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  • #222610

    In reply to: Linux support?

    ryanshedy
    Participant

    I personally feel he’s missing a big opportunity here.

    People are crying to move away from windows and now bazzite has took off a bit people are experimenting. I’ve been running my VR setup on my steam deck with amazing results. I get better performance on steamOS VR than I do on windows 11/10.

    I really think Ralf should look into porting into linux or even just giving us a way to run it via proton. There are a lot of people attempting it but they can’t get it to hook. I haven’t tried but I’m using ALVR with steamVR and id love to play fallout New Vegas in VR. It just doesn’t seem worth it to have to partition my drive and install an entirely new OS just for 1 game. Plus performance also takes a hit.

    I don’t think he’d even have to do that much considering everything is in place, we just need help on getting it to hook correctly with proton

    Cless_Aurion
    Participant

    Thanks again for your time replying. I really appreciate you taking this issue seriously.

    Simply sending the res to the headset that you dial in in SteamVR no matter what the actual game res is doesn’t make sense.

    Yes, I know. I’m just saying it so I could try and force the resolution manually, instead of having an arbitrarily “double the vertical resolution” setting.
    I do that with BigsScreen for example. Even when watching a 1080p movie, or playing some old flat game, I will run native resolution (5500p), even if it is to get the dark environment or the screen borders to have 0 aliasing.

    Like said above, you have to look elsewhere to pinpoint your issue. There is no such thing as a “2160p wall” in vorpX.

    I am aware, that is the tragic part. Unless its something driver or hardware/HMD specific, I can’t pinpoint anywhere else since there are 0 issues elsewhere, its only VorpX failing me (which to be honest, its the magic software that made me go and spend $2k on a new HMD at all) :S
    If I had another high resolution HMD over 3000p around, I would test it there, but I only have my VP1 that is 1600p, which won’t do.

    The issues other people with higher than 3000×3000 per eye HMDs (mostly Pimax users) seem to match closely my experience as well, so I suspect everyone with high resolution HMDs has this issue. As more and more high resolution HMDs come in, this issue seems like it will become more and more prevalent.

    A game rendered at 1080p doesn’t look better just because you copy it to a 5500p texture before sending it to the headset obviously.

    We agree in that of course. As long as the image is wrapped around your head or, the resolution of your HMD has a higher PPD than the screen in front you with the game, it should make barely any difference.

    The problem here is… we are DEFINITELY copying a 4860p game image into a 3000p texture before sending it to the headset.
    Not only that, but because I am watching that using the floating VorpX display, now we are rendering what is visible in my FOV of a downscaled 4860p game image at 3000p.
    So, we are squishing that 4860p image into around 2000p in front of my eyes. That’s why aliasing is so aggravating.

    That is also why when I lean in, I can see way more detail that I couldn’t see before
    Also, just in case, yes VRAM bumps up as it should as I scale up resolution over 2160p (in fact, BG3 at 4860p is almost maxing out my 24GB of VRAM, which is about double what it consumes at 2160p).

    Your “2160p wall” sounds suspiciously as if the game actually runs at your monitor’s res although you think it doesn’t.

    Indeed, I thought that too, and it might be the root cause of this issue. If I had a lower(or higher) resolution monitor I would try that theory by plugging only that other monitor in, but I sadly can’t.

    The best way I could control for that on the tests I already did was:
    1. Start VorpX (virtual display gets enabled)
    2. Set Virtual display resolution to 4860p.
    3. Start SteamVR and disconnect all my 2160p displays so only VorpX’s Virtual display is enabled.
    4. Start the game making sure that the only display windows (and the game) detects is VorpX’s 4860p monitor.
    5. Change the resolution of the game to 4860p and restart (or make sure the resolution is already at 4860p or any other higher number than 2160p).

    To deal with such potential issues, either run games windowed or (assuming you already have set up a high enough custom resolution), try setting your desktop res to it before launching the game.

    I already did that, of course. In fact, all the tests I ran I did try in windowed mode first. Then after it didn’t work, I started to experiment and tried fullscreen and borderless modes without any success (which kind of makes sense).

    If a game actually runs at 5500p, vorpX creates a 5500p headset render target. You wouldn’t even be able to let it create something smaller than that even if you wanted when the image vorpX receives is actally a 5500p image.

    I’m 100% sure that is not happening in my computer though. The games and the image VorpX is receiving, are higher than 3000p. This is the core of the issue, which you in your own tests proved that VorpX IS able to pull off (that’s why I said it infuriated me!). Because again, the game window inside VorpX HAS 4860p of detail in it.
    -VRAM reading matches 4860p
    -Performance matches 4860p
    -Visually checking the image by leaning in confirms its 4860p.
    And yet… the actual HMD is only rendering at that fixed maxed 2781×3072 resolution, so its absolutely ignoring that headset render target if its being sent. :S

    Maybe this is a Virtual Display/Windows issue?
    I’m going to try to create a virtual display through other means, and use that instead of the VorpX one, I’ll report back once I do so, but I don’t have much faith in it either.

    In any case, I’m almost convinced that if we don’t solve this here… as the next wave of HMDs come in and we start getting over 3000p resolution, people will start complaining, since right now its only affecting high tier HMDs.

    Ralf
    Keymaster

    The res is not always twice the game res. That’s a max value to avoid excessive upsampling.

    To be extra sure I didn’t misremember anything I just did a little test, mimicking your not exactly common use case: with a game running at 5500p, vorpX under normal circumstances creates a 5500p headset render target, even if the headset (through SteamVR) requests less than that. vorpX is a lot smarter in that respect than you assumed, you don’t have to (and actually shouldn’t) tinker with SteamVR supersampling at all for vorpX.

    I can’t really tell what’s wrong with your setup, but you have to look elsewhere to pinpoint the source of your problem. Might be the game not actually running at the desired res, might be your headset’s software doing weird stuff or whatever.

    Please first check what res your headset actually requests from SteamVR without any supersampling tweaks. Try that or something close to it as your game res.

    Then double check whether the game actually runs at that res, ideally without excessive DLSS or similar upscaling tricks. That’s paramount. Nothing else matters if the game itself doesn’t run at the desired res.

    Only if things work as intended that way, start with your uber-hi-res experiments.

    #221373
    realer
    Participant

    vorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.

    Yeah, my guess is that the scaling gets all messed up because I’m using a device that only supports full SBS (xreal air) so I have to scale the image back and forth. The actual screen resolution is 3840×1080 (1920×1080 per eye), but if I set the game resolution to 3840×1080 the game gets squished, the aspect ratio is all wrong. So I have to set the game resolution to 1920×1080

    So I set the game resolution to 1920×1080 -> Vorpx renders a full sbs 3840×1080 pixels (1920×1080 per eye) image -> Vorpx then scales this down to a 1920×1080 half-SBS image -> My nvidia graphics card scales it back up to a full SBS 3840×1080 image. I think. It’s confusing.

    Maybe all this scaling back and forth is what results in the degraded image? I can’t think of any other reason why the image is so blurry. It’s been a while since I last used it, but if I remember correctly when I tried geo-11 I got a very blurry image as well before I got help on how to configure it for full-SBS. If you have the time, please consider adding an option to display the full-SBS image as it is first rendered. I understand using Vorpx for stereoscopic 3D is not the intended usage but other than this problem it works very well and is the easiest and most well supported way to get geometric 3D. Such an option could potentially make it work much better with AR glasses. Xreal, viture, rokid, rayneo, and maybe in a year or two some of the bigger players will launch their own products in this segment so it might be an untapped market. Even if it was just as an unsupported experimental feature it would be greatly appreciated.

    #221335
    CrackerBrand00
    Participant

    The vorpX program says they recommend immersive screen for 3rd person games, that they can be played in VR, but it’s more complicated. Can we have some tips in setting up 3rd person VR? I really like it, and am willing to experiment, and post results

    #221209
    auryza
    Participant

    For somebody maybe will be interesting. :)
    GTA5 Enhanced profile was made on Grounded profile.
    Could find in Vorpx Cloud Profiles.

    Usage Instructions:

    -Maximize First-Person Field of View (FOV) In-Game:
    First, in the game settings, set the first-person field of view to the maximum.
    – Widen Field of View with “Flawless Widescreen”:
    Download and install the “Flawless Widescreen” application.
    Use this application to further increase the field of view.
    – Field of View (FOV) Plugin (“FOV Fix”):
    Download the “FOV Fix” plugin from this source: “https://www.nexusmods.com/gta5/mods/1205?tab=description”.
    Install the plugin.
    – Use the plugin settings to increase the field of view. It’s recommended to start with a 30-40% increase, but experiment to find the most suitable settings for on-foot and in-car gameplay.
    – Disabling BattleEye:
    For “Vorpx” to function correctly, you must disable or delete the “BattleEye” anti-cheat program. Otherwise, “Vorpx” will not be able to hook into the game.

    #221208

    In reply to: Gta 5 legacy

    auryza
    Participant

    Yes, you can find it on VorpX Cloud.
    Usage Instructions:

    -Maximize First-Person Field of View (FOV) In-Game:
    First, in the game settings, set the first-person field of view to the maximum.
    – Widen Field of View with “Flawless Widescreen”:
    Download and install the “Flawless Widescreen” application.
    Use this application to further increase the field of view.
    – Field of View (FOV) Plugin (“FOV Fix”):
    Download the “FOV Fix” plugin from this source: “https://www.nexusmods.com/gta5/mods/1205?tab=description”.
    Install the plugin.
    – Use the plugin settings to increase the field of view. It’s recommended to start with a 30-40% increase, but experiment to find the most suitable settings for on-foot and in-car gameplay.
    – Disabling BattleEye:
    For “Vorpx” to function correctly, you must disable or delete the “BattleEye” anti-cheat program. Otherwise, “Vorpx” will not be able to hook into the game.

    #221207
    Althir
    Participant

    @bravekat: I also had this turning stutter, especially with the mouse or gamepad (NVIDIA RTX 3060, 5G wireless connection), and I also noticed that it gets better as FPS increases. But it never completely disappeared, no matter how low I set the settings, which makes the game unplayable in VR. Out of sheer frustration, I tried the VR mod from Luke Ross, but the graphics quality there is just bad, especially for distant objects. VorpX is significantly better, both visually and overall. I bought VorpX years ago and have always been happy with the VR experience. So I went back to VorpX and kept experimenting: In the end, what helped was using AMD FidelityFX 2.1, the older FSR version that you can select in CP 2077. Give it a try. No more turning stutter for me. :)

    I was wrong. The turning stutter remains. :( Changed back to DLSS becuase the graphic is much better than FSR.

    #221204
    Althir
    Participant

    @bravekat: I also had this turning stutter, especially with the mouse or gamepad (NVIDIA RTX 3060, 5G wireless connection), and I also noticed that it gets better as FPS increases. But it never completely disappeared, no matter how low I set the settings, which makes the game unplayable in VR. Out of sheer frustration, I tried the VR mod from Luke Ross, but the graphics quality there is just bad, especially for distant objects. VorpX is significantly better, both visually and overall. I bought VorpX years ago and have always been happy with the VR experience. So I went back to VorpX and kept experimenting: In the end, what helped was using AMD FidelityFX 2.1, the older FSR version that you can select in CP 2077. Give it a try. No more turning stutter for me. :)

    #220772
    dellrifter22
    Participant

    I don’t have this game myself, but I would suggest you try a profile based off of Resident Evil Village. It has a high compatibility rate across dx12 games I have tested, and the strongest base Z3D.

    Sometimes it requires that you use an upscale method like DLSS/FSR for the Z3D to work with this profile, so experiment with the different AA modes if 3D is not recognized immediately.

    BenS
    Participant

    Hey everyone. I’m new to PC VR gaming and vorpX. With the PSVR2 I’m having an issue that I’m hoping you guys can help me with as I can’t find anything about it on reddit or google.

    When I minimise or close a game my screen goes black (not the headset but the actual PC screen goes black.) There was nothing I could do to get around this so I’d shut my PC manually using the tower’s power button. After this happened several times I randomly thought about unplugging and re-plugging the HDMI cable and that ended up restoring the PC screen without having to resort to powering down.

    This problem has happened with 3 titles so far. Dishonored, Battlefield 4, and Skyrim VR (was playing skyrim VR without vorpX).

    Any clue what’s going on here? I can’t keep unplugging and replugging the HDMI cable, its silly.

    I built this pc specifically for VR gaming and would love to get this working properly.

    I’d appreciate any help. Cheers!

    RTX 4080 Super
    Ryzen 5 7600
    32GB RAM
    Asus Prime B650M-A WIFI II-CSM motherboard

    #220575
    3DPO
    Participant

    Hey guys,
    after hours of experimenting with existing VorpX-profiles I´ve found a way to get Call to Arms – GoH – Ostfront working in beautiful and almost perfect G3D. Profile is in the cloud. Enjoy!

    #220328
    Ralf
    Keymaster

    IDK. When I did the Ambience stuff back then I experimented with all kinds of things obviously. Mirroring included. Just looked weird and confusing. May sound nice in theory, but in practice it’s really not an improvement in any way.

    I’ll think about it, but vorpX at this point has so many options to customize the way one can display a game, that adding yet another, almost useless one, is not exactly high on my list of stuff I can/want to invest precious development time for.

    #219556

    In reply to: Head Tracking

    Cer
    Participant

    Tried FullVR with ImageZoom. It is not the same as what I wanted as the screen also moves up/down and is not curved. But I have to experiment more to see if it is better alternative for me.

    But currently I play GodOfWar with DesktopViewer and there head tracking definitely only moves the screen (in FullVR) or my view onthe screen (in Immersive). I was not able to connect head tracking with the mouse.
    @Ralf: Did you test headtracking in desktopviewer? Is it working for you? Can you move te mouse cursor with your head?

    #219309

    Topic: Alpha Prime

    in forum User Profiles
    RJK_
    Participant

    Alpha Prime (DGVoodoo2 v.2.6) – G3D

    This is a very extensive Fix with DGVoodoo2. Thjis profile may help when any other DGvoodoo2 profile fail.

    – Requires dgvoodoo2 v.2.6
    – Requires VorpX Shortcut + Alternate Hooking
    – Requires Patch 1.3
    – Optimzed for cinema modes
    – Profile available at the cloud

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