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  • #178987
    dellrifter22
    Participant

    @Ralf: So I’m trying out the new G3D in rift, and it is in fact working at around the 50% performance hit you mentioned. Nice.

    While the geometry looks good, the lighting seems to be at constant struggle. It’s not just shadows slightly off match, I’m getting a fair amount of artifact tearing all around, and some interiors making one eye most entirely black. I mean it’s working, just not quite on the level of most your other G3D profiles, image stability wise.

    Is this to be expected with the current state of Frostbite in your testing? Or have I got something wrong? I’m wondering if I need to sort driver issues or not.

    I haven’t yet tried the alternate hook, but I assume that shouldn’t change the actual render method any differently. I do have game optimizations enabled, but am yet to try with steamVR. I’ll keep testing, but let me know of any hints. Thanks.

    #178984
    icenoodle
    Participant

    thanks for the quick reply – I’ve a feeling something must have happened on my end when I was updating it yesterday – I just used my web installer there to reinstall VorpX and it all seems to be there now in the local profiles/cloud profiles. will test in a game shortly to see if the profiles are there now. Cheers for all your hard work!

    #178981
    Ralf
    Keymaster

    You already have the new profiles in your local profile database. No need to download them from the cloud. Accessing cloud profiles usually is only required when you want to download profiles made by other users.

    Unless something went wrong, you should see the new games in your “Local Profiles” list in the vorpX config app.

    Thanks for heads-up though. I forgot to update the cloud profiles yesterday.

    #178953
    Ralf
    Keymaster

    Rift had that before SteamVR, Oculus calls it ‘Spacewarp’, pretty much a matter of taste. It’s basically the same debatable motion vector based method to create extra frames that TVs have since ages, just with new names. In contrast to the prior reprojection (or ‘Timewarp’ for Oculus), that only handles rotation, Motion Smoothing/Spacewarp also handles position changes. The price you pay for that are the typical visual artifacts you noticed.

    Personally I prefer the rotation only reprojection which doesn’t introduce artifacts and is good enough for my taste. Oculus/Valve (also many users) however seem to favor the more glitchy motion smoothing for whatever reason.

    #178947
    dellrifter22
    Participant

    I learned a long time ago not to mess with res scaling, so I leave that at 100% and try all AA settings.

    I learned it wasn’t necessarily Z-buffer related, as the smear happened with 3D off. It happens when moving the mouse.

    Turns out it was the new Tracking Prediction setting in vorpX, meant to handle motion smoothing I gather. As soon as turned that off all artifacting was gone.

    I’ve been leery to update the necessary graphics drivers for steam motion smoothing (and previous related vorpX), as things were already working so well. I also thought it was steamVR exclusive tech so am puzzled to see this setting for use in my Rift.

    What is your opinion of the new smoothing with vorpX? Does it improve performance significantly? Does it work for rift/windows hmds? Does it introduce any problems?

    Anyway, that’s been my only hiccup with 19.1 so far, glad to have solved it to a degree. Still lots more to test :)

    #178945
    Ralf
    Keymaster

    Can the menus be navigated with the keyboard? If so hitting enter or space might work. I can’t really imagine how vorpX could cause that, but nothing is impossible.

    I’ll check whether your issue can be replicated here, but not today (Sunday), sorry.

    #178944
    gapper4
    Participant

    Sounds more like an input focus issue than something directly related to vorpX. Try ALT+TAB out of the game and back, also switching between fullscreen/windowed or vice versa is worth a try.

    Nope, same thing in windowed mode and fullscreen. Again, the cursor highlights selections (such as “load game”). It just doesn’t take the click.

    #178943
    gapper4
    Participant

    Let me ask another question:
    Typically on menus, when you hover over an option, it highlights, or raises, or something, and then you click on it. Like in this video, the selection is highlighted in yellow, and then you can click to go further:

    <span class=”embed-youtube” style=”text-align:center; display: block;”>[youtube https://www.youtube.com/watch?v=5Nie2f6WU5c?version=3&rel=1&fs=1&autohide=2&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent&w=490&h=276%5D</span&gt;

    In the Mount and Blade menu, does the button highlight to show that you are hovering over it? The reason I ask is that sometimes because of resolution scaling, etc. the actual mouse location can vary. For instance, if you used the keyboard to navigate and get to your actual game, I’m guessing you can actually swing your sword by left-clicking, and that is recognized? (I’m just guessing that left clicking swings a sword, but have you tried actual game play, and does mouse clicking work then?)

    Yes, there are highlights when I mouse over something in the start menu. I’ve tried Alt-tabbing out and back in. Same issue. I’ll try windowed vs full screen now and see if anything happens.

    #178939
    Ralf
    Keymaster

    Sounds more like an input focus issue than something directly related to vorpX. Try ALT+TAB out of the game and back, also switching between fullscreen/windowed or vice versa is worth a try.

    #178938
    zahncisten
    Participant

    Let me ask another question:
    Typically on menus, when you hover over an option, it highlights, or raises, or something, and then you click on it. Like in this video, the selection is highlighted in yellow, and then you can click to go further:

    In the Mount and Blade menu, does the button highlight to show that you are hovering over it? The reason I ask is that sometimes because of resolution scaling, etc. the actual mouse location can vary. For instance, if you used the keyboard to navigate and get to your actual game, I’m guessing you can actually swing your sword by left-clicking, and that is recognized? (I’m just guessing that left clicking swings a sword, but have you tried actual game play, and does mouse clicking work then?)

    #178935
    gapper4
    Participant

    Are you using a Windows Mixed Reality Headset?

    No, an Oculus Rift. Everything was perfect last evening. This happened just after VorpX updated. To elaborate a bit, the mouse pointer in the title screen works. The problem is it doesn’t recognize mouse clicks.

    #178932
    Ralf
    Keymaster

    Update: resolution scaling is called ‘Resolution Modifier’ and vorpX automatically sets it to 100% on AC:Origins with the optimizer enabled. Can’t really remember why, but something like this never is done without good reason. So that might very much be the problem.

    As always: usually not a good idea to disable the settings optimizer. If you have to, at least always first try with it enabled whenever you encounter issues.

    #178931
    Ralf
    Keymaster

    Mmmh, no changes to both profiles since last October, before branching off 19.1.0. I’ll look into it.

    The menu thing is to be expected, the games don’t clear the depth buffer while showing the menu. Quite a few games do that.

    IIRC both games have resolution scaling in their graphics options. While in general that is a fantastic option for vorpX in newer games, it sometimes can confuse the depth buffer heuristics unfortunately. Worth to try 100% if you changed that setting. Same for trying with/without antialising.

    #178930
    Ralf
    Keymaster

    Depends very much on the location. With a 1080Ti and the “very high” graphics preset framerate can be anything from borderline playable to full 90fps. You have a 1060 IIRC? If so trying with low/medium details is worth a shot.

    You can switch between G3D/Z3D with ALT+K by the way. A good way to deal with occasional low framerate situations. The shortcut can also be re-assigned to something easier accessible in the config app if use it more frequently.

    #178929
    dellrifter22
    Participant

    I can confirm that both hook methods are working here for me too. I’ve been playing ACOddy a lot this week so I was eager to test this report.

    There is something fishy about Z3D rendering in both Odyssey and Origins using Rift in 19.1. Some type of Z-buffer artifacting that is appearant even on the loading screens. In game it has a stuttering smear effect.

    Rebooting did not resolve, though I don’t get this problem using my Pimax4k with steamVR.

    I do have “optimize game settings” disabled to keep my own ini values, but his wasn’t a problem before 19.1.

    The few other Z3D games I’ve tested so far (Ghost Recon wildlands, Hunter call of the wild, War of Rights) still seem ok in rift, but those AC games are both affected. I’ll do more testing.

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