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  • #207131

    In reply to: Direct Vr Titanfall 2

    Ralf
    Keymaster

    Depends on the game. In Titanfall 2 you can do that in the vorpX menu on the DirectVR page. Whenever that is the case for a game vorpX displays an according message in the top/left corner of the game window as well as in the headset.

    Generelly useful hint: always pay attention to any messages vorpX may display in the headset and/or in the game window on your desktop. Saves a lot of trial and error.

    #207122
    Chefschweisser
    Participant

    In Titanfall i have the resolution 2550x1440as native.i set the game and restarted with the vorpx profile.If i f i switch to full vr it looks a bit pixelated.I also added the custom resolutions in Nvidia.but how do i change it to a better resolution?do i have to do something in the vorpx settings? how do i set the resolution for the game in vorpx?Is it automated?Do i have to push alt-l or al-b or something else to scan direct vr?Kinda confused.

    Ralf
    Keymaster

    If you are the more technical minded type of guy (or guydess™) who likes to tinker with the sync options in the vorpX menu, you should be aware that there will be a little change to how things work in the next version.

    TLDR: Nothing will change in default (asynchronous) mode, except better headset framerate stability, but synchronous mode will work differently.

    Not much will change for the default (at least for most headsets) asynchronous mode, where vorpX runs a second thread for rendering the final image to the headset. In this mode the second thread as always should ideally run at the full headset refresh rate, so that vorpX can do the game to headset framerate conversion entirely on its own. That’s how things are intended to be done, mostly because in contrast to headset runtime motion smoothing this mode works fine with uneven game/headset ratios (e.g. game at 67fps, headset at 90fps). The second huge advantage is that this way vorpX by design can handle extremely low game framerates below half the headset refresh rate where things typically fall apart entirely with headset runtime motion smoothing. Nothing will change in that respect, in fact vorpX will even be able to better keep up the ideal headset framerate under high GPU load.

    The synchronous mode however where game and headset framerate are linked to each other to let headset runtime motion smoothing do its thing for those who prefer that will work quite a bit differently. Currently in this mode vorpX still runs two threads side by side with only the frametimes being synced, but not their individual start points. That way no time is lost for hard syncing even in synchronous mode, but it’s not ideal for headset runtime motion smoothing.

    So that will change with the next vorpX version: instead of trying not to lose a single millisecond for any waits, vorpX in synchronous mode will now behave like a native app with a single main render thread. Might cost a few FPS here and there, but since synchronous (now better called single-threaded) rendering for the most part is only useful for headset runtime motion smoothing, which caps the framerate anyway, allowing that to work in the best possible way in the end is more important. Again: This only applies to synchronous rendering, you won’t lose any precious FPS in default asynchronous mode.

    #207084

    In reply to: Cyberpunk 2077

    steph12
    Participant

    back in 2016 fullvr mode was G3D with headtracking, 6dof, automated fov with directvr scan, looks like things changed.

    full VR mode cant be with Z3D when you dont have 6dof.

    there are plenty of full VR enabled game, like skyrim, fallout 3, bioshock 1,2, infinite and many more but i have hard time understand why some games are listed as full Vr mode while they arent, i know for sure cp2077 is not, as defined since 2016 was fullVr mode was and is supposed to be.

    mr_spongeworthy
    Participant

    Finally found a native VR title (Fallout 4 VR) that was behaving the same way, with weird sync issues at high GPU usage.

    So eventually a full wipe and reinstall of Win10 ensued and that has fixed the issue with vorpX as well. I can now push the GPU fully without experiencing sync issues, and Fast modes are now working again in vorpX titles.

    Unfortunately I was unable to discover what caused the issue originally. I think it may have been cruft of old PiTool versions, but ultimately no amount of uninstalling (even tracking down and deleting remnants manually), driver updating, or even an in-place re-installation of Windows resolved the issue.

    #207030

    In reply to: HP Reverb G2?

    lokiss88
    Participant

    @Kazeon

    Controller issues with the G2 are greatly exaggerated. Personally i have about 300hrs playing the likes of No Mans Sky, The Forest, Fallout 4, Skyrim, and numerous smaller titles with zero issues.

    The only thing that’s actually bad about them is the awful haptics, which pretty much requires you to turn the feature off. FOV is tricky, more is better obviously, but it’s something very dependent on the game experience. I find it limiting and extremely obvious in flight sims, but not obvious at all when bearing down a race track in the cockpit of a car. General games where you on the centre of the screen you probably won’t notice it, or at least become accustom to it.

    It probably is worth waiting on the next iteration though, certainly if you’re routed to a AMD system, or need that extra inside out tracking camera they’re adding to solve generic problems with inside out tracking.

    Absolutely a great device for VorpX though. If you have the ability (a 3090) you can crank it up to 3k per eye in steamVR, which makes games that looked poor in VR previously much much better.

    #206981

    In reply to: Days Gone

    nieda113
    Participant

    Hi , running on 4k, rtx3090. I also have some mods installed . The fov mod does what is says. combined with g3d profile it looks like a better fallout. THX

    #206978
    RJK_
    Participant

    Average human eye resolution is roughly around 60 PPD (pixels per degree),

    intersting to read, thanks !

    That’s called “supersampling”,

    I assume the better image when rendering over the headset resolution is a result of sort of a “wiping out AA more and even more”, not of providing me with more pixels. Having this in mind i wonder how far i could go in resolution in theory on a 1440×1600 display to maximize visuals. I usually play my games around 3200×2880, today i did a quick test on Avatar and Fallout 3 and there was still a noticable improvement in sharpnes and claryity on small detailed objects like letters on guns or stickers on uniforms for example when gaining resolution to 4400×3240 (my current monitor cant take more ;-). The image looks so clear and clean in that resolution so i wonder if a 5 or 8K display ever would provide me with better visuals at the same (locally maximized) resolution.

    #206950
    Smoils
    Participant

    Yes, titanfall for sure, as well as a lot of so called movement shooters (ghostrunner, dying light, etc), feel amazing with 0 headtracking and overdone fov, much speed, no pukes.

    As for opposite – full vr mode mirrors edge 1 and 2 work and feel very nice plus you can you vorpx native vr controller support with apps like natural locomotion to have decoupled movement/looking around and armswinger locomotion fits so well to that game.

    #206946
    Ralf
    Keymaster

    @ 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.

    #206939

    In reply to: Vorpx Refuses to Work

    Ralf
    Keymaster

    I don’t have any experience with the application, sorrry. Judging from a brief look at their website I’d suspect it might be an OpenGL application. A bit older, available on both Mac and PC, makes OpenGL a reasonable assumption.

    Try to make a copy of an OpenGL profile in the vorpX config and then assign the application’s .exe to that copy. No guarantee that will do anything, but worth a shot. Good candidates to try are the Quake/Quake II/Quake III/Quake IV profiles.

    If you can’t make it work, you can use the vorpX desktop viewer as fallback option. 2D only, but that way you can display the app in the headset without vorpX hooking into it.

    #206904
    ravenx444
    Participant

    The fact that Titanfall 2 isn’t mentioned here is criminal, just beat the campaign in VorpX, full geometry3d and it was flawless, worked perfectly.

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    #206804

    In reply to: RDR2 + Vorpx = Amazing

    Zel1984
    Participant

    You are very welcome, I recently done the mission where Arthur & Lenny get drunk at the saloon in Valentine, it is very cool & trippy in VR with the room going all bendy & warped as you get drunk, i walked in on Lenny getting it on with female Lenny, escaped the law & am now taking a slow walk back to Valentine where my horse Midknight is.

    In the flat version of the game i would have just run there as fast as possible but in VR it is so immersive that sometimes i just can’t help but take a slow walk through the world.

    The next part of this post contained inside the —‘s is my attempt to describe how even a simple slow walk to Valentine is in VR to try to help people get a sense of what it is like:

    I’m walking down a dirt road surrounded by forest, birds crowing in my right ear, chirping in my left, the buzz of some flying insect buzzing around my head, crunching footsteps, a steam train chugging along somewhere in the distance & the low music track playing behind it all,

    a couple of buffalo & deer running over the hills up ahead, horses coming down the road, guy being taken to jail in a caged wagon by two lawmen, “stay back from the wagon sir, we’re transporting a fugitive” one of them says as they ride on by, i let them be as i’m enjoying my walk,

    i notice the bright coloured plants scattered here & there, reds, purples, yellows, whites, i hear a weird moaning sound to my right, i turn & see an American bison up the hill a bit, i get out the binoculars for a better view, lots of muscle on that (animals are much bigger in VR, sense of scale is great), guy rides right in front of my view & says something about me not being right in the head, i give him a polite greeting & compliment him on his nice looking horse, he goes on his way, i continue walking,

    i scare a bird out of the long grass just to my left which makes me jump as it takes flight, no music now just the buzzing of insects, the chirping of birds & the crunching of footsteps, i see smoke to the right in the distance, not going there, spot a group of 5 deer having a munch not too far away, 1 of the deer looks me right in the binoculars as i am looking at them with eyes that seem to say ‘what you looking at?’, i continue on-wards,
    two guys on horses, one pulls out a rifle & says something as they go by, i resist the urge to shoot him in the face & continue, i come to a crossroad with a wooden sign, i follow the arrow pointing to Valentine, i see a lonely dead looking tree a little past the crossroad, spooky looking,

    i spot a berry bush, what could they be, red raspberry, yummy, pick a couple of nearby yarrow too then continue, train track just to the left of the road, rocky hills in the distance, open grassland with some rocky hills to the right, couple of deer watching me for any sign that i’m a threat, they turn & slowly amble away, snowy covered mountains coming into view, path splits with a wooden sign pointing toward Valentine, i obey the sign,

    path crosses over the train tracks, man rides by moaning about something, wagon rides by, two guys out front & two guys inside, a beautiful white & a black horse doing the work of pulling them, more traffic now, getting closer to Valentine,

    spot a crow on a rock, use binoculars for a good view, cool colour, mix of black & blue, flies off, path crosses back over the tracks, can clearly see Valentine now, hear an owl, check my platinum pocket watch, 16:05, guy on horse says”a whole lotta ugly business here” as he rides past some blood & human body parts,

    the blood trail leads down a little slope past a tree to where there is part of a human corpse suspended from beneath the rail bridge, writing on the rocks near the corpse reads “Look on my works”, there is a human head stuck to a wooden pillar of the rail bridge by knife with something in its mouth, i take it out, the head falls to the ground, part of a map, i go back up the slope & continue toward Valentine,

    i cross the tracks into Valentine, i can hear a telephone ringing coming from inside the train station, can almost smell the sheep, 2 guys having a smoke say hello as i walk by,
    guy leaning against a post says “that queasy feeling you been having is cause there is so many O’Driscols about”, think i’m gonna punch this guy, “i’ve only gotta click my fingers & this town will string you up & call it justice” he says, he walks towards me saying “you want me to set you straight”, he pushes me, i say “look at you, a coward trying to play it tough,” “make yourself scarce” he says, i punch him in the face, knock him down, he gets up “damn it to hell” he whinges as he pushes me again, we trade several blows, i see his face getting bloodier up as i connect with punch after punch, i knock him down, he gets up, he knocks me down, i get up, we continue beating on each other, i land a left hook that knocks him out cold,

    getting darker now, i check the time, 20:35, sound of a steam train whistle blowing, a couple of horses hitched & people standing, sitting, walking, chatting as i walk by houses that are lit up with flickering light from their various sources, Keane’s saloon door is open, tempting me to go in for a drink but no! i must be reunited with my Midknight (word of warning, you can become attached to your horse in VR, they are just so fn cool looking),
    i turn onto the main street, the newspaper boy still trying to sell his paper at this time, the sheriff standing having a smoke in front of his office, i look further down the road & there she is, my Midknight, i sprint towards her as people come out of the saloon & others try to enter which ends up making one poor fella fall down the stairs & get covered in mud, “damn” he says as he gets up, a drunk guy gets on his horse as he says the place is full of cheats which his mate on another horse agrees with as they ride away, i watch the guy who fell down the stairs walk away & round the corner at the end of the street, walking as if he had defecated in his drawers,

    i turn around, & look at my magnificent Midknight, about 2-3 heads higher than me, big beautiful beast, i pat her then go into the saloon for a drink to celebrate, lots of people in here, piano music playing a nice happy fast tune, barman talks about some lowlifes & about someone being pushed, maybe the guy that fell down the stairs, i order a beer & have a swig while looking at the pictures behind the bar,

    i finish my beer then head outside & jump on Midknight & hitch her just over the road at the hotel as i need a bath & a room for some sleep, guy behind the desk remembers me from when i saved Karen, doesn’t want trouble, i pay for a bath, walking down the hall to the bath i hear some guy moaning, must be that guy who i walked in on sitting on the toilet when i was here before, poor guys pipes must be clogged,

    got some help with my bath from a nice woman, told her i used to share baths with my dog copper, feeling nice & clean, i pay for a room, next door to the guy with the clogged pipes, & i get some sleep.

    I’m not a great story teller by any stretch of the imagination but i hope i have managed to give a sense of just how immersive even something as simple as a slow walk back to Valentine can be in VR.

    Info about what i’m using to play it: AMD Ryzen 3600 & RX 5700 XT using Oculus Rift S, my graphics settings i put to the highest resolution i can go to which is 1920 x 1080 & put the resolution scale as high as i could go without losing too much fps, TAA on high & TAA sharpness really high on the slide bar, for other settings i just put the main setting on ultra then lowered them one by one till i found my optimal performance + graphics.

    #206709
    mr_spongeworthy
    Participant

    Yeah, it’s certainly possible I’m just expecting too much out of my 3080 Ti, but it just seems strange to me that I could push my 2080 Super to very high GPU usage in, for example, Fallout 3, in fast mode, with no tearing or other issues and have to leave a much higher percentage of available GPU time ‘on the table’ with my 3080. It would not be the first time Pimax pushed a firmware and/or PiTool update that caused sync issues, that’s for sure.

    And yes, I’m not a fanboy of Pimax and I’m quite aware of the limitations and foibles. Unfortunately my brain really doesn’t agree with the limited FOV of all other available HMDs, so I’m basically stuck with Pimax and seriously considering upgrading to the 8K X. I can’t wait for a better-established company to come out with a high-pixel-density wide FOV HMD (preferably one with a secondary processor in the HMD so that the HMD itself does the transformations necessary for wide FOV (i.e. ‘Parallel Projections’) and takes that load off our GPUs.)

    Out of curiosity, with CPUs getting so fast now, is there any part of the process you could offload the the CPU?

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