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  • #208579
    Lawrence1962
    Participant

    with a highend pc i would not install this, because the graphics are very noticeable lower with this mod, but with for example a RTX2060 or RTX3060 i would install it

    restarting every 60 minutes is essential with or without this mod, i would not use it to bypass the restarts

    swatt
    Participant

    Hi there,

    I hadn’t played in a few months until now. Now I have a new video card, WoW has updated, VorpX has updated… now I’m having an issue.

    Basically, all works perfectly. Immersive screen mode, full 3D, it’s awesome. But after a while, the screen inside VR just squishes. It looks to be about half width. The mouse cursor is gone. I can still click things, just can’t see the mouse cursor.

    If I stay in VR, and switch to Fullscreen mode, it is good again. Then after a while the same happens again. If I then switch back to Windowed mode, it is good again. So both modes work, but not forever, and switching between them fixes it.

    Under Advanced in WoW, I’m in DirectX 11 Legacy mode, as I understand it should be. The other choices are DirectX 11, and 12.

    Under Graphics in WoW, I have Window Size at 3840×2160, which is my screen resolution. Then under Resolution Scale, I have moved it down to 72% / 2773×1559 so it can render performant in VR. Otherwise, graphics is on 10 / Ultra.

    Is there a fix so it doesn’t squish after a while? When it squishes, it shows a lot of moire and looks really terrible.

    Thanks!
    Sandra

    #208325
    watakah
    Participant

    no way works for me, oculus rift S, rtx2060, 32gb ram. no oculus, no steam vr, no openxr, no antivirus, no cinema screen on steamvr … a shame since I waited all night for this … I have vorps for more than 6 years, but the application’s cyberpunk profile I’m not convinced … I was expecting this as a dream, anyway.

    #208236
    Ralf
    Keymaster

    The highest resolution vorpX does automatically is 3200×2400. In contrast to headset runtimes vorpX‘s custom frame interpolation can utilize some extra pixels on the sides, hence the 4:3. Results in less black sliding in from the sides when you turn your head at lower framerates.

    Super easy too, you don‘t even have to add custom resolutions, just cranking up the ‚Resolution Quality‘ option in the vorpX menu does the trick, no matter wether your monitor supports the res or not. Be aware though that even with a high end GPU you will have to make some sacrifices in the graphics options at a res that high. Doesn‘t make much sense to run the game with 30fps.

    #208081
    Lawrence1962
    Participant

    PC requirements ?

    Minimum:

    1080×1080
    medium settings
    no raytracing
    DLSS Quality

    Recommend:

    2160×2160
    high settings
    no raytracing
    DLSS Quality

    #207661

    In reply to: HP Reverb G2?

    CrackerBrand00
    Participant

    is that the Minimal Foam Replacement Set for Oculus™ Quest 2 (Dark Grey)?

    #207630
    Raindropx
    Participant

    I tried adjusting options, but it seems that vorp Control always exits immediately after starting
    I’m sure the software that may cause conflict has been turned off

    #207359
    x-ray-3
    Participant

    UPDATE
    since the DLSS-update the old one works only with -dx11.
    i uploaded a new one
    HOT WHEELS UNLEASHED™ (DX12)

    #207306
    x-ray-3
    Participant

    – Z3D
    – cinema mode

    Profile is in the cloud.

    since an update, game or graphic driver I can not say, the game (DX12) crashes.
    Game has crashed and will… Fatal Error!
    to play anyway starts with “-dx11”
    sorry for the inconvenience

    #207302
    x-ray-3
    Participant

    – Z3D
    – cinema mode

    Profile is in the cloud…

    Ralf
    Keymaster

    If you are the more technical minded type of guy (or guydess™) who likes to tinker with the sync options in the vorpX menu, you should be aware that there will be a little change to how things work in the next version.

    TLDR: Nothing will change in default (asynchronous) mode, except better headset framerate stability, but synchronous mode will work differently.

    Not much will change for the default (at least for most headsets) asynchronous mode, where vorpX runs a second thread for rendering the final image to the headset. In this mode the second thread as always should ideally run at the full headset refresh rate, so that vorpX can do the game to headset framerate conversion entirely on its own. That’s how things are intended to be done, mostly because in contrast to headset runtime motion smoothing this mode works fine with uneven game/headset ratios (e.g. game at 67fps, headset at 90fps). The second huge advantage is that this way vorpX by design can handle extremely low game framerates below half the headset refresh rate where things typically fall apart entirely with headset runtime motion smoothing. Nothing will change in that respect, in fact vorpX will even be able to better keep up the ideal headset framerate under high GPU load.

    The synchronous mode however where game and headset framerate are linked to each other to let headset runtime motion smoothing do its thing for those who prefer that will work quite a bit differently. Currently in this mode vorpX still runs two threads side by side with only the frametimes being synced, but not their individual start points. That way no time is lost for hard syncing even in synchronous mode, but it’s not ideal for headset runtime motion smoothing.

    So that will change with the next vorpX version: instead of trying not to lose a single millisecond for any waits, vorpX in synchronous mode will now behave like a native app with a single main render thread. Might cost a few FPS here and there, but since synchronous (now better called single-threaded) rendering for the most part is only useful for headset runtime motion smoothing, which caps the framerate anyway, allowing that to work in the best possible way in the end is more important. Again: This only applies to synchronous rendering, you won’t lose any precious FPS in default asynchronous mode.

    #207021
    moarveer
    Participant

    I tried the game today and the game looks fantastic in VR, managed to get it quite playable at 3200×2400 and FSR at full, it really looks great. The game has a big issue though, since the game menus are only rendered in one eye. I could only tweak the options inside VR using desktop mode in Virtual Desktop, and then going back to VR, so doable but really annoying.

    Lawrence1962
    Participant

    Its a bug fiasco, but i hope the studio will have the money to repair it completely, it’s the Studio of the Deus Ex Games. The Soundtrack is amazing and the graphic is bombastic. On my RTX 3080 Ti i can play it in 45fps, in 3000×2160 and Ultra with Raytracing and Dlss.

    But the 3D of all existing DX12 vorpx Profiles does not work. I had to install Reshade’s 3D Solution once again, while I’m waiting for the official vorpx profile by Ralf !

    TashaTime
    Participant

    I mostly want to play Rocket League if I get Vorpx. I have an rtx2070 and an AMD Ryzen 7 3700X. Does the frame rate half? I heard everything has to be rendered twice. My PC gets between 180 and 220 fps and 1440p 16:9 maxed graphics (flatscreen). Is it as simple as halving my frame rate and I get 90FPS minimums or is it more complicated? What resolution in-game when using Vorpx is best for Quest 2? Some other basic questions. Can I use Air Link (Quest2)? If I am playing the game and talking on discord can I get all the audio to my headphone or is it split up. Also is this guide still accurate or has a lot changed?
    old Rocket league Vorpx guide 2017
    Sorry for being such a noob. Hope you forgive these basic questions. IF you are going to answer one question will the game run is most important.

    #206978
    RJK_
    Participant

    Average human eye resolution is roughly around 60 PPD (pixels per degree),

    intersting to read, thanks !

    That’s called “supersampling”,

    I assume the better image when rendering over the headset resolution is a result of sort of a “wiping out AA more and even more”, not of providing me with more pixels. Having this in mind i wonder how far i could go in resolution in theory on a 1440×1600 display to maximize visuals. I usually play my games around 3200×2880, today i did a quick test on Avatar and Fallout 3 and there was still a noticable improvement in sharpnes and claryity on small detailed objects like letters on guns or stickers on uniforms for example when gaining resolution to 4400×3240 (my current monitor cant take more ;-). The image looks so clear and clean in that resolution so i wonder if a 5 or 8K display ever would provide me with better visuals at the same (locally maximized) resolution.

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