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  • #204254
    ToxicMike
    Participant

    I am currently playing it, here is my experience:

    vorpX:
    “Borderless window” is also throwing me back onto desktop, only “windowed” mode works.

    BigscreenBeta:
    Works in FullScreen, but so typically for this (usually good app but often shitty coz those morons fuck it up after most updates) friggin program…it doesn´t come without flaws:

    When the game loads up, it can happen it starts stuttering like crazy, this can be avoided when you make sure not to move your head (not even one tine bit! i am even holding my breath while it loads, may sound both stupid and funny but that´s how it works here), so once the loading process is over and you´ve made it not too move too much (or not at all! lol), you can enjoy the game in full screen without any stuttering or other problems.

    Not sure if it still works after the next bigscreen-update, coz they broke lots of games with their updates, back the days when i was using bigscreen-beta only, before i got vorpX of course.

    #204250
    TheBalt
    Participant

    Another option would be to try OpenXR instead of SteamVR. Unlike the Oculus mode that should work while still avoiding the SteamVR detour:

    1. Make Oculus your system’s OpenXR runtime by double clicking the .reg file in the linked zip archive: OculusOpenXR.zip. Oculus doesn’t enable OpenXR per default yet, but ist’s already working quite well from my experience. Caveat: The .reg file assumes that the Oculus software is installed in its default folder.
    2. Select OpenXR as your headset type in the vorpX config app on the ‘General’ page.
    3. Use Link/Air Link. DO NOT start SteamVR, it’s not required with OpenXR.

    Hey Ralf, Q for you cause this thing does make it run -so- much better. Is there a way to skip SteamVR in general for it to play games like Alyx and stuff? I didnt know if that was possible to maybe gain some horsepower back and use it on Steam or other VR games and avoid SteamVR for Oculus users

    #204236
    TheBalt
    Participant

    Another option would be to try OpenXR instead of SteamVR. Unlike the Oculus mode that should work while still avoiding the SteamVR detour:

    1. Make Oculus your system’s OpenXR runtime by double clicking the .reg file in the linked zip archive: OculusOpenXR.zip. Oculus doesn’t enable OpenXR per default yet, but ist’s already working quite well from my experience. Caveat: The .reg file assumes that the Oculus software is installed in its default folder.
    2. Select OpenXR as your headset type in the vorpX config app on the ‘General’ page.
    3. Use Link/Air Link. DO NOT start SteamVR, it’s not required with OpenXR.

    Hey Ralf, just gave it a shot and wanted you to know – HUGE – performance boost. Im at an area in the game where you cross a foggy bridge and with SteamVR it brought my framerate down into the 10s-20s range, with this, it was 99% steady above 45 fps the whole way across. I went across this bridge multiple times in SteamVR and always got a major, major performance hit for it.

    Two problems though – Headtracking was not working at all for FullVR and ‘Edge Peek’ sent the screen ‘downwards’ like 10 feet, not expanding it in front of eyes like it typically does. SteamVR was not enabled, but ya, performance boost was truly insane for a CV1. Not sure if these problems with the headtracking and Edge Peek are solvable in the near future, but this looks like the solution to using SteamVR if those little issues get worked out.

    Thanks for sending that over, was nice to see my PC wasnt total garbage and that it was SteamVR messing with my performance lol.

    Please let me know if you are going to look into updating it, I may hold off the rest of my playthru until that is done, even if it isnt a priority for you now; the performance boost was so huge I really dont wanna play it on SteamVR now lol

    #204233
    Ralf
    Keymaster

    Another option would be to try OpenXR instead of SteamVR. Unlike the Oculus mode that should work while still avoiding the SteamVR detour:

    1. Make Oculus your system’s OpenXR runtime by double clicking the .reg file in the linked zip archive: OculusOpenXR.zip. Oculus doesn’t enable OpenXR per default yet, but ist’s already working quite well from my experience. Caveat: The .reg file assumes that the Oculus software is installed in its default folder.
    2. Select OpenXR as your headset type in the vorpX config app on the ‘General’ page.
    3. Use Link/Air Link. DO NOT start SteamVR, it’s not required with OpenXR.
    #203915
    VRan
    Participant

    @Ralf I am going to restart the game using the touch controllers (tested it yesterday and getting used to it), it just bothers me that the walk binding is causing this, I am not sure what i need to assign to the Gamepad for walking to be the same as the touch controller to avoid the frame lock (https://drive.google.com/file/d/1HZX-l7QjXGyDLl6qxYE7LzjGO2IQlsIy/view?usp=sharing). Both use the L.Stick, The aim zoom seems like it locks and then goes to the R.Stick instead of the head when playing with the Gamepad. Mouse and/or touch controllers dont have these issues. I checked with friends and seems like its only on my side for some reason…

    #203823
    senoctar
    Participant

    @ apollon01

    Things might change in WMR/OpenXR and vorpX as well. I would say your best bet is to enable FPS display in vorpX via Alt + F. It will display both the game FPS and headset FPS. My understanding is the uprate/reprojection from game to headset is handled by vorpX and from headset FPS to headset display refresh rate is handled by WMR.
    Suppose your HMD is set at 90 Hz (which is fixed since there’s no adaptive sync) this is what the values should mean:

    • Game: 90, Headset: 90 – great, no reprojection
    • Game: < 90, Headset: 90 – vorpX reprojects
    • Game: 45, Headset: 45 – WMR reprojects
    • Game: < 45, Headset: 45 – vorpX reprojects from game to 45, WMR reprojects from 45 to 90

    The headset FPS can potentially drop below 90 or 45 but this hadly ever happens over OpenXR (it used to a lot with SteamVR).

    With the OpenXR update however I don’t find WMR Motion Reprojection to be that useful. I was using it sometimes to lower GPU usage and avoid stuttering when it felt better than FluidSync. Now I can just let the game render at whatever it can and feels better overall.

    #203765
    Ralf
    Keymaster

    DirectVR resolution is not available in this game, so you set the resolution in the game options like you would normally for playing on your monitor.

    Please don’t use 4:3 resolutions for this game, stick to 16:9 for the reason mentioned in my last reply. You should also see a message about that in the top left corner of the game window. To avoid unnecessary trial and error, please always check any messages vorpX displays in the game window or in the headset.

    #203761
    Ralf
    Keymaster

    In FullVR mode you should make sure that games run at least with half the headset refresh rate. Technically vorpX does work with lower framerates, but if you are prone to motion sickness, things may start to feel uncomfortable below that. If at 2560×1440 the framerate is too low, try to reduce some graphics details in the game options.

    Alternatively consider switching the ‘Play Style’ option to ‘Immersive Screen’. In this mode you can get away with lower framerates without things starting to feel uncomfortable.

    BTW: Don’t use 4:3 aspect ratios for this game. While usually that makes sense for FullVR mode to avoid rendering stuff that never is shown in the headset, in this particular it messes up the FOV since the game doesn’t really support 4:3 and instead shows a letterboxed 16:9 image. You should see a message about that in the top/left corner of the game window.

    Ralf
    Keymaster

    Not sure about 2560×1080, but there is a size mismatch between the depth buffer and the actual rendering at uncommnon aspect ratios. Typically it’s best to stick to common resolutions like 1920×1080 or 2560×1440 for the game.

    vorpX should display a hint regarding the aspect ratio glitch in the top left corner of the game window. Checking these hints can often be helpful to avoid unnecessary trial and error.

    #202324
    Ralf
    Keymaster

    I understand that you want to use the mad video renderer, but that’s not really how vorpX is meant to work with MPC-HC. MPC-HC has a few lines of extra code specifically for vorpX that allows vorpX to grab the video before it is scaled when using the DX9 renderer that vorpX selects automatically, thus avoiding multiple scaling operations. Also I don’t think that mad vr’s framerate smoothing is of much use since it would smooth the framerate to 60fps (desktop refresh rate), but then there has to be another conversion to 90 when vorpX renders the image to the headset.

    I never tried the mad vr method you use, but considering that with the normal MPC-HC hook you get the least possible number of scaling operations and only one framerate conversion (movie frame rate to headset refresh rate), I’d consider it unlikely that the mad video renderer is in any way better than the normal vorpX MPC-HC hook.

    #202207

    In reply to: New to Vropx questions

    Ralf
    Keymaster

    General hint first: if you haven’t done so already, check the beginners guides in the vorpX help. Worth a read, can help to avoid unnecessary tinkering.

    1) RE7 specifically: simply raise the ‘Resolution Scaling’ value in the game’s graphics options. Normally the default value that vorpX sets, which results in roughly 1440p at actual 1080p, shouldn’t look too bad though.

    General way for games that don’t have such an option: you can run games at any resolution with vorpX. The higher the resolution, the better the image quality. Check the ‘Customs Resolutions’ thread above for adding additional resolutions to your PC that your monitor does not support normally.

    2) Not sure if I really understand the issue. Unless for games where vorpX can directly access a game’s memory for head tracking, it simulates a mouse with head tracking. That’s how things work.

    3) Ideally don’t add another tool to the chain. Either use wired Oculus Link or the recently added Oculus Air Link. If for some reason you have to use VD, set vorpX to SteamVR instead of Oculus and enable SteamVR capturing in VD. That’s not real an ideal solution though.

    #202200
    Ralf
    Keymaster

    The second solution would be the one without any downsides. I never used Ansel myself either, but maybe someone wants to, so I’d like to avoid disabling it if possible.

    TheBalt
    Participant

    Hey everyone,

    So I have a CV1 and don’t plan on upgrading to anything else in the near future. Not a Facebook user and Oculus was eventually going to force an update for even CV1 users to have Facebook accounts (which, if you have researched, even if you make one, they might still brick your Rift or Quest due to ‘inactivity’ and other trivial stuff)

    So; I used Windows Firewall to block -everything- Oculus has when actively running to not allow any of the apps to connect to the internet to avoid the future scenario, which I believe is coming in about 8 months, to force every Oculus Rift user to have an active Facebook Account.

    So my issue is this, to the community and to Ralf;

    Can we ensure that Vorpx updates won’t ‘require’ future Oculus Updates for CV1 users? Is there any chance I might get into a situation where Vorpx is looking for certain Rift updates, which I won’t be getting since I’ve blocked everything, or will future Vorpx updates work even if I’m using “old” Oculus drivers?

    If anyone else has a CV1 and is worried about running into this same issue with them potentially bricking your Rift in a future update, here is a Youtube video on how to block programs with your Windows Firewall. You need to start Oculus and go into your Task Manager – then go to Details and look at every Oculus related program and block each individual .exe to avoid Oculus from going online whatsoever in the future, to hopefully avoid the -forced- Facebook update coming in a few months.

    For me, the apps I blocked were:
    OVRServiceLauncher.exe
    OculusDash.exe
    OculusClient.exe
    OVRServiceLauncher.exe
    OVRServer_x64.exe
    OVRRedir.exe

    Here is the youtube link to show you how to do it; just go to the Oculus folder when you are selecting a program and then the search bar and make sure every .exe running when you have Oculus ‘on’ is blocked. I do not know if other users may need to block more or other .exes than I had to, but those are the ones that I used and now the headset and PC dont recognize an internet connection at all.

    So – was wondering if we had any potential issues that may arise with future Oculus driver updates vs Vorpx updates. And if there is that possibility, if we could get some sort of ‘restore’ Vorpx to previous state option if we are not going to be using new Oculus drivers anymore.

    Thanks for your time and take care, everyone!

    #201554

    In reply to: Dying light 2021

    dellrifter22
    Participant

    I messed around with the shaders last night and managed to get some good results you can try. Check the cloud for Dying Light (G3D) [dellrifter22]

    First you’ll need to set additional FOV:
    With Notepad, open video.scr found in C:\Users\*name*\Documents\DyingLight\out\settings
    Remove any reference to OculusEnabled, and edit/add the line:

    ExtraGameFov(50.00)

    Recommended Settings:
    -use a 4:3 resolution (1600×1200,1920×1440) in Fullscreen mode
    -set Textures High, Ambient Occlusion is optional
    -set Anti Aliasing OFF to avoid texture blur
    -set all other graphical options to OFF or their Lowest

    *scalable HUD, use EdgePeek for cutscenes
    *vorpX G3D Shadow Treatment set to OFF will disable global illumination for a simpler/cleaner look if desired
    *tested on HP G1 with mouse and keyboard. DLC not tested

    A few particle effects and fire were disabled for bad 3D translation, and some blood effects and shadows may not appear exact. The tiny toddler Player arms while climbing is funny, but could not be fixed without breaking other animations.

    G3D in this game is quite performance heavy, so expect to use a modest resolution (I use 1600×1200 with 2080ti). After 10 minutes your immersion forgets about jaggies :) Enjoy.

    #201532
    Ralf
    Keymaster

    Yes, you have to wait until the next update. The current vorpX version only supports the Oculus and the SteamVR APIs. OpenXR support is the major addition of the next update.

    The message in the WMR portal means that WMR is currently not set up as OpenXR runtime, you should definitely confirm that prompt. WMR over SteamVR is a translation layer that translates SteamVR calls to native WMR. You only want to do something like that if you can’t avoid it. Whenever a game/app supports OpenXR or WMR natively (few do currently though), use that instead of SteamVR.

    BTW: Worst thing you could do is activating SteamVR‘s OpenXR runtime instead of WMR‘s own. That would mean OpenXR calls get translated to SteamVR calls get translated to native WMR…

Viewing 15 results - 136 through 150 (of 558 total)

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