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  • #111597
    Saika
    Participant

    This is weird, because in May it was working still (at least before I started Skyrim again in September) and I guess I am one of the very few that has an issue launching MO with vorpx since there is absolutely nobody else making topics with that same issue.

    The only change that may have happened was the anniversary update from windows in august.

    This is devastating news to be honest, because any mod manager that isn’t MO, is, to my frank opinion, pure garbage and should never be considered.From what I’ve read in their forum Nexus Mod Manager is barely working if at all since the new version…

    #111006
    Fredthehound
    Participant

    You sure you arent Yoda? Because you just got me to lift the proverbial X wing out of the swamp…or at least the wool from my eyes ;)

    With the multicore/affinity thing unfortunately ruled out, I dove back into the numbers and thanks to finally getting Skyrim Performance monitor working CORRECTLY with VorpX and showing me good data, I made one hell of an interesting discovery.

    In the picture linked below…
    http://s931.photobucket.com/user/NormLenhart/media/Ram%20limit.jpg.html
    …the framerates arent registering but this run was in the upper teens to lower 20s in Skyrim in Markarth. That is with EVERYTHING turned up full. Maximum possible load with the intent of making the system work as hard as possible. The 4790K @ 4.7 Ghz is the red line in the lower chart. CPU bind is not the problem. The Titan is the black line that never hits 60% usage. Clearly it isn’t the problem.

    But look at the green line on top. Thats Bill gates freaking 4 gig DX9 cap in windows 10 ruining the party. ENBoost is reserving the other 500ish meg thats not being shown. It’s a memory problem. Memory appears to be the only thing stopping VorpX/Geometry from running this config far above 45FPS and likely well above 90.

    All the dips are when looking at high detail areas. Things that I had believed to be a draw call problem. But look at the CPU. It’s not remotely stressed.

    When I looked at this before, it was with the really big texture packs installed and hit that cap, which I expected with the Antialiasing/weather/lighting mods. But my current load is on stock size textures. When I switch back to monitor, Skyrim is barely over 2 gig of memory use. Between the ram requirements of Skyrim and VorpX though, it’s hitting Billy’s asinine limit.

    So it looks like from what I can tell, Geometry mode/draw calls arent the main issue. An 8Ghz CPU and 4 titans would be meaningless. It’s purely a memory wall.

    Skyrim Remastered cannot get here fast enough. Well, if nothing else, this has been a learning experience for me.

    I’m redownloading Fallout 4 now for a stock reinstall. Since it seems there’s nothing more I can do for Skyrim till the remaster releases, I might as well start digging into Fallout to see what I’ll be in for when it releases.

    #110691
    R3volve
    Participant

    Ralf, you are a magician you know that?
    I ran the game without going through mod organizer and I was easily getting 45fps where I was previously getting 18-20.
    I don’t really get it though. I removed all the mods in MO, wiped the ini’s clean and copied them from the vanilla ini files. It should have been a pure vanilla game, but even that was running at the low 18-20 fps range. I will reinstall MO and see if I can get it back up and running.

    #105339
    Fredthehound
    Participant

    Ralf/all,

    Just a quick update as I find myself lost in a whole new world and not wanting to leave ;)

    With the Titan Overclocked +230/500, I am able to maintain 40-45FPS in most areas and gameplay ‘feels’ smooth down into the mid-upper 30FPS range. This is still on unoptimized .inis and with that crap ton of HD graphics mods I listed before.
    the sob-40 areas are those traditional trouble spots. Whiterun/Dragonreach etc.

    Yes folks. It works. VorpX can handle it. You CAN run HD textures but it takes massive power. It’s the brute force thing.

    When I reload. I’ll specifically test without Skyrim Flora Overhaul because I’ll bet the farm that that is the mod causing the most intense usage and slowing things down, then re add it to see the difference.

    (It appears that although CPU use is far from pegged…running under 50% load most of the time… it’s probably bottlenecking on pure frequency. A CPU with a bigger cache (I’m on a 4790 @4.7Ghz) would help a lot I think as long as it could clock high. Unfortunately Broadwell-E and 4.7GHZ arent exactly friendly.)

    And considering the load, that’s not totally unexpected. We;ll see what I discover going forward. The benchmarks coming in from the tech sites show little difference between 1080 and 1440P performance in a number of games so it’s probably the case here.

    I have to sort out why Windows isn’t seeing my Vive in Display, so I can’t change my rez to something higher to test that idea. Might need to do a reinstall of the Vive, although it works fine aside from that.

    I was never able to find an answer for, or explain the 15 fps I saw in Time Spy. It seems to have been a glitch/ anomaly as now, everything is benching normally there.

    The grand adventure continues!

    #105174
    Ralf
    Keymaster

    I have a 1080 here and would say it’s absolutely the right graphics card for vorpX. Compared to a Rift/Vive minimum specs GPU (GTX970) you get a healthy performance boost of about 60-90% depending on the game. Some games lean more towards being limited by CPU speed with vorpX, others are purely GPU bound, hence the varying performance gain.

    With a 1080 even recent games are comfortably playable in Geometry 3D. Fallout 4 for example mostly runs at a framerate I would consider playable with only slightly reduced graphics settings (“High” instead of “Ultra”) at a good looking resolution (1600×1200). Pretty much the same for Skyrim.

    Don’t expect wonders (i.e. every latest game running at full 90fps with G3D), but a 1080 definitely helps tremendously.

    #97560

    In reply to: Any news on Vive

    bigwalt3898
    Participant

    You can have my axe, and by that I mean my money,blood or first born child or whatever it takes to make it happen lol. Seems so weird that ralph of all people didn’t get a pre? yet you can go to youtube and see all these unknown people playing with it purely for fun.

    moarveer
    Participant

    HTC Vive price is a moving target. It could be “cheap” that is, nearly the same price of CV1, since HTC manufactures themselves all components, it doesn’t have the expensive fabric thing, screens won’t probably be samsung amoled so cheaper, lighthouse is really cheap to manufacture compared to oculus cam, no integrated headphones, it doesn’t include extras like games, xb1 controller or carrying case. HTC has great distribution centers worldwide so even if it was more expensive, it could be cheaper for non-US customers compared to $800-1000 Oculus if they remove import taxes.

    On the other hand, HTC needs to make money on hardware and cannot subsidize the price, and controllers and chaperone camera add to the price. And then there’s the pure marketing factor: even if they can manufacture Vive a lot cheaper, why sell it at lower price when they are the more complete solution? However, Oculus will recieve Touch in H2 and possibly full room VR, will they prefer to get more market share early on or go for the quick buck from early adopters?

    Then there’s the Valve factor, which is completely unknown. Do they help subsidize the product to help selling their own Steam Machines and Steam platform for VR? We don’t know if they are really part of the hardware production at any level or not.

    Short answer: who knows.

    #89906

    In reply to: vorpX 0.9 Slight Delay

    Ralf
    Keymaster

    Short update on OpenGL since this was highly requested: Amnesia will have 3D, also almost everything else that uses the old OpenGL fixed function pipeline.

    Modern, purely shader based OpenGL games won’t have 3D for now, that’s not as straight forward to implement. Addressing the open issues in the ‘official’ part of vorpX has higher priority for 0.9. Also many features of the D3D part will be missing in OpenGL for now (HUD-Scaling, shadow treatment etc.).

    However, you will be able to play OpenGL classics until about the time of the Quake 3 engine in full Geometry 3D, also everything newer that still partially uses the fixed function pipeline (like Amnesia). idTech4/5 probably won’t be covered, haven’t tried one yet though.

    #80803

    In reply to: BAD REVIEWS

    Ralf
    Keymaster

    – HUD Scaling options are on the display page of the vorpX ingame menu, if available. Guaranteed for Bioshock 2 and many, many, many other games, not 100% sure for Infinite currently. At least after being told so above you might have looked for that.

    – If the FOV is set correctly there is no fisheye effect. The general issue (which was a feature – but not a good idea – to address aspect ratio in the very first vorpX version) is so long gone, that I did almost forget about it until today.

    – There is a latency enhancement option on the head tracking page of the ingame menu in vorpX that applies an additional rotation component at the latest possible time (when the stereo 3D is created) in Geometry 3D games. In some cases that works worse, in others better than “VR-Boost”, which sometimes works quite well and sometimes is just snake oil.

    – There is not a single game in any driver that allows you to look in another direction than you walk. No matter what anyone writes. Do you have a working example of that?

    – Your posts aren’t “a bit harsh”, in large parts they are simply not true or leave out things.

    I leave you to your opinion. There is however not a single point you mention that vorpX does not address one way or the other. And the amount of things that you got wrong makes it pretty hard to believe that this is pure oversight, sorry. I grant you the benefit of the doubt this time. Probably a mistake.

    #20639
    slitka
    Participant

    Hello. I receieved my DK2 yesterday and have been having a lot of fun with it. One thing I started noticing when I was trying out some of the demos, is that sometimes when I quit a demo, my windows goes crazy. Every window that is open is just pure black. My start bar shows nothing but the start menu, and when I click on that it is just a solid black box. If I hit ctrl-alt-delete there is no options that show up. If I press enter the task manager pops up, but it is again just a big black box. I have to restart the computer for things to work again. This wasn’t a huge deal with the demos, but since I started using perception and vorpX, it does it every single time. I’ve tried googling it and have found nothing. Any ideas?

    deathadda88
    Participant

    Hi, I am new to VR but have experience with 3D gaming. I am coming from Tridef, as it does not support the Rift Dk2. This VorpX seems to be great and I am ready to buy it, I just have a simple fear however;

    Tridef is backed by AMD so games do not see it as a cheat. Nvidia 3D vision is obviously backed by Nvidia. This VorpX is purely a 3rd party driver that has no backing. Is this program whitelisted? Is it possible to get banned playing multiplayer? Has anyone been banned before?

    Does it work in a similar way to Tridef?

    Thanks for all your support.

    #17446
    Russbo
    Participant

    Yup, FOV fixed it. Thought I’d already applied the patch but it appeared I hadn’t. Mirror’s Edge doesn’t work /too/ badly with VorpX.

    Shame I doubt we’ll ever see positional tracking, unless you can tack something bodgy over the top that makes the experience a little less nauseating. I was really, really surprised when I found out that I had no issue with the speed or looking down buildings in Mirror’s Edge, it was purely the fact I couldn’t actually move my head in virtual space – I guess the initial wow of the VR effect has worn off now and my body is no longer tricked by it.

    #16526
    secondsight
    Participant

    Hey,

    I am very interested in buying vorpx for skyrim alone.
    But I´m running a heavy modded version of the game and I´m wondering if especially the enb effects will be compatible ? Or is vorpx purely made for vanilla skyrim ?

    Thanks !

    #11453
    Ralf
    Keymaster

    Hi David,

    If Z-Buffer 3D is supported, both sub-modes work. It’s purely a matter of taste what you prefer.

    Especially in conjunction with the optional depth of field effect the adaptive mode partly simulates a depth cue that is missing otherwise: accomodation. Think of it as something similar to a camera autofocus. Not everybody likes that though, so there really is no right or wrong decision here, just choose what you think looks better.

    #11251
    Ralf
    Keymaster

    Just checked it, and unfortunately currently there is only an explanation, no solution.

    NFS:NW [2012] does something relatively uncommon: On DX11 capable cards it utilizes DX11 without having a true DX11 renderer. No matter how new the card is, the game always creates a DX11 rendering device with feature level 10.0, something that vorpX currently does not support.

    If there would be a way to force the game to use pure DX10 rendering through a command line switch or an ini tweak, this could be circumvented. Not sure though whether something like this exists.

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