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  • #176275
    Ralf
    Keymaster

    There are two sections on the button mapping page: “Normal Mapping” and below that “Shift Mapping”. The latter is the mapping that is uesed when the shift button is pressed.

    You can assign the mouswheel by using it when the button you want to assign it to is waiting for input (it shows ‘…’ when that is the case).

    Just in case: to assign a button click on the current assignment, it then shows ‘…’ and you can assign something else.

    #176258
    Ralf
    Keymaster

    Since most Unity 5 games now use the same shader parser that I mentioned above, it’s a bit odd that apparently noone else encounters your issue with any of these games.

    Please send a trouble shoot data archive to support |at| vorpx com. You can create it in the config app. Maybe the profile doesn’t load correctly for whatever reason. If the log file indicates something that might be wrong, it will be addressed for the next update.

    #176256
    Ralf
    Keymaster

    Probably depends on how many mods you have installed and whether you are using ini tweaks to enhance visual quality (e.g. a higher uGridsToLoad value). A vanilla Oblivion pretty much should run at 90fps at all times, but it’s not overly difficult to make the game CPU bound with mods and ini tweaks, in which case even the fastest graphics card doesn’t change anything.

    Not sure about the blocking issue. Oblivion is one of the games I played myself a fair bit. Don’t recall anything like that, but I’ll check it.

    BTW: You can make it look fantastic (well, as far as a game that old can look fantastic) by forcing antialiasing in your graphics driver control panel. That way you can use AA and HDR rendering together, which the game normally does not allow.

    #176252

    In reply to: StarVR and VorpX

    Ralf
    Keymaster

    I can’t really say anything beyond what I said in the Pimax thread.

    It’s relatively simple: the larger the FOV and the larger the resolution the more horsepower you need. If you have a modern game, let’s say Kingdom Come Deliverance, that runs at an OK, yet not perfect framerate with Rift/Vive on a GTX1080Ti with Geometry 3D, you can pretty naturally expect it to run at a hardly playable framerate when you start cranking up FOV and resolution.

    That’s simply how these things work. More geometry (higher FOV) + more pixels (higher resolution) means severely less performance. Wishing it would be different is a bit like wishing the sun would always shine. 🙂 Everyone would love that, but it won’t happen.

    #176233
    Ralf
    Keymaster

    There was some really odd issue that lead to the response from the update server being cut off randomly during the update check, so it was kind of a lottery. Not sure how something like that can even happen, particularly since the code hasn’t been touched in years. Probably some recent changes in the underlying Windows functionality, that’s more or less the only option in this case.

    I “fixed” that provisionally for now by adding a slight delay in 18.3.0.1, so from now on the update check should be reliable again.

    #176220
    Ralf
    Keymaster

    First time I hear of something like that. Only thing I can imagine is that something doesn’t work right in regard to vorpX’s special handling of the additional virtual monitor that the Oculus software creates for its desktop feature. This special handling is only required on a minority of systems, so you could try to disable it.

    1. Click the Windows start button
    2. Enter ‘services.msc’ (without the quotes)
    3. Double click the ‘vorpX Service’
    4. Stop the service and set its start type to ‘Deactivated’

    Unless you happen to be affected by the issue this service addresses, disabling it has no negative side effects.

    BTW: vorpX doesn’t do anything while it is not running (indicated by the icon in the taskar tray), not even the service. So if you also encounter this issue after exiting vorpX from the tray menu, it’s 100% unrelated to vorpX.

    #176212
    salivarius
    Participant

    I have recently purchased VorpX and have noticed that it has lead to my oculus rift headset losing its HDMI connection. I have verified this multiple times by uninstalling and reinstalling Vorpx. I will be playing Fallout 4 (which works well by the way) and then suddenly I lose connection in the headset and the screen goes blank. In addition, the same thing happens with using regular VR games in Oculus Home and Steam VR. I will have my screen randomly blank out and shut down my Oculus rift headset. I have checked all my cables and reinstalled all programs, and the only way to keep my HMD going was to uninstall Vorpx, and then Oculus and Steam VR work fine. Thus, VorpX is basically useless when I can’t use it. Please let me know if there is something else I need to do.

    #176209
    salivarius
    Participant

    My HDMI randomly disconnects too. I actually have to uninstall Vorpx so I can actually play my Oculus. It also causes one of my monitors to turn on and off. PIA. Just trying to get things to work…. Arg

    #176207
    markbradley1982
    Participant

    Oblivion is generally running fine. I’m using the Steam VR beta drivers which have the motion smoothing. GPU is a GTX 1080 and CPU is a 6700k.

    Oblivion generally runs well since it’s an old game. But whenever my character tries to block, there’s frame drops that are particularly noticeable when turning the head.

    Any idea why there is such a performance drop when blocking with your character’s hands especially for such an old game? It feels like generally Oblivion seems to struggle more and has more uneven performance (and thus needs Fluid Sync enabled) than newer more graphically advanced looking games like Rocket League which runs at 60fps consistently, though of course the game world is smaller.

    #176206
    Ralf
    Keymaster

    One more reason to assume that it’s not a vorpX issue. As suggested above please do a few testruns without mods. Since you apparently intentionally are close to the game’s resource limits you should consider that the most likely cause of your issue.

    vorpX requires a substantial amount of extra CPU/GPU memory on its own, so please first check whether you can resolve your issue by using a more sensible amount of mods before assuming anything else.

    #176205
    3DPO
    Participant

    Thanks a lot!

    Yes that is one way to play Skyrim vanilla. Please don’t get me wrong but I don’t want to mess around with my Skyrim configuration any more. It takes me weeks if not months to get everything to work. And it runs almost perfect since over half a year. If I now change anything from my current settings it could be that I can’t play my savegames never again. Maybe there will be a solution soon. Another way I can try if it’s not vorpX-related is that you send me a old vorpX version so I can test if it runs like before :)
    If not then really strange things happen. Cause the crashes occurs no matter which savegames I load. And I didn’t change a bit on my system (software) since this happens. Other games still running perfect with vorpX. For example, I play Gas Guzzlers Extreme with the G3d profile at the moment. There are no problems even with Ultra settings!

    #176203
    zahncisten
    Participant

    So, I’m excitedly looking forward to playing Prey (2017) in G3D some time in the future, so I thought I should play something else until then. I switched over to playing Alien Isolation. Obviously a great game. I’ve heard the mod that takes it into VR is good as well, but honestly I can’t play any games in VR outside of VorpX (I have a balance condition that makes me very reliant on my eyes for sense of balance, so playing games in Cinema Mode is great, because there is always something that isn’t moving! Lol).
    Anyway, so I was wondering if anyone had an opinion on Film Grain or other such settings, including (in-game) FOV settings, etc. I put the FOV on 55 and turned Film Grain off. In G3D there is just nothing better, I think. Thoughts?

    Ralf
    Keymaster

    In regard to aliasing vorpX isn’t any different than monitor gaming, so the same recommendations apply: to get rid of ‘jaggies’ and other aliasing artifacts either crank up the game resolution or enable antialising. Nothing really special about it.

    Raising the super sampling multiplier in SteamVR/Oculus does not really help and wastes precious processing time. To super sample with vorpX raise the game resolution above your headset’s resolution.

    1440p should suffice for immersive screen mode, but if you can afford to set something even higher performance wise, there is no harm in trying.

    markbradley1982
    Participant

    Does anyone have any tips or suggestions on how to reduce / eliminate screen aliasing in Cinema mode and Immersive Screen?

    I’m on a non TI GTX 1080

    Last year I played quite a lot of Rocket League in VorpX and everything looked pretty crisp. Obviously not as crisp as my 4k tv hooked up to my VR PC, but the 3D effect was more than worth the trade off for me.

    However this year I’m noticing a lot more aliasing. I don’t know if it’s just that I don’t remember last year because I was so wowed with the 3D effect or if there’s another issue going on. I’m using the beta SteamVR drivers with motion smoothing.

    I’ve tried the following resolutions: 1600×1200 and 1920×1440. I significantly improved the image by disabling depth of field and bloom. Also I believe increasing super sampling helped (it for sure helped back in 2017 when I played Fallout New Vegas with Vorpx though that looked okay even without super sampling, but SS greatly enhanced it).

    But I still get some aliasing. It’s most noticeable in the “barn” arena where there’s a lot of white textured lines on the ground. They alias like crazy and I found it really distracting. I’d love to smooth them out. Ingame anti aliasing didn’t do much, but didn’t harm performance either.

    I tried crystal image normal and aggressive, and why they worked they didn’t remove that aliasing I mentioned with the white lines.

    Any tips, hints, and suggestions would be greatly welcome. VorpX rocks! I’ve heard the cinema and immersive screens are the unsung heroes of this software so I want to use it at the best possible image quality. Up until now, I’ve mainly been using VorpX in VR mode, except for Rocket League last year which seemed to look much better than what I am experiencing now.

    #176192
    markbradley1982
    Participant

    There is no auto resolution feature for Rocket League, also no specific hints. Both have to be done on a game to basis. As long as Geometry 3D is available the profile for the game is loaded correctly.

    You should see decent performance with the game though considering that it doesn’t have cutting edge graphics. Two things you could try is making sure that antialiasing and v-sync are forced off via your graphics driver control panel to check whether one of them has an impact on performance. Also make sure not to use an outdated vorpX version, especially on Windows 10 that is important.

    Ah then it indeed must have just been the defaults that Rocket League was set to last year that seemed so good. Thanks again for noting that Ralf.

    Performance is fine now thankfully even with anti aliasing on though it doesn’t seem to do much. I can also super sample fine without performance issues. I’m running on a non TI 1080 and vsync is off.

    The image isn’t as clear as I remember it being (nor as clear as Direct VR games or native VR games) though I managed to improve it significantly by disabling bloom and depth of field which really is only beneficial for non stereoscopic screens. Is there an ideal resolution I should use? I tried 1600×1200 and 1920×1440 and both result in noticeable aliasing that I can’t seem to get rid of that is most visible in arenas like the barn arena where there are lots of white lines on the ground. These white lines become very aliased and ugly. Maybe I just didn’t notice it last time?

    The immersive screen is amazing for this game.

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