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  • btimofte
    Participant

    Ok
    Another questions

    I was playing Assasin Creed Odyssey in 85 fps and all on max , when i play it in VR with same settings it goes to around 40 fps lol …same for Witcher 3. Is this normal ?
    I have a rtx 2080 and core i9

    #196039
    BeneathTheRemains
    Participant

    I tried some of the supported list games in steam and many of them dont work, for example trine 2 boots up and it has the vorpx logo on the monitor but no image on the headset.

    Batman arkham asylum GOTY- doesnt start
    Disgonored 2- wants me to delete som dll file
    witcher 3- some conflict error message

    #195633
    Minabe
    Participant

    Bug Report for the beta version: For Bioshock, using the new sync i get 20-30 less fps, depending on location; ended up using the old sync as it’s much faster. Anywhere i tested was the same thing, using the old sync is simply better, it even crashed once using the new sync so i stopped using it completely.

    Also tested Witcher 3 but i didn’t see a difference using either, no crash either but i didn’t play it for long.

    Specs:
    CPU R5-3600X
    GPU GTX Titan X
    RAM 16 GB DDR4 @ 3200
    HMD Acer AH101 WMR

    #195470
    Ralf
    Keymaster

    After some more testing with various headsets and a couple more games I’m now fairly confident that the whole thing will work out. Unless you guys find something next week that I overlooked, you will all be able to enjoy some nice 10-15% performance boost almost across the board pretty soon. G3D as well as Z3D in almost any game, with only some exceptions where it doesn’t really change much. There are also exceptions on the other end of the spectrum, e.g. Monster Hunter World with about 20%, Kingdome Come Deliverence (with some luck all CryEngine 3 games) 25% or Witcher 3 with almost unbelievable 33% in my test run. This is getting better and better. Your mileage may vary based on resolution, game settings etc.

    The old sync method won’t go away, so if with one or the other game it turns out to be the better choice for whatever reason, that won’t be a problem.

    @ dellrifter: didn’t check AC:Odyssey, but in AC:Origins the plus is somewhat north of 10% for me. Odyssey should be pretty much the same.

    Anyone who wants to check this prior to release still can simply shoot me a mail to support at vorpx com. I’ll send out links to the beta build Tuesday, maybe Monday.

    #195359
    leandroeidi
    Participant

    Oh, I just saw that you are actually Vorpx’s developer. Now I feel honestly deeply bummed, since it means changing screen size won’t be implemented…

    I love 3D gaming. I was an early adopter of 3D Vision, 3DS and VR, so I take it seriously. I experimented with sizes, distances, depth and convergence, so although I agree that the options in Vorpx make 3D gaming “work”, it could still be better. When it’s about 3D, bigger doesn’t always mean better. That’s why 3D cinema feels unnecessary for so many – a bigger and far screen (with the main objects as far as the screen itself) is less impressive than a smaller and near screen. And with the current options in Vorpx, it simulates just that – a 3D cinema.

    I really hate tinkering with options and settings. That’s one of the main reasons why I bought but abandoned Vorpx in 2016 – cloud profiles didn’t work very well for me and still too much tinkering was necessary. Some days ago HelixVision got me excited about playing 3D games on VR again, and I decided to try a few games on Vorpx to see how much it improved and they do work pretty well, so I got excited for Vorpx again. But as I said before, having to choose between a near screen with blown up resolution and size, or a far screen with far objects (what makes it almost the same as playing in 2D), is far (pun intended) from ideal.

    I think what’s bothering the most is that Vorpx is just one option away from being great, and its creator keeps refusing to add it. I did have a very stubborn father, so seeing signs of stubbornness from other people does get me worked up more than it should.

    Well, it does sadden me that you keep refering to this important and handy option as “superfluous”, but there’s nothing I can do about it. I just hope some day you suddenly get a “oh why not?” inspiration and implements it. Meanwhile, I’ll go back to Monster Hunter World in 2D and using HelixVision for Witcher 3.

    #194736
    ArniVR
    Participant

    Hi jjensson!
    In third-person games, where the character is far from the camera, the problem I described above is not so noticeable. The Witcher, just such a game. You’re lucky!
    However, in third-person games, where the character stands next to the camera, and you focus on objects close to the camera, reducing the stereo effect at a distance of two meters from the camera spoils the entire stereo effect, and makes the Z3D useless.
    For example in Resident Evil 2/3
    Also in first-person games, where you constantly focus on objects near the camera, limiting the intensity of 3D within two meters of the camera spoils the dive.
    As I understand it, this restriction was made so that we would not see ghosting around 3D objects close to the camera. But in my experience, this is not at all scary! We get a full 3D effect, albeit with some ghosting.
    Better quality 3D with ghosting around the edges then a flat image near the camera.
    Why do I think so?
    I ran games through 3D VISION in a similar Z3D artificial 3D mode in VR HMD. This mode is called (Compatibility mode) This mode has a much more unpleasant kind of ghosting than the algorithm created by Ralph. But there is no artificial limitation of the stereo effect near the camera. The 3D effect simply breaks off sharply at the level of the screen frame.
    And thanks to this, we have a very good result.

    Just one additional option that disables 3D reduction near the camera would make the Z3D more flexible and work fine in most games.

    #194730
    jjensson
    Participant

    I understand that Z3D (Z-Normal) is a synthetic technique to make a stereo3D image out of a 2D image using the depth buffer that the game provides. This will never be perfect, but as far as i could test it in the past several months of my Witcher 3 playthrough (192 hours playtime, including all DLC!) i was impressed how good it looked and how immersive it is. I didn’t notice a decrease in stereo depth, but that could be game-specific (how good the z-buffer data is that the game delivers).

    #194497
    jjensson
    Participant

    Ralf, i think i tested all settings in the Input page, and none switches b/w long press and short press of the thumbstick (for the VorpX menu). Did the feature get removed perhaps?

    Regarding the shadows, i did a reset of the profile, but it didn’t do much. They are significantly worse than the glitched shadows of Witcher 2, and i got a headache after 30 min of play.

    I’m at the beginning of the game where i’m outdoors on a beach with bright sunlight and shadows everywhere.

    Using the definitive edition BTW.

    #194494
    jjensson
    Participant

    I appreciate your help, Ralf. I’m a visual guy, yes, but if the shadows were slightly off, it would be OK. I had this with Witcher 2 G3D and it didn’t bother me much. With DOS2 though, i found it was distracting and stressful on the eyes.

    I’ll reset the profile and try again.

    Oh, and a pity that DOS2 doesn’t have a Z3D profile. I would’ve used that instead. :)

    perkel
    Participant

    Monster Hunter does work right now. Maybe that user had selected DX12 ? VorpX works when you switch off DX12.

    As for unusual.

    SteamVR renders itself at full speed but game itself gets shot when it comes to FPS. So when i move my head around whole motions is smooth but picture on cinema display or another runs at much lower res. It is logical since headmovement should have priority.

    Also those 10% is probably meant for cases where game is fps locked and you are not limited by anything. In my case non VR Witcher and MHW fluctuates between 65-75fps.

    So imho SteamVR simply fights with game for resources and prioritizes itself over game. So motion in my head is smooth but game has to wait for steamVr thus probably some stalls.

    Or at least this is what i think. You can confirm it by yourself btw. Just don’t run SteamVR use headset in extended mode and pick Generic VR in your vorpX and try to run witcher 3 or MHW you will see huge difference in FPS.

    #193337

    In reply to: Geometry VR Game List.

    RJK_
    Participant

    The profiles below provide Geometry 3D:

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    #193297
    Illuzio
    Participant

    Hello, Ralf!
    First of all, thank you for creating VorpX, to be honest, it was quite difficult to use it at first, every game was complicated to set up, but with each new try I learned new things about VorpX that I applied and eventually I came to know how to use it and appreciate its full potential in my games. I was able to discover my favorite game (Dishonored) in a completely new light thanks to you, so thank you for all your work, you have created an incredible software!

    I’m writing this post to suggest you to add a new feature that will easily improve the appearance of games in VorpX: “Color Filters”.
    To be more precise, I am thinking about integrating a LUT system into VorpX because it is very easy to customize for users and it will take almost no space in the VorpX interface!

    I will explain what it is, ReShade or ENB users often use it, in fact a LUT is a png image that can be easily manipulated in Photoshop, Gimp or even ReShade and allows to apply important color changes to any game. Everything can be modified for example : invert colors, put black and white, add contrast, remove a color too present (less yellow in “Two Ex HR” or “Vampire Bloodlines” for example) it also allows to adapt colors with specific palettes to help color blind people to better distinguish some colors for example. In short, a LUT can change everything and in a quite easy way for the users, you just have to modify an image!

    Here are some tutorials on how to create one for use in ReShade :
    https://reshade.me/forum/shader-discussion/3179-luts-powerful-color-correction-the-guide
    https://framedsc.github.io/ReshadeGuides/lutgenguide.htm

    This is what the png of an LUT looks like:
    http://i.imgur.com/HKmhF9u.png

    Just take a picture of a game, add the png of a blank LUT over it and make the changes you want on any image editing software or with ReShade. The LUT will also take its modifications and transcribe them into a color filter in the game (thanks to ReShade or ENB).

    In VorpX, I imagine a new “Color Filter” menu in the “Image Settings” tab where you can choose to apply a predefined LUT or a custom LUT. The png’s of the LUT’s are all stored in “My Documents” in the VorpX folder where they can be modified by users or left as is if they wish.
    i.imgur.com/fyOxGzy.jpg

    If you want to see a more concrete example, I invite you to use ReShade to try the MultilUT effect to see the different possibilities and why not let you create such an effect to see how easy it is to do (there is LUT.fx in the ReShade shaders if you want to see what the code looks like and a blank LUT png in the textures called “lut.png”).

    Here are many examples of color palettes created and usable in games using LUTs:
    https://www.nexusmods.com/fallout76/mods/114 (my favorite palettes)
    https://www.nexusmods.com/stardewvalley/mods/1213
    https://www.nexusmods.com/witcher3/mods/1498

    Voila, I know you probably have a lot of other more important things to do to improve VorpX (I’m the first to look forward to them) but I think the easily customizable color filters would be a really interesting addition, it can really improve the look and feel of a game and even more in virtual reality!

    Don’t hesitate to ask me questions, all this text has been translated with “Google translate” because I don’t speak English (I’m French) so it may not be very understandable.

    I can also create LUTs for VorpX if you need them of course!

    EDIT: If you don’t have the time or desire to create a LUT system there is also an alternative solution, it would be enough to allow to use ReShade with VorpX (VorpX would use the game image already modified by Reshade before applying its own modification for the VR) it would allow to use all the color effects you want (be careful, the effects that need to use the “Z-Buffer” like Ray Tracing or MXAO probably won’t work, you’ll have to limit yourself to simpler effects).

    #193307

    In reply to: Geometry VR Game List.

    jjensson
    Participant

    I have not played many games in VorpX yet, only had my Rift S for half a year. But i found The Witcher 3 great in Z3D. Otherwise i wouldn’t have spent 192 hours in it (the VR playthrough was my 3rd one, after a 2 year break… []-)

    The outlines did not bother me in the slightest – i look at them as artifacts that are produced when games are rendered – there are many of them in every video game (especially in older ones) and when the brain knows that something is not part of the game visuals, it ignores it.

    What bothered me more was a perspective curvature on the ground below the player character (which is not present in TW1 & TW2, both G3D profiles). But again, the brain gets accustomed to this.

    #192959
    mr_spongeworthy
    Participant

    So… I haven’t tried a lot of games with vorpX so far, and overall I’m reasonably happy with it (I want to point that out because far too often forums are full of complaints).

    But I am getting a bit disappointed that I’m seeing problems with nearly all of the official profiles I have tried. I’ve been stereoscopic gaming for a very long time, so I’m perfectly aware that this can be a problem, but with the other products I used it was only a problem with new titles – problems were pretty much always, eventually, addressed. I wish I was seeing the same thing with vorpX. Out of the 4 titles I have so far tried, 2 of them have pretty serious issues (Fallout 4, Witcher 3), 1 has a minor issue (Fallout 3), and the final one requires setting shadows to extremely low quality (Life is Strange 2) but otherwise works well. Fallout 4 has light-sources that are not at the correct depth, Witcher 3 Shadows are totally wrong and even turning them all the way off (which looks *awful*) in the vorpX menu doesn’t really work, as incorrect shadows will stop pop-into existence at extremely close range. The only solution is to switch to Z3D, but depending on the title that can look really bad with all the Z3D artifacts.

    I really hope to see these issues fixed.

    I, for one, would happily pay a small amount for each fully-perfected game-profile. I don’t know, $1.99, maybe $2.99? Something like that.

    TimmyP
    Participant

    Every single thing I launch… Desktop viewer quits. They work fine if VorpX attaches normally. I tried making the games windowed, everything. Witcher 3, Watch Dogs, Far Cry 4, RDR2, Assassins Creed, Control, Star Wars Fallen Order…

    “Small” windowed game like emulators work, even in fullscreen. Is desktop viewer simply not meant for games? Everything else works. Bigscreen works with these games… was hoping to try them in Vx.

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