I’m also trying to play The Witcher 2, but instead, I have crazy twitching “between eyes” during cinematics, and anything that isn’t 3DGeo won’t work (even restarting)… so I would say The Witcher 2 is broken at the moment :S
EDIT: Also, is it just me or the game suffers too of HORRIBLE color banding issues…?
As I said, I also tried the local profile for that game. There were only 2 possible 3D: z adaptive and z-normal. Not geometry. Changing the 3D strength changed nothing. I have shadows on low, and I’m running in window mode. Following your advice, I created a copy of the base unity 5, then applied it before I ran the game. No 3-D. It does hook, with all profiles, and I can play full VR, but not immersive mode.
As a test, I tried my GOG version of Witcher 3 with the local profile. There, it worked. 3D in immersive works on all 3 settings.
Kind of at a loss…
OK, not all of these are tested through vorpX at this point but I’ve found the following thus far:
1) In Witcher 3NG there is no depth in the generated frames at all – OR the depth is there but something else need to be tweaked before it will work. Every generate frame goes flat. (ReShade method.)
2) In Hogwarts there IS depth in the generated frames, however something will need tweaking before it is really usable as it causes significant issues with the halo artifacts. (ReShade method.)
3) Cyberpunk – Untested at this point as the moment I turn on frame generation the title crashes – most likely due to the vorpX Cyberpunk mod. I plan to try testing that soon another way.
But the good news is that Hogwarts shows that if the issues with the halo artifacts can be resolved then it will likely be possible for this to work. Still have the HAGS issues to deal with as well of course.
@Ralf
In a post from 2021 you wrote that WMR OpenXR developer previews should always be disabled in OpenXR Toolkit. Does this advice still hold true in 2023, or have things changed?
I have it enabled and it works great with my Reverb G2 v2 and The Witcher 3.
Can only speak from my personal experience: When i tried Witcher 2 three years ago, the Z3D mode didn’t work either, it had almost no depth, and i was forced to use G3D (with the only downside that some of the dynamic shadows were a bit glitchy). So, not sure if it was ever functional to begin with.
Hello. Few weeks ago, games like the Witcher 2 or Alice Madness returns I have to play them only G3D because Z-normal and z-adaptative are corrupted to me. Graphics are only multiple color horizontal lines with these two modes. Games like Witcher 3 or Death Stranding are ok instead. What could be happenning? I have a hp reverb G2 with vorpx openXR mode. Thanks in advance!
Make sure to launch the game with DX11. Important: G3D doesn’t work right after the patch. All shaders have been recompiled, hence shader definitions in the profile don’t work anymore. Use the vorpX 23.1.0 beta for Witcher 3 with DierctVR (AFR) 3D.
I read in another post that DX12 will probably not be an option (plus, Witcher 3 uses DX11>DX12 layer by MS, which means it probably will never run well with RT). Oh well, since i’ve got the feeling that v4 DX11 looks worse than v1.31/32 i may roll back and stay with the classic release. It feels like they changed weather and postprocessing for the worse in v4 (except *Blood And Wine*, which looks much better in the new version :)
I’m seeing *terrible* performance with RT in Witcher 3 even with a 4090 – much worse than Cyberpunk. Furthermore, the poor performance is largely unaffected with reduced resolutions or reduced DLSS quality modes (unlike Cyberpunk where these both work as normal.) RT is acting as a ‘destroy performance regardless of any other settings’ toggle. Too bad, as Next-Gen Witcher 3 definitely looks worse with RT off than the Classic did. Unsolvable on our end I suspect.
The 23.1.0 beta comes with something special for the latest Witcher 3 version. TW3 is now one of the profiles that have been heavily enhanced with a game specific mod programmed in the game’s scripting language. Provides alternate frame 3d, automatic FOV adjustment and auto EdgePeek in cutscenes etc. Reportedly compatible with a first person mod that is available for the game, but I haven’t tried that myself.
You can download the 23.1.0 beta from the first post of the according thread in this sub forum.
I read in another post that DX12 will probably not be an option (plus, Witcher 3 uses DX11>DX12 layer by MS, which means it probably will never run well with RT). Oh well, since i’ve got the feeling that v4 DX11 looks worse than v1.31/32 i may roll back and stay with the classic release. It feels like they changed weather and postprocessing for the worse in v4 (except *Blood And Wine*, which looks much better in the new version :)
Does anyone have an idea why i cant get it running? When i Start it in dx12, nothing happens and i get Stück on oculus home or steamvr (tried both). At dx11 it starts in VR and i can See it on the cinema, but i have no 3D effect, even when all the sliders are to the Max. I want to Play it in third Person in 3d on cinema Mode, because first Person triggers nausea.
Any ideas? Im using rift S and Standard vorpx Profile.
I appreciate that among all available vr software programs only vorpx manages to provide smooth frames without those nasty micro stutters.
One of many aspects why Im preferring it.
Even with 100 fps+ other softwares cant manage to provide such a smooth experience.
However in the past I also noticed that stuttering is only prevented when injecting into a game instead of using the desktop viewer.
It would be great to also achieve smooth motion when using the desktop viewer so it maybe will be possible to combine it with dlss 3 frame generation in the future.
Unfortunately Im still having having problems getting it work.
Here is what I experienced:
I installed the latest beta version, enabled the virtual monitor and started the desktop viewer.
I tested The Witcher 3 (DirectX 11 version) with it in full screen mode while pausing the injection “watcher”.
The ingame settings let me choose between 2 different monitors although only 1 physical monitor was connected.
I tested the game with both “monitors” but the game felt equally stuttery trying both options while maintaining well over 100 fps ingame.
I tested everything using the hp reverb g2 in 90hz mode.
I disabled V-sync in the nvidia control panel and I also disabled directvr game optimization in vorpx as well.
No custom resolution used.
As a side note: The image recentering only began to work 5 minutes after starting the desktop viewer.
Cyberpunk 2077,
Gta v,
Red dead redemption 2,
Witcher 3 (early version)
Hello. Few weeks ago, games like the Witcher 2 or Alice Madness returns I have to play them only G3D because Z-normal and z-adaptative are corrupted to me. Graphics are only multiple color horizontal lines with these two modes. Games like Witcher 3 or Death Stranding are ok instead. What could be happenning? I have a hp reverb G2 with vorpx openXR mode. Thanks in advance!