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  • #187031
    Ralf
    Keymaster

    That looks strange indeed, especially that it affects the actual game and not just the image in the headset. Maybe some kind of GPU memory problem because of the high Reverb resolution. Just a guess though.

    A Lenovo WMR headset works perfectly fine here with Rocket League (just checked), so all I have are a few generic recommendations:

    1. Run the game without using the vorpX desktop viewer
    2. Run the game windowed
    3. Run the game with a common resolution (e.g. 1920×1080)
    4. Check (and potentially reduce) your super sampling settings in SteamVR
    5. Reset all game settings to default (especially video/graphics settings)
    6. Reset the vorpX profile to default (config app)
    7. Reset your graphics driver 3D settings to default
    8. Make sure Windows, WMR, SteamVR and your graphics driver are up-to-date.

    That’s pretty much all I can think of you might want to try.

    If the issue persists after checking everything above, it would also be great if you could send me a trouble shoot data archive to support |at| vorpx com, so I could check the final render resolutions used by vorpX. You can create one in the config app.

    #187026
    buckjohnston
    Participant

    I think this might just be a problem with windows MR in general. I also have an index and it works fine..

    The issue is when I start vorpx, it hooks to rocket league but the graphics are all distorted and messed up. This sometimes would happen with the index if I minimized the game and remaximized it

    The issue is with the windows mr stuff it must be not maximizing the game when it first hooks, thus creating some big graphical issues when first starting it up.

    Not sure how to fix this. I tried closing steamVR and starting the game first, then I tried starting steamVR first

    #186663
    StoneReign
    Participant

    I just got it, and im impressed with rocket league. I have the HP WMR headset. Since its not directly supported I’m thinking I take a big performance hit. It displays on the monitor and my VR headset at the same time. If it was only pushing the game display to one I think I would get better performance. And while the games are indeed stereoscopic they don’t always end up immersive. Other games have been a mixed bag of success.

    buckjohnston
    Participant

    I have both the index and now the rift S. When I try the rift s in both oculus mode and steamvr mode the performance is very bad. I have tried disabling ASW via the debug tool, turning off async render, turning back on. On the index though everything is buttery smooth at 120fps. I am not sure if you have a rift s to test ralf but it’s not running very well.

    With the index though it’s very good albeit I still have the weird bug where I can to turn vorpx’s async render ON then back OFF again to get the native 120fps, or else it caps at like 60.

    #186109
    Ralf
    Keymaster

    Can’t replicate your issue here, neither with default settings nor with the ‘High FOV’ user settings from the cloud. The screenshot below is vorpX 19.2.2.1 with the ‘High FOV’ user preset. Looks perfectly fine to me, nothing glitchy around the ball at all as far as I can tell.

    Please try a factory reset (config app > trouble shooting), also set all game options to default and remove any mods you may be using.

    Can’t really recommend anything else without being able to replicate the issue.

    #186099
    Ralf
    Keymaster

    No changes whatsoever to the Rocket League profile. There was another report regarding an outline around the ball two or three weeks ago though. If such glitches appear seemingly out of nowhere it’s typically a game update that breaks shader definitions. Not sure whether I would call something like that ‘unplayable’ :), but I’ll take a look at it.

    Please also always try the official profile with default settings if you suddenly encounter a glitch that didn’t exist beore, just in case the glitch is somehow triggered by the custom settings you are using.

    #186097
    buckjohnston
    Participant

    With the new update I can’t play properly anymore because the ball has double vision going on. I usually use the profile called high fov on the vorpx cloud profile and it’s been fine for a year and a half.

    Is there any way to revert to old version of vorpx in the meantime?

    #185648
    buckjohnston
    Participant

    I can also confirm rocket league looks amazing on the index at 120hz in vorpx.

    The only issue is I have to use expert mode and turn async render off, then on again when in the game to get the full 120fps or it caps at 60. Even if it’s off when I start the game.

    This is a recent occurance I have noticed since the recent vorpx updates even before I got the index.

    Other than that the overall image is amazing. I could only really notice the 120hz and 144hz when playing smooth locomotion games but man is it nice!

    #184485
    ChuckHead
    Participant

    So I have been playing Car Soccer for a lot of hours. Like a lot a lot. And since the day I found vorpx, that time has been primarily on my Oculus using 1:1 head tracking and geometry 3D. Recently, however, I decided to play around with other users settings (via vorpx) and it occurred to me every vps config file was set up for cinema mode. Got me wondering… has anyone else gotten Rocket League to play well in Full VR? I’d love to trade notes if so.

    Which brings me to my second point, I’d be willing to dig around and copy down some specs. Should be able to share vorpx configs, but I have spent a bunch of time tweaking other things in game and out, so it would have to be a little more comprehensive than I have time for at the moment. So, given that, any interest?

    (Also, disclaimer, I do have a pretty beefy computer; you can loose frames with a slower rig.)

    AJR214
    Participant

    Since the latest update in Rocket League for Rocket Pass 3 (2 weeks ago maybe), I can’t get into the chat window during a game using T (general talk to everyone) or Y (party chat). If I play without VorpX, I can chat during a game. At the end of a game during the 60 second wait, i can use the gamepad to go up to the text field and then start chatting. But the T, Y, and U do not work to type at all during the game. It’s not just me as another person in my party using VorpX has the same issue. We both have Samsung Odyssey 2 VR headsets. Something is interfering with the keystrokes. Nothing has changed within RL or VorpX settings. Please help.

    #182897
    markbradley1982
    Participant

    Today I’m getting flickering artifacts in Rocket League. It suddenly started, and it does appear that Rocket League got a subtle graphics update that may be causing it.

    In the outer space ring arena the ball is half black and at a weird unnatural feeling depth that causes eye discomfort. The metro night arena has flickering buildings.

    The resolution I am using is 1920×1080. Bloom and motion blur are both on and I feel they actually look good in VR. I also had adjusted the sharpness and color saturation but I don’t have the sharpness setting in front of me and I am not sure where I can pull these settings from while outside of VR. I also need to add that the above settings have been working perfectly for months including the sharpness, color saturation, and aggressive crystal image settings.

    buckjohnston
    Participant

    Holy crap I didn’t know immersive screen mode already allowed this with ht unlock setting. So badass, thanks!!

    Edit: Is there a way to change the x sensitivity of the unlock positional tracking versus the z. It seems like leaning in and out is way more sensitive than leaning left and right (at least in rocket league)

    buckjohnston
    Participant

    I notice you can adjust the up and down camera translation in games in the virtual cinema mode (or immersive screen) So wouldn’t it be theoretically possible to map those values to your head movement positionally (in cinema mode)?

    I am aware of DirectVR mode, but am talking for games that don’t have full support for the mouse or DirectVR, rocket league, MKXL, etc.

    I’m thinking of this for games like rocket league that have no mouse turning support so no headtracking, as it seems you figured out how to hack the camera height (rocket league vorpx settings example)

    Could this up and down camera setting also be applied on the x and z axis?

    I feel I can get the immersive screen mode looking almost like a native VR title with FOV adjustments and screen distance. It’s only the positional tracking that’s missing in these games.

    I’m thinking the immersive screen mode would feel almost like those synthetic lightfield demos in a way with positional tracking like that. Limited FOV if you turn your head but perfect 3D and positional tracking in the viewable area. What do you think?

    broksampson
    Participant

    Is there some magic setting I can change to fix this?

    #177527
    buckjohnston
    Participant

    Okay I think I figured it out!

    in the new vorpx version with the fluid sync is set to auto on the Pimax and WMR everything is choppy. When I turn it off everything is smooth again! Maybe because it seems to kick back to their respective reprojection tech I think and framerate shoots up to 90 also. (80 on pimax 8k)

    Also the Pitool has to remain at 1.0 for pimax users.

    Is there a way to make the Rocket league profile default to “fluid sync off” by default if it detects WMR and pimax users?

    My rift is buried in closet but I imagine it might be a similar situation.

    Hope this helps.

    PS: Also The default vorpx rocket league profile is really good actually, I would just recommend when you get time bumping the 3D from 1.0 to 2.0 as it gives the cars and scene more realistic depth (and I have heard that is about their approx size of those cars if they existed IRL ;) After turning in game camera fov to 110.

Viewing 15 results - 61 through 75 (of 123 total)

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