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  • dontironit
    Participant

    So, I’ve got VorpX working with the first couple games I tried. Works in Portal and Black Mesa, direct VR. I’m now trying Arkham Knight. I use the same process — Mixed Reality Portal is running but not SteamVR, I run the game, VorpX appears to hook, and the game opens with VorpX text on top. But when I put on the headset, I’m stuck in this dome looking at mountains and stars. Does anyone know what is happening?

    #201451
    Harti
    Participant

    One import think I encountered: Always start ESO in Windowed Mode. I switch ingame to full screen to avoid the game losing the focus. When I stop playing I swithc back to window mode. Sometimes I forget it or crash, than I have to start the game in full screen, start a char (mouse does not work, only gamepad) and switch back to windowed mode and restart. Its sometimes a pain, but this works fine for me :)

    #201425
    DerfelMax
    Participant

    Hi Ralf, thanks a lot for your precious explanation and prompt reply. Yesterday evening I did a reset to default and all my Metro games (Redux and Exodus) are both listened under Restore Game Settings. I also checked the game config file and the FOV line has been changed from default to Vorpx one (59.something to 83). Unfortunately I don’t have original Metro game (I also tried to buy a “base” copy online but it seems that only Redux version is available).
    I suppose I need to play with game settings in order to have a good balance between performance and eye candy.
    Just one more question. Yesterday I switched from G3D to Z-Adaptive and performance were absolutely perfect also with High settings and a res of 2880×2160 (so even if is not like G3D it is a very good mode with a perfect balance between immersion/graphic/performance).
    The “problem” is when I switch from G3D to Z-Adaptive, the scenery colours become more darker and zoom effect seems to be more pronounced like the screen is pushed on my face. May I ask you advices on how mend that darker colours (maybe play with game gamma setting?) and avoid that zoom effect (maybe work with FOV into ini file by increasing it?). Moreover, in order to increase image quality, I try to create from custom resolution a 3200×2400 but when I make the test windows freezed and I have to restart PC (even if I set 60Hz instead of my 144Hz). There are other higher custom resolution (over 2880×2160) which I can try?
    Thanks a lot again for your kind support!
    Max

    DerfelMax
    Participant

    Hi all, I’m new on Vorpx. I have a 9700k+3090+Reverb G2 and tried to have fun with Metro 2033 Redux with Vorpx. I imported the local profile and the game hooks perfectly, but already at the first presenting video, Vorpx shows me a red message on the upper left corner saying that the game is running lower than 45fps, and advice me to lower settings. I run the game with my native monitor res 1920×1080, medium settings, fullVR game mode and G3D.
    Into the game, when I move forward/backward the character or turn left/right my headset indeed everything is juggering. Moreover the resolution is very poor and blurry (the image seems to be too zoomed in towards the screen).
    My questions are:
    1) is it possible that in G3D an old game like Metro is still so heavy for my system?
    2) how can I avoid that strong zoom effect I mentioned above? As far I read into the forum the local profile for Metro changes the FOV automatically so that I don’t need to bother about it.
    Thanks!

    #201164
    Ralf
    Keymaster

    The difference between desktop and Reverb/Z3D looks like vorpX’s hard FPS cap. It never goes above 300fps. Since vorpX circumvents VSync whenever possible this 300fps cap exists to avoid unnecessarily high CPU/GPU usage during menu screens etc.

    G3D should normally be about half the Z3D framerate, in worst case scenarios maybe a third, so that looks really odd. Not really sure what is going there. Try a few other games and check whether you get a similarly odd result when switching beween G3D and Z3D, probably just this particular game (or engine) that *really* dislikes something vorpX does.

    BTW: Are you sure you see 275fps with Z3D while using a headset? That shouldn’t really be possible actually, the game frame rate should never be higher than the headset refresh rate (half with FluidSync enabled). If you see a game frame rate higher than your headset refresh rate, that would be a fairly severe bug. If you used an external FPS counter, try the built in counter to double check (ALT-F). Maybe it’s just your FPS counter displaying garbage for some reason.

    #201117
    Ralf
    Keymaster

    G3D essentially doubles the load on a game‘s main render thread since everything has to be drawn twice. Sometimes a bit more, sometimes a bit less, depends on the game engine. RE2/3 are pretty much the worst games I recall recently in that respect BTW. You probably can go higher with the resolution. If a game is CPU limited, there usually is room for that since resolution mostly affects the GPU. In a CPU bound scenario primarily lower settings that affect the general render workload: draw distance, NPC/vehicle density, stuff like that.

    60fps are by no means unplayable. The way vorpX works, you are still perfectly good at half the headset refresh rate (typically 45), and even below. If a game doesn‘t render at the full headset refresh rate, artificial frames are created in between either by vorpX or the headset runtimes.

    In Immersive/Cinema mode even occasional dips to 20 are tolerable. for FullVR mode things depend a bit on how prone to motion sickness you are. 30-40fps, although not ideal, should still work for almost everyone, below 30fps things start to become really sluggish in FullVR mode, so that should clearly be avoided.

    #201038
    LuigiChoolis
    Participant

    *** I wrote the reply below initially and it disappeared from the post, I don’t know why. Repasting it here again ***

    Hi Ralph,

    no, I meant Vorpx’s Desktop Viewer, not Virtual Desktop.

    So by now I’ve learnt to use Vorpx properly, touched all the settings I can think of, checked videos, read tutorials and vorpx forums, and I still think I’m missing something if you say the performance of Vorpx should be largely the same as running the game without Vorpx. I’m not even close to that.

    When I run RDR2 standalone I can run it at 3840 x 2160 with the RDR2 global quality slider set at 12 (slider has 20 stops) without any jittering or any other artifacts at all. That’s pretty high quality when it comes to this game, everything looks splendid.

    When I run it with Vorpx I have to take it down to 1600 x 900 with the global quality slider set at 6-8, turning off vorpx features like head tracking and glass image to save some gpu power, and even there I’m seeing jittering so it’s not totally comfortable. The quality is just very meh in this case. To avoid any jittering at all we’re talking something like 1240 x 1080 which is just not acceptable quality in 2021. This is all in immersed mode, forget about full vr. Also I play the game in 3rd person.

    I’ve reset to factory settings in Vorpx several times, removed game settings and helper hooks, and tried both with the official RDR2 profile and others. I’ve tweaked setting to see what difference it makes.

    I’m just running Oculus, Vorpx and RDR2 (through launcher), and either borderless window or full screen work pretty much the same. Here are my specs:

    Alienware Aurora R10
    CPU: Ryzen 7 3700X
    GPU: AMD RX 5700XT 8GB
    RAM: 16 GB DDR4 SDRAM
    HDD 1: 512 GB flash SSD (Windows 10)
    HDD 2&3: 2 TB SSD
    Headset: Oculus Quest 2 with official Oculus Link cable

    Can you help? Is the resolution/quality I’m getting what you mean by “largely the same” or is there something wrong here?

    Best, Hugo

    *** End of the original post that got deleted ***

    ToxicMike
    Participant

    Typically you are better off when you let vorpX hook into games, it can do a lot more when running inside a game, even if you only want to play in 2D. Also performance is usually better that way.

    I wasn´t getting that part coz i actually thought making it hook can also cause certain problems with certain games and i would be better off to avoid those with not letting it hook in the first place, since it doesn´t need to be hooked in order to play them in 2D anyway.

    While you can use the vorpX desktop viewer for playing games ofc if you want, that’s not really what it was made for originally.

    Some users buy vorpX and expect it to work flawlessly in full-vr mode with every game and that are those who mostly end up giving unfair negative reviews on vorpX, while they probably wouldn´t give such negative ratings when they would as well make use of and enjoy those other options besides just going in full-vr.

    Anyway, i am about to leave my vorpX 2D experience for a couple of hours now and try using it for “what it was made originally” for my first time ever on vorpX.

    ….just hope people are fast with replying in the troubleshooting section tho…LOL.

    #200864
    Ralf
    Keymaster

    1. Not sure about this one, that shouldn’t happen normally. The only thing I can imagine is that the driver/tool you use to translate your PS4 controller input to Windows native controller input may have something to do with it.

    2. You can switch to EdgePeek mode to deal with the matter (mousewheel click or right thumbstick click per default). The issue itself is a side effect of the scalable HUD vorpX provides for the game. Usually it’s possible to cleanly separate game from HUD/menu shaders, but in this case it wasn’t, thus parts of the menu stay unscaled. Switching to EdgePeek while using the menu helps here.

    3. Another side effect of a vorpX feature, in this case headtracking. In RDR 2 head tracking is done by emulating a mouse, hence the game constantly switches back and forth between the mouse/kb and the gamepad overlay. The only way to get rid of this glitch would be to disable head tracking in the vorpX menu. Not the entirely only way actually: alternatively you could configure vorpX to emulate a gamepad with head tracking instead of a mouse. That’s fairly laggy though and thus should be avoided unless necessary.

    ToxicMike
    Participant

    You can’t put games in the excluded list and play them with vorpx, unless you’re using the desktop viewer.

    I am afraid i can, coz that´s what i am doing the whole time. I also have the vorpX-mouse-pointer and of course i see my games on every virtual screen vorpX has, wether it is cinema-mode (including all aspect ratios) or immersive screen mode, including all options i can alter with the menu (delete-button to show it)

    Here is again what i wrote:
    “Fact is i put games i am playing on the immersive screen, into the excluded list, to avoid useless problems i could have, while i am not needing those games to be hooked anyway after all.”

    Since there could be several problems with vorpX on several unsupportet (or not entierely supportet) games, i decided to not let it hook to those games, which as i understand it, is not really needed when i am not up to use full-vr-mode or 3d-mode.

    ToxicMike
    Participant

    I can’t tell if I’m being mega-trolled or not.

    Yeah… you really need to turn on Z3D or G3D, but they should be set up automatically by most game profiles already, so not sure why you haven’t seen any 3D.

    As i said, i am still new to vorpX and haven´t really put much time into getting to know things, most of all coz playing on this big 2D screen is already doin it for me.

    Fact is i put games i am playing on the immersive screen, into the excluded list, to avoid useless problems i could have, while i am not needing those games to be hooked anyway after all.

    Once i have played enough games on that immersive-mode-screen, i am goin to dig into the other apsects of vorpX, including full VR modes and this 3D mode, i have fun finding things out for myself, rather than askin questions with making a shitload of threads, except there is a problem i seem to be unable to identify of why it is happening, like i am having it right now, but i am not handling the subject here in this thread.

    #200805
    VRan
    Participant

    Hey,

    Few months ago I downloaded a Demo of a really cute platformer game called Wick.
    The injection was perfect and played like – Ori and the Blind forest, Darq, Little Nightmares… and it worked perfectly.

    They now had an issue with another Studio and had to rename the game to – Flicker of Hope (Name change should not make a difference). The problem I am having is that now, profiles are not being injected for some odd reason.
    The little Injecting to window appears but the game loads behind and not through vorpX. Is there a way to avoid that?
    It asked for adding a hook which I have but still, nothing :(

    #200760
    Ralf
    Keymaster

    The DirectVR scanner scans through a game’s RAM, the GPU is of no concern. If you experience issues with that in every game you try, your very first suspect should be your antivirus program, which may interfere with or even actively prevent what the scanner does. The usual recommendation here: if you happen to use anything else than Windows Defender, get rid of it as fast as you can. There is no need for invasive third party AV on Windows 10. Windows Defender is more than good enough for several years now. It kicks in automatically when you remove third party AV.

    Also makes sense to avoid many other programs running in the backround as that can affect how Windows organizes its memory pool. In a few games the scanner expects a certain memory layout, which might get messed up the longer your PC is running and the more stuff you have open in the background.

    In the same regard a full reboot (not switching off/on, which just takes a system snapshot to speed up the start) is always worth a shot. Choose “Restart” in the Windows start menu to ensure a full reboot.

    However, apart from all said above the message shown during each scan still isn’t shown just for fun: since scanning through a game’s memory for a handful of addresses is a rather complex matter, there always is a chance of failure and there is no guarantee that the scanner will always work. It usually should though if nothing gets in the way.

    #200644
    Ralf
    Keymaster

    The DirectVR memory scanner is a beast with two dozen arcane per game parameters that sometimes I don’t even remember all in detail myself. To configure it in an efficient manner you’d need a level of knowledge not too far away from the level you’d need to create the FOV patch you mentioned above yourself. There may or may not be some kind of user friendly UI for it at some point.Would definetely be a nice thing to have, but I have no concrete plans in that regard currently.

    One line answer to your question: most mods won’t interfere, but some may.

    A little more detailed: DirectVR may change the FOV in various ways, e.g. with its memory scanner or by adjusting .ini files. If for example you install a mod that overrides a game’s normal camera, that would make DirectVR fail, regardless of the mehod it uses in this particular game. Also mods that heavily change a game’s memory layout can cause problems for the DirectVR memory scanner in some games. Long story short: you have to check whether a specific mod causes a problem or not, there is no general answer.

    Rule of thumb: best avoid mods that affect the camera or add graphics effects with vorpX. Most other types of mods (texture-/mesh replacements, gameplay tweaks, additional quests and so on) are probably safe to use.

    Outer Worlds should already work perfectly fine in FullVR mode except for some slight distortion caused by the game’s vertically asymmetric view frustum, i.e. the center of the view is not exactly at half the screen height. Fairly unusual for a monitor game (actually it’s the only game I’m aware of doing that). Accounting for this glitch requires a little code change, which the next vorpX version will do.

    #200572

    In reply to: Death Stranding

    Ralf
    Keymaster

    The issue somehow seems to be related to the recently introduced d3d12.dll split. I just did a few tweaks to the D3D12 hooking routine to avoid the misleading log messages Ogrescar mentioned above. Very much to my own surprise that did also fix Death Stranding hooking although all hooked addresses in d3d12core.dll are exactly the same as without the tweaks. Fairly odd. Anyway, not sure why, but it will work again in the next vorpX version.

    If you are still on Windows 10 1903 or 1909, you might be able to uninstall the optional KB4598298 Windows update that introduced the d3d12.dll split, although I’m not really sure about that. For the newer Windows 10 2004 and 20H2 versions the change apparently was part of a mandatory update, so no way to revert the change in these cases as far as I can tell.

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