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Search Results
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Topic: Deep Rock Galactic Survivor
Geometry 3D in cinema mode, I had to adjust gamma because it was too dark for me in default mode, so adjust that if it feels too bright.
Profile in (beta) cloud.
I JUST bought the program VorpX out of desperation to try and use my 3d TV. It works AWESOME!!!
I haven’t even tried the VR headset yet… but its already worth it… But I do have a newbie question:
Is there a way to disable the nag screen for Generic 3D (Hit Alt, Control & Shift). It’s kind of a pain in the butt to hitt Alt & Control & Shift every time. I know this sounds silly.. but some games detect me touching the keyboard and than thinks I don’t want to use the controller…Got an easy idiot proof way to disable this nag screen?
PS: Personally… I humbly think the programmer should just fix whatever tiny bugs exist for Generic 3D because its already awesome and then really promote selling it to a whole new group of folks… I previously used a program called Tridef 3D.. but that software no longer is supported so I tried ForpX out of desperation… From all of the disclaimers saying it isn’t intended for 3D monitors, I really figured it was going to be junk… but from the few games I tried (i.e. Rayman Origins), its friggin’ awesome and I can once again use my 3D tv. :)
Topic: New Play Style: Light Gun
First of all, I love VorpX for what it can do (actually my first purchase after getting my VR Headset). But for the best of it, I cannot play in FullVR mode because I am unable to aim with my head. I can live with a lot of compromises but that’s somehow not working. Then you came up with the incredible idea of having gestures, especially the gun gestures. But still head aiming, now my neck hurts :D
So, I started tinkering with compromises. It is basically a combination of VorpX Desktop Viewer, Reshade and FreePIE. The main idea is to use head aiming when running around (that I can live with), but when entering the gun pose, I detach the view from the head and attach it instead to the controller (That’s where reshade and FreePie come in). So, it is basically like holding a handheld and aiming with the gyro, just larger and better because you can still orientate with your head (despite some blackness around the screen) but aim with your hand. Current drawback: no more 3D.
I have two videos showing this from within the headset and from the full screen.
HMD View
ScreenThere might be slight distortions, but I hope you can grasp the idea. Maybe this could be integrated into VorpX directly with all its benefits.
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 :)
