Switching off head tracking in EdgePeek mode introduces an issue where you regularly end up looking in a different direction in reality than in the game after leaving EdgePeek mode if you look around while it’s enabled. Especially in regard to the up/down axis this is very disorienting. An idea how to potentially avoid that is on the experiments list for a long time, so this *might* get adresses eventually, but no promises. Apart from that: in the future there will be more games that have Direct Head Tracking like Fallout 4. In these cases this will be avoidable.
There are two different frame rates because two different rendering processes are happening in parallel: the game itself and a second render thread that pushes the image to the headset.
Ideally both should show 90fps, but that will seldomly be possible with more demanding games. Primarily you should make sure that the game frame rate stays above 50fps for smooth gameplay. If that is the case, the direct mode frame rate usually also is OK automatically.
In Skyrim you will need to switch to Z-Buffer 3D and/or lower the game’s graphics settings for a significantly better frame rate. If you are prone to motion sickness, *always* prefer a high frame rate over image quality. Always!
Thanks for the reply.
About the Essential Hints and the novice users. If you look at my OP all the points that were the biggest problem for me are not covered there. It is not that I didn’t read it, I didn’t find the answers to my problems there (FPS, motion sickness, HUD, head tracking complications) . The information it has is really helpful, but it needs more. As I said, until now the VR was a field for people with more knowledge and experience but this is changing. I understand there are things that are considered “obvious” but they are not obvious for me and the others like me.
My suggestion for a “noob” preset is mostly one that includes zoomed out game and zoomed in HUD. The main confusion and feeling that “everything is too zoomed in” (I understand this is not true because of the higher FOV) comes mainly from the fact that when you switch between EdgePeek and full VR it changes quite a lot. You can feel you are actually zooming in on a small portion of the image that was visible before and on top of that the HUD goes away. This HUD disappearing add quite a lot to the feeling of been lost in this very “zoomed in” view.
That’s why I believe it will help new users to start with settings that give them more familiarity and allow them to expand to better immersion at their own pace.
This wouldn’t be a big issue for other types of software, but in this case the novice user has to deal with way to many other stress factors.
Head tracking. Is it possible to have it enabled in full VR mode but off in EdgePeek? The way it is now there are many things that can’t be done in some games. There are lots of cases where hovering (selecting) something shows relevant information on a different part of the screen. It is impossible now to read this information because when you move you head to do so it unselects the thing.
Going to continue fighting the FPS problems later today. I’m going to experiment a bit more with the resolutions and see what happens. This only adds more to my confusion ( :-) ) as it seems there are different frame rates measured at different points.
OK, so I’v found the answers to some of my questions.
On point 3 I was confused by the “peek” in name (EdgePeek) that it is only active while the mouse wheel is pressed. I’ve found out that the view will persist if the wheel is pressed and quickly released. This helps a lot with using the game’s interface.
I’ve also discovered the setting to zoom the HUD elements which also helps. But there are some problems with it. I’ve only tried it in Skyrim and it seems the notifications are not considered part of the HUD and are still not visible. And the bigger problem is if I zoom the HUD enough in order to it to fit in my view it gets unreadable. I can’t find a zoom level that makes the HUD both readable and fitting the view (so I don’t need the EdgePeek) at the same time.
On the motion sickness point I have found out that zooming the HUD so the compass is always visible helps a lot. So is zooming out the whole game.
I understand that until now VR was mostly a field for advanced users and the default Vorpx settings are made for them – it throws you in the deep immediately. But there are more and more users like me who will have problems understanding how to set it up and use it.
My first 3 days trying to use it all follow the same pattern – 10 minutes in experimenting ended by strong feeling of dizziness and followed by hours of real world headache. It was on the 3rd day that I discovered the arrows on the top of the Vorpx in-game interface to change the pages with the settings…
Testing and tweaking Vorpx is different from any other software I have used in my life in the fact that it has real life health consequences.
I would like to suggest that there is a “noob preset” or change to the default settings that is friendly to the new users. For example start with zoomed-out game and visible HUD and let people discover that they can change that to more immersive levels. As opposed to now where the default settings are quite extreme and hostile to novice users.
P.S. I tried solutions for the screen resolution but I still can’t make Skyrim run at more than 25-30 FPS.
By default, because VorpX uses head-tracking to control where you’re looking by generating virtual mouse movements, it also has to emulate the controller – I think Fallout 4, like many games, doesn’t allow simultaneous mouse and conroller input.
However, there is an experimental feature in VorpX for Fallout 4 only which gets round this. Call up the Vorpx in-game menu (default key is ‘Delete’), use the left/right arrow keys to get to the head-tracking menu, then down arrow to ‘Start direct tracking scan’ and enter. After a pause and a hitch in your view it’ll suddenly rotate your character. Ten you’ll probably find head-tracking is more accurate, and also that the controller works as intended.
Hello,
I’be got my Vive yesterday and I’ve spent so far about 8 hours discovering what and how it does. First I tried some of the VR apps on Steam and then concentrated on the main reason I got it in the first place – playing older AAA games. In the past months I’ve been playing on a big 3D TV on SBS 3D (TriDef) and I had some hopes and expectations on how the games will look and behave in VR.
The result is somewhat confusing and I have faced several serious problems that I need to resolve if I’m not going to go back to the 3D TV setup. The VR experience, while problematic in many aspects, felt really promising and exciting.
As a fresh Vive user I’m overwhelmed by the complexity of the system and the multiple options that need to be tweaked – on the hardware itself as well as different software applications. So I’m afraid I’m missing important steps/points/tweaks that can make the games actually playable. And maybe I’m missing an obvious solution for them.
1. The first problem is of course the frame rate / motion sickness. I’ve seen different solutions for the FPS problems and I’m going to experiment with them. I tried Skyrim, FO4 and Witcher 2. It seems the motion sickness is not really related to the frame rate as such. For example out of the 3 games Witcher 2 gave me the less dizziness which was completely unexpected as this game has terrible FPS even on a normal 2D playthrough. In Skyrim (and FO4) I was unable to make more than 3 steps walking or running before feeling dizzy. However I had no problems whatsoever with the killmove cutscenes that people usually complain about. So I guess my question is – what exactly causes the dizziness and how can I minimize it?
2. I’m using ENB Boost (as injector) with Skyrim, FONV and Oblivion which allows them to run without constantly crashing. I’ve read several speculations that ENB interferes with the performance of Vorpx and if you use it you are doomed to suffer low FPS no matter what. Is this true and are any considerations about running them together in terms on setting them up?
3. Menus and other HUD elements – impossible to see. Yes, there is the mouse-wheel solution but while you see the HUD while it is pressed there is nothing you can do with it. What I did was – press the mouse wheel, look at the option that I need to select and then trying not to move my hand or head at all release the wheel and click. This is quite annoying and what is even worse it reflects the dialogue interface of Skyrim making even talking to NPCs a tedious experience. I can’t even imagine trading with a NPC. Is there a solution for this?
4. Direction of movement – you walk and run wherever you are looking at. This will create a lot of problems for me as I’m used to constantly looking around while my character moves. I haven’t really tried it fully in Skyrim and FO4 because of the motion sickness issue. But it makes W2 completely unplayable because Geralt keeps running against the invisible walls in this half open-world game. Because the view is quite zoomed-in it is impossible to fully asses the terrain and predict where exactly the path lies. Is it possible to have the option to look around by moving your head while not influencing the direction of movement?
Thanks!
Ralf,
I really appreciate the work you’ve been doing here. I just bought a Vive and a copy of VorpX, and I’ve been browsing the forums for a while.
You clearly have some serious skill to accomplish what you’ve done so far. I’m wondering if you’ve ever considered allowing other developers to try their hand at getting full Stereo 3D working on games that aren’t supported yet.
I suppose it depends on how you architected VorpX to begin with, but I’m hoping you have some way of abstracting the customizations that a specific game or engine requires away from the core logic of VorpX. If you do, would it be possible to create a way for someone to load a custom dll to enable Stereo 3D in some game?
I’d certainly love to experiment with the code a bit.
Thanks for all your work!
Hi there i recently bought a game named Hatred to experiment with Vorpx. It is an Unreal Engine based game but is not supported officially by the software. I couldn’t make it run so far but i know there are some tweaks to play other games like renaming files or so. I wonder if anybody could help with that.
The suggested resolution of 1920×1440 means that one rendered pixel approximately correspondents to one screen pixel, which is how it works for most native apps. Nothing is downscaled unless you maybe have chosen a Image Zoom value snmaller than 1:0. Might make sense to do a factory reset (config app, trouble shoot page) if you already tweaked very much.
Choosing even higher resolutions like you did results in even better image quality (similar to using Dynamic Super Resolution when playing on a monitor), a similar effect occurs when you use EdgePeek.
1920×1440 basically leads to the same result as native apps image quality wise though.
Since this is so important I’d like to reiterate that a decent frame rate in the long run is the more important thing to consider. Always check your frame rate while experimenting with resolutions (ALT+F). There probably aren’t many recent games where 1920×2160 makes sense performance wise.
For vorpX it’s better to raise a game’s resolution than doing the above tweak. The default recommendation of 1280×1024 is a compromise between quality and speed.
However, if your PC is fast enough and allows you to run a game at 1600×1200 or even 1920×1440, doing so will result in a huge image quality boost. Just keep an eye on performance when experimemting with this. Newer and thus more demanding games might fall below a reasonable framerate at higher resolutions.
Crashes and reboots constantly here.
Not ready for prime time. I have no issues with any other game/app than Vorpx.
Occurs launching games. TESO, Mass Effect 3, Fallout 4. All show as supported.
AnonymousInactive
Did the DayZ makers finally do their big graphics engine update that was announced over a year ago? If so, I might take another look at it.
Yes and no. The expirimental branch now supports 0.60 patch which is first look in to the new engine and DX11 support. As i know the perfomance has greatly increased, however the patch version is still in testing (not stable).
The higher the resolution, the better the image quality. But 1280×1024 is the perfect compromise between quality and performance on a normal gaming PC with recommended Oculus/Vive specs.
Compared to playing games on a monitor high FPS are a lot more important in VR, so that should be the primary concern when experimenting with different resolutions.
You can use any resolution you want. The higher, the better the image quality. 5:4/4:3 resolutions like 1280×1024 or 1600×1200 are usually the best choice. They don’t have to be added mnually to your graphics driver and also have some advantages regarding async timewarp.
Just keep an eye on performance while experimenting. Maintaining 45fps is important on the Vive. The optimal resolution in the end depends on the game and how fast your PC is, just like with normal gaming on a monitor.
I did some experiments with something that probably works similar in the past, but in the end the idea was ditched. Most games clip the geometry very close to the visible volume, so even small head movements would cause major visible artifacts. Not good enough.
Please make sure that there are no leftovers from your experiments with older runtimes on your PC. If you have the runtime switcher installed, please remove it and make sure that there is only the latest Oculus software on your PC with nothing left from older runtimes.