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Oct 25, 2021 at 11:36am #206946
In reply to: vorpX 21.3.5 Available Now
RalfKeymaster@ moarveer:
The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.
Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).
@ dellrifter:
Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.
There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.
ParadiseDecayParticipantRalf has suggested trying: Horizon: Zero Dawn, Red Dead Redemption 2, Resident Evil 8, Cyberpunk 2077 and Grounded.
Sep 6, 2021 at 4:13pm #206088In reply to: vorpX 21.2.3 Available Now
RalfKeymaster21/09/06
vorpX 21.2.3 has been released.This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.
- Fixed: Delayed hooking did not work under some circumstances (e.g. Control).
- Fixed: Saving shader definitions did not work under some circumstances.
- Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
- Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
- Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
- Improved: reduced CPU usage while checking for newly launched programs.
- Improved: DX11 G3D authoring auto projection search can handle nested structs
- GTA V: script DLL updated.
- Red Dead Redemption II: hints were not shown on start, script DLL updated.
- Vampire: Bloodlines: automated settings applied correctly for community patch.
- Nier: Automata: support for Game Pass Edition added.
- Dead Island: support for Definitive Edition added.
- Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.
Aug 31, 2021 at 3:55am #205953In reply to: 3080ti with reverb with vorpX!
Lawrence1962ParticipantTry Red Dead Redemption 2 in geometric 3D, you won’t believe your eyes !
Jul 10, 2021 at 6:17am #205150In reply to: vorpX 21.2.3 Available Now
DaveParticipantOn July 13, Rockstar Games will introduce DLSS support to Red Dead Redemption 2 ! Will Vorpx AFR 3D support it ?
Jun 23, 2021 at 12:13am #204865In reply to: Vorpx is not hooking into Red Dead Redemption 2
IanMParticipantIs RDR2 not hooking just for me or for others too?
Yesterday I installed my Windows 10 on a new SSD drive. And I haven’t played Red Dead Redemption 2 in VR for a monthJun 17, 2021 at 2:32pm #204689In reply to: vorpX 21.2.3 Available Now
RalfKeymaster21/06/17
vorpX 21.2.1 has been released.Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.
The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.
They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.
Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.
Full changelog:
- Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
- The shader authoring tool can be used on top of official profiles now.
- Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
- Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
- Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
- ‘Loft’ cinema environment (finally) finalized.
- Some textures were blurry in cinema scenes since earlier this year.
- OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
- DirectVR memory scanner caching didn’t always work as intended.
- D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
- Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
- Some Epic Launcher and EA Desktop related improvements
- Elder Scrolls Online: HUD shader fixed for latest game release.
- Fallout 4: Lightning shader fixed (thanks RJK)
- Skyrim SE: Some effect fixes (thanks RJK)
- Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
- MPC-HC/VLC: some default settings tweaks,
May 19, 2021 at 1:01pm #204185
RalfKeymasterMenu:
Switch to EdgePeek mode for using menus (mouse wheel click, right thumbstick click). In EdgePeek mode vorpX temporarily switches to a cinema like view and also scales the HUD/menu to full size to circumvent any issues that may potentially arise from scaling it down.
Zoom/FOV:
The zoom value is set to the fairly low default value on purpose to make sure the game’s field of view matches your headset’s field of view. DO NOT change it unless you have a way to increase the game’s fiels of view, otherwise the image will look zoomed in/warped.
That’s the way to handle FullVR FOV in games that don’t allow to set their FOV high enough to match your actual headset FOV. You can find more information on the matter in the ‘Essential Hints’ guide, either in the vorpX help or here.
However, for RDR2 you might be able to use a mod that enhaces the field of view. Never tried it myself, but you can find detailed instructions here.
May 2, 2021 at 1:29pm #202379In reply to: Resident Evil 8 THE VILLAGE
RalfKeymasterHaven’t checked the demo myself, but it’s my understanding that DX11 has been ditched for the game, so using a DX12 Z3D profile like Cyberpunk 2077 is the right choice for the game, other potenttial candidates would be e.g. the Horizon: Zero Dawn or the the Read Dead Redemption 2 profiles.
I’ll definitely look into the title and if possible will add as much DirectVR stuff as possible. Most importantly automatic FOV and resolution, so that you won’t have to tinker with any settings.
Apr 28, 2021 at 2:31pm #202267In reply to: ERR_GFX_D3D_DEFERRED_MEM
RalfKeymasterSounds like some weird conflict. Please double and triple and check whether there really are no other overlays active, e.g. from some chat/messenger app. Just in case.
Deleting the game’s D3D12 pipeline cache files is also worth a try. Navigate to [Documents]\Rockstar Games\Red Dead Redemption 2\Settings and delete the two files starting with sga_win32_60.
Afterwards first start the game with vorpX while these cache files don’t exist. If that does not help, start the game without vorpX and load a savegame, so that it recreates the cache file and then try again with vorpX.
If any of this helps with your issue, it would great if you could let me know.
Apr 27, 2021 at 8:47pm #202239In reply to: ERR_GFX_D3D_DEFERRED_MEM
steph12ParticipantMar 5, 2021 at 9:44am #200950In reply to: RDR2 Trouble: Social Club Error 4
LuigiChoolisParticipantHi Ralf, I tried your suggestions above, they definitely help, thank you very much.
But I have a feeling I’m missing something big here. When I run RDR2 I can run it at full resolution and with ultra quality (or almost ultra quality) but when I run it with Vorpx I have to go down very low to make it work.
Looking at the adrenalin drivers setup page I can see that Vorpx is not really working my cpu or gpu hard, but the vram is off the charts so the performance is somewhat jittery even at medium/low resolutions.
I see in this other post that you tell the user to not open Desktop Viewer, but run rdr2 directly:
https://www.vorpx.com/forums/topic/is-anyone-else-having-issues-with-red-dead-redemption-2/How do I run rdr2 with Vorpx without Desktop Viewer? Also: at the moment I have to start the Oculus software, then Vorpx, then Rockstar Launcher and from there RDR2. Is there any way to eliminate Oculus or Rockstar Launcher from the equation?
Best, Hugo
Jan 28, 2021 at 11:24pm #200059In reply to: Hitman 3 (DX12 only)
SebastianParticipantIt seems to be possible now to get the Red Dead Redemption 2 profile working with this. Paradise Decay also added his Hitman 3 profile based on this into the cloud already.
Theres also a first person mod now: https://www.nexusmods.com/hitman3/mods/8
Its still not perfect, but some progress. Havent tried it out yet
Jan 23, 2021 at 12:04pm #199869In reply to: Seeing screen “boundary”
RalfKeymasterThere are different modes you can play games in with vorpX. The RDR2 profile defaults to ‘Immersive Screen Mode’ for various reasons. FullVR, what you have in mind, has additional requirements in regard to a game’s field of view. For many games vorpX can do that automatically, but not for RDR2.
You can find more detailed information on the topic in the ‘Essential Hints Guide’, either in the vorpX help or here. Highly recommend read, answers a lot of questions you may have.
For RDR2 in particular you can also find intructions here.
Jan 20, 2021 at 7:56am #199812In reply to: Hitman 3 (DX12 only)
DaveParticipantSomeone already testet the dx12 profiles of Gears of War 5, Horizon Zero Dawn, Death Stranding, Red Dead Redemption 2 or Cyberpunk 2077 ?
The profiles of Hitman 1+2 won’t work because they are dx11 profiles.
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