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AuthorSearch Results
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Oct 2, 2021 at 10:09am #206547
RalfKeymasterNot sure whether that can be fixed. Sounds like they made some changes to the their anticheat system. IIRC there is a ‘-insecure’ command line switch or something similar that disables anticheat. That might help. You won’t be able to join anticheat enabled servers that way though.
BTW: I have merged both threads concerning this issue. Ideally please avoid creating duplicate threads for the same issue. Just makes it harder to follow and reply.
Sep 24, 2021 at 4:46pm #206409
RalfKeymasterProbably of no interest for most of you, but just in case anyone occasionally wonders how incredibly exciting a programmer’s life can be. ;)
I had already more or less concluded the matter yesterday, but then had a thought that did cost another one in the end. Since the sharpening part of the algorithm is done as the very last step in the vorpX rendering pipeline at headset resolution (to avoid losing some of its effect by resampling the image again afterwards), it seemed like a good idea to use slightly different sharpening parameters depending on how large a game pixel ends up in the headset compared to an actual headset pixel.
A day later vorpX now is always precisely aware of that no matter what, and whenever you do something that affects how large a game pixel is drawn in the end, e.g. change the game resolution, the ImageZoom setting in FullVR mode, the screen distance in immersive mode, or just move a bit forward in cinema mode, etc., the final sharpening pass is fed with accordingly optimized parameters. I.e. you always get the best possible sharpening and I can sleep well again. :)
Sep 20, 2021 at 10:36am #206367In reply to: GTA V QUEST 2 VORPX
RalfKeymasterIf you haven’t done so already, please first check the ‘Sharpen’ option in the vorpX menu (image page). That can help to reduce a good chunk of the slight blur that comes from the unavoidable rescaling of the game image vorpX has to perforam.
Apart from that: modern monitor games these days typically use antialiasing methods that are more blurry that good old multisampling antialiasing typically used in VR games.
If you actually consider that image not crisp enough, you might want to try turning off antialising in the game options altogether. However, turning off antialiasing will introduce ‘jaggies’, so you have to see what’s more important to you. Most people will probably opt for leaving AA on.
Sep 17, 2021 at 5:12pm #206337In reply to: Frame rate plummets in Death Stranding
DemuseParticipantJust to clarify my experience, in case it helps to track down an insidious bug: I started as I usually do with a freshly downloaded game on Steam, and the default local profile. The only immediate change I made was to switch from immersive screen to cinema mode. I set the in-game options pretty low, to 1080p resolution and medium graphic settings, as a starting point. The game was disappointingly laggy in the first few minutes, and even the cutscenes were choppy and stuttering, slowing to just a few frames per second.
Over the next day and a half, I tried everything that usually helps. I try to systematically change one thing at a time, and if it doesn’t help, switch it back to safe settings to avoid creating a mess. Tried with in-game graphics settings at low and at high, turning off or on all AA and effects, trying with DLSS on and off, trying windowed and full-screen, trying z-normal and z-adaptive and no 3D. I rebooted my computer and restarted the game perhaps 20 times. Nothing else running, no antivirus, no overlays; just WMR, Steam, vorpX, and the game, in that order. Even the opening menu before starting the game was laggy, with the highlight and sound lagging a half-second behind when scrolling through the menu. Along the way I tried a few times without vorpX and each time that ran smoothly. Finally I gave up and posted here, then played for 15 minutes without vorpX to watch the opening cutscenes properly and get past the first few minutes that I was getting pretty tired of re-playing. Saved and exited.
Then I downloaded the cloud profile as fersj suggested — it’s actually the first time I’ve ever tried using a cloud profile, and I’ve been happily using vorpX for 5 years — and everything was instantly fixed. I switched to 4K resolution and high graphics settings in cinema mode, no further fiddling, and never looked back. I could tell right from the opening menu that it was fixed. I’ve played 8 hours now.
So, I really feel like something wasn’t right with the local profile.
Sep 11, 2021 at 12:45am #206194
RalfKeymastervorpX doesn’t work like a native VR game. There are two stages: first the game gets rendered, then in a second step the image from the first step is rendered to the headset. Now when you sharpen the image between step 1 and step 2 and then resample the upscaled result again while rendering it to the headset later (or drawing it to the cinema screen), part of the prior gain in clarity would get lost.
Since the process basically involves rescaling the original game image anyway when it is drawn to the headset render target, it would have been foolish to not utilize that. Hence I didn’t just use the premade shaders AMD provides, but instead use the upscaling algorithm as a sampler replacement for the headset render stage. Z3D also is created during this very pass BTW., keeping the number of image resampling steps at the unavoidable minimum.
TLDR: Less resampling, crisper image.
Sep 10, 2021 at 1:53am #206176In reply to: Any Plugin/Driver SDK/API ?
nztyke33Participanti was thinking more along the lines of perhaps vorpX scanning some “addon” folder on startup, for any dll that has code implementing some interface, say, with a method called maybe void SendData(..) and
void ReadData(..) or something. any files that cause issues can be put on an “ignore” list so that future startups wont cause issues. i think you know what i mean, having worked with openvr, etc.the reason why i ask for this feature is that, sure, i can implement the “HMD” position tracking directly using a custom made openvr headsets driver but since vorpx is able to render without openvr/xr, it would be nice to not have to use those if vorpx is working in “generic vr headset” mode.
anyway, just a suggestion. no rush. in the meantime i will use my custom openvr driver :)
Aug 29, 2021 at 9:10pm #205920Topic: VOIDTRAIN is my NEW No.1 VorpX Game!
in forum General vorpX Discussion
ParadiseDecayParticipantMy profile is now available in the cloud.
This is as near perfect to VR as you can get minus the Hand Tracking and picking up objects.
*Geometry 3D.
*Full VR.
*1 to 1 Scale.Aug 28, 2021 at 5:51pm #205897Topic: The Void
in forum User Profiles
RJK_ParticipantThe Void (Retail) (Z3D)
This game has been sitting in the 2D list for so long. Some testing brought at least Z3D into it. You need to rename Game.exe to GameV.exe. Nout shure though if this can be done with the steam version of the game. Besides the steam version may be a completely different game because its a 11Gb download, retail only 5Gb.
– Rename Game.exe to GameV.exe
– Steam game may not work
– Profile available at the cloudAug 27, 2021 at 2:01pm #205877
CrackerBrand00ParticipantFixed the issue, turns out I was a moron. After disabling the DSR Factors, I was not hitting reply, the way the window was laid out, it looked like it was being applied automatically! My mistake, apologies if anyone wasted time looking into it for me.
New question though, I’m using a HP Reverb G2 from what I read online.. the headset resolution is 4320 x 2160 total or 2160 x 2160 per eye.
Are these compatible resolutions, and if so which should I use. I only worry because it warns when I enable custom resolutions because it said use at your own risk, because using custom resolutions voids the warranty and could burn out the graphics card.so TLDR:
* Fixed old problem
* My main monitor is 1080p
* I have a HP Reverb G2
* Internet said it’s resolution 4320 x 2160 or 2160 x 2160 per eye.. <- which one, if either should I use?
I would just add and test, but my Geforce Experience says custom resolutions can be dangerous and voids warranty.
Thank you!Aug 21, 2021 at 12:09pm #205771In reply to: A couple Cyberpunk Issues
RalfKeymasterThat happens because vorpX emulates a mouse for head tracking in CP2007. When you play with a gamepad the game gets confused whether a gamepad or mouse/kb is used und thus switches between the both help overlays. A handful of games let’s you pick the help overlay to display manually, but I don’t think CP2077 is among them.
The only way to avoid that in case of CP2077 would be to enable the gamepad override in the vorpX menu and then configure vorpX’s gamepad > mouse/kb emulator to your liking. Normally that’s just meant for games that can’t handle simultaneous mouse and gamepad input at all though, so my recommendation would be to live with the glitch instead. If possible, native gamepad input is always preferable.
Aug 17, 2021 at 4:47am #205722In reply to: A plague;Innocense
dellrifter22ParticipantA Plague Tale: Innocence (G3D) added to the cloud.
Looking pretty good in G3D immersive screen with only minor shadow offsets – almost unnoticeable in most scenes, where generally the lighting and atmospheres are stunning.
Recommended settings:
To avoid vibrating textures, Ambient Occlusion and Anti Aliasing must be disabled with a file edit. With Notepad, open ENGINESETTINGS found in: C:\Users\(name)\Documents\My Games\A Plague Tale Innocence … set SSAO and AA entries to “Enabled 0”, save and close.
{SSAO
Enabled 0
Quality 0
}
{AA
Enabled 0
Type 0
Quality 0
}In Game:
-use a 16:9 resolution (2560×1440)
-set Textures to High
-set Contact Shadows Off
-set everything else to Low*use EdgePeek for cutscenes when 3D strength is too strong
*resolution scaling is safe to use if you need additional performance
*tested on HP Reverb with mouse/keyboardI’ve only tested through to chapter 5, but things seem to be working as expected. The FOV tool can work if opened after the game is already running in vorpX, but honestly you don’t need it. I feel the default view is already very immersive in the way I’ve placed the screen and 3D, but you can adjust whatever you want of course. Enjoy.
Aug 10, 2021 at 2:55am #205632In reply to: Chernobylite – any working profiles out there?!
dellrifter22Participant@ DADDY: I tested more tonight in both OpenXR and SteamVR and things are behaving as normal. If by chance your are using an oculus hmd, try setting vorpX in SteamVR mode and see if that works.
@ luka: in some Unreal 4 games it is common to have a slight black tint on some surfaces when viewed at certain angles, which appears a different shade for each eye in stereo. I’m not sure if it can be solved, but it should not be always prominent. Switching between G3D/Z3D on the fly can sometimes cause similar effects, so avoid that.
I tested some more with shadows, and you should be safe to choose whichever Shadow Quality setting you prefer from medium to ultra. Contact Shadows should be set to off however, as I failed to mention above. Now things look better in sunlight.
Also, the AMD FSR setting seams to work fine for a little performance boost. You can experiment with that in the game’s Advanced Graphics settings. It works on my nvidia card, and for me Ultra Quality seemed a good compromise for 1440p.
Jul 6, 2021 at 1:22pm #205073In reply to: Fo76 crashes on startup with Vorpx
RalfKeymasterNo dice replicating this here. Since apparently you already found the thread where someone solved a similar issue by deleting the .ini files, there isn’t really anything I can suggest besides checking for potential hooking conflicts. The pinned trouble shooting post on top of this sub-forum has more details on the matter.
Running the game or vorpX as admin should not be necessary BTW. Running vorpX as admin should actually be avoided unless it is necessary, e.g. to hook into older games that require admin rights themselves. There typically is no reason to run vorpX as admin for games that don’t require admin rights.
Jul 3, 2021 at 7:05pm #205033In reply to: Split: GTA V – beta mod issues
RalfKeymasterPlease don’t create multiple threads about the same issue. Thanks. Your other post has been removed to avoid forum clutter.
Renaming/deleting vpxGTAV.dll in C:\Program Files (x86)\Animation Labs\vorpX\Plugins disables the connection mod.
May 25, 2021 at 11:00pm #204334Topic: How about tagging profiles for G3D, Z3D, etc
in forum General vorpX Discussion
Michelangel0ParticipantHi there Ralf and players.
How about a simple idea to show which profiles level of 3D depth have included inside to avoid having to download and check in-game blindly?
I would love to have a classification or a way to filter when searching, for example: searching specifically for G3D profilesThanks!
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AuthorSearch Results
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Search Results
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My profile is now available in the cloud.
This is as near perfect to VR as you can get minus the Hand Tracking and picking up objects.
*Geometry 3D.
*Full VR.
*1 to 1 Scale.Topic: The Void
The Void (Retail) (Z3D)
This game has been sitting in the 2D list for so long. Some testing brought at least Z3D into it. You need to rename Game.exe to GameV.exe. Nout shure though if this can be done with the steam version of the game. Besides the steam version may be a completely different game because its a 11Gb download, retail only 5Gb.
– Rename Game.exe to GameV.exe
– Steam game may not work
– Profile available at the cloudHi there Ralf and players.
How about a simple idea to show which profiles level of 3D depth have included inside to avoid having to download and check in-game blindly?
I would love to have a classification or a way to filter when searching, for example: searching specifically for G3D profilesThanks!


