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  • Ralf
    Keymaster

    When you launch the WMR portal while another OpenXR runtime is set, it should ask normally whether it should make itself the OpenXR runtime. After agreeing to that your G2 should work like before.

    If for some reason that doesn’t work, try using the G2 with SteamVR by choosing SteamVR as your headset type in the vorpX config app. Native WMR OpenXR typically is better for WMR headsets, hence vorpX recommends it in that case, but SteamVR also works. Better than nothing.

    The one thing you should definitely avoid whenever possible is OpenXR via SteamVR’s OpenXR implementation.

    Ralf
    Keymaster

    @ thebalt

    Thanks!

    Using a mod with a dxgi.dll is asking for trouble, almost certainly hooks into some functions that vorpX also hooks into. May work, but may also cause all sorts of problems. Hence the according warning that vorpX displays when such a potential conflict is detected.

    If you encounter strange issues, that’s one of the first things you should check.

    @ sylvan:

    Awesome! Avoid SteamVR with a WMR headset whenever you can. Not just for vorpX, but in general. SteamVR acts just as a translation layer to native WMR with WMR headsets. Better to use WMR’s native OpenXR directly whenever possible instead.

    #219282

    In reply to: 24.1.0 Feedback

    Cer
    Participant

    I disabled automatic mode to avoid issues when taking off the headset while playing. If you are aware that this can cause deadlock situations, then I reached my goal to tell you about it. I can handle this myself and as long as no one else report this, it doesn’t seem to be a general issue.
    In fact all the other points might not be relevant if I am the only one reporting it.

    For the virtual monitor I still added one resolution because I like playing immersive in high-res 21:9 as you can turn your head a bit without seeing the border. Thats also the reason why I tried to activate head tracking for desktop viewer (without success so far).
    But I didn’t found a way to have virtual monitor to automatically select it. I do have to change it in windows settings every time I start a session. What am I missing here? I read in your post that the best resolution is autmatically picked. How is that resolution determined? It seems that it just depends on the headset resolution.

    Since there are different resolutions available and you can add even more, how can they be choosen without “tinkering with the Windows display configuration” ?

    #219053
    Ralf
    Keymaster

    No concern for customers? You have the audacity to say that to someone who provides you with free updates for years and years and years because a message with hints isn’t faded out fast enough for your personal taste? Anything else I can do for you?

    Thanks for reminding me to avoid meaningful answers to complaints like yours at all costs. Guess you’d rather like a typical community manager bullshit reply instead.

    No problem, here we go: Awesome suggestion, I’ll forward it to the dev team for their consideration right away.

    Wehrwolfi
    Participant

    Hi Vorpx lovers !

    I’m a recent Vorpx user and tested it so far only with a few games, maybe not the best ones as they are not officially supported (Far Cry 5, Guardians of the Galaxy).
    Although the result is great and in some cases really near to my 1080p physical display, letting me use the headset most of the time.
    I play mostly in Immersive Screen for those games without head tracking, so basically, I mainly use the stereo-3D function as I would have done with Reshade+SuperDepth3D in the past.

    My headset is Pico 4, I connect through Virtual Desktop, my GPU is RTX 3090.

    I found that the best graphical quality was achieved with those settings :
    – Games resolution the higher possible (over 4k resolution I don’t find that much difference and performance decreases a lot)
    – Play through steamVR mode instead of just Generic 3D Display (then Virtual desktop SBS desktop mode). Because VD is capped at 1440p…
    – VD setting in Godlike (3120×3120), HEVC-10 codec, max bitrate.

    What I would like to understand is how the render chain is made to find the “sweet spot”.

    First step is the game itself : setting the higher resolution improves the quality and sharpness, making the use of AA unnecessary.
    I would tend to say that here the higher is the better.
    Then Vorpx :for example, in my case, if I don’t run the game through Vorpx virtual screen, then 4K resolution will be in fact DSR. Does Vorpx “grab” the output at 4K before downscaling to 1080p ? If yes, we benefit from DLDSR a bit. If not, it would be better to use custom 4K resolution on virtual screen.
    Then SteamVR : renders at 3120×3120 because of VD Godlike setting. Don’t know if I should put a manual value there? Maybe the same as game resolution?
    Then Virtual Desktop : takes the output from SteamVr, encodes it and sends to Headset, then decodes it in Standalone and updscales/downscales to headset resolution, with barrel distortion etc…

    So, there is a whole chain of conversions involved there. I would like to get your advise on what could be a common guideline to set it up. Is simply the higher resolution at all steps the best if the computer can manage it? Or should we try to align everything on same value to avoid upscales/downscales etc?

    Thanks in advance :)

    #218914
    Ralf
    Keymaster

    It’s automated since about 10 years. There are a number of potential conditions why a key request might have to be processed manually though. The most common one – like in your case – is that you already received a key for the request code you sent. So the easiest way to avoid unnecessary delays is keeping the key that you got last time.

    fubar
    Participant

    This is using nvidia 4090. Is there some other way to add high resolutions or make my PC not freeze? I know I can use vorpx virtual monitor but it doesn’t work all that great either for me and it’s an extra step I’d prefer to avoid if possible.

    #218118
    Mazzle
    Participant

    To avoid polluting the main thread, let me add my question to this one since I’m also failing to launch.

    When I have vorpx enabled, Bg3 is crashing pretty early in the load process. I don’t even get to the point where it says anything about hooking. It just dies with no error message and no windows. If I tell vorpx to stop watching, it loads fine.

    It’s definitely set up to use dx11. (I put the setting in Steam’s launch setting and enabled it in the BG3ModManager, which is how I usually launch Bg3.)

    I did notice one weird thing. On one of my attempts to get it to work, I stopped vorpx from watching, launched the game, waited until the point when it would crash if I had vorpx enabled, and then told vorpx to start watching again. I did see a window pop up that said it was attempting to hook to bg3_dx11.exe, but it didn’t seem to succeed.

    I do use a good number of mods. I tried disabling all of my native mods (wasd, native camera tweaks, and game speed) and ScriptExtender, but that didn’t seem to help.

    It’s been a while since I’ve used vorpx. It did update and download a new profile library when I first started trying today. Any ideas what else I could try?

    #218047
    ToxicMike
    Participant

    Problem is solved.

    The stuttering is obviously caused by vulkan based games drawing more power from vr/hardware than non-vulkan games do. Had to lower the graphic settings down for at least two times until it ran flawlessly.

    Usually all my games run well in vr/vorpX without lowering graphic settings, especially older ones, but with vulkan, i even have to lower them with old games (WOLFENSTEIN NEW ORDER, etc.) in order to avoid stuttering.

    #217827
    romandesign
    Participant

    Ralf, I’m still having this weird problem with the gamepad interaction. I tried 2 different software gamepad emulators, and I tried a real X360 gamepad! I tried VorpX controllers in keyboard/mouse mode and in the gamepad mod. With full or partial gamepad override and with override off. With in-game setting of control takeover on and off. What happens is that in the starship when piloting, if you hold RB (Right Bumper) to use thrusters, the moment you release it – the map opens every time! In the middle of the flight. Press it again – it closes. But it’s not mapped to a map! It makes the flight almost impossible – not with thrusters, which are very important (you can’t use them until you unlock Pilot skill – 1st tier). Because of the way the game works, it shows keyboard key symbols if you use the keyboard, and controller button symbols when you use the gamepad, I think it has something to do with how VorpX is not actually emulating the gamepad! Because when I use the actual gamepad sticks (or its emulator) I see the round buttons (gamepad mode), but the moment I press any button on the gamepad, or use the controllers – it changes to square keyboard icons. So I think VorpX is not actually acting as a gamepad, despite the fact that I set it to gamepad mod, saved, and restarted the game. Looks like in the VorpX menu the gamepad buttons are still mapped to keys, right? Can it work as a true gamepad instead, and coexist with a real gamepad? Or if not – it should not glitch into keyboard mode once a real gamepad button is pressed.

    Any idea how it can be fixed? It’s driving me crazy!

    So, once again, my goal is to use a motion controller as a gamepad when walking, but a real gamepad (or joysticks via gamepad emulation) for flying. Both at the same time. The game has a great override setting, which is normally on (I tested it off too): when it senses the gamepad it overrides the keyboard and vice versa. So in theory, when I use a gamepad the controllers should not generate any input. But when I click a gamepad button, I see the game icons glitch between round gamepad/square key icons very fast, so it must mean that the VorpX is still generating key input when the keypad is pressed. How to avoid it?

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217524

    In reply to: Starfield Alpha v0.2

    dellrifter22
    Participant

    I’ve noticed with the beta vorpX that changing between 3D modes (from G3D back to Z3D) in games can cause a wavey blur around depth object edges. Maybe this is the wobble effect you are describing.

    Not sure what change was made to cause this, but it can be avoided by not switching between 3D modes in the delete key menu. If you do by accident, or press related hotkey switch, you may need to restart your game to clear the effect.

    #217447
    Ralf
    Keymaster

    Use Link/Airlink with vorpX set to native Oculus or alternatively OpenXR. Adding an additional element into the pipeline always poses the risk of creating weird issues. Unless you have to use VD for some reason it’s better to avoid using it together with vorpX.

    #217201
    olimbox
    Participant

    Thank you I will try asap. So it seems there isn’t a way to completely avoid Vorpx to take control over mouse/keyboard/controller.

    #217173

    In reply to: Baldurs Gate 3

    Ralf
    Keymaster

    Completely glitch-free G3D in this case would require changing code in various shaders. bravekat’s suggestions above should help a lot without that though. Not overdoing it with the 3D strength and reducing shadow quality often helps to make G3D with glitchy deferred rendering effects playable. Avoid DLSS, that didn’t work at all in my tests, the other two AA methods should work fine.

    Personally I’d simply stick with Z3D here though. At normal strength values both are so close to each other that G3D isn’t really worth the performance penalty at all in this case.

    I will look into DirectVR (i.e. direct camera access) for 3D and more, but no promises in that respect. If possible at all these things take time. If you want it all, you need a bit more patience than a mere few days after a game release. :)

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