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  • monkeyfist
    Participant

    Hope you are looking into supporting new chinese VR gear, they are coming out with high resolution cheap gear.

    Pimax has a PIMAX 4K UHD out for preorders, and it only costs about 300$! 3840×2160!! That is 1920x2160px per eye!

    http://www.pimaxvr.com/

    And 3Glasses has the pretty cheap D2, with 2k resolution.

    And they are just coming out with a new 2k device the S1. 2880×1440.

    http://www.xiaomitoday.com/3-glasses-s1-virtual-reality-3d-headset-review/

    This type of gear would make gaming proper games with HDM much more viable than any low res oculus or htc. Just need the support for them.

    sponge101
    Participant

    The highest I could go is 2048×1536 while maintaining that 4:3. Tried 3200×2400-4:3 and 2560×2048-5:4, but they didn’t show in the setting (wish I could increase resolution even further). Also tried inputing 2 in the Oculus pixel density tool and I think there’s a difference but not sure to be honest.

    As long as I can maintain reasonable fps I would gladly increase resolution with tradeoff in performance. Though the 6700koc and 1080oc are holding up very well. Only when I’m doing something crazy is there a noticeable temporary stutter.

    #105343
    Fredthehound
    Participant

    Hi all,

    As promised, This thread will be dedicated to giving you the rundown of my experience with the new Titan X Pascal and Skyrim/Fallout. Expect it to go on for a while as there are a ton of variables to cover.

    ——–
    Computer:
    i7 4790K @4.7Ghz on water
    240GB x2 Kingston HyperX Savage SSDs in Raid 0
    16 gig of 2400mhz Gskill Trident DDR3 ram
    Titan X Pascal overclocked +230/+500
    HTC Vive
    Process Lasso software using Bitsum Highest Performance preset
    ——–

    I’ll start by saying that if you saw the other thread about the 1080, you’ll already know that the Titan Pascal can handle a metric ton of mods IN GEOMETRY MODE and return smooth, playable framerates at an enjoyable level – depending on your tolerance. But to be clear, this card running in the upper 30FPS range feels smoother by far than my old Crossfire 390s running in the 40s. No microstutter is a beautiful thing. The best part is you’ll rarely see under 40FPS even with a ton of mods on the TXP (Titan X Pascal) if you mod smart.

    Now to begin with, I loaded a fresh and bone stock install of Skyrim. No ini tweaking, nothing. 100% stock install as Todd Howard intended. No updates beyond those baked into the Steam install. No Nexus patches. Just vanilla/stock Skyrim. With all sliders maxed in non VR at 1920×1080, FRAPS never moved off 60FPS no matter where I went or what I did. Glued. Not really surprising as my 390s would do the same thing. But thats the baseline.

    For most testing, I’ll be using my normal three areas. Whiterun/Dragonreach, Whiterun to Riverwood and the forest outside Falkreath. I find they are the most demanding on the system with a ton of draw calls and it makes for a semi-repeatable benchmark. Leave Whiterun, go to Falkreath via Riverwood and you have three of the most CPU/GPU demanding areas of the vanilla game.

    To get the basics out of the way, I’ll condense. Bone stock install. No ini tweaks. Geometry mode. Skyrim set in it’s launcher/config to “High” (not ‘ULTRA”) preset. VorpX set to the standard/recommended/Optimizer settings.

    With that out of the way, Ill condense a bit more. I’ll refer to the Whiterun (top of Dragonreach stairs)/Riverwood/Falkreath run as WRF henceforth. Or FRW when reversing the run from Falkreath to Whiterun.

    With the above settings in place, day or night, WRF or FRW, you get 43-45FPS. And it is smooth like butter.

    If you increase the Ambient Occlusion to 16 from the setting of 8 that High provides, you get 43-45FPS. If you Supersample/increase internal resolution to 2.0, while at 16 AO, you get 43-45FPS. The only time you will see a different FPS is on a cell change or a load screen. The Titan, and the CPU, are just cruising with no effort.

    ————————————-

    OK so that’s the baseline. If you are crazy enough to go buy a Titan, that’s what you’ll see for FPS playing bone stock Skyrim with no mods and no performance tweaking.

    Why not start with Ultra? A couple reasons. One, as Ralf pointed out, the 1080/Titan will handle geometry mode on High settings in different games if you don’t get crazy. And another, because ‘Ultra’ Shadows/draw distances will immediately destroy your framerate and make the game unplayable. (well fix the draw distance problem with a mod a bit later down the road).

    So basing everything off of High and moving up as we go along makes more sense to me and it will give those unfamiliar with modding a look at what Skyrim/VorpX can do with a Titan powering it. Ultra Shadow/draw distances combined with the almost non existent multithreading of the vanilla game will ruin your day in VorpX. On a monitor, FRAPS never leaves 60FPS on fully maxed settings no matter what. But it doesn’t take a Titan to pull that trick off. An old R9-290 will do it all day long. But VR is a different animal and modding in it throws conventional wisdom out the window. You basically HAVE to mod your way around issues like this. And you can.

    Next up:

    Before the weather and lighting mods, the first place most people go is higher rez texture packs. But while the Titan has VRAM to spare, Skyrim’s 32 bit DX9 code, combined with Windows 10’s 4 gig hard limit on it means that 4K textures are best left to the details that make the most difference…Bodies/Armor. And believe me, a supersampled 2K texture at x16 AO is VERY nice to look at even at the standard VorpX/Vive resolutions. In most cases, 4K textures are a waste. Personally, I would rather have 4K people and armor since those are what you see and interact with. The better those look, the easier it is to buy that a world full of talking dragons and plagues of knee-arrowed former adventures and less than photoreal textures is almost ‘real’. And thats what VR is all about in the first place.

    For the next test, I’ll be installing the 2K ‘LITE” texture pack from the Nexus, followed by the known FPS killer. Skyrim Flora Overhaul. Conventional wisdom says these should show a very noticeable impact, especially considering that 2.0 upscaling is in effect. But lets see what happens to the framerate before we get into the Ini files to counter it with heavier voodoo.

    Stay tuned.

    #104147

    In reply to: Low FPS in Skyrim

    rayden
    Participant

    Try creating a custom resolution in your nvidia settings (1080:1200)

    Then edit skyrimprefs.ini file located in my games (C drive) to set that resolution in game (if the launcher would not allow you to pick this one)

    1080×1200 is a 1:1 rift resolution so everything looks way better than on 1280×1024 or 1600×1200 resolutions and it works a lot faster.

    If aliasing is a problem you can always set some antialiasing (x2,x4,x8) to make it look better.

    It should help a lot with fps.

    Additionally you can use one of the Z-buffer modes (ok&save + game restart required to take effect)

    #103844
    Ralf
    Keymaster

    The suggested resolution of 1920×1440 means that one rendered pixel approximately correspondents to one screen pixel, which is how it works for most native apps. Nothing is downscaled unless you maybe have chosen a Image Zoom value snmaller than 1:0. Might make sense to do a factory reset (config app, trouble shoot page) if you already tweaked very much.

    Choosing even higher resolutions like you did results in even better image quality (similar to using Dynamic Super Resolution when playing on a monitor), a similar effect occurs when you use EdgePeek.

    1920×1440 basically leads to the same result as native apps image quality wise though.

    Since this is so important I’d like to reiterate that a decent frame rate in the long run is the more important thing to consider. Always check your frame rate while experimenting with resolutions (ALT+F). There probably aren’t many recent games where 1920×2160 makes sense performance wise.

    #103780
    djbruno
    Participant

    So I found some old threads related to X3, but it seems no one was able to properly use VorpX with X3. Why is the game listed in the supported games list, when it isn’t?

    I’m trying this with the Steam’s X3TC veresion, and here’s the progress that I have made so far:
    1) Edit the res.dat file, and add a line for the 9:10 resolution:
    1080;1200;
    2) With VorpX closed, launch the game and select that resolution and windowed mode in the launcher. The game should be running fine, except for the weird aspect ration resolution.
    3) Set on the game properties on steam the following launch options:
    -noabout
    This will effectively skip the launcher and avoid the launch loop that happens when VorpX tries to inject itself too early.

    If you open VorpX now and launch the game, it will “try” to initialize, but for me it doesn’t work. X3TC.exe throws a dialog with title “Steam Error” and content “Application load error P:0000065432”. If you inspect the threads on the exe, there are two that apparently execute for a while before dying:

    f4805a42-0.tmp!CreateDXGIFactory2+0x2dd50
    f4805a42-0.tmp!Direct3DCreate9+0x1a660

    I assume that the DX/DXGI initialization failed due to the hook that VorpX is placing in DX.

    The EgoSoft developers for some reason included the d3dx9_37.dll file in their folder, even though they are including the DX runtime that includes _37 (Mar 2008). The digital signature matches Microsoft, so it was not modified in any way, just distributed incorrectly in my opinion. I tried also renaming that file out of the way so it would the system’s DX dll but the same error happened.

    Ralf, since you mentioned that VorpX used to work with the demo, are we missing something? Has one of their updates broke the compatibility? Which comes back to my original question, is this game really supported?

    #103624

    In reply to: PCSX2 Issues

    CHRONOMASTER
    Participant

    Thanks for the suggestion soundstormvfx.

    Unfortunately it did not fix my issue.

    I have now ported the 3D Patch to PCSX2 1.4.0 and it works great with Virtual Desktop using the Home Theater environment to give the cockpit effect and not get any motion sickness feeling when the camera is on autopilot.

    You can download the patch here:
    http://forums.pcsx2.net/Thread-Gsdx-3D-Stereoscopy-Patch?pid=522990#pid522990

    #103525

    In reply to: PCSX2 Issues

    soundstormvfx
    Participant

    I have not tried it as my CV1 has not arrived yet, but I guess you need to use also the stereoscopy patch:
    http://forums.pcsx2.net/Thread-Gsdx-3D-Stereoscopy-Patch
    With this PCSX2 is able to output stereosopic 3D.

    So looking forward to play Wipeout and Co. on my Rift!! I hope you get success in trying it! :)

    #103401
    CHRONOMASTER
    Participant

    Hello Ralf and Everyone,

    I’m having an issue with PCSX2. (Settings and Version info at the bottom.)

    VorpX does hook into PCSX2 and I do see the game in the Virtual Cinema (default).
    But I cannot see any 3D effect in the game (Grandia III), even when I close one eye and alternate between them I cannot see any difference between the image.

    A major problem is that when I open the vorpX menu using the DEL key the game video goes black and remains that way until I close PCSX2 and restart it. I tried to save my settings using the OK&Save button in the vorpX menu overlay then restart PCSX2, but the vorpX settings reset back to the defaults.

    What can I do to get 3D working in PCSX2?

    PCSX2 Version: 1.4.0-20160105132032- compiled on Jan 5 2016
    GS: GSdx 20160105132032 (MSVC 19.00, AVX) 1.0.0 [gsdx32-avx]
    GSdx Settings: Renderer [Direct3D11 (Hardware)], Custom Resolution [1280×1024]
    GS Window: Aspect Ratio [Fit], Custom Window Size [1280×1024]
    BIOS: USA v02.00(14/06/2004) Console
    Emulation Settings: Preset 2 – Safe (faster)
    Headset: Oculus Rift CV1
    OS: Windows 10 x64
    vorpX: 16.2.0

    annabel82
    Participant

    I don’t know if this is old news, but I have googled a whole bunch and there doesn’t seem to be much about Doom3 VR other than native DK support and some unfinished third party mods to bring it all up to date.

    I have some success after playing about a bit today.

    First I cloned the Quake3 profile and told VorpX where the Doom3BFG exe is.

    After that it basically boiled down to setting ‘g_fov 140’ in game with the native 3D support turned off and using VorpX to gain HMD support instead. Game res was native for CV1/Vive (i was using Vive) at 2160×1200 with everything enabled apart from motion blur which bugged me.

    In VorpX settings I used 3D geometry mode. I maxed out the Field of View Enhancement, possibly enabled letterbox2 as well (I’ll have to check tomorrow it’s 3am I am on my laptop in bed). I tweaked a few other small things, but they made little odds so won’t bother to mention them specifically and that was it; pretty playable and scary too ;)

    The 2D stuff that works well enough
    For the game menus and PDA i used the peak shortcut to zoom me in and out as required.

    The cut scenes looked very zoomed in so i used peak here too. If you time pressing the peak shortcut button just as the camera zooms back to your first person point of view it’s actually pretty cool and seamless but it has to be done manually obviously.

    Unresolved
    I haven’t tried adding the body with ‘pm_showBody 1’ yet so when you look down nothing is there.

    HUD is an issue I don’t feel confident I can solve but I will keep trying. Right now when i think I am getting low on things i quickly use peak to see the HUD, it’s hacky but it works at a pinch. I’ve trawled the internet looking for some sort of hud offset or hud scale or hud x/y console command but nothing as yet. Perhaps there’s a modification out there we could use?

    Any advice or help with this, or your experiences of getting Doom3 working with either CV1 or Vive (with or without VorpX) are very welcome indeed.

    #103152
    RAGEdemon
    Blocked

    How does one edit a post?

    I have been doing some reading online, and it just gets more confusing as noone seems to know what the default/recommended rendering resolution of the CV1 actually is.

    Some people are claiming that its 3024×1680, others are saying its 2700×1600.

    Yet some say to half the resolution to 1512×1680, as it should be a “per eye” resolution as Ralph mentioned.

    All I want to know is, everything else being equal, what is the optimal game resolution that should be set? Noone on the entirety of the internet seems to be able to answer that definitively :)

    If I think logically with my limited understanding, I would double both the horizontal and vertical resolutions of one eye (1080×1200), which would yield 2160×2400 as the optimal rendering resolution, which is 466 million pixels per second at 90fps – pretty close to the “400 million pixels for VR” figure that everyone keeps regurgitating.

    Lupinthegreat
    Participant

    I’ve got it working and looking great on the vive! It turns out once i had the controller emulation going, the head tracking came back.

    I also set the resolution to 2160×2400, a suggestion i found in a reddit post from way back. I found lower resolutions look to pixelated, the higher resolution obviously looks much better.

    There is still the half cut off tracker (and I am sure hack tool) but its a much better then before.

    #102151
    Laser
    Participant

    FX2 has 3 tables with vr support @Oculus store, I’ve also heard rumors about Pinball Arcade getting an vr update but not holding my breath since it took so long for the pc dx11 update.

    DX24
    Participant

    Hi All

    My vive has been added as a display for the first time in Ati’s control panel.

    Will or does gpu scaling do anything? Does it matter?

    Cheers
    DX24

    #102115
    Ralf
    Keymaster

    Unlikely that this will happen. I believe to remember having read something about an official Pinball FX2 VR version being in the making, but I might be mistaken.

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