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  • perkel
    Participant

    I am trying to play Monster Hunter World game and everything works great until motion controls lose tracking or something and suddenly my xbox pad now seems to be rebinded as keyboard so if i press triangle instead of attack i get space.

    VorpX then gives me hint to switch off motion controls in vorpx menu but when i do that nothing happens and there is still above issue.

    Is there a way for VORPX to leave my Xbox pad alone ? I don’t want VORPX to ever touch my pad again as this is not the first time when it tries to rebind my gamepad to keyboard for some reason.

    #202349
    lokiss88
    Participant

    Empyrion
    Wreckfest
    Sonic generations
    Darksouls 3
    Titan Quest
    Monster Hunter world
    Mafia 2
    The Witcher 3
    Trials Evolution
    X-Com NME unknown
    Giana Sisters Twisted Dream

    #202170
    Picdelag
    Participant

    Thanks again Ralf, but i found an issue i think.

    In Monster Hunter World, i can maintain 45 fps stable, but in this case the headset framerate drop often below 45 and smoothness drop also.

    It’s more happening in Fast synchronisation mode, but in safe mode my game framerate drop below 45.

    Can you do something about this?

    OpenXR with Reverb G2.

    #200280
    Ralf
    Keymaster

    When you set the override to ‚Off‘, the gamepad works natively.

    IMPORTANT:

    Don’t recall currently whether that’s the case in Monster Hunter World, but whenever the gamepad override is enabled per default in a profile, it is enabled for a reason. Quite a few games do not process simultaneous gamepad and mouse input correctly. The gamepad overlay exists to allow using a gamepad while vorpX emulates a mouse for head tracking in affected games.

    In other words: without the gamepad override you would not be able to use a gamepad and mouse emulation head tracking at all in games that can‘t handle mouse and gamepad input at the same time.

    #200278
    perkel
    Participant

    problem 1 – VorpX takes over gamepad for some stupid reason and disables it. Previously vorpX also tried to took over gamepad but that stupid feature was thankfully something you could skip by connecting pad after starting game. Not it just doesn’t work

    problem 2- every key press on keyboard forces steam to take screeshot (that screenshot steam sound) and freezes game for 0.5s. Disabling screenshot function shortcut in steam options doesn’t help.

    So right now it is unplayable. Tested on oculus quest 2.

    Ralph can we can clear “I DON’T WANT VORPX TO FIDDLE WITH PAD” option ? There are like 3 different options in vropX options for gamepad and none of them make sense.

    hide – disables completely pad
    partial – some keybinds are changed ?
    override – ?
    full – default

    There is no option : “remove vorpx taking over pad”

    DrRobotnik
    Participant

    In case it helps with your thinking, I just tried it in Monster Hunter World and G3D works fine, so it’s something to do with Sekiro. Could it be to do with DX?

    DrRobotnik
    Participant

    Hi all,

    I just bought VorpX and am super excited to use it with all my non-VR games.

    I’ve tested it out on quite a few games in my library including Sekiro, Fallen Jedi, Monster Hunter World, New Vegas and Crysis.

    I’ve noticed that in the 3rd person games there’s quite a lot of ghosting when moving the character around, especially around the body of the character.

    I’ve tried turning off VSync, changing resolutions and disabling all of the post-processing effects i.e. motion blur etc. Has anyone experienced the same issue and found a way to eliminate it?

    Many thanks in advance!

    #199591
    Picdelag
    Participant

    Hi Ralf!

    I already bothered you in a subject about my rift s never more hooking in his oculus intended mode, but was working throught steamVR again finaly.

    Mentionned that it was since my proximity sensor to wake-up the rift s was broken and not sure it was related to this…

    Now, i can assure you it was related to this issue! But i will not make a stupid long post to explain… This is surnatural.

    I was asking you also if it can destroy performance, and i can confirm that also now…

    Somes games can go from fully smooth (oculus mode) to unplayable (steamVR), regardless of the settings.
    Battlefront 2 for exemples… Everything to low or even lowering resolution didn’t helped (or a ridiculous amount). Throught oculus mode, i can have medium 1080p 70-80fps on 2070 super with textures and terrain details on ULTRA. On SteamVR it was HORRIBLE!
    somes other i can gain 5-10 FPS, but also more smooth in general, really more than the 5-10 fps gain could tell. Vram usage also grow when forced to use steamVR if i’m not mistaking. Monster Hunter World in this case. Medium basically and 50fps in worst case, 80 in the better one (desert environment only)

    So, i really hope that you will make a native WMR mode fearing that it can be the same story on the Reverb G2. I’m going to buy one when available again.
    Or at least, i hope the bottleneck is really lower than it is on oculus when using steamVR.

    I think you should. The headset is really wanted by a lot of people.

    Thanks if you considere this, and even hope you can answer a little bit about this please… If the steamVR mode will be so bad on Reverb G2?

    #197561
    Erroneous_Dong
    Participant

    I was initially attempting to run Sea of Thieves, but decided I ought to try something that has a local profile to be sure. I tried Monster Hunter World as well.
    I did get the headset to work with Elite Dangerous, just to make sure it works on its own.
    It’s directly connected with a thunderbolt 3 cable, and shows as connected in the Oculus program.
    Launching either of the tested games does result in hooking, with the logo on the bottom, but the headset just displays its home screen.
    I gave the forum a scan, and didn’t see anything, so I’m hoping I’ve just overlooked something (also kudos to Ralf for being so responsive).
    Thanks in advance!

    #196894
    Picdelag
    Participant

    Oh okay thanks! So if it’s not already really compatible, and it’s not just an issue on my side, but a thing known to not be fully compatible no problem!

    I will just stop trying it ^^

    Also i have to add : In Z3D mode with both Monster Hunter World and Death Stranding, DLSS seems to work well!
    Death Stranding was just a little flickering sometimes when i enabled DLSS, but disable/re-enable it fixed the issue, nothing too serious!

    And in this situation performance is great… I have 80FPS in 1440p with dlss, not fluctuating or just a little, and résolution is really goos with DLSS 2.0! Using new Sync method on a 2070 super. Hope this will become a thing G3D + DLSS in the future!

    If it help to say it…

    #196888
    Ralf
    Keymaster

    No problem with Monster Hunter World here. If you start the game with Z3D enabled and then switch to G3D, you may have to restart the game. In more complex games live switching from Z3D to G3D doesn’t always work right since vorpX for performance reasons doesn’t do all the bookkeeping required for G3D in Z3D mode. Restarting such games with G3D enabled should usually help.

    Apart from that please try to reset the game’s graphics settings to default, just in case.

    #196872
    Picdelag
    Participant

    Hello Ralf!

    Thanks again for keeping updating Vorpx it’s fabulous!

    So, after trying Death Stranding, i see that DLSS is possible with Vorpx.
    I tought it was not possible, because when i want to try it with Monster Hunter World, it just dosn’t work in G3D… But Saying that, i remember that it’s maybe a G3D thing because it work well in Z3D in both Monster Hunter and Death Stranding if i remember well…

    SO! In Z3D no problem, but in G3D with Monster Hunter i have the left eye OK, but in the right one, i only see the HUD, everything else is just BLACK.

    Is it possible to fix this? Is it just on my side?

    Also : non-related to Monster Hunter, is G3D possible in the futur for Death Stranding? If yes i will maybe wait it, because this game have great performance in general and in Vorpx it seems.

    Thanks!

    #196398
    Ralf
    Keymaster

    Thanks for the kind words! A lot has changed since 2016 when you bought vorpX originally.

    There is some additional overhead involved for rendering to the headset compared to using vorpX in generic (desktop) mode. Typically that should be in the range of 10-15% on top of the G3D performance hit, but there are cases where it can even be more than that.

    Incidentally there will be a new faster headset sync option in the next vorpX that can help with the matter. Typically it will yield about 10% or so, largely eliminating the aforementioned overhead. To my own surprise I saw even larger increases occasionally during testing, there were a handful of 20-30% cases. That’s not something to expect in general though, the typical increase will about 10%. If the GPU is already maxed out there may also be no change at all. Also your mileage may vary, a lot depends on the game and individual settings. So hope for the best, but don’t expect anything.

    I may decide to leave the old method the default for a couple of reasons, in that case I’ll add instructions how to enable the new one in the release notes for the next update (second half of next week).

    As far as Monster Hunter World is concerned: that’s a tough one performance wise. If currently you don’t have more than 15% difference between ‘Generic Headset’ and SteamVR all is well. With the new sync method that difference should largely disappear.

    cube001
    Participant

    So I got VorpX when it was in beta back in 2016 after the first vive was released. I don’t remember using it much, but that would be true for VR in general at the time.

    Anyways, I moved to a bigger place recently and decided to get myself a Valve Index to enjoy VR content… I was not amused by most of the VR games available, except for a few… I was looking for other ways to enjoy VR, and I rediscovered VorpX and remembered that I had already purchased it 4 years ago.

    AND WOW! Suddenly my valve index purchase is justified! This software alone makes it worth it. Amazing work that I have to commend you for… Thank you!

    Sorry for the long introduction but I really believe that you have done a great job growing this into the excellent piece of essential VR software that it is today.

    I’m enjoying so many of the games that I have on my steam library in 3d, I was a big fan of Nvidia 3d vision and VorpX is what i have always wished for playing nvidia 3d vision games.

    My issue is with performance though, I’m running a watercooled 2080 ti that is heavily overclocked. and running games on G3D while using the default VorpX setting for Steam VR results in almost 100% gpu utilization on most games i play even at resolution of 1440p with frame rates varying between 15 to 30 fps.

    I understand that Vorpx renders two full instances of 1440p screens but the frame rate is just too low. I can run the same games on 4K res with much higher than double the fps (which is still a few thousands pixels higher than 1440pX2)…

    So searching for answers, I stumbled upon the thread that was made back in May suggesting to try the generic VR mode by disabling direct VR… and to my surprise it actually made my fps much better, within what i would expect given the number of pixels being rendered. I understand that I shouldn’t see more than 10% improvement using this method, but I believe that my performance is being tanked when selecting the steam VR option.

    I have confirmed that I was using the same in game settings in both tests with G3D selected. The game where I did most of the testing was Monster Hunter World… and oh my god it looks amazing in VorpX.

    I would really appreciate any help with this issue. I can also provide all the information required to assess the situation.

    Thank you again for this amazing software. It’s totally worth the $40 and even more.

    #196333
    Ralf
    Keymaster

    Don’t waste too much time on a wild goose chase. The “issue” isn’t really one since either vorpX (or the Oculus runtime whenever it decides to throttle on its own) interpolates frames, so in the headset you actually always get 90fps.

    Monster Hunter World is a tough cookie performance wise. Better spend your time finding game settings that work acceptable for you.

    BTW: This was one of the games where I got pretty huge benefits out the upcoming fast sync option in my testing. Your mileage may vary, so I won’t promise anything for your particular setup, but if you are lucky you will experience the same when you enable it in the next vorpX version.

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