@ all (most): Thanks for the kind words.
@ moarveer: Bioshock Remastered is a rather odd case technically unfortunately due to the way they did the DX9>DX11 conversion. As soon as I have an idea to tackle this in a decent manner, the game will be added, but I can’t promise anything. Currently it’s too glitchy.
@ nieda: FYI: About 90% of official profiles have G3D now. For AC:Odyssey you would need a GTX4080Ti (sic!) for G3D, not even AC:Unity G3D runs exactly great on current hardware. Far Cry 5: anticheat prevents vorpX from hooking as discussed multiple times here.
@ dborosev: AC:Odyssey Z3D base parameters have been adjusted to look more realistic. In Origins elements nearby looked extremely large and then got too small too quickly in the distance. This is more balanced now. You can however play around with the near/far option like dellrifter suggested if you prefer something else.
@ dellrifter22: no changes to the way Image Zoom is used. Only remotely related change is that in immersive screen mode a higher FOV is set if vorpX can adjust it. But that only affects immersive screen mode and there it has the opposite effect of what you describe. I’ll double check to be extra sure.
@ OculusRiftRocks: native 3D means that the game has its own SBS stereo mode. What the vorpX profile does is automatically setting the game options to utilize it. You could do the same with Crysis 2/3, but those had indeed a depth buffer based approach. Crysis 3 with vorpX G3D is superior.
ah, can the same thing not be done with crysis 2/3 built in 3D, or was that built in 3D a cheap z-buffer.
@ dborosev: if by more 3D effect you mean a deeper distance, you can fiddle with the weighting and focal distance sliders right below the strength.
When you start to push the weighting too high though it will start to look like a layered popup book.
My preference is to max strength to 3.00, keep a low focal distance (to keep scale looking as big as possible) somewhere between 1-5, then inch up the depth weighting right until things start looking like layer cutouts. For Odyssey right now, mine is somewhere around 40.
I’ve upped the ini FOV to 146 though, and zoomed the image out some for better resolution utilization. So you may need to push those values even higher to get a stronger effect.
Play around with it some until you find a balance between how large you want the scale to feel vs how deep you want the world to look. I find it fun anyway.
p.s. I’ve read to stay away from the latest drivers for Odyssey as well, its a common problem on steam forum. Gating performance to encourage RTX sales? Skeptical minds might wonder.
I’ll add a couple things to Dellrifters’s notes. I managed to play a few hours of Odyssey so far. Absolutely gorgeous game.
1) Not sure if its the ZNormal profile, or what, but changing the 3D strength doesn’t change much visually. I can’t remember if its supposed to on Z3D games or not. Its fine how it is, but I usually like a lot of 3D effect and I usually set it high.
2) Played it for a bit, and it works great, but when after an hour I decided to upgrade my drivers to the latest (398->416 I think), and the performance just tanked in VorpX to the point of it not being playable. Huge judder on my 1080ti when turning my head even the slightest. I rolled back the drivers and its OK again. Possibly not related to VorpX, but thought I’d mention it just in case.
In any case, loving it so far.
Cheers.
Just about to dive hard into Odyssey, but did a bit of profiles testing first and I’ve discovered a couple things so far.
Image zoom seems to have been loosened some for Fullvr mode, whereby now many of my former custom profiles seem to be zoomed in too close by ~0.10 points. Say I had set something like 0.88 for fov purposes, now would need to be lowered to ~0.78 to correct.
Not sure if this was intentional, but could potentially cause a problem for existing profiles already on the cloud.
Another brief thing I noticed was Z-normal having some trouble with texture loading in a couple games I tried (Far Cry 5 and War of Rights) that did not have this problem before. Like all black textures, or very low res textures.
Strangely, If i switched to G3D the textures load in. But back to Z3D, and they go black again. Some heavy changes made to the way dx11 Z3D works now?
Any thoughts on why this could be happening?
War of Rights is a game I’d like to introduce as an immersive vorpX experience, later this year when it releases in Early Access. Over the summer’s Alpha phase, I’ve had it successfully running Z3D on the Kingdom Come Deliverance profile. Now it’s all black textures. I know KCD got an update fix, could this be related? If so, is there an option to revive the old method, or provide a CryEngine 5 profile alternative?
Still need to test some more games, but pretty anxious to play some Odyssey tonight :)
Oh and the Shader Authoring looks neat, only fooled around with it for a minute, realizing I have some new stuff to learn haha. Thanks again Ralf!
Update 2018/12/15
vorpX 18.3.2.2 has been released. This (hopefully) concludes the series of fixes related to issues with the most recent SteamVR version.
Changes/Fixes:
- Improvements for WMR headsets related to issues with most recent SteamVR.
- Fallout 76: FOV did not work since the game got official FOV change support.
- OpenVR updated to 1.1.3b
Update 2018/12/09
vorpX 18.3.2.1 has been released. This hotfix addresses the SteamVR head tracking swim/latency introduced with yesterday’s update. No other changes.
Update 2018/12/08
vorpX 18.3.2 has been released. This is a maintenance release mainly addressing frequent frame judder in SteamVR mode after the latest SteamVR update.
In addition to that some related changes originally intended for vorpX 19.1.0 have been backported to 18.3.2, most notably support for Motion Smoothing (SteamVR), respectively Asynchronous Space Warp (Oculus). vorpX 19.1.0 is still on track for a pre-Christmas release.
Changes/Fixes:
- SteamVR: Fix for frequent judder below 90fps with recent SteamVR versions.
- SteamVR/Oculus: Motion Smoothing/Asynchronous Space Warp support.
- SteamVR: Supersampling <1.0 is now taken into account (only important for Pimax 5k/8k).
- Oculus: Crystal Image setting takes user set super sampling into account.
- D3D11: several multithreading fixes and improvements
- The Witcher: better Geometry 3D profile, Z3D parameters tweaked
- The Witcher 2: G3D did not work anymore, Z3D parameters tweaked
- GTA V: scalable HUD added
Update 2018/11/15
vorpX 18.3.1 has been released. This is a maintenance release that mainly adds support for Fallout 76. The profile is a fully featured DirectVR profile with everything DirectVR can do in the best case including automatic resolution, FOV (two methods) and basic roomscale.
Additionally minor issues with the program itself and other profiles have been fixed.
In case anyone wonders: the Frostbite engine G3D support that sparked a bit of interest recently is still in development and will be made available with the next larger update 19.1.0 before the end of the year.
New profiles:
- Fallout 76: G3D/Z3D, full VR, DirectVR: head tracking, resolution, FOV, tweaks
Changes/Fixes
- Effects that look bad in VR (e.g. DOF blur) can also be disabled with Z3D.
- DirectVR scanner could time out with large scans in low memory situations.
- DirectVR menu page didn’t behave correctly if both memory scan FOV and .ini edit FOV are available.
- FOV scan was run despite .ini edit FOV being selected if both are available.
- Fixed an occasional G3D crash in Fallout 76 (and maybe other DX11 games).
- Arma III: DirectVR FOV was slightly too high.
- The Witcher 3: some objects were rendered at wrong depth.
- Crysis 3: reflections fixed, effect fixes.
- Fallout 4: minor gun decals and fire glitches fixed.
Update 2018/10/25
vorpX 18.3.0.1 has been released. This is a hotfix that addresses the issue below. No other changes.
- Black textures with Z3D in some D3D11 games (18.3.0 regression)
vorpX 18.3.0 released
After four maintenance releases for the 18.2 branch it’s finally time for a slightly bigger release with a bit of feature refinement and also more and enhanced game profiles. Most notable additions are: Dark Souls Remastered, Monster Hunter World, Shadow of the Tomb Raider and Assassin’s Creed: Odyssey.
Experienced users can now create much better custom profiles by defining HUD/shadow etc. shaders.
For details please check this blog post.
Of course.
Hope not to imply a need for rush, but merely demonstraite excitment and anticipation for the hard work you do.
You’ve got a neat thing going here at vorpX, we are quite lucky. :)
The circle around the ball is waaay out of whack. The depth is off or something. I’m not entirely sure, but it’s pretty weird.
Just wanted to say I use vorpx a lot with rocketleague so it kinda sucks to look at that bizarre circle all the time :/
Thanks ralf!
@ralf
Does vorpx in face, have a way to use steamvr reprojection and motion smoothing?
Also, while artifacts may happen it’s actually not too often. And if I had to choose between that or dropped frames/judder/low fps. I’d choose smooth motion with artifacts in a heartbeat. Positional space warp sounds cool too.
I’ve read that they’ve done other serious optimizations and changes as well that are always on even without the smoothing. Others have noticed it too.
While i dont believe the new smoothing movement stuff actually activated for me, even without that my frametime drastically lowered when i switched to the beta and gaming using vorpx became even more enjoyable.
I’m honestly not sure if the smoothing movement feature worked and just did not display as such in my steamvr window or if its other optimisations that happened to affect me but i am happy with the result none the less.
I made a profile for Rage and I think it works well 🙂
slydk, i’ve tried your profile (rage.exe), but for g3d, i can’t see anything with my right eye into oculus…it works only for left eye!
z-normal doesn’t work….
“Fixed an issue where some customers had async reprojection disabled (and therefore, motion smoothing disabled) due to an incompatibility introduced between the beta and non-beta branches”
I wonder if this explains the sporadic Direct mode fps I’ve been seeing this week, on the new steamvr update 1539100633 (not the betas). Ralf, did you notice anything?
Where typically reprojection will always keep Direct mode at constant 60 fps in my Pimax, instead I was getting numbers all over the place. What’s more, I was getting lower Direct fps than Game fps, which has never been the case before.
I don’t know if the update broke async reprojection, or simply toggled it on. But in tonights testing I noticed that this sporadic fps goes away when I uncheck “Allow asynchronous reprojection” in developer settings.
To get the desired Direct 60 fps, I must turn off steamvr async reprojection, but leave on async repro in vorpX menu.
Anyway, just wondering if anyone else noticed this, or if it was just coincidence.
Something changed when I exited the game and then started it up again. I could finally change fov and hud. This is amazing!!! I made a profile for this game in the cloud, if anyone wanna try it out :)
Can’t replicate this here. Neither in Portal 2 nor in a brief debug session which did not show anything unusual. Keys are pressed as long as the according Touch button is pressed. Since there also have been no other reports of such an issue since Touch support was added almost two years ago, I have to assume that it’s somehow system specific.
If you have any additional software running in the background that might send Windows key events (e.g. Pinnacle Profiler, XPadder or similar gamepad tools) or that otherwise seems related to configuring/altering your keyboard please disable them.
As a potential solution you could try to switch the Touch controllers to gamepad emulation mode in vorpX.
If anyone else experiences this issue, please let me know.