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  • Cless_Aurion
    Participant

    Hello Ralf, thank you so much for taking the time to reply from your busy schedule! I really appreciate it.

    So, it seems there might be an issue detecting what is the the max height of the image VorpX sends to the headset, since its DEFINITELY short from double the game resolution.

    It falls so short, that I see clearly LOTS of aliasing everywhere (even the window border). I will go so far to say, that the image quality is not THAT FAR off my VivePro’s when supersampling… while having literally 6 times more pixels, and rendering about 4 times more pixels.
    When I lean into the floating window, I can see all the extra detail I was missing that the game was actually rendering, which suggests the image the game is rendering is way higher resolution than the image the HMD is receiving.

    (Again, for clarity’s sake, the sweetspot of my HMD should be able to catch around 5500p worth of resolution (45PPD).
    Rendering at 4860p, although a high resolution, when on a big screen spanning most of my view, it should still NOT be supersampling, since it fails to get to 1:1)
    (As a note, the resolution of the HMD is 3552×3880 per eye)

    Could it be that Custom Resolutions on vorpX virtual monitor, are not working as they are intended and sending a lower resolution due to the huge numbers?

    I’ve gone as far as to literally unplug both my monitors and exclusively use VorpX’s virtual monitor set at the game’s resolution, 4860p, to no avail. (I’ve tried multiple games that use different engines, all have the same exact issue).

    For extra info, I’m also using a SteamVR native HMD, so I’m guessing there should be no compositor shenanigans going on… (and just in case tried with the inhouse compositor the HMD also has, which changes nothing).

    I’m not even trying to mess with 3D or VR modes yet to remove variables (although I’ve tried with the same issues, in fact, aliasing usually becomes even more glaring and worse when activating them).

    I have also tried launching from VorpX Desktop (which also isn’t really usable due to low resolution of the HMD (not the desktop)) with no luck whatsoever.

    I did also test older VorpX versions, just in case. No luck either.

    I hope this info-dump helps you in some way to figure out the issue. If you need anything else, I will gladly try to help to get this resolved! I really hope the issue isn’t on my side, but with so many HMDs and so many variables… you never know.
    I tried with 2 different (similarly spec PCs), since I did upgrade the whole system, but both had this same issue.

    TLDR:
    I tried all that and sadly it doesn’t work :(

    Maybe there is an issue with detecting what is the the max height of the image VorpX sends to the headset when resolutions per eye are so ridiculously high?

    duke54
    Participant

    It would be better to set the ‘device selection’ & ‘in game hooking’ on a per game basis.

    I have Meta Quest but for ‘Farming Simulator 25″ the ‘device selection’ needs to be set to ‘SteamVR’, which I don’t always remember to do, but for most other games it’s set to ‘Oculus’.

    #221476
    RJK_
    Participant

    Tomb Raider Legend (Original Renderer) – G3D

    This is a shader fix for the Original (NOT NEXT GEN ! ) Renderer. No key tools etc. needed.

    – Required: additional files
    – May not work with the Steam game (renamed exe required)
    – Nice S3D in all modes
    – Full VR with Headtracking
    – Fixed HUD
    – Disable Water Effects !
    – Profile available at the cloud

    #221426

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    @Boblekobold

    Both images look terrible in your pictures.

    Well, they are raw images 2k images downscaled from almost 5000×5000 resolution output.
    The UEVR looks worse (since its actually rendering at 4860p), the VorpX one… actually looks better than on the HMD.

    It can be a profile or configuration problem (maybe the wrong type of 3D, etc.)

    It is in all games, in all types, from flat 2D to geo3D and any normal configuration.
    Its like if VorpX internal resolution has an arbitrary ceiling it won’t go past for some reason.

    This is ugly even in 1080p. You shouldn’t be able to notice it on a 1080p monitor

    Yeah, the image quality of VorpX is only SLIGHTLY better than on my VivePro… which has SIX times less pixels than my current HMD…

    If the image quality is so bad, I guess it’s because you weren’t able to record correctly the output ? In this case I don’t see how we could compare.

    I exported the raw output, that way they are comparable, its what its being fed to the HMDs.
    I tried to take regular screenshots, but UEVR in 2D mode won’t play ball.

    Why do you want to use VorpX instead ?

    I want to play all my games in VorpX (even the ones that won’t hook and will need to use the desktop viewer!).
    I’ve been using VorpX for almost a decade now, and my dream since was “Having 4K-like resolution on an OLED HMD, so I can play all the games in VorpX!” … and its very sad to get finally the HMD that can do it… but now VorpX is the one that is bugging out (or limited in some internal way) :(

    I’m also a professionnal game developper (and I have advanced 3D modeling, animation and rendering skills too but it doesn’t really matter).

    Awesome! A fellow gamedev and artist too to boot then!
    I’m a professional indie and AAA game developer specialized in 3D Character creation! Moved to Japan and everything to make my gamedev dreams come true and everything hahaha
    If this forum had DM’s I’d definitely send you a couple to chat about it lol

    There is no way I can see blurry letters in VorpX.

    I know right?
    Even the G2 has more resolution than the image I sent! (you can even see the aliasing in the letters!)

    But as we said, you may be right on a PPD limit. I wouldn’t be able to tell with my current VR headset, which is already better than most.

    Nah… far from the PPD limit still (sadly lol, its “only” around 45PPD).
    Since you have a G2 it is easy to realize. For every 1 pixel the G2 has, the MeganeX8K has 3.
    I’m not even getting to the 24PPD from the G2 in VorpX right now I’d bet :(

    I never use auto resolution, but most peope do, and as far as I know it limits resolution (it depends on game profiles).

    Make sure you disable it if you want to play in very high resolution.

    Of course, first thing I checked! I also disabled any sort of AA on both, to make the aliasing more obvious in both images and make comparisons better (very noticeable in the bridge ropes!).

    Anyway, with hooked games, if you don’t see any difference between resolutions above 1440p or 2160p (or even 3200p), there is a problem somewhere, because it’s not the usual behavior.

    I thought so too! That’s why I tried to reinstall a couple versions.
    Reinstalled GPU drivers… and nothing.
    The HMD is SteamVR native, so it should be acting just like the Index or any other native SteamVR HMD :/

    Everytime I tried, UEVR was particularly bad in 2D screen mode (a lot of aliasing and there is no curvature so there are distortions).

    Dammit, weird again. That is exactly the opposite experience to what is happening to me.
    In UEVR when I put it in 2D mode, not only the FPS boost up massively (due to all the processing that is not being done), but all aliasing instantly disappears (which… to be honest, makes sense, its stretching like a 4000×4000 image on a small square in front of me, instead of stretching it all over my FOV lol)

    ——————————————————————————–


    @dellrifter22

    With the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.

    That’s the thing. I made sure that in both instances, the game is running in 4860p. (I tried both by launching from the desktop, and the normal way without any differences)

    The framerate matches 4860p on VorpX, the computer is using the GPU at an expected level… its just that VorpX isn’t showing the detail for some reason.

    There may be be other special cases.

    I tried many games, all of them max out at that very specific “VorpX” resolution. So does the desktop viewer (even when the desktop or the games are clearly set at 4860p!)

    It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.

    Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.

    It’s the in game selected resolution that matters, not the SteamVR slider.

    Nono, please, thank you for taking time to reply at all!
    I did try all that. I made sure the games are ACTUALLY rendering at that resolution (checking not just the settings, but also GPU usage and FPS and such).
    It really does just feel like there is an arbitrary “ceiling” I can’t pass when using exclusively VorpX :(
    My SteamVR resolution is set at roughly 6100×5600, which basically 1.5x the resolution of the MeganeX8K (using up 100% of the panel’s image quality, which makes it equal in pixel density to a 4K 32″ monitor at regular viewing distance).

    And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.

    Yeah, I tried both, just in case anything changed… and it didn’t :(

    #221422

    In reply to: Higher resolutions?

    dellrifter22
    Participant

    With the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.

    Are you turning off your physical monitor when playing? Or rather, does vorpX turn off your monitor? This is how you know the virtual monitor is active.

    If your physical monitor is active for playing, you may be limited to its capability.

    In my experience, standard 2D games can only be set to render as high as your monitor can accept. In the case of my physical 1440p monitor, 2880p is the highest custom resolution test it can pass and create. Therefore 2880p is the highest in game resolution I can select in game.

    If I want to go higher, I must use vorpX’s virtual monitor instead. I use the vorpX app to create and save the custom resolution I want for the virtual monitor, then select that resolution within the game’s settings.

    It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.

    Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.

    It’s the in game selected resolution that matters, not the SteamVR slider.

    And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.

    #221416

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    It’s definitely not better than VorpX. At best it’s different, but image quality can’t even compare because most beautiful settings don’t even work with UEVR.

    I see! Maybe it varies a lot between games, because the games that have proper Native Stereo for me… look like the improved version of the monitor version. And I’m a graphics whore, after all, I’m a professional 3D videogame artist.

    How do you configure UEVR to get a good image quality and see every details miles around like in VorpX ? Because every person who really tried both around me said me that VorpX has a lot better image quality.

    I’m… not sure. I’ve been using VorpX since the early days, even going as far to using the shader authoring tool to create my custom profiles and… Even if its good, its never been flawless as UEVR seems to get to. (although I get way less control in UEVR without actually coding in LUA than with the authoring tool :S)

    Well, let’s put an example. If I run Tales of Arise on VorpX, a UE4 game. 3D shadows are borked, due to the common issue with shaders on G3D. On top of that, like I said, it not only runs in a “window” since it isn’t fullVR compatible, but even when put both in that mode, VorpX only goes as high as under 3000p. On UEVR most shaders are flawless, except for the camera FOV that seems a bit weird at times (since it doesn’t zoom in like it would in a 2D screen)… and that’s it. I can run it if I can at 7000p, where pixels are literally so small I can’t tell them apart. A visual clarity that is so ridiculous I can see into the distance (at like… 10fps, of course lol). But even in UEVR “2D window” mode, I can easily put it at 5000p, get 90fps, and flawless image.

    Maybe you don’t know how to configure VorpX, or as I said, you are very sensitive to something most people don’t even notice.

    Maybe I’m missing something, but I mean, like I said, been using the thing since the early days, and I’m a user advanced enough to make their own profiles with the authoring tool… Tinkering with settings is totally my jam.
    I just think not that many people are running HMDs with resolutions of 3550×3880 per eye yet. It would be ideal if Ralf could throw some light into this to be honest! And I mean, many people would notice if a program is rendering at like 2/3 or less resolution the HMD is capable of, I’m sure!

    Did you try the ClarityFX, Sharpness and Texture Enhancements settings ? (VorpX’s Ingame menu page 2) It’s very impressive on my VR headset if properly configured.

    Yes, of course! I mean, it does make things better, but that doesn’t cut it, it really just needs way more resolution.

    We probably don’t play the same games. I mostly play AAA games in VR (and anyway most of them aren’t made with Unreal Engine, except Atomic Heart which is an UE4 game and is better in VorpX).

    I see! Surely we don’t play similar. To be honest, I like VorpX better as a “3D window” to the world better than full VR immersion. For that I feel UEVR is great, since it basically uses native UE VR rendering pipeline to show stuff.

    As far as I know, you can always use max settings with VorpX in AAA games with a good enough resolution. It’s impossible with UEVR (either because it doesn’t even work, or because it works but it’s not optimized enough).

    The problem is I straight out can’t. Like I said, is like VorpX just hits a ceiling of resolution the HMD won’t go over, even when I’m trying to force it (be it through the game engine rendering at higher resolutions, or the settings in SteamVR).

    As I said, you could not reach such resolutions with most beautiful games (especially with Unreal Engine 4/5 AAA games…)

    I mean… I have a heavily overclocked 4090 with a 9950X3D, and tolerance for low FPS, so I can easily play a game at like… 40fps and not feel wrong about it. Even in VR I play with most maxed out always (when it makes sense ofc). I don’t play that many AAA games though, I’m more interested in AA and indie, with the nice AAA here an there.

    So It depends on the game, and on your use. Anyway both programs have other pros and cons depending on your expectations.

    Yeah! I just seem to choose UEVR for all the UE games.

    Hopefully, I am doing something wrong, or there is a fix I didn’t think for this! It really is a shame not being able to use VorpX now that the MeganeX8K is giving me such ridiculously high PPD (it sits at around 46PPD, with mOLED quality, its insane!)

    #221401

    In reply to: Higher resolutions?

    Cless_Aurion
    Participant

    UEVR’s sharpness & clarity isn’t even close to VorpX at medium/long distance in every AAA game with large outdoors environement I tried

    This is SO WEIRD to me.
    Because its the literal opposite to me in 100% of the cases.
    UEVR is always sharp to perfection (even if my GPU wants to cry at single digit FPS) when I crank up resolution, while no matter how high I put the resolution on any VorpX game… it always looks “terrible” (at around 2000-ish p). Like, I can put the game at literally 8K (4000p), the GPU is clearly doing it, since the game chugs like it wants to die… yet the resolution and jaggies I see are identical to the ones I had when rendering the game at 4k (2160p). That’s the issue for me there. Hopefully that explains it better!

    Also, to my knowledge… UEVR is best in UE games overall, by a lot. And I mean, its not surprising really, VorpX works on like a bizillion other engines, while that one is specific to UE4-5.

    An example of that would be Harvestella. I can run the thing on UEVR at 15000×7500 (yes, 7500p per eye), at around 30-45fps. It uses up every ounce the MeganeX8K’s clarity, literally can’t look better. Then when I try to run it at 8k (7600×4300), it really doesn’t look any different from just playing it at 3860×2160.

    So something weird is going on on VorpX that is limiting the resolution it renders at.
    The Desktop Viewer itself, looks poor compared to the image that the SteamVR UI window gives too. Maybe running at high 2000p? But basically unusable compared to just using native SteamVR desktop windows…

    PS. I have around 20/20 vision. With the MeganeX8K you can actually do the optometrist tests and pass them about as well as you would in real life, it is just that dense in pixels. The difference between 2000p and 4000p is about the same that you notice on a 1440p to a 4K display, so its quite noticeable to me.

    #221100
    Boblekobold
    Participant

    I think an RTX 4060 isn’t a very good graphic card to use PC VR with a Quest 3.

    Especially if you use a laptop version, which usually are a lot less powerful.

    You may not be able to apply my advices. Try lower values (of SS, Bitrate and resolution) first…

    You can check Quest 3 image quality with another PC VR program (like SteamVR’s DeoVR with a detailed 4k regular photo/vidéo, not 180/360°, for example ? Or photogrammetry in SteamVR’s Home)

    You could also use a more optimized VR headset. But it’s still a laptop with an RTX4060… I had good results with VorpX, a desktop with GTX1080 and a Reverb G2. I was able to play games like Death Stranding, Bioshock Infinite, Bioshock 1, Elden Ring, Guadians of the Galaxy, etc.

    #221034
    manobroda
    Participant

    Hello everyone.

    I would just like to inform the VorpX team and those interested that there is an incompatibility between Vridge or SteamVR and VorpX.
    For native VR games, I use Vridge with my Quest2 via Wi-Fi, and it works very well, e.g. Project Wingman.
    For other games, I used VorpX with SteamVR (e.g. Take on Helicopters), and it worked very well. But I stopped using it for a while.
    I recently decided to use VorpX to play Ace of Combat 7, but after updating VorpX, I noticed the following problem with Vridge or SteamVR: when I entered games like Project Wingman or Star Wars Squadrons, I could no longer move from the spot. Although I could see everything around me, there was no movement in the other axes, keeping my head fixed in one point.

    I tried to disable VorpX for these games in the VorpX settings itself, but without success. I even closed all VorpX processes on Windows, but the problem persisted.
    To continue playing native VR games, I had to uninstall VorpX, which solved the problem.
    But I would like to keep it installed on my PC, so that I can play non-native VR games.

    Has anyone had a similar problem? Thanks everyone.

    #220970
    Ralf
    Keymaster

    Thanks!

    One additional hint: After years of (on and off) searching for some mysterious vorpX bug that only materializes in the original Bioshock 2 and a handful of other 32bit DX9 games, I’m pretty sure I recently found the actual issue while I did some general memory optimizations: too much memory used with vorpX.

    For the GOG (not Steam unfortunately) version that can be fixed by making the game ‘large address aware’, which raises the 2GB RAM limit 32bit applications usually have to 3GB. The same fix also works for Dragon Age Origins btw., which has similar random crash issues without being large address aware.

    A simple patcher can be found here for example:
    https://www.techpowerup.com/forums/threads/large-address-aware.112556/

    Note that trying this fix only ever makes sense for old 32bit games, newer (64bit) games will never need this.

    #220930
    Boblekobold
    Participant

    I think I did. I was in Full VR anyway, so it’s always centered (without edgepeek) as far as I know.

    I used my original version of the game (not current Steam version), and no mods (at first).

    I’ll retry the game later. There are a lot of other games to play (Stalker 2, Frontier of Pandora, etc.), but I wanted to warn you because some people could want to try VorpX with old Stalker games because Stalker 2 just came out.

    —–

    Is DX11 supposed to work ? In Z3D at least ?

    #220825
    Bewitched
    Participant

    This is still an issue. Here’s what i’ve tried so far. I’ve tried using the hook helper, i’ve tried using admin rights, i’ve tried using alternative hook, i’ve disabled anti virus, i’ve disabled every imaginable overlay from steam, EA, Nvidia GeForce and AWCC, i’ve tried running the game vanilla with no mods, I tried SFC /scannow, I tried reinstalling Vorpx and the sims, i’ve tried with only one monitor, i’ve tried turning off discord, i’ve tried even looking in event logger and I cannot figure out why it doesn’t work. And it’s not just The Sims 4. It doesn’t hook to Saints Row 3, Titanfall nor the sims. The only thing that works is the desktop viewer but it doesn’t attach to any games.

    And no i’m not running it on a potato. I’m running this on a windows 11, Alienware R16, Aurora 4090. I refuse to believe this kind of performance is acceptable for this hardware.

    CahirOnasi
    Participant

    I wrote to customer support already, but maybe someone here can help too. I’ve been having trouble with vorpx. I can ran Red Dead redemption 2 just fine ( a bit blurry for now.) However, every other game I’ve tried it looks like Vorpx won’t even attach to it. I’m trying play on steam vr. I have an oculus 3. For RDRD2 I’m playing with my the Steam VR settings, so the other games should be ok. Any help please? It’s weird that one game works but the others don’t.

    Also any help to make RDRD2 less blurry and I could aim without using the headset would be great. (I have to use my head to “aim”

    #220812
    Boblekobold
    Participant

    It works for me.

    Is it Standard Edition (V1.0.0.7) or Enhanced Edition ? Steam version or else ?

    You should use VorpX V24. Virtual Monitor is very useful with Metro games (unless you have the same ratio and resolution on your VR headset and your physical monitor, but I doubt it).

    There are a few subtleties because there are a lot of versions of this game, and a lot of ways to play this game with VorpX, but it should work. At worse, when a game doesn’t hook, remember you can always use VorpX Desktop Viewer without hooking (“Pause Watcher” or Exclude Game), but you won’t have 3D, etc.

    But with Metro Exodus I recently tried VorpX with a lot of versions, and it was always working.

    All informations are here :

    Is Metro Exodus Enhanced working for anybody?

    #220791
    Boblekobold
    Participant

    Standard Edition is offered when you buy Enhanced Edition on Steam, but you have to download/install it separately, as if it was another game. I don’t think you can properly transfer savegames (or not completely, and not inside levels), but I think they are identical.
    Both have all DLC and new game+ options.
    The differences are in lighting, colors, blur effect (and some rare models/textures).

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