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AuthorSearch Results
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Sep 21, 2016 at 1:21am #111338
In reply to: DK1 no longer supported?
WalBaoParticipantYes I did provide an alternate email address, both the usual email I have and the alternate are from Gmail, I check my spam folder every day before deleting to avoid losing something important that might have been caught by the spam filter.
Sep 10, 2016 at 6:33am #111065
pamgpamgParticipantHi! thanks for the reply.
1)
Not sure what you meant by “performing any action that writes settings datebase to disk in the config app before closing vorpX.” Are you saying i have to edit the ini file or something directly in the folder? Is it located in the settings folder?“Just creating a copy of a random exisiting profile and deleting it again afterwards will suffice.”
Hmm, i never encounter this before. The profile are you referring to local or cloud profile?.I glad the issue will be fixed in the next version. Hopefully, because i facing issue such as in-game vorpx and game setting optimizer not saving at all. Is there anyway i can edit the file directly to prevent it from overwriting it?
2)
“A handful of games may overwrite those changes again if you change game options ingame afterwards, so ideally avoid adjusting video options in such cases after applying the Optimizer settings.”For battlefield 4, even through i change FOV in-game. It doesn’t work at all. It still zoomed-in and unplayable. Back to the point 1 i just made, i couldn’t adjust the fov higher or lower in game settings optimizer due to the setting-reset issue.
“For games without the option to adjust the FOV with the Optimizer you either have to use the workarounds vorpX provides, edit ini files manually or use an external tool.”
Okay thanks, some games such as outlast won’t allow you to adjust fov. So i guess i have to tweak it by ini file. The only problem is the game setting optimizer, the fov doesn’t work, maybe it being overwritten or something.
3) “Unsupported games: Try to create a new profile based on an existing one in the config app (Local Profiles page) for games that vorpX does not support.”
I notice games boot up with vorpX if they run in dx9. Games with dx10, dx11 will not work at all and instead will display on your monitor instead of the hmd. Need some htc vive users to confirm it?
Thanks for the reply.
Sep 10, 2016 at 2:30am #111055
RalfKeymasterYou can circumvent the settings not saving bug by performing any action theat writes the settings database to disk in the config app before closing vorpX. Just creating a copy of a random exisiting profile and deleting it again afterwards will suffice. The underlying issue will be fixed with the next vorpX version.
The Game Optimizer changes FOV and other related settings directly in game .ini files or the Windows registry. A handful of games may overwrite those changes again if you change game options ingame afterwards, so ideally avoid adjusting video options in such cases after applying the Optimizer settings. For games without the option to adjust the FOV with the Optimizer you either have to use the workarounds vorpX provides, edit ini files manually or use an external tool. Flawless Widescreen hacks into the memory of games that don’t allow to adjust to FOV officially.
Unsupported games: Try to create a new profile based on an existing one in the config app (Local Profiles page) for games that vorpX does not support. For Team Fortress 2 a Source engine profile like Left For Dead 2 or Portal 2 might do the trick. There is no guarantee that profiles created this way will work, but that’s always worth a try.
Sep 9, 2016 at 9:33am #111040
pamgpamgParticipantHi everyone,
I changed to virtual camera mode. It worked fine at all, i still left a couple of problems.
1) Non-Virtual camera mode doesn’t seems to work for me. I still have the issue where my screen is zoomed in and i noticed that the screen are slightly raise up around 5-15 deg when i image zoom out. I aware you have to change FOV to avoid this, but it still doesn’t help when i set it in game optimizer settings. The settings would still revert back to its original settings for example fov 120 again.
2) Game compatiblity: Some games i noticed doesn’t work well for example far cry 3 and team fortress 2. What i meant is they didn’t start up with vorpX, they straight away display it on my monitor instead of my vive.
Any solution would be helpful, I still a newbie to vorpX and have much to learn.
Thanks
Aug 13, 2016 at 7:10am #110181In reply to: was vorpx really worth it?
RalfKeymasterYou need to adjust the field of view (FOV) for games that you want to play in full VR to avoid a zoomed in image. There are several options how to deal with that depending on the game. Once you got that right, the experience can be quite close to native apps in many supported games.
For Bioshock Infinite the vorpX Game Optimizer in the config app should be able to handle that. For other games you might need workarounds or external tools like Flawless Widescreen (http://www.flawlesswidescreen.org).
This is such an important topic that it’s actually the very first thing mentioned in the Essential Hints guide in the help as well as in the support FAQ here on the website. Do yourself a favor and read the guide in the help if you haven’t done so already. It answers the most important general questions and saves a lot of tinkering.
Aug 6, 2016 at 8:57am #105295In reply to: GTX 1080s in use yet? (Skyrim/Fallout)
RalfKeymasterYou definitely need to remove some of the more memory intense mods, especially extra large HD textures. vorpX requires a fair amount of extra GPU memory due to stereo rendering and the additional direct mode renderer involved. Since 32bit applications have a 4GB GPU memory limit regardless of actual memory installed on the card, you will hit the limit fast if you use mods/texture packs that consume a lot of memory.
Due to the relatively low resolution of the headset screen hires textures are of limited use anyway, so getting rid of those dosn’t hurt too much. In general I would highly recommend to start with an unmodded game (which is what is used for tests here) and then add mods one by one afterwards to easily see what hurts performance most.
Just in case: DO NOT use supersampling through the Oculus debug tool or something similar with vorpX. vorpX does this anyway internally. 2x supersampling on top of that with a faked screen DPI setting results in extremely large final render textures (~6000×8000!) without any real gain in image quality. The next vorpX version will have a max cap for this to avoid such problems, but that isn’t available in the current version.
The resolution that really counts for vorpX is the actual game resolution! In Skyrim and a handful of other games you can conveniently upscale it in the vorpX ingame menu beyond what your monitor allows (“Internal Resolution Upscale”).
Jul 25, 2016 at 6:33pm #105010In reply to: probleme activation vorpx
RalfKeymasterPlease double check whether the request code in the license dialog is the same as in the key e-mail. If not, send us your new request code.
Also please make sure to enter the data in the name field correctly. It has to look *exactly* like in the key e-mail, your name followed by the mail address in parantheses.
Use copy and paste to avoid typos. The key e-mail has an example image attached that illustrates how it’s supposed to look.
Jul 23, 2016 at 11:01am #104936In reply to: Tweaking Skyrim ini files still necessary?
RalfKeymasterAn i7 6700k at default speed. Maybe you are expecting more than what is OK for me. What I get with the 1080 is a ~60% boost compared to a Rift/Vive minimum specs GPU (GTX970). Since I didn’t really expect any improvement at all due to the wrongly assumed CPU limitation that was a quite nice surprise.
With a 970 there are some difficult areas with dense vegetation that bring the frame rate down to about 30fps at high settings on Vive, which means the OpenVR runtime likely starts to flicker. With the 1080 you should get a high enough frame rate to avoid that more or less everywhere, but you still won’t get 90fps on the outside map if that is what you were hoping for. Not using Geometry 3D and high settings.
It also might be important to note that I used the “High” settings preset, not “Ultra”.
And just in case (because of your other recent question): also make sure to leave Fluid Sync at the default (enabled) on Vive for Skyrim! Disabling it raises the workload on the direct mode/timewarp render thread, which can reduce the achievable game frame rate considerably, especially in difficult situations. That’s the main reason why disabling Fluid Sync is only recommended for games that can reach 90fps easily on Vive.
Jul 23, 2016 at 6:28am #104933In reply to: Tweaking Skyrim ini files still necessary?
RalfKeymasterShadows should work just fine, not sure why they didn’t for the author of the reddit post you linked. So normally you shouldn’t need any shadow related ini tweaks. In regard to mods I would generally recommend to install not too many of them. With all the nice things available I understand that it’s tempting, but at least graphics enhancing mods often degrade performance, which should be avoided.
The one extra tweak I would recommend is forcing transparency antialising in the graphics driver control panel. Helps a great deal with foliage in Skyrim.
You might be able to gain a few extra FPS with some more arcane ini tweaks, but I honestly would rather spend that time playing instead of tweaking to gain 5fps.
BTW:
After setting up a new machine with a GTX1080 last weekend Skyrim was one of the first games I tried. With that machine an unmodded Skyrim finally worked quite nicely at 1600×1200 using the “High” options preset in the Skyrim launcher on Vive doing nothing else than FOV/Optimizer and transparency AA in the graphics driver.
I always was sure the CPU was the limiting factor in Skyrim, but apparently I was wrong. A faster GPU helps a great deal.
Jul 17, 2016 at 5:09pm #104753In reply to: Skyrim – Is this supposed to look good?
GrumdarkParticipantHas anyone tried the immersive mod that puts teh camera in the 3rd player view to add body, legs and arms?
Hello revel911
For me,this mod is absolutely essential to play Skyrim in virtual reality.I use enhanced camera mod,for the following reasons:
1. Allows you to view the body, legs and feet, both still and moving.
2. This mod uses a first-person perspective,but uses animations in the third person,(these are better)
3. This mod, manages to avoid annoying and unnecessary camera changes from first to third person camera,when sitting, crafting,horse riding e.t.c.
4. This mod allows headbob off,(involuntary movement head while walking or breathing),it’s kind of like a boat movement.
Disable this is a great help reduce nausea in virtual reality.Jul 9, 2016 at 5:23am #104473In reply to: Remove VorpX Theater Mode Avatar
onetooParticipantis it possible to play 3d sbs videos with that?
Yes, that’s what i mainly use it for. They really need to add a playback option 180 and 360 videos. I find it to be better than Virtual Desktop because it has many built in features to increase stability and quality that were initially intended for VR conversion. You can play games in that mode too if you don’t want to go full VR but want 3D (at least VorpX Geometry if it doesn’t have built in 3D, or other tools for 3D conversion).
I use the Ambiance mode which is actually better, and i like the theater room, but i don’t use it much at all because of the avatar. These same modes are accessible in VR mode when in games or with the desktop viewer. Just load a sbs into MPC or VNC (make sure the program is opened before starting VorpX to avoid commandeering your exe) hit the “del” key and select the sbs mode. There’s a shortcut for it called “vorpx desktop viewer” or you can right click on the icon in the notification area.
Jul 4, 2016 at 7:13pm #104338In reply to: Deus ex human revolution FOV
BuckleBeanParticipantIIRC, what I did was tapped the middle mouse button to use edge peek whenever I went into cover mode. But I mostly just didn’t use cover mode. I play stealthy & avoid combat anyway & when I do engage, I just do it from first person. Not the answer you’re looking for, but it works fine for my playstyle.
Jul 4, 2016 at 2:39pm #104330
RalfKeymasterSwitching off head tracking in EdgePeek mode introduces an issue where you regularly end up looking in a different direction in reality than in the game after leaving EdgePeek mode if you look around while it’s enabled. Especially in regard to the up/down axis this is very disorienting. An idea how to potentially avoid that is on the experiments list for a long time, so this *might* get adresses eventually, but no promises. Apart from that: in the future there will be more games that have Direct Head Tracking like Fallout 4. In these cases this will be avoidable.
There are two different frame rates because two different rendering processes are happening in parallel: the game itself and a second render thread that pushes the image to the headset.
Ideally both should show 90fps, but that will seldomly be possible with more demanding games. Primarily you should make sure that the game frame rate stays above 50fps for smooth gameplay. If that is the case, the direct mode frame rate usually also is OK automatically.
In Skyrim you will need to switch to Z-Buffer 3D and/or lower the game’s graphics settings for a significantly better frame rate. If you are prone to motion sickness, *always* prefer a high frame rate over image quality. Always!
Jun 29, 2016 at 11:28pm #104189Topic: Fallout 4 antialiasing
in forum Game Hints and Settings
AndyWParticipantTrying to improve the image quality on Fallout 4 (even at fairly short distances it was a blurry mess), I set VorpX to geometry rendering and boosted resolution to 1680×1200. I also disabled the in-game antialiasing.
While the image was much sharper, foliage and dead scrub became a flickering, shimmering blur that was very unpleasant. I tried turning on MSAA in Nvidia control panel, but this seemed to have no effect.
To avoid too many hours re-inventing the wheel, does anyone have any suggestions about how to keep the image clear while avoiding unwanted aliasing? My game framerates fell to about 40, which I know is too low, but I’m hoping if I can figure out how to balance sharpness and antialiasing then I’ve got a point to start balancing overall image quality and framerate.
Many thanks.
Jun 21, 2016 at 10:34pm #103924In reply to: How Do We Fix the Posterization in Dark Areas Now?
mkjmsParticipantI can’t be the only one with this issue? This is my second time with the dk2 on entirely different hardware.
Dark areas are murky, posterized and entirely devoid of shades/details.
I’m on the latest Oc runtime/home and I’m booting alien isolation and other games via steam. This issue is visible in every game and it’s definitely due to the dk2 hardware not handling the rgb range correctly.I need some way to set the dk2 to the proper rgb range but I don’t know how to access it as a display in the nvidia control panel.
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Topic: Fallout 4 antialiasing
Trying to improve the image quality on Fallout 4 (even at fairly short distances it was a blurry mess), I set VorpX to geometry rendering and boosted resolution to 1680×1200. I also disabled the in-game antialiasing.
While the image was much sharper, foliage and dead scrub became a flickering, shimmering blur that was very unpleasant. I tried turning on MSAA in Nvidia control panel, but this seemed to have no effect.
To avoid too many hours re-inventing the wheel, does anyone have any suggestions about how to keep the image clear while avoiding unwanted aliasing? My game framerates fell to about 40, which I know is too low, but I’m hoping if I can figure out how to balance sharpness and antialiasing then I’ve got a point to start balancing overall image quality and framerate.
Many thanks.
