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  • #200341
    Ogrescar
    Participant

    You alternately refer to the game as Metro Last Light, Metro Redaux (spelling?), and Metro Final Light (doesn’t exist)? Maybe there’s something I didn’t see because I just skimmed through the vid.

    Ralf
    Keymaster

    Short remark regarding senotcars post two posts above: It almost correctly describes what FluidSync does, but the part about the ‘Headset Sync’ setting is not correct at all.

    Headset Sync

    That’s a rather technical setting which defines which method vorpX uses to synchronize the game and the headset thread. Always leave this setting at ‘Fast’ unless you encounter situations where the headset frame rate can’t keep up (usually a sign of GPU overload). The noticeable effect of ‘Safe’ is more leeway for the GPU on the headset thread at the expense of game frame rate. Don’t use unless necessary.

    The ‘Headset Sync’ setting does not affect the motion smoothing behavior in any way.

    FluidSync

    The noticeable effect of this setting is capping the game frame rate at half the headset refresh rate. There’s a bit more to it behind the scenes, but that’s what you should be aware of. Depending on the headset it may also cap the headset thread frame rate (but usually doesn’t).

    General Remark

    I’ll take a look at the new SteamVR smoothing shortly, but unless it solved inherent artifacts that so far plagued each and every video smoothing technique, I’d recommend to not use it with vorpX. Just as your TV’s ‘soap opera mode’ VR motion smoothing is more or less bound to fail in situations where there either are conflicting motion directions within a small space (obvious examples: legs of running people, galloping horses, cars crossing each other etc.). Same for static elements in front of fast moving stuff (e.g. TV station logos or in case of games, even worse, crosshairs or HUD elements directly in the center of your view). Situations like these often cause pretty ugly artifacts when a motion estimation based frame interpolation algorithm takes its guesses.

    vorpX per default tries to always keep its headset thread frame rate at the full refresh rate and maps potentially lower game frame rates via head rotation interpolation to the higher headset frame rate. That doesn’t interpolate the whole image, but it interpolates what is most important for comfort in VR (head rotation) without any artifacts at all.

    senoctar
    Participant

    Reprojection with more than 1/2 frames should work with vorpX because it’s managed by the VR platform.

    While most games should work well by default, there can be some issues due to synchronization. If you notice stuttering try to set “Direct Mode Async Render” to “Off” (in vorpX display settings).

    For fixed 1/2 reprojection the better option is to keep async mode On and set FluidSync to On as well. Again, if you notice stuttering (with default settings vorpX will adjust frame rate by itself and should be fine most of the time).

    senoctar
    Participant

    The issue with any kind of interleaving reprojection is that the VR framework interacts with vorpX and is largely unaware of the game. When the framework limits frame rate (ex. half the display refresh) in order to interleave synthetic frames, vorpX itself will be limited but the game is not. This induces a larger and variable delta between a frame render time and display time. The GPU is also overloaded with frames that are just dropped.

    Fortunately vorpX has two settings to help with this:

    Headset Sync

    When set to “Safe” vorpX will sync game frames with the VR rendering. I presume this isn’t possible to do perfectly. There’s always going to be some overhead in syncing and the VR distortion/render itself. So the game FPS will be lower than needed for smooth motion even if the GPU could push more frames. In my experience this is better than nothing but still exhibits some stuttering.

    Direct Mode FluidSync

    When set to “On” vorpX will limit the game frame rate to half the display refresh. It’s important vorpX uses the display refresh rate not the VR framework limit. With 1/2 synthetic frames the frame rate that vorpX requests from the game and the rate the framework requests from vorpX will be the same.

    Thus leaving Headset Sync as the default “Device (Fast)” and changing Direct Mode FluidSync to “On” will work great with 1/2 reprojection. At least if your GPU can keep a stable FPS.
    Personally I’m more susceptible to stuttering and low FPS than to reprojection artifacts. So I’m using this setup for most games. I haven’t noticed a quality difference between vorpX and native VR games. This is on the WMR platform. My understanding is reprojection in SteamVR and Oculus can also use depth information so there might be some difference there.

    Just to note some platforms have “auto” reprojection which enables when the framework detects the game can not keep up with the device’s refresh. This won’t work with Direct Mode FluidSync because vorpX duplicates every frame and the VR framework will think the game is doing just fine.

    For 2/3 or more synthetic frames I don’t think there is an ideal solution with vorpX right now. We could lobby Ralf to add additional options for Direct Mode FluidSync like “On 1/2”, “On 2/3”.
    I don’t have this on WMR but I hope it’s implemented at some point and vorpX will be able to use it.

    [developer remark: Unfortunately the above descriptions of the two vorpX settings aren’t fully correct (largely correct for ‘FluidSync’, not correct at all for ‘Headset Sync’. To avoid confusion please see the post below.]

    #200186
    Ogrescar
    Participant

    This is a list of dx11 games.
    https://www.pcgamingwiki.com/wiki/List_of_DirectX_11_games

    Unreal Engine and Unity games usually work well with vorpx so you may want to try one of those. Bioshock Infinite, most if not all of the Batman games, Borderlands 3…most games published after 2014 are dx11.

    Again, the api used may or may not be relevant – at one point I couldn’t hook dx9 games but dx11 worked. Game overlays can cause similar problems, so I’d suggest just a quick test to see if it’s a general problem.

    #200165
    Ogrescar
    Participant

    I used my own profile. I don’t remember what the base profile was, I just created it because the only profile in the cloud at the time was not very good. It’s still a work in progress though – I figured I’d check out the new cloud profiles at some point to see if they were any better than what I’d slapped together.

    #200160
    Mazzle
    Participant

    I remember reading that some games need to be borderless to get a 3d effect, but I didn’t realize fullscreen could cause issues if the 3d was working. I suppose it does make sense. When it’s in windowed mode, the OS just needs to hide a window, but when it’s in full screen, it’s changing a monitor settings, which leads to things needing to be re-initialized.

    If it’s not already obvious, your suggestion worked beautifully. After I switched AC settings to bordlerless, I can tab out without it crashing. Thanks!

    #200157
    BurritoSupreme69
    Participant

    I decided to reinstall Vorpx because I got a 3080, so I’m testing a lot of higher end games. I used to mainly use Vorpx for running the old games that have been converted to FullVR.

    I tried to lookup different information to solve the issue, but I can’t seem to get vorpx to properly hook to DXMD.exe

    To do some testing I downloaded Dark Messiah of Might and Magic, one of my favorite FullVR conversions. With minimal tinkering, DMOMM starts right up in vorpx just like it always did.

    I am on Pimax, and have my settings set according to the post here: https://www.vorpx.com/forums/topic/official-pimax-5k-8k-recommendations/

    Currently I am still tinkering and reading through pinned troubleshoot posts.
    Is there any specific reason it would hook to a game like DMOMM and not DXMD?
    Any help is appreciated.

    #200063

    In reply to: Hitman 3 (DX12 only)

    Ogrescar
    Participant

    I couldn’t get it to work with rdr2 or any of the profiles, including the one checked in by Paradise Decay. I have the GOG version whereas Paradise Decay has the Epic Store version. Not sure if that’s the difference but I just get a black screen in the headset and on the monitor. I know the games running because I can hear the audio.

    #200046
    RJK_
    Participant

    Hitman: Absolution (Z3D/G3D)

    I put Z3D on because G3D has ceratin objects not beeing transformed properly sometimes. (Just dont look nice) If you dont mind the glitches go for G3D with scalable HUD and Full VR w. headtracking.
    Disable Shadows in the menu if they annoy you.

    – Z3D on dfeault
    – G3D with glitches
    —but scalable HUD+Full VR w. Headtracking
    – Optimiozed for Cinema Modes
    – Profile available at the cloud

    The game is currently 82% OFF Here

    marchnytka
    Participant

    I am a little frustrated because it used to work but I did not use VorpX for a while after launch because it still was not optimal for me.

    I tried it again after the recent updates to CP2077 and VorpX and now I am getting this error and it crashes out the game or just will not load to Quest 2:

    VorpX Warning

    Possible conflict detected. vorpX may not work correctly. Please rename/remove the below files:

    C:\Program Files (x86)\GOG Galaxy\Games\Cyberpunk 2077\bin\x64\dxgi.dll

    I am concerned that removing or renaming that file will break the game entirely.

    I would love any support or suggestions.

    #199994
    Ogrescar
    Participant

    I’ve been playing through it again – absolutely fantastic game for 3D. I have to take frequent breaks in the tombs and crypts because the climbing makes me dizzy as hell – I know I ain’t gonna fall but it sure feels like I am.

    Got a decent performance boost from disabling SMT – game was optimized for intel/amd or so I’ve heard, but I’m running on ryzen/nvidia. I really wish the profile allowed dx12 because it runs substantially faster on my system.

    Anyway the game supports sbs natively so vorpx is just a viewer and headtracking add-on for the most part. Thank the game devs.

    #199944

    In reply to: AC: Valhalla

    steph12
    Participant

    i’ll just wait for official vorpx profile, i really hope that Ralf will manage to make this game works, and yeah i still havent touched valhalla because i’m waiting for this very profile :D but it’s fine i’m busy with tons of others games.

    #199938
    DrVecctor
    Participant

    Yes, your are right that the FOV slider does not increase your actual FOV but it affects, which FOV of the “first person character” is diplayed. According to the vorpX documentation this FOV should normally be adjusted to 112° but the official CP 2077 profile adjusts it to 115°. Maybe this setting is better or maybe because FOV could only be adjusted in steps of 5° before the mod (or update?)? But the mod you were mentioning concerns this “game settings” FOV slider, and for some reason this slider goes up to 165° in my (in game, CP 2077 and not vorpX) settings.

    Cre8ive
    Participant

    Hi everyone,

    I recently bought VorpX and I am quite happy with it’s capabilities so far. I tried one of my favorite games, ARMA3, which works well using mouse and keyboard. Nevertheless there are two things I can’t stop thinking about:

    1. Using Motion Controllers (i.e Oculus Touch) for aiming: I know this has been discussed a couple of times in this forum and this feature has been deprioritized because for most of the FPS looking and aiming is not decoupled. But not for ARMA 3 – Looking and aiming are already two different types of control so I figured it should be possble, or am I wrong? Is there any update when this feature is on the roadmap

    2. Use Positional Tracking to change stances/leaning: Maybe it is already possible and I just haven’t found the correct setting, but it would be cool if the positional tracking could be connected to the stance/leaning system of Arma 3. I have in mind that in TrackIR/OpenTrack it was possbile but I am not entirely sure. Would appreciate if anybody has some advice how to set this up.

    If those two things would be implemented, ARMA3 would come pretty close to a native VR game with full controller support.

    Curious to hear your opinion.

    Cheers.

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