Like said above vorpX has its own FPS counter (ALT+F), which is way more useful anyway since the one you use doesn’t even show the FPS the game runs with but only the FPS of vorpX’s headset thread. vorpX works not like native VR games where game and headset framerate are the same. With vorpX game and headset framerate are usually two different things.
In general: avoid running any external tool alongside vorpX that also hooks into the graphics pipeline. With a bit of bad luck your FPS counter might even be the reason for your issue.
The issue with any kind of interleaving reprojection is that the VR framework interacts with vorpX and is largely unaware of the game. When the framework limits frame rate (ex. half the display refresh) in order to interleave synthetic frames, vorpX itself will be limited but the game is not. This induces a larger and variable delta between a frame render time and display time. The GPU is also overloaded with frames that are just dropped.
Fortunately vorpX has two settings to help with this:
Headset Sync
When set to “Safe” vorpX will sync game frames with the VR rendering. I presume this isn’t possible to do perfectly. There’s always going to be some overhead in syncing and the VR distortion/render itself. So the game FPS will be lower than needed for smooth motion even if the GPU could push more frames. In my experience this is better than nothing but still exhibits some stuttering.
Direct Mode FluidSync
When set to “On” vorpX will limit the game frame rate to half the display refresh. It’s important vorpX uses the display refresh rate not the VR framework limit. With 1/2 synthetic frames the frame rate that vorpX requests from the game and the rate the framework requests from vorpX will be the same.
Thus leaving Headset Sync as the default “Device (Fast)” and changing Direct Mode FluidSync to “On” will work great with 1/2 reprojection. At least if your GPU can keep a stable FPS.
Personally I’m more susceptible to stuttering and low FPS than to reprojection artifacts. So I’m using this setup for most games. I haven’t noticed a quality difference between vorpX and native VR games. This is on the WMR platform. My understanding is reprojection in SteamVR and Oculus can also use depth information so there might be some difference there.
Just to note some platforms have “auto” reprojection which enables when the framework detects the game can not keep up with the device’s refresh. This won’t work with Direct Mode FluidSync because vorpX duplicates every frame and the VR framework will think the game is doing just fine.
For 2/3 or more synthetic frames I don’t think there is an ideal solution with vorpX right now. We could lobby Ralf to add additional options for Direct Mode FluidSync like “On 1/2”, “On 2/3”.
I don’t have this on WMR but I hope it’s implemented at some point and vorpX will be able to use it.
[developer remark: Unfortunately the above descriptions of the two vorpX settings aren’t fully correct (largely correct for ‘FluidSync’, not correct at all for ‘Headset Sync’. To avoid confusion please see the post below.]
I posted a profile for a free game called Undefeated, which is a short open-world Superman simulator without the license. (They explicitly say that’s what they were trying to design.) It’s made by a trio of students from video game development university in Japan.
https://store.steampowered.com/app/1116960/UNDEFEATED/
If you middle-mouse click, you can switch to a first-person view. It looks pretty good in VR, but unfortunately, it crashes after a while. (The error says something about the unreal engine losing connection to a direct3d device, I think.) I thought I’d post the profile anyway. The game is free, and maybe the crashing is specific to my machine or can be avoided by changing some graphics or vorpx settings.
FYI, the game uses the Unreal 4 engine. This profile was based on the Vampyr one.
That’s not uncommon and happens with a lot of games. You may be able to fix the problem by switching to borderless mode instead of fullscreen, or vice-versa. A lot of games will release the graphics devices when you tab out, which means that vorpx has to rehook them when you tab back.
You can encounter other weird behavior when you alt-tab out of a game, like you graphics resolution resetting to your desktop resolution and your window mode being reset. It’s best to avoid tabbing away from a game once it’s started so that vorpx doesn’t have to contend with those unexpected changes.
This file does not belong there. It must be part of some graphics mod that you installed. Since it hooks into the same functions that vorpX hooks into, it should be removed to avoid potential conflicts with vorpX.
I am also trying to play Cyberpunk 2077 on a Quest 2 and I have the same problem, black window around my field of view that is just a little bit too small. How would one go about changing this (I hope that performance is not an issue, I have a decent gpu, 2080 Ti, and I don’t mind reducing the settings).
I am a little bit confused about the field of view slider in the game settings. There is this mod, but actually I did NOT install the mod and nevertheless the slider goes up to 150 in my game settings. Was this included in a recent update or did vorpX install the mod by itself?
I have one more problem when playing CP 2077 in vorpX: The HUD has some strange “bump-mappy” artifacts. I suspect this is related to the z-Buffer technique, is there some option to avoid this (in vorpX, game settings or nvidia setting)?
Managed to find the right shader buffers for G3D, and have shared the profile to the cloud if you wish to try it [dellrifter22].
FullVR works best for looking around in the game’s Capture Mode (Shift+C), zoom the camera back all the way out (mouse wheel) for maximum FOV, and hold down Right-Mouse-Button to free look with your head. 3D strength is set to give this view the most accurate scale possible. This is great for just looking around, but you will likely want to use vorpX EdgePeek or Cinema modes for standard play.
Low settings are recommended (but leave textures High)… and you’ll want to turn off Shadows, AA, AO, and Atmospheric Effect to avoid any blur or misalignment.
I’ve only tested a couple hours with the Standard version that came free on Epic Store, but I think all is working properly. I sometimes had to have steamVR running first, before the game would hook properly, so keep that in mind.
Anyway, see what you think.
Yes, there is depth… it varies depending on the scene (maybe there are some rendering ‘tricks’ used in some scenes to avoid some heavy load on the GPU) but, for instance, on the shot where the 2 robots are approaching from far away, you can clearly see the grass is on the foreground and the robots in the background…
Also, Adam the main robot is often displayed on the foreground…
Again, it’s just a test I’ve made and I decided to share it… I used the profile from ‘Inside’ as a base as it uses Unity too, but if you find a profile that gives better results, feel free to share!;)
Interesting find, thanks for the heads-up. I’ll see what can be done. If I can’t make it work with DLSS, I’ll at least make sure that a working AA mode is set automatically to avoid this pitfall.
i’ve tried all the troubleshooting steps you mentioned to no avail, but changing the setting to SteamVR seemed to solve the issues for some reason even though I have an Oculus device. Not sure why, I rather avoid using SteamVR.
Hello,
I really like how Black Mesa runs on VorpX now. I just have one question. Objects at a distance (like down a hall) look fairly blurry. Is there a way to make it look less blurry? Preferably without increase the game resolution.
If you increase the game resolution then you get flickering issues. So I’d like to avoid that.
Thank you,
Hey so I heard about vorpx for a while.
Since I’m putting in so many hours of death stranding, I figured I’d pick it up and see if I enjoy it.
I don’t know if I loaded it correctly… I right clicked on the vorpx toolbar and clicked Create Desktop Shortcut then selcted the ds.exe file. It loaded in VorpX. I know this because I had to change the setting to SteamVR before it would work.
It loaded okay, but it just kind of looks like a 3D television floating in the void. The 3D isn’t totally pronounced, but it’s definitely not flat. Is that the effect I’m supposed to be seeing?
One more thing, because the head tracking is enabling the mouse, it seems to be conflicting with my Steam Controller mouse input when I use the trackpad. So if I figure out how to disable the head such that it doesn’t move the cursor then the problem goes away?
@dborosev
Reason for that is that I dislike playing certain games as they trigger migraines for me. Typically its low FOV games. Im getting much better over the years, but I can still feel a pressure when I play those game, and some games I would avoid completely.
VR headset is similar “pressure”. I am hoping that I will get used to it eventually, but I doubt I would be able to play long sessions in a headset like I can on my monitor. If there is no Stereo 3D, I am quite certain that I will find my monitor to be more comfortable. It might change in future, but its certainly not something that will factor into my purchasing decision right now.
@ChronicHedgehog
Wait… Twice the power? At 100%, the headset needs 4k resolution per eye. Are you saying that its double that with VorpX on top?
I mean, I can understand that the GPU has to calculate twice, but its only displaying both images @ 4k each instead of 6k each. I guess, CPU usage will spike, as it calculates the geometry twice, but since each eye is half the resolution of overall headset, it should result in a significantly less power needed than a flat out 2x. Any benchmarks out there comparing zbuffer vs G3D?
I’m not sure how much you customized your game settings, but for the default settings (game FOV 100.0, vorpX ImageZoom 0.62) the best aspect ratio is 16:9 as set by vorpX automatically. The resolution you have chosen would only be right if the game FOV would be high enough to exactly match your headset FOV. If in doubt, just let vorpX do its thing instead of setting the resolution manually. The DirectVR auto resolution feature is there to handle stuff like this without you having to care about it by factoring in all vorpX settings that affect the ideal aspect ratio.
Borderless window mode is probably still a good idea to avoid potential issues when switching modes. I’ll take a look at that and might force it with the next update if actual fullscreen causes issues.
BTW: If you applied an FOV hack, be aware that a higher game FOV can have a fairly huge impact on performance, a higher FOV means more has to be rendered, which means less FPS.
I’d be more than content with a void and the already implemented backlighting. An actual theatre would be great, but what makes PC gaming great is options. What’s truly compelling about VR is the ability to present things that don’t, or can’t, exist.