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  • #205228

    In reply to: Vorpx in the news

    Ralf
    Keymaster

    I expect it to work just fine for RDR2, will check tomorrow to be sure. There isn’t really any point in its new alternate frame G3D pipeline that I can imagine to cause issues.

    For both normal G3D and Z3D things are bit more complicated since DLSS may confuse certain size based stereo 3d heuristics. So in these cases it depends on the game, respectively certain profile flags that may or not be active for a game.

    mr_spongeworthy
    Participant

    I’m having a new issue I haven’t encountered before: I’m getting Steam VR crashes when playing Cyberpunk 2077 and Greedfall consistently and repeatedly when I’m trying to spit the output to my Pimax 5K+ through vorpX. They do NOT crash when using vorpX to spit them to my generic 3D display (Steam VR is not running in this case, and therefore can’t crash.) I’m playing other titles just fine vorpX -> Pimax, including some relatively demanding ones (Outer Worlds etc.) The only difference off the top of my head (beyond those being entire different game-engines) is that I’m playing these in Virtual Cinema mode, not as full VR titles.

    Things it is not: it’s not overclocking or overheating issues. My rig runs very cool and I can push both the GPU and CPU to 100% with zero stability issues under extended testing (both benchmarking and real-world.) For example, Cyberpunk 2077 routinely pegs my GPU at 98-100% usage and runs between 45-60fps with vsync on (I’m using RT on a 2080 Super) and my temps remain below 70c. CPU usage under *any* game scenario isn’t enough to even make my system blink (liquid cooled 5900x running stock frequencies as there is zero point in overclocking it at this point.) So I’ve made very, very sure that I’m running a stable configuration in terms of the hardware; it’s only when adding vorpX -> HMD that this issue appears.

    Any obvious things I could be doing wrong? I’ve been wondering if it’s a vram thing, but that should maybe cause a hitch in performance, not a lockup.

    #205195
    Higgenboober
    Participant

    I’ve tried it with the wrapper as well. However it doesn’t seem fully compatible because my FOV is all messed up as well as the HUD that VorpX usually fixes when its loaded properly. I’m going to try it again but I don’t think I was able to adjust it through the VorpX in-game menu either (but am able to without ENB)

    #205189
    Ralf
    Keymaster

    It’s a bit worrying that two potentially tracking related WMR issues pop up on the same day, but I also can’t replicate this one.

    As far as vorpX is concerned the last update was the one from three weeks ago, not sure whether there has been a WMR update in the last days.

    One thing I noticed while checking this is that there seems to be some minor issue with ALT-SPACE recentering while in EdgePeek mode. Just caused a small offset for me, but that is the closest I observed to what you experienced. So the only thing I can suggest is trying to recenter while the normal view is active, not in EdgePeek mode.

    mr_spongeworthy
    Participant

    Yeah, this kind of thing is becoming important very quickly. The current state of video cards is very much tipping the ‘bang for the buck’ equation towards AMD, and I’m already seeing slightly better availability on AMD GPUs as opposed to NVIDIA. It’s starting to look more like AMD will be the preferred choice soon, and not only that but might be available at MSRP sooner than NVIDIA cards will be. I know I’ve been considering switching from my 2080 Super to AMD because the AMD cards often include significantly more VRAM at any given price/performance point and I’m often right at the edge of my 8GB already, so being able to purchase a card from AMD with 16, rather than an NVIDIA card with 10 or 12 makes a lot of sense to me.

    Of course, this could all turn around again any moment, but at least for now it looks very wise for every developer involved with VR to be working as hard as they can for full AMD compatibility.

    As for FSR in particular; in theory it should work through vorpX? DLSS does, and ultimately this type of technology shouldn’t really be that big an issue as it’s all handled in the game rendering itself (that’s why games have to support it. At least, that’s my understanding.) Although, I suppose if it automatically adjusts the resolution on the fly that could really mess with depth-maps?

    #205130

    In reply to: Feature request

    Ralf
    Keymaster

    Using vorpX directly is always better, not just because of the obvious image quality loss from the Full > SBS > Full scaling. You gain nothing, lose 80% of what vorpX can do, and add unnecessary performance issues on top of that.

    The only reason the SBS output exists is because some users requested it for use with 3D TVs and projectors. DO NOT use it for some weird construction with an extra tool that captures the SBS image and displays it in the headset. That’s entirely pointless.

    #205110

    In reply to: Feature request

    senoctar
    Participant

    (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Yeah, that is the bare minimum for a decent experience.

    In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    With G3D rendering at half horizontal/vertical resolution there shouldn’t be much quality loss compared to a full frame. However with Z3D there is some added aliasing because rendering is done at full resolution, then AA is applied, then the image “cut” in half.
    This is clearly visible in these screen grabs from Depth 3D taken while I was testing Super3D (a color-space 3D format between Depth3D VR effect and the VR Companion App).
    s3d-aa
    For me in some games it’s quite annoying while in others I can barely notice it.

    geogan
    Participant

    I have a good game I’d like to see in true stereo 3D… it is not listed in the supported games (probably just because nobody tried)…. but right now it seems to only open in the flat 2D modes in VR, which is no good. It seems to be just a normal DX 3D game so I don’t know why the stereo 3D option is not available.

    Is there something I can do in config or something to add the stereo 3D VR option to game or is it automatically determined by vorpX and not shown if unsupported? Or does it just not add stereo option for unknown games?

    Reason i know stereo not working is because I know what it looks like when it is working eg for Battlefield 4.

    #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    #205078
    NightbladeCH
    Participant

    Ok, so I read the tips about various programs and such and I did have two that were mentioned to cause issues, teamviewer and Nvidia control panel. I disabled them from startup and restarted my pc. I also took Vorpx off of admin permissions however when i attempted to launch after that it said that Vorpx didnt have access to Fallout76 and suggested I try giving it admin perms. Doing so of course just causes it to crash. Thoughts?

    The-Wolf
    Participant

    Dear Gamers,

    yesterday i found this MOD and i found it worth to post something about it here.

    My Setup:
    FlatOut: Ultimate Carnage Steam Version
    Valve Index – SteamVR
    VorpX
    Zolika1351’s FlatOut UC Trainer (MOD) – https://www.nexusmods.com/flatoutultimatecarnage/mods/2

    The MODs-Name is “Zolika1351’s FlatOut UC Trainer” which is basically a GTA 5 like trainer menu. i thought “Camera rotation with the mouse” would be a good feature for Headtracking in VorpX but as i used this mod i saw that the developer himself added VR Support for this task:
    Version 11.0
    Added .ini options for VR
    Fixed Custom Camera not disabling properly in the VR enabled version
    Made VR Offset consistent across all cars by driver position
    Version 10.0
    Added VR support with head tracking (for displaying the image, use either VorpX, or Reshade with the SuperDepth3D_VR shader and Virtual Desktop)

    (the needed DLLs for VR are in a seperated folder)

    with F7 you could open the mod and the last menupoint is VR. You could position the camera where you want (i prefere cockpit)

    Known Problems i found:
    1. Menu crashes the Game
    The Game is extremly instable if you use the menu. If you use it in the Game menu its better than in a race. Just Tweak your camera the way you wanted and put the Values in the mod ini. Than you can activate VR in the Game Menu and if you dont bring up the Modmenu ever again the game seems not to crash

    2. No geometric 3D witch VorpX
    I thought that VorpX could do real 3D but maybe the Camera-Mod kills that feature. I dont know but ive turned it of because the performance is horrible with it.

    3. Boost effect let you think you jump in hyperspace
    So if you use boost the camera effect is really not as funny as it sounds in vr. but if you change the ingame camera ( c ) there is a “position” without a driver. in this camera the boost effect isnt shown

    4. No HUD
    Didnt find a workaround for it yet

    5. Bad Graphics
    Well the game is from 2008. If you zoom in the textures dont look good at all. Maybe i find a way with Supersampling SteamVR or scale the game to 4k – or maybe there is a texture mod?

    Note: i dont made this mod, i only found it. I cant help you with errors. Thanks to Zolika1351, it was my dream to play this game in VR!

    @VorpX Developers:
    Maybe you could contact the developer and find out what he uses to set the camera. The Freelook might be added in the vorpX injection and than we would need that mod (and maybe the 3d comes back)

    #204942
    Ralf
    Keymaster

    If you happen to have dynamic FidelityFX settings enabled, please try to disable it. That’s the only thing I’m aware of that may adjust itself depending on the game’s performance.

    vorpX applies 3D and everything else after the game has rendered an image in this case, so it can’t cause texture pop-ins or similar effects itself.

    Buzztee
    Participant

    Hi,

    I just started playing Sekiro – Shadows Die Twice using Vorpx in g3d full vr mode. After maximizing fov with a third party mod (since doing it within vorpx game menu caused weird clipping issues), I was very happy how well it worked and how good it looked.
    After the first time using quick travel though I noticed the depth blood decals and shadows are rendered in is off (i.e. further away from the camera than the ground it is projected on). When I restart the game it’s fine again until the first fast travel or respawn.
    Did anyone encounter similar issues and could point me in the right direction for a fix?

    Ableseth
    Participant

    VorpX for Battlefield 4 does not work.

    Recently I tried to play Battlefield 4 in VorpX; use my Oculus Rift S as a sort of head-tracking device so that I could pilot jets better. However, VorpX completely destroys my game’s graphics as seen in >>>>> THIS YOUTUBE LINK<<<<<

    I’m completely unsure as to how I could fix this. I have my suspicions that it could be the geometry build that VorpX has that could be interfering with the game directly, but I have yet to find out a way to change settings without crashing the game.

    Yes, trying to change most of the geometry settings in VorpX causes BF4 to crash like clockwork. I’m unsure how to change these Geometry Settings outside of the game.

    Would appreciate any help! Really wanna try BF4 out in VR. Its weird since I’ve seen VorpX gameplay of BF4 just a few months prior, but now and my partner’s PC is experiencing the same Graphical error!

    I would appreciate any help. This isn’t time-sensitive or anything but I really would love to try out BF4 in VR, and it seems unfair that it is preventing me from doing that and blasting me with something that could give someone a seizure XD

    Once again here is the link: https://www.youtube.com/watch?v=ZhFGaF8ToBc

    mariametro
    Participant

    Hi team,

    I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.

    Fallout New Vegas:
    DirectVR scan causes freeze and crash to desktop.

    Metro 2033 / Last Light Redux:
    About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.

    Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.

    I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.

    I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)

    I’m curious if anyone else has encountered similiar issues.

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