-
AuthorSearch Results
-
Jun 4, 2018 at 11:43am #173279
Topic: Watch Dogs left-right glitch with dynamic lights
in forum Technical Support
LukeRossParticipantHi Ralf,
once again, thanks for the amazing update!!!
I am playing the Watch Dogs campaign, and driving through the streets of Chicago in VR is simply mind-blowing :-)
I just wanted to point out a problem which perhaps is specific to my setup (single GTX 1080 Ti card, Oculus Rift, Windows 10, Steam version of the game with UPlay). I’m not sure if it is the same problem that you were referring to in the blog post as “Watch Dogs: shadow glitch fixed”.
Whenever there are local, dynamic lights (mostly at night, but also during the day if for instance you cause a fire), the illuminated area starts to flicker erratically with a left-right motion. It’s not just the shadows: objects move too, as if the game was randomly switching between the left eye and right eye camera positions.
It’s a very disorienting effect, and even though I have a very high tolerance for VR-induced motion sickness, I find it quite hard to deal with.
I have tried changing resolutions, antialiasing, and every single graphics option, but nothing seems to make a difference.
Any ideas? Has anyone been able to get rid of the glitch? Or am I the only one to have it?
May 29, 2018 at 8:00pm #173185In reply to: Bioshock 2 – anyone running it successfully?
dextrovixParticipantThe situation is better than before, but apparently still not perfect. I literally spent two full weeks on this, rewrote half of the DX9 pipeline, even implemented a custom memory allocation just to find the root cause of this issue, but no dice. Extremely odd and diffcult to debug problem that seems to be exclusive to this one game.
The next vorpX version will get support for the HD versions of Bioshock 1+2. While they perform worse with vorpX due to their extremely lackluster DX11 conversion, you should be able to play Bioshock 2 without crashes that way in the not too distant future.
Thanks for the update Ralf. I agree it seems this one game is just so unstable yet based on an engine that works well in other titles, but you’ve clearly tried your best on this.
At least I know there’s nothing more I can do but wait for the HD support version to come in future- I’ll just hope DX11 doesn’t cripple performance too much for my 1080 to handle! Cheers.
May 28, 2018 at 8:09pm #173159In reply to: Bioshock 2 – anyone running it successfully?
RalfKeymasterThe situation is better than before, but apparently still not perfect. I literally spent two full weeks on this, rewrote half of the DX9 pipeline, even implemented a custom memory allocation just to find the root cause of this issue, but no dice. Extremely odd and diffcult to debug problem that seems to be exclusive to this one game.
The next vorpX version will get support for the HD versions of Bioshock 1+2. While they perform worse with vorpX due to their extremely lackluster DX11 conversion, you should be able to play Bioshock 2 without crashes that way in the not too distant future.
May 28, 2018 at 10:05am #173150In reply to: vorpX 18.2.5 Available Now
nieda113Participant@ralph,, no problem i am fine with your comments,, i just made a joke..I appreciate ur dedication towards voprx, u know that since iam an erarly adopter, i have tested almost every 3d application and VORPX is the besides Nvida 3d tvplay and helix mods the best choice. I posted because i really miss dying light and far cry 5.
i just wanted to be funny…..May 27, 2018 at 11:02pm #173148
dellrifter22ParticipantI just tried and didn’t have luck getting any type of 3D working with that profile.
I tried about 10 other profiles (Assass Creed, GTA, Just Cause etc) last week with no 3D luck.
I haven’t tried the newest Just Cause 3 profile fix yet come to think about it, but I already have my doubts. I’ll let you know.
May 26, 2018 at 8:36pm #173114In reply to: dgVoodoo2 on Windows 7
RJK_ParticipantYes, thanks i have tried all kinds of settings but no luck.
My debugging capabilities are very limited, otherwise i would debug a bit deeper, but if i should do some guessing into the blue, i could imagine the following (be aware my knowledge of DX is relatively limited also and i might be talking crap): In dgvoodoo you choose beetween DX11 feature_level_10_0 and 10_1. So my guess is that the device has been already created. Where Win10 possibly can handle multiple instances, the same attempt will fail on Win7. – Only some late saturday evening guessing..
Well, the dgvoodoo is not “so” important, just would have been cool to experiment with that (without installing another windows yet) because i have a couple of hundret DX7/8 games also in my crazy game collection.
Because i might me the only one with that error it would be good if other users could verify this on WIN7.
May 26, 2018 at 4:24am #173095In reply to: Star Citizen 3.0 now works with vorpX
EychimoParticipantNo, It is something CIG did with code. You will just have to use z buffer till next Sc patch. I run all my games at 2160 X 1200 just to use VorpX at best HMD res. What ever change they made also resets the position of everything open on my desktop when i leave or tab out of game. I just have not taken time to see if I could get it working again. Most likely just needs an off or on switch for something in a CFG file. I personally do not really loose much 3d in z buffer so just not a priority for me to search out the cause. :)
May 25, 2018 at 9:02pm #173076In reply to: dgVoodoo2 on Windows 7
RJK_ParticipantHello Ralf, i am aware of that, i just thought i give some feedback on Unreal 2 because it was listed in the dgvoodoo profile. I will try the 2.54.
May 25, 2018 at 7:03pm #173062
JimbosteinParticipantI had some trouble starting up ESO, every time I tried to switch to immersive or cinema, the game would lock up and crash. Eventually I loaded up vorpx config, paged through some settings (didn’t change anything) and clicked save, and now the game works fine.
I am very impressed how well G3D works! Very little that is wonky…lighting, water, spells all work fine. Shadows are a little janky, but that is to be expected.
The height of your character very much matters…unfortunately my main is too tall.
With the default settings, the UI interaction and cursor lines up very well with the 3D plane, and it feels good. However, I didn’t think the 3D effects were enough. I bumped G3D up to 1.50 instead of 1, and that helped immensely.There are two mods I advise you to get, that immediately made the game better for me:
The first one is Immersive Horse Riding. This mod lets you ride your horse in 1st person mode instead of forcing 3rd person. It is very lightweight with no further settings/interaction required..it just works.The second mod is Free Dialog Camera, which doesn’t force the game to zoom your camera up to whoever you’re talking to. This is important because when the game zooms the camera in, most of the 3D-ness of who you’re talking to is lost, and you’re looking at a warped perspective. This mod properly keeps things in perspective, yet brings up the dialog interaction system as normal.
The only thing you need to fix (compatibility kinda broke) is to go to your ESO document folder->live->addons->FreeDialogCamera and modify the .lua file (can open with notepad) to change 1 line. Change ZO_ItemPreview_Shared.IsInteractionCameraPreviewEnabled = IsInPreviewMode to ZO_ItemPreview_Shared.IsInteractionCameraPreviewEnabled = GetPreviewModeEnabled and that’s it.Anyways, happy questing!
May 25, 2018 at 12:01pm #173038In reply to: vorpX 18.2.0 Preliminary Changelog
fugaziParticipant- Just Cause 3: Z3D didn’t work anymore
So Just cause 3 Z3d will work again.
¿can I ask if Just cause 3 got a g3d profile?Great update, thank you.
May 15, 2018 at 3:18pm #172868
OculusRiftRocksParticipantI did read it but as i said i was an early adopter of your software and if i can remember vorpx didn’t mrror the monitor back then, or if it did it was in SBS windowed view i think,I can’t recall.
I run VorpX games in a window now, vorpX works fine that way, what i am saying is the standard of rendering games in VR seems to be incorect for VorpX as almost every official app runs in a window or minimised because in genenral your not supposed to feed a low resolution/different AR feed into a higher resolution different AR monitor regardless of whether there is a minor or massive issue on the monitors end.
so I am hoping thinking as
- nice to have
faeture to be added in over 1+ year if its easy to do, I did see option to mirror image in direct mode, maybe that will do that, but an optin like that would be good, or just an overal standard option in control panel, ‘for windowed gaming’ so you dont feed all these moniors with incorrect resolutions/ARs, some other problems may happen down the line.
May 15, 2018 at 11:27am #172862In reply to: [Pimax] New user headtracking issues and more
samvernerParticipantThanks for confirming my assumptions.
I figured out I had to disable the pimax gyro to disable positional tracking from the vorpx in-game menu a couple of days ago. There seems to be no other way through the regular config or settings files.
So usually the workflow is: I reinstall vorpx, disable the gyro through piplay, disable the positional tracking through vorpx ingame, quit the game, re-enable the gyroscope, and restart the game.
I had really expected this to be the problem, but the spinning problem remained.There are no fancy gamepad/joystick/etc. programs running. It’s a reasonably clean rig. No sticky keys either. I just got a new logitech m90 mouse today, very simple, similair to the previous trust mouse, but it made no difference.
I’m testing Jedi Knight 2, Kotor, The Stanley Parable and Thief 2. Halflife 2 I test only sporadically as I had other issues with it.
What did you mean by “They won’t look perfect on your monitor, but will look better in the headset.” Any color artefacts by chance? Because the games tend to look fine on the monitor but have issues with color on the headset. There are some weird things going on the main monitor like the jedi knight 2 logo on the title screen spinning like crazy when head tracking is enabled, but that’s nothing compared to the entire world spinning in the headset. The title screen from Kotor is similar, darth malak looks like he had way too much coffee on the monitor.
—-
Is it correct that normally in a supported fps game, you can move the camera with the headtracking from the headset but also with the mouse/gamepad/keyboard?
Is there any way to disable everything but the headtracking as camera control?I fiddled around with the gamepad emulation mode, didn’t help, but also didn’t stop the camera from being controllable with the mouse. This was all with the gyro off, change setting, quit game, gyro on, restart game process.
May 15, 2018 at 10:32am #172860In reply to: [Pimax] New user headtracking issues and more
dellrifter22ParticipantYes, try to disable Positional tracking if you haven’t already (thought you had). In vorpX config checkbox “never change any game settings” and apply. Then in the ingame menu positional tracking should be off, but turn it off there if it isn’t.
Any gamepad emulation drivers/processes like Xpadder running? Racing wheel drivers?
what about Windows Sticky Keys? I’ve read having that enabled can cause control problems in normal games.
Sorry, taking shots in the dark. You are testing several games, not just one, right?
—————————
Correct, the Pimax should not show up as a display. All custom resolutions are made for your primary monitor (games render to the monitor and vorpX borrows that signal). Mine for example is native 1920 x 1200, but through method similar to DSR it can attempt to display much higher resolutions. They won’t look perfect on your monitor, but will look better in the headset.Each resolution you create is tested to see how your monitor can handle it. try 3840 x 2160 on you monitor, see if it passes etc. If its flashing or all black it didn’t pass.
while gaming, you don’t set your desktop to these custom resolutions (keep native), you select the custom resolution inside each game’s video settings.
These are things to try after the headtracking gets sorted of course :). good luck.
May 15, 2018 at 8:53am #172857In reply to: [Pimax] New user headtracking issues and more
RalfKeymasterEven if you don’t believe that USB devices are the cause of the issue, please still double check it. A flight stick for example would be capable of creating such an issue or a badly calibrated gamepad that doesn’t re-center correctly.
vorpX doesn’t read the gyro signal of your Pimax directly. It uses the SteamVR functions for reading the headset pose just like any other SteamVR app, which is why vorpX can work with any Steam VR headset. In fact there is not a single Pimax specific line of code in vorpX.
The factory reset message most likely just means that some file wasn’t there. If you did a reinstall, you can be sure that everything has been reset.
Do not use extended mode, vorpX only works in direct mode! Custom resolutions have to be added to your main monitor.
May 12, 2018 at 2:02am #172807In reply to: Mankind divided crash on game start
dborosevParticipantSo this issue is back with a vengeance. I have been playing Mankind Divided about 20 times over the past week. Worked great. Then, in the middle of a game, it crashed to desktop. Ok fine. So now, no matter what, I can’t get the game to run anymore with VorpX. Tried re-importing, rebooting, no AV. It just keeps giving me the steam error “Access Denied”. Without VorpX, works great.
Very frustrating as it was just working fine for months, then CTD causes this.
Ralf, have you been able to narrow down what might be causing it? Disabling AV no longer works after this CTD. -
AuthorSearch Results
-
Search Results
-
Hi Ralf,
once again, thanks for the amazing update!!!
I am playing the Watch Dogs campaign, and driving through the streets of Chicago in VR is simply mind-blowing :-)
I just wanted to point out a problem which perhaps is specific to my setup (single GTX 1080 Ti card, Oculus Rift, Windows 10, Steam version of the game with UPlay). I’m not sure if it is the same problem that you were referring to in the blog post as “Watch Dogs: shadow glitch fixed”.
Whenever there are local, dynamic lights (mostly at night, but also during the day if for instance you cause a fire), the illuminated area starts to flicker erratically with a left-right motion. It’s not just the shadows: objects move too, as if the game was randomly switching between the left eye and right eye camera positions.
It’s a very disorienting effect, and even though I have a very high tolerance for VR-induced motion sickness, I find it quite hard to deal with.
I have tried changing resolutions, antialiasing, and every single graphics option, but nothing seems to make a difference.
Any ideas? Has anyone been able to get rid of the glitch? Or am I the only one to have it?
