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  • Cless_Aurion
    Participant

    Sorry for the late reply, crazy busy weeks! I’ve been testing thoroughly to give you as much information as possible.

    Thanks for taking the time to check on this issue, I really appreciate it!
    Damn, it working on your side almost makes it more infuriating.
    I’m very hopeful we will be able to figure it out though, it would make my year!

    For this, I hope FPSVR’s “detect resolution” will work good enough.
    Its results seem to match my visual experience accurately (visual and performance wise).

    >> Might be the game not actually running at the desired res,
    Definitely not, made exhaustively sure this isn’t the case.

    >> might be your headset’s software doing weird stuff or whatever.
    This might be a cause for it, its an obscure HMD, but it would be an issue exclusive to VorpX then, since no other game, or even UEVR are affected by it at all.
    This HMD has 2 different drivers for the HMD. The official one by the makers of the HMD, which is their custom non-SteamVR non-OpenXR drivers. And another one (the one I use most), that is a written from the ground up custom driver that turns the HMD into a native SteamVR HMD. Testing by alternating both drivers shows no difference in VorpX behavior.

    I followed your instructions the best I could. Starting slow and steady.

    Ridiculously low resolutions (like 720p), seem to make it worse since the HMD will run at that, double 720p. The problems start always when I try to go over 2160p. It just won’t happen.

    All games running with no upscaler shenanigans, or AI enhancement of any sort, or supersampling like you asked.
    Using only as a monitor, the virtual one VorpX creates running at 8640×4860. (I tested also with my regular 4K monitor, resolutions there won’t go over 2160p, so not much point to it).

    After playing around, this is the info I can give you:

    HMD’s panel resolution per eye: 3552×3840
    SteamVR Settings resolution:
    3572×3816 (100%) — (Also tried other %, 50% and 200%, with 0 changes to VorpX behavior)
    Advanced Supersample Filtering (OFF) (Also tried ON, nothing will change)

    Not running anything, compositor resolution: 5356×5724 (looks nice and clean)
    Running games:
    -Baldurs gate 3:

    1080p = 1809×2000
    Aliasing is horrible. If I play the game flat in BigScreen (which keeps the 5356×5724 resolution for the HMD) the game becomes WAY more playable, its just like playing on a low resolution 1080p display, especially most aliasing on text disappears. (No awesome VorpX 3D effects there, of course :( )

    1440p = 2344×2592
    Improvement, but far from ideal

    2160p = 2781×3072
    This seems to be the limit I keep hitting.

    Every resolution over 2160p (4860p included) = 2781×3072

    Worst part about this is, like I said, the game is ACTUALLY rendering at those resolutions, I can easily tell by eye by getting closer to the floating screen and new detail will show up, but also, because the framerates match the performance expected and, in BG3’s case, putting the mouse over the window on the taskbar, will clearly state the resolution to the right of the title of the game.

    This applies to all games I tested. Just for the sake of testing, I tried resolutions in windowed, fullscreen with no luck whatsoever.

    TLDR: no matter what resolution the game runs at, the HMD always runs against the 2160p wall. I wish VorpX could just… render at SteamVR’s resolution always or, just not mess around with the HMD’s resolution at all, I’d gladly pay the performance cost. Would that be a possibility?

    Extra data that might be useful:
    -For a render resolution 1:1 sample per panel pixel, resolution should be around 5081×5612 (209%), so definitely we aren’t failing on that side of things, in fact, when I open SteamVR’s menu it is perfectly sharp, since it IS running at the 5356×5724 even when VorpX is running at lower resolutions underneath it (usually 2781×3072)

    -Also, SteamVR wants to default the HMD to 150% (4372×4672).

    dellrifter22
    Participant

    Ralf,

    I’m having trouble getting vorpX to work effectively with newer games these days. Nearly everything forces dx12 and uses some dlss/fsr upscaler type. And as our selection of dx12 profiles are relatively few, my success rate seems increasingly limited.

    Any chance we could see some updates to dx12 Z3D compatibility in the future?

    Wish I could get AC:Shadows and RDR1 in Z3D.

    #221614

    In reply to: Setup Problems

    Ralf
    Keymaster

    Stutter:

    Sounds like something might be off with the Link connection. vorpX can be quite demanding, but with your PC most games should work well. If you are sure that Link itself works fine, try to lower some ingame graphics settings. Depending on the method converting a game to stereo 3D costs ~10% (Z3D) to ~50% (G3D) performance. On top of that there is some additional overhead caused by sending the game to the headset.

    So even with a 5090 in demanding games you may have to lower some settings to account for the stereo 3d performance impact and to ensure that there is some headroom left for smoothly sending everything to the headset.

    Resolution:

    You have to set the resolution in the game options or in the vorpX menu for game profiles where vorpX can handle that automatically (vorpX shows a notification on start if that’s the case for your game). To get higher resolutions than your monitor allows, please check the ‘Custom Resolutions’ section in the vorpX help. For ‘FullVR’ mode you typically want a 4:3 res, for cinema/immersive screen 16:10 or 16:9 work best.

    General:

    To familiarize yourself with how vorpX works you should definitely check the various guides in the vorpX help. At the very least the ‘Essential Hints’ section. That’s time well spent, will answer a lot of questions you may have.

    #221611
    runics
    Participant

    Sorry to bother,
    I just bought the vorpx to use for cyberpunk. And installed through
    vorpX_WebSetup did the configuration using the meta/rift (since i have quest 3). But when i launch through link app + cable, technically it works but its so stuttery and the resolution is so low 1k x 900 or something. I feel like im missing something crucial. I run a RTX 5090 64gb ram and a ultra 7 265k. also the input in the menues are always a second behind.

    tried reading up on it, but I got confused with registering a key or something (didnt receive one) also when i ask chatgpt it refers to some vorpx.exe which i dont have. I just start Cp77 through link app desktop + steam, I turned of the theater mode thing and turned on steam ingame overlays if need be since it was recommended?

    all the best and thank you for any help <3

    #221607

    In reply to: Cyberpunk help

    Ralf
    Keymaster

    Typical symptom of a version mismatch between Cyberpunk and the CyberEngineTweaks modding framework, which the mod portion of the profile is based on.

    1. Make sure ypou have the latest Cyberpunk version.
    2. Make sure to use the latest version of the Cyberpunk mod (OR in case you are using the regular vorpX 24.1.0 let it download the latest profile update when asked about that).

    If you are 100% certain that both are up-to-date and it still doesn’t work, a new Cyberpunk update may just have broken things again. In that case please read the huge blue instructions panel in the launch environment for infos regarding a manual CyberEngineTweaks update.

    #221567
    _John Smith_
    Participant

    After watching some YouTube videos and playing a bit with the settings I seem to have found solutions:
    1. I set the framerate cap to off and headset sync to custom/fast. This seems to give a smoother gameplay and – perhaps I’m mistaken – even slightly better graphics.
    2. I increased vertical field of view in Cyberpunk settings to 90 (from 80). I also discovered that Vorpx apparently automatically added a custom resolution to Cyberpunk of 3200×2200 automatically and changed to that resolution (I set render res to Ultra in Vorpx).

    Problems are solved and everything looks fine (I’m using Virtual Desktop on Quest 3 set to use OpenXR in God-Like render res at 90 Hz, DLSS Transformer Model set to Quality).

    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.

    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?

    #221532

    In reply to: Quest 3 low anchor

    Ralf
    Keymaster

    The Quest, like most headsets, uses its screen in an asymmetric way, i.e. more pixels are rendered below the eye than above to accomodate human vison that focuses more on things on the ground than above. The idea behind that is to have more pixels available where it counts (below).

    Displaying a normally rendered game (meaning same amount of pixels above and below the camera center here) on your Quest with the viewpoint correctly aligned to your eyes leads to the observed effect unless you cut off pixels at the top of the image. If you want you can do that in most games by raising the ‘ImageZoom’ value to its max. Might be capped in some games though for one or the other reason, e.g. if a game doesn’t allow to set its FOV high enough.

    #221490

    In reply to: Murdered: Soul Suspect

    Buzbee
    Participant

    I created a vorpx shortcut from the steam executable with parameter -DX9 in Target.

    “C:\Program Files (x86)\Animation Labs\vorpX\vorpControl.exe” “C:\Program Files (x86)\Steam\steamapps\common\Murdered Soul Suspect\Binaries\Win64\Murdered.exe” -DX9

    I also followed the pcgamingwiki for

    Skip intro videos
    Disable Chromatic Aberration
    Mouse smoothing

    I also disabled in-game vsync which forces 30fps and forced vysnc and triple buffering with Nvidia GPU control panel so that game no longer runs at 30fps. Cutscenes are always 30 FPS though.

    Game does not crash anymore probably because of the -DX9 but I listed the other changes just in case.

    #221488
    LordBeardsteak
    Participant

    I’ve searched the forums for more info on this and tried all versions of the game I can currently download from GOG. From what I’ve read, Ralf has disabled rotational head tracking due to whatever bugs he was encountering. I tried to emulate head tracking using OpenTrack but something in the VorpX profile seems like its interfering with it, and it doesn’t work. Has anyone here found a version of the game or the AFR profile that gives rotational head tracking? I would gladly deal with bugs and flickering to experience the existing profile with the ability to look around.

    Quest 3
    Virtual Desktop > Steam VR
    4070ti
    7800X3D

    #221484
    LordBeardsteak
    Participant

    Has anyone found a version of Next Gen that works with head tracking? Everything looks great, I just can’t look around.

    #221447

    In reply to: Arma 2 OA help please

    Boblekobold
    Participant

    I never tried this game, but from what I can see in the VorpX Config app, there is an official profile.

    You can know if you hooked in the starting room and/or by checking if you have 3D in “3D reconstruction” inside the ingame menu (Geometry is the best type of 3D, or Z-normal / Z-adaptive).

    Concerning zoom, you can of course unzoom like in this video at 7m15s :

    (I’m not recommanding to use the same settings as him appart from that, in particular concerning aspect ratio…)

    But your problem probably isn’t because of zoom only. It’s because you need to raise the FOV (usually 112 horizontally, or 84 vertically).

    I suppose you can adjust the FOV this way :
    https://www.reddit.com/r/dayz/comments/ug6wu/how_to_adjust_your_fov_aka_how_to_cure_arma2/

    If this game has DirectVR, you can just use it like in this video at 4m44s :

    It will configure most things for you.

    Don’t forget to use the virtual monitor (launch VorpX Desktop Viewer with VorpX V24, then your game). It will allow you to use any resolution you want (usually a 4:3 one like 3840×2880).

    You should also increase image quality with the options in the second page of the ingame menu : ClarityFX, Sharpness, Texture Enhancement, etc.
    Lower gamma in VorpX if needed but not too much in the game.

    Concerning headtracking, you can change headtracking speed (and you can enable/disable it). It should work when you have the Full VR display mode selected. You can also use it in Immersive Screen.

    Use edgepeek shortcut during cutscenes/menu.

    #221445
    InSanityGaming
    Participant

    i have vorpx open, launch OA, go to play and everything’s massively zoomed in, when i turn my whole stuff turns not just my head, please help!

    Nvidia gpu
    Htc headset

    anyone got a premade profile etc?

    #221444
    Cless_Aurion
    Participant

    You are missing the point entirely though.

    Of course UEVR doesn’t turn games into “VR Genre” games without a profile, neither does VorpX. And both will need a profile to do so as well. These games are not built to do that eitherway, so they would suck as such. Besides, if I’m being honest, I don’t even like the “VR Genre” of games, I just want to play my goddamn games immersed in VR.

    Which I also think gets the strenghts of both… playing games immersively in 3D.

    I think you are missing that Unreal Engine has a native VR pipeline that can be “hacked” through UEVR to make games that shouldn’t be able to use VR to do so. It can use perfectly fine raytracing, that isn’t an issue on the Engine side. A programmer such as yourself surely already knows that you should be able to mod that to match for VR in the places it doesn’t work in a per-game instance, since the VR pipeline is raytracing compatible with lumen and nanite, I tried it in engine and even if it brings a 4090 to its knees, it does work. If it does work, a mod can be made for it to work in UEVR as well then when the native pipeline doesn’t work.

    I’m sure VorpX does something similar at an even lower level, thus why it works with more than just one specific engine. I vaguely remember Ralf saying something about it at some point? But I might be totally wrong.

    I’m a gameplay programmer

    Oh man, you should be able to do some very nice things in LUA using UEVR then, don’t you?

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