-
AuthorSearch Results
-
Sep 11, 2021 at 1:05am #206195
In reply to: A couple Cyberpunk Issues
RalfKeymasterThere 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.
Sep 10, 2021 at 8:16pm #206191In reply to: Best game for VORPX?
haintsParticipant@ haints: There was a vorpX update earlier this year that addresses the weapon issue directly, and Titanfall 2 was among the first 5 games to get the new features.
Okay, that makes sense. I figured it had to be something like that, because having your weapon be the same depth as the ground beneath it in a FPS just seems so obviously a terrible idea. I’ll have to try Titanfall 2 again and see how it looks now. Thanks for the info!
Sep 10, 2021 at 1:53am #206176In reply to: Any Plugin/Driver SDK/API ?
nztyke33Participanti was thinking more along the lines of perhaps vorpX scanning some “addon” folder on startup, for any dll that has code implementing some interface, say, with a method called maybe void SendData(..) and
void ReadData(..) or something. any files that cause issues can be put on an “ignore” list so that future startups wont cause issues. i think you know what i mean, having worked with openvr, etc.the reason why i ask for this feature is that, sure, i can implement the “HMD” position tracking directly using a custom made openvr headsets driver but since vorpx is able to render without openvr/xr, it would be nice to not have to use those if vorpx is working in “generic vr headset” mode.
anyway, just a suggestion. no rush. in the meantime i will use my custom openvr driver :)
Sep 6, 2021 at 6:55pm #206093In reply to: GTA5 on Steam, Valve Index Trouble
MazzleParticipantIt took me a minute to figure out that VorpX needed ScriptHook too. Ironically, I had ScriptHook installed from my install of LukeRoss mod but deleted it so I could try GTA with vorpx lol. For an hour or so, I searched everywhere for other copies of scripthook, because I thought the scripthook error message meant that I didn’t fully delete the copy I previously had installed. I couldn’t tell that vorpx was the one looking for a copy.
OP, are you saying that vorpx loads properly when it’s renamed? Or are you just saying that it doesn’t crash?
Sep 4, 2021 at 2:55pm #206040In reply to: Fallout 4 on Oculus Rift S
PointlessSpikeParticipantYeah, 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).
Aug 30, 2021 at 10:03am #205930
dellrifter22ParticipantA 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.
Aug 29, 2021 at 1:13am #205901In reply to: Hardware Questions
Lawrence1962Participantthanks 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 ?
Aug 27, 2021 at 2:01pm #205877
CrackerBrand00ParticipantFixed the issue, turns out I was a moron. After disabling the DSR Factors, I was not hitting reply, the way the window was laid out, it looked like it was being applied automatically! My mistake, apologies if anyone wasted time looking into it for me.
New question though, I’m using a HP Reverb G2 from what I read online.. the headset resolution is 4320 x 2160 total or 2160 x 2160 per eye.
Are these compatible resolutions, and if so which should I use. I only worry because it warns when I enable custom resolutions because it said use at your own risk, because using custom resolutions voids the warranty and could burn out the graphics card.so TLDR:
* Fixed old problem
* My main monitor is 1080p
* I have a HP Reverb G2
* Internet said it’s resolution 4320 x 2160 or 2160 x 2160 per eye.. <- which one, if either should I use?
I would just add and test, but my Geforce Experience says custom resolutions can be dangerous and voids warranty.
Thank you!Aug 25, 2021 at 3:07am #205848
PicdelagParticipantExactly the same problem here.
I’m a little frustrated because… This is the first time i go in this menue and try to edit these things myself, put some time into it for understanding how it works, more time to try to fix the intended game profile as much as i can, relaunch the game and BOOM everything is gone…Tried multiple times to just make one modification and save but without luck…
The game is “Aliens: Fireteam Elite”, it’s just been released and i see that it have a profile in the cloud with 2 shaders edited, so i imagine it’s still possible for some users?
Bad news is, i made clearly a better profile that i just lost…
Hope for advices or solutions please…
Aug 23, 2021 at 4:16pm #205812In reply to: Steam Store Question
RJK_ParticipantIIRC You would be still forced to register at “Steam” though, otherwise you wouldnt be able to make a purchase. Besides “Steam” forces customers to reveal personal data. In my eyes selling something on “Steam” always puts a bad light on a seller.
I am in strong doubt that “Steam” users do not know how to use google and find VorpX, so that potentional you mentioned i would kindly call a pure guess. Though you name it: “Steam” makes cash on every seller. Too much ! I would strongly advice Ralf not to deal with “Steam”. Nvidia doesnt, Wallmart doesnt either, the Helixvision guys probably do just because they havent found an easier way. The way VorpX is beeing sold is just perfect, no mess with third party crap.Never touch an running system !
Aug 21, 2021 at 7:15pm #205777In reply to: A couple Cyberpunk Issues
mr_spongeworthyParticipantThanks Ralph, I appreciate you taking time to respond. That makes perfect sense.
Possibly I will be able to play the game in full VR with my Index motion controllers when they arrive, or just be happy with Cinema mode. TBH the one thing really going for CP77 is the graphics engine with RT; it makes little sense to sacrifice that in the name of forcing it into a VR experience.
Now, when the NEXT gen cards come along, I think I’ll actually be able to push enough pixels, even through vorpX, to play a game like this at the clarity I want in full VR mode.
For now, older games that I can push at 4K using a G3D profile (F03, etc.) look absolutely amazing in full VR, but modern games, ironically, with their newer-but-much-softer AA in the first place, and needing to use Z3D to push the frame rate I need: Even at 4K they often end up too soft.
Not a complaint, just an observation of the limits of technology. TriDef was always much softer in Z3D than G3D mode as well.
One thing that might help: Is there any way you could try to make ReShade work more consistently with vorpX? Right now it’s hit-and-miss. The error pops up, but with some titles it works just fine (Greedfall). With others it will cause an instant CTD (CP77 is one of these). I have LONG used AA, sharpening, and very importantly the Film Grain ReShade filters to manage games that otherwise look poor with various 3D techniques. A small amount of Film Grain, for example, can help to mask Z3D halos and will trick the eye & brain into perceiving a scene as being more detailed than it actually is (the brain interprets a certain amount of grain as added sharpness/detail for some reason, a trick photographers have used for ages to ‘fix’ photos that are too soft.)
If you can’t work to allow ReShade to work the normal way, is there any way you could set it up so that vorpX can handle ReShade itself and apply it to games that way?
Aug 21, 2021 at 12:09pm #205771In reply to: A couple Cyberpunk Issues
RalfKeymasterThat happens because vorpX emulates a mouse for head tracking in CP2007. When you play with a gamepad the game gets confused whether a gamepad or mouse/kb is used und thus switches between the both help overlays. A handful of games let’s you pick the help overlay to display manually, but I don’t think CP2077 is among them.
The only way to avoid that in case of CP2077 would be to enable the gamepad override in the vorpX menu and then configure vorpX’s gamepad > mouse/kb emulator to your liking. Normally that’s just meant for games that can’t handle simultaneous mouse and gamepad input at all though, so my recommendation would be to live with the glitch instead. If possible, native gamepad input is always preferable.
Aug 18, 2021 at 11:45pm #205747In reply to: Homeworld Cataclysm Profile
AnsarkParticipantI finally managed to run Cataclysm and the original Homeworld in 3d, but there seems to be a bug with the build menu. After using it, everything gets dark.
Besides, I’m not so sure about what caused the problem. I didn’t do anything to fix it, it just worked in one of my tries. And now I’m unable to get it to work again.
Both, Homeworld 1 and Cataclysm crash when I try to launch either of them with vorpx enabled (they work fine without vorpx). The windows crash report created by the original Homeworld seems to indicate there is some problem with opengl32.Aug 15, 2021 at 4:49am #205689In reply to: Skyrim SE xbox360 controller disconnecting
OgrescarParticipantWell, at this point I feel like a total idiot. My initial assessment was correct – it was the Oculus Client messing things up, not Vorpx. I realized this after the problem occurred again last night and I tried to repair it with the game console, which failed miserably because it was already gamepad-enabled.
For some reason the Oculus client was hiding the controller and sending keystrokes and mouse inputs (sounds a bit far-fetched on the keystrokes, but I opened up the console, moved the left stick around, and saw it fill up with WASD’s). I checked some other games (Bioshock Infinite for example) and they also had the same problem, while other’s didn’t (Borderlands 3 and Witcher 3). Even some native VR apps had this problem, whereas Virtual Desktop was unscathed.
Anyway, I had to re-install the Oculus software 3 times and re-pair the controller a gazillion times before it took, so I’ll be getting a new hmd soon. If you’ve got any recommendations for anything that doesn’t have Oculus or Facebook written on it…
So…I was really having fun in Skyrim – I’d lost interest in the game before Vorpx, but now I’m back at it again. Vorpx was what I got my headset for, I just didn’t realize it at the time, so thank you very much (I found that with few exceptions that native VR games are {expletive deleted}, IMO).
Aug 12, 2021 at 11:33pm #205666Topic: Image Warping / Distorting When Looking Around
in forum Technical Support
elliotttateParticipantRalf, thanks for all you do with VorpX! I was hoping maybe you could shed more light into what exactly causes warping to occur when looking around in some games and why other games don’t have that issue.
Many of the Source games are examples of a perfect image and looks like normal VR. Cyberpunk 2077 (even with all the custom resolutions set) looks good until you turn your head. You then get a slight warping of the image as you turn from left to right.
What exactly is that? And if I were to mod the game, what exactly would I need to change to fix that completely? FOV is one big culprit, but no matter how that’s tweaked, that doesn’t completely go away. Is it just the need to adjust the horizontal and vertical FOV separately that would fix that? I assume all the need barrel distortion for the headset is already being accounted for. What else than the vertical / horizontal FOV would need to be adjusted to make that perfect? Thanks!
-
AuthorSearch Results
-
Search Results
-
Ralf, thanks for all you do with VorpX! I was hoping maybe you could shed more light into what exactly causes warping to occur when looking around in some games and why other games don’t have that issue.
Many of the Source games are examples of a perfect image and looks like normal VR. Cyberpunk 2077 (even with all the custom resolutions set) looks good until you turn your head. You then get a slight warping of the image as you turn from left to right.
What exactly is that? And if I were to mod the game, what exactly would I need to change to fix that completely? FOV is one big culprit, but no matter how that’s tweaked, that doesn’t completely go away. Is it just the need to adjust the horizontal and vertical FOV separately that would fix that? I assume all the need barrel distortion for the headset is already being accounted for. What else than the vertical / horizontal FOV would need to be adjusted to make that perfect? Thanks!
