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  • Ralf
    Keymaster

    How odd. I get more or less 100% GPU utilization with CP2077 here with Fast Sync. (measured with nVidia Inspector). Don’t use the Windows task manager, the GPU usage shown there is often garbage. Also just in case: NEVER EVER run external GPU tools (e.g. Afterburner or similar tools) that hook the graphics pipeline alongside vorpX as that may cause performance issues itself. nVidia Inspector is the best tool to measure GPU utilization since it doesn’t hook the graphics pipeline.

    BTW: ‘Safe’ leaves more GPU resources for the headset render thread at the cost of reduced framerate. That’s not an issue, it’s the purpose of the method. If you crank everything up to max, so that there aren’t enough GPU resources available for the headset render thread to run reliably in parallel, the fast sync modes can cause judder. Switching to ‘Safe’ may help in such a case.

    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!

    #206668
    mr_spongeworthy
    Participant

    Agreed that this type of thing is absurd. First, people who really want to cheat will always find their ways around it. All this type of thing does is make life difficult for persons who are legitimately trying to make their games better.

    There is also a tremendous level of hypocrisy as the playing-field is inherently uneven anyway. Ask them if having better hardware and software is ‘cheating’ in their eyes, and then suggest that they demand that all players have exactly the same hardware and software setup on every machine. “What, your rig has a 5% faster CPU? Cheating! Newer GPU? Cheating! Keyboard and Mouse controls? Cheating! Good keyboard vs. bad keyboard? Cheating!”

    In the end, I’m convinced these companies don’t really give two-flying-squirrels about actually having an even competition, because that’s nearly impossible. Look at how the racing-sim companies like Polyphony Digital run their ‘become a real racer’ competition. 100% identical hardware and software for every competitor. No, I think most studios just want to cover-their-bums; implement this type of thing and they can say “look, we use xyz Anti-Cheat, so we are doing our best to prevent cheating.”

    #206637
    Ralf
    Keymaster

    The only setting I’m aware of that causes a garbled depth buffer is the game’s ‘Color Precision’ option, Which has to be set to ‘High’. vorpX handles that automatically though.

    It also sets a bunch of other settings. If you happen to have disabled auto settings, please first and foremost re-enable that. Automatic settings can often be vital for a profile to work correrctly. With default settings (in FullVR mode) vorpX also disables stuff like motion blur etc. for example. Not unlikely that one of these settings also affects the depth buffer heuristics.

    Also please reset the profile to default, just in case.

    If that doesn’t help, it would be great if you could send me a trouble shoot data archive (config app/trouble shooting) and your CP2077 config file ([User]\AppData\Local\CD Projekt Red\\Cyberpunk 2077\UserSettings.json) to support at vorpX com.

    #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.)

    #206549
    Ralf
    Keymaster

    That’s just a coincidence. Although it’s understandable to suspect an update to be the cause of an issue that pops up shortly after that’s not necessarily the case.

    There have been no changes that could possibly affect Bioshock Infinite in particular. Also it’s incidentally one of the games that I check regularly before releasing an update.

    #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.

    Ralf
    Keymaster

    Just a heads-up that after getting sidetracked a bit by some unrelated bugfixing I finalized this today. An update that includes it will be out early next week. Got to say the time invested into the matter was well spent. I was sceptical before trying, but this is a clear step up from the current sharpening solution. Still, as said above: don’t expect miracles.

    To keep things simple the ‘Crystal Image’ setting has been removed from the menu. Instead there is a new setting called ‘Clarity (FidelityFX)’ that combines what it did with the FidelityFX functionality in four steps (off, low, med, full). Mainly because ‘Full’ may cause texture shimmering in some games I opted for more fine grained control over what actually happens instead of just having an on/off switch:

    • ‘Off’ unsurprisingly means no image enhancement at all.
    • ‘Low’ means default scaling + sharpening.
    • ‘Med’ means high quality scaling + sharpening.
    • ‘Full’ is what you get when game devs implement FidelityFX directly in their games, i.e. high quality scaling + sharpening + texture enhancement.

    The strength of the sharpening effect that is part of the process stays an extra setting like before to allow some additional finetuning. The default (0.5) is a bit conservative to account for edge cases, e.g. some sharpening already applied by the game itself. Typically a value around 1.0 should be fine without creating sharpening artifacts.

    If you encounter a game with a sharpening option built in, it’s strongly recommended to not use that together with the vorpX Clarity setting.

    #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 !

    Ralf
    Keymaster

    Consider these things a nice way to gain an extra bit of clarity (or performance when used the other way around), but don’t expect them to do miracles.

    Sorry for being such a party pooper here all the time, but none of these upscale methods (nVidia’s DLSS included, and that does a lot more) can truly recreate a natively rendered 4K image from a lower resolution. If you want true 4K, run a game at 4K. If you want a really nice upscale/sharpening filter applied to a lower res image then use what AMD very unfortunately chose to call ‘Super Resolution’, raising expectations the method cannot fulfill. It can upscale a 1440p or 1600p image to come partially close to how an uprocessed 4K image would look, but overall the result is not a true 4K image rendered natively at 4K. This is a traditional upscale/sharpening algorithm. A good one with a twist, but still just an upscaler.

    Why do I insist on this so obstinately instead of trying to sell you some magical 4K creation method? Because in a headset pixels are larger and thus more visible than on a monitor or TV two meters away, making it way more obvious that what you get is an upscaled image. I don’t want to see you disappointed when you realize that.

    How good it works also varies quite heavily from game to game BTW.

    TLDR: This is a really nice upscale/sharpening method, but not more than that. It does not magically create true 4K images out of considerably lower resolutions.

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