx 2080 and core i9

    Yes, this is a laymans explanation which anyone can feel free to fix/extrapolate on, but I will try to explain.

    For VR to “WORK” (this goes with Vorpx or actual VR Titles like Saints and Sinners or Half Life Alyx) the game needs to be ‘rendered’ twice (basically your PC needs to run the same game TWICE, once for each eye, to create the 3d VR effect; you have two eyeballs, each one can not detect true depth or 3 dimensions on it’s own, it needs the second eye and together they pair together to create an image with depth)

    So.. Your example of Assassins Creed and Witcher both basically running at 1/2 the speed your PC would run them OUTSIDE of VR lines up EXACTLY with what should be happening IN VR. Your PC is basically running Assassins Creed TWICE.

    You will notice, if youve been in VR for a a little while… most VR games dont tend to be very pretty, they tend to go with pretty simple graphical styles; and the ones that are ‘pretty’, like Half Life Alyx – they dont tend to be very open ended like something like Assassins Creed cause simply – most modern PCs cant handle the strain.

    This is why PSVR (Playstation VR) games are exceptionally poor looking. They are trying to do what we are doing with a grossly underpowered machine. More power to them for trying, but, the graphics and resolution on those games speak volumes about how much raw power is NEEDED for a good VR experience.

    So, for me – I have an RTX 5600XT. I can basically play RDR2 at 1440p with pretty much high/some max settings on my monitor. In Vorpx tho, I need to tone everything down to medium and low. Its just the nature of the beast. This has nothing to do with poor programming on Vorpx’s part or anything of that nature; this is just what VR is. It needs to RENDER the scene TWICE to give you the feeling of depth and thus the whole point of VR.

    We will have graphics cards capable of running incredible full sized worlds like Witcher at that graphical fidelity one day and run smooth – but we arent there yet.

    Thankfully there is Timewarp, which is built into Vorpx – if you can get your game to run at 46 FPS, the game will appear utterly smooth thanks to some magic done by VR devs. So, not all hope is lost, just get that FPS ticker up to 46 FPS; it will show you if youre not reaching it in the corner of your headset while playing in Vorpx… just means you need to lower some details or lower your resolution a little bit.

    TheBalt
    Participant

    Hey everyone,

    Been a pretty active Vorpx user for awhile but I was running on a super minimum card – a GTX 780. I accepted the fact I couldnt do Geo 3d pretty much at all and always went with Adaptive.

    So I got an i7-4930k processor and I recently got a Radeon 5600XT… But literally, trying to run Darksiders 3 in Geo 3d is almost exactly the same performance I got from my GTX 780.

    I was really hoping to begin diving into Geo 3d but, I mean I havent tested a TON of games… but considering this one isnt super graphically intensive, it kind of took the wind out of my sails. I tried lowering resolution to just 1080p and it still just ran sooo slow.

    Is there something in Geo 3d I should be doing, setting wise, to get better performance? Cause really, no joke – im basically seeing no difference between a GTX 780 and a new Radeon 5600XT. I know the 5600XT isnt near the best card on the market – but I expected some genuine improvements and I’m just not seeing em.

    Is this just a unique case to Darksiders 3, for others who have tried it?

    Thanks for your time everyone! Hope you are all staying safe with quarantine and your families are doing well

    #196015
    cercata
    Participant

    are you sure you should run at 8:9 aspect ration, as I usually try and run 4×3

    Good question, VorpX doesn’t give me warning if I choose 1680p, like it gives for other big resolutions that I didn’t add in NVIDIA Control Panel, and I have only added 1600×1680.

    But I finally used 1440p, and I have 1368×1440 and 1920×1440 in NVIDIA control panel.
    20% of times the game launches on a borderless 8:9 window, and 80% of times it launches on full screen, but when it’s full screen it seems streched, so I guess it’s working internally at 1368×1440 because I don’t see performance differences.

    The combo “Windows 10 + My Monitor” handles custom resolutions in misterious ways … once also I had the screen black while I played, but only once.

    I uploaded my profile, give it a try and tell me how do you feel it. It’s really blowing my mind, so inmersive game in VR.
    The key points after enabling G3D were disable S3D shadows, LetterBox 2 and 1.7 3D strength, and I see it at perfect scale/3D, just I see the lower border line.

    #195847
    RAGEdemon
    Blocked

    As a monitor/projector Stereo 3D veteran, the reason this got heated is because both parties concerned are right – they are just talking about different aspects.

    Ralf is talking about convergence (pop-out from virtual screen). The other guy(s) are talking about separation (depth) – I too had requested this a long while back. It seems unfortunate that they are misunderstanding each other.

    I am going to try out the “Focal Offset” setting which only today learned was available. For the record, I actually like a little divergence in my eyesight while gaming in S3D – after decades getting used to S3D glasses, it gives me more 3D than real life without headaches or eye strain. Definitely not for beginners…

    #195831
    dborosev
    Participant

    I have no horse in this dollhouse race (throws hands in the air) so I ain’t getting involved. But I will say that for FPS games which I can’t get good framerates on using G3D, and I need to use Z3D, having the ability to crank up the 3D depth to 3 (as currently exists) is VERY nice, and makes it almost as good as G3D. (no dollhouse or any of that topic, just quality of the 3D effect I’m talking about.)
    It really brings the quality closer to G3D, and I rarely miss G3D because of this.
    Anywho, my 2 unwanted cents. Peace out.

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