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  • #221158

    I’m very confused about how resolution works in vr with vorpx. I am using auryza’s profile and set the ingame resolution to 2560×1440 with everying on low and it still looks blurry with bad performance. if i set it to 4k which is the highest available resolution ingame, it is unplayable. I have a 3080ti with a i912900k and 64gb of ram. I don’t understand how people are using 6880×2880 resolutions. I am on a lg cx tv so i can’t use nvidia contorl panel to set custom resolutions for kcd2. Does anyone know how i’m supposed to get good clarity with decent performance? i dont see any options for resollution in the vorpx in game menu when i press delete. only aspect ratios.

    #221141
    Boblekobold
    Participant

    How would one use your custom profile?

    – Install VorpX V24.1
    – launch VorpX Config
    – Login in “Cloud Profile” tab
    – Search “Kingd”
    And you’ll see the profile just after the official one for Kingdom Come Deliverance 1.
    – Select it.
    – Read profile instructions (about FOV edit, etc.)
    – Click “Import Profile”.

    Rename KCD2 executable to KingdomCome2.exe (or whatever you want, but it’s the default assigned name when you import).

    Launch VorpX, then launch the game.

    Of course, you may prefer to launch VorpX Desktop Viewer instead of VorpX (it will allow you to use any desired resolution).

    Usually, you should use a very high 4:3 resolution on most VR headsets, like 3840×2880 or 2880×2160 (or more if you can). Don’t forget to adjust the FOV. In the first game, it was possible to change it permanently with .cfg files (112 is usually a good value).

    You can adjust zoom level in VorpX ingame menu page 1.

    You can use ClarityFX and sharpness to get a clearer/sharper image in VorpX ingame menu page 2 (and adjust gamma, etc.)

    You can also adjust headtracking speed.

    Even if you use Immersive Screen instead of full VR (clearer at lower resolution and useful when the camera is partially locked), it’s still useful to raise FOV, resolution, and curvature (with vertical option).

    #221098
    Boblekobold
    Participant

    Usually, VorpX is known to display an exceptional image quality, compared to similar programs (UEVR, Luke Ross, Virtual Desktop, etc.)

    It’s especially true on a displayport VR headset, because it has no compression, but it’s still better than something else on Quest 3.

    Things that easily improve sharpness and clarity :
    – raise resolution
    – use ClarityFX, sharpness and texture enhancement (VorpX ingame menu page 2)
    – in full VR, you can unzoom if needed.

    Usually, I would recommand 2880p (3840×2880) to 3840p (5120×3840) on a displayport headset, but 2160p (2880×2160 in the case of a Quest 3) is already Ok to use Full VR mode with an acceptable image quality.

    In Immersive Screen and Cinema display modes , you should use at least 1440 vertical resolution (1080p is already good with some games if you don’t zoom).

    —–

    You can also upgrade Quest 3 PC VR image quality. I will never reach a 4k displayport headset, but you can :
    – activate supersampling in Oculus (up to x1.7 resolution I think)
    – use Oculus Debug Tool and set bitrate to 900 (and other options I don’t remember)

    Of course use a cable…

    #220950

    In reply to: Direct Vr Titanfall 2

    Boblekobold
    Participant

    Usually, 3840×2880 is a good compromise to play full VR with 4:3 headset like Reverb G2 or Quest 3 (but 2880×2160 is already good). Of course you can go higher, especially with more recent games with detailed textures, if you have a very good graphic card.

    Usually, I set resolution (and FOV) with game options or game cfg/ini files but with this game it seems you can (and should) use VorpX options as Ralf said.

    I’ve found that (it’s old, it’s another game, and I don’t know if it applies here) :
    https://www.vorpx.com/forums/topic/how-to-change-resolution-set-by-directvr-fullvr-mode/
    And that (as far as I know it always work in last resort, but it may cause other problems, or not) :
    https://www.vorpx.com/forums/topic/can-i-disable-vorpxs-optimal-resolution-functionality/

    #220919
    Boblekobold
    Participant

    I didn’t try Fallout 4, but :
    – you may have to adjust Zoom in Full VR settings (unzoom).
    – there is a tab “Restore Game settings” in config app if you need it.
    – there is also a checkbox “Don’t optimize game settings” if you want to configure manually. In this case, 90 FOV isn’t enough. I usually set it to 105-120 horizontal on my Reverb G2 with a very high 4:3 resolution like 3840×2880 (it depends on your VR headset of course). You could try 110.

    90 FOV can be a lot in games which use vertical FOV but I think Fallout 4 FOV is horizontal.

    VorpX V24 allow you to use any resolution you want with virtual monitor (launch VorpX Desktop Viewer instead of VorpX, and adjust desktop resolution if needed).

    #220822

    In reply to: STALKER 2

    dellrifter22
    Participant

    After hours of testing profiles, Luck found me with the Unreal Engine 5 base profile. But you must launch with TAA mode in Exclusive Fullscreen for Z3D to work. You can’t use DLSS or FrameGeneration or the screen becomes all garbled. Any changes to AA or resolution will require a relaunch.

    I put my profile settings on the cloud, but only vorpX version 24.1.0+ will be able to find it:

    S.T.A.L.K.E.R. 2: HoC [dellrifter22]

    dx12 Z3D
    Settings I used:
    -4:3 res 3360×2520 or 2880×2160
    -Exclusive Fullscreen
    -FOV 106
    -TAA at 100 render scale
    -No DLSS, No FrameGen
    *cutscenes don’t work well in 3D, so best to watch them flat in EdgePeek.

    The 3D strength is passable, but could be better. Hopefully one day we’ll have a proper profile that works with DLSS for better performance.

    #220782
    Boblekobold
    Participant

    The resolution must have the same ratio as your headset (at least in full VR).
    What is your headset ?
    Usually, it’s 4:3 in Quest 3 and Reverb G2. The cutscenes in this game are probably designed for 16:9 but when you raise FOV to max, you can see everything you should horizontally, and more verticaly (you can always switch to 16:9 and immersive screen during cutscenes with high FOV in addition if you want to see even more than in flat).

    You can launch VorpX Desktop Viewer instead of VorpX in order to use Virtual Monitor (this way you have any resolution you want, but this game has a special ratio system, so, if you play in 4:3 for example, using Pixel 1:1 in VorpX, you should set aspect ratio to 4:3 in Exodus video options, under resolution).

    1080p can be enough for cinema mode with Clarity FX in some games, but 2.7k is the minimum usually, to take your entire field of view in immersive screen and get good results, and 4k (2880×2160 in 4:3) is the minimum to play full VR (it’s still a little blurry, but not much).
    I would recommand 2880p (3840×2880 in 4:3) at least in this game, given textures are very detailed, and it keeps getting better in 3200 and 3840p if you have a good displayport headset like G2, especially in full VR (but even in immersive screen, which is always a little more detailed in this game I think, given the textures).

    If you use a Quest 3, you’ll have to deal with compression first…so it would probably not be very useful to go that high.

    #220743

    In reply to: Atomic Heart Tutorial

    Boblekobold
    Participant

    I’m currently playing Atomic Heart. 110 FOV is Ok in my Reverb G2. I’m used to a little more too but It’s probably the right FOV.

    I would recommand to set at least the resolution you want in Virtual Monitor before launching the game. There is a FOV slider ingame, so it’s really easy to configure (it takes 30s).

    This game works really well with an RTX4090 with 3840×2880 resolution (so not as sharp as Metro Exodus Standard Edition, which is more optimized and beautiful). HUD resize / offset could have been useful (for subtitles at least, because HUD is not really needed otherwise).

    Z3D is very impressive in this game. I find it sharper with 3D strenght at 0 but when you raise it, it really works, almost like G3D. There are some artefacts in cutscenes sometimes if 3D strenght is too high (you just have to lower it temporarily).

    I tried UEVR too (and it runs smoothly) but I prefer VorpX on this game, like usual, especially to play the entire game (I could not with UEVR, even if it’s impressive too with this game, especially during cutscenes). Animations are cleaner in VorpX, image is sharper/clearer, especially at medium/long distance.
    UEVR has good HUD, free camera rotations during cutscenes and impressive G3D (which allow you to understand more easily fighting cutscenes) but not very comfortable, especially when you’re swimming in polymer (and with flat fire effects, etc.) compared to VorpX 3D, and there are some really annoying glare effects you don’t have in VorpX.
    And raytracing works with VorpX (and FOV seems narrower in UEVR).

    #220737
    Benedict81
    Participant

    Yeah, I dialed some settings in last night that I find good. 3840×2880 I find is decent resolution and runs great.

    Other thing I tried last night was to run “OpenXR Toolkit” with Vorpx. Now I do remember reading Ralfs comment that the foveated rendering isn’t really useful with Vorpx (doesn’t give any performance boost really), but the thing that did work wonders was the CAS sharpening that you can activate from OpenXR Toolkit. CAS sharpening with Vorpxs own sharpening tool in the image settings gave the image quality I was looking for. I am running the CAS at full 100% and on top of that all the Vorpxs sharpening sliders on full. Now this might not be for everyone, but atleast for me the image really started to pop with this setup. Granted I’ve only tried one game so far (Metro Last Light) but one can always dial the sharpening game by game.

    Weird thing with this combination was that the Vorpxs own texture sharpening thingy (the second slider) seems to work better when running the CAS sharpening (without CAS I kept the texture enchanment/sharpening off because it seemed to introduce this almost aliasing like shimmering everywhere).

    #220731
    Boblekobold
    Participant

    Virtual Monitor is really useful. With Quest 3 and Reverb G2, it also helps you to get 4:3 resolution.

    Most useful resolutions are already predefined (I just had to add a 4:3 3200p resolution).

    On Reverb G2, Metro Exodus works with 2880p, 3200p and even 3840p (5120×3840) resolution (at least in Z3D) with an RTX4090 ! With ultra raytracing and no DLSS (with Cloud Profile Ennchanted Edition and renamed excecutable). Even official G3D allow very high resolutions (especially if you turn off G3D shadow in VorpX). You can play fullscreen and adjust ratio in game video settings in this particular game.

    Metro Last Light Redux (in G3D) is less optimized and 2880×2160 is already high resolution on RTX4090.

    Metro 2033 original can reach easily 2880p in DX9 G3D (but if you go too high, your’ll have some glitches, 3D should be perfect in this game, which is like perfect native).

    Bioshock 2 reach stable 90fps at 2880p G3D but you can’t really go above because it could crash. It’s still one of the best looking native like VR games.

    Bioshock Infinite handle very high resolutions (more than 2880p, even on a GTX1080) and you don’t even need Virtual Monitor because windowed mode allow you to use any resolution/ratio you want !

    I’m currently playing Atomic Heart and 2880p is smooth. 3840p works but it’s harder to fight.

    Immersive screen seems sharper to me. You need higher resolution in full VR.

    Of course with non 4:3 headset, you’ll have more megapixels, so 4:3 is better I think.

    #220720
    Benedict81
    Participant

    Hi!

    Yeah, I think I solved the resolution thingy, theres a checkbox in the virtual monitor settings that allows higher resolutions, now I can change to 3200×2400 for example (so my bad ).

    The ALT+L is weird still, I tried it again when playing last night and all it seemed to do was that I lost head tracking when I tried it. Maybe just not use it at all.

    Now all I need to do is figure out a resolution bit higher than 3200×2400 that I can add to Nvidia cotrol panel without it freaking out and Im good to go :) Are 1:1 resolutions a no-go? I’ve read an old comment from you about not using 1:1 resolutions (maybe they screw up the rendering or something), is this still the case or should I maybe try one of those (like 2880×2880 for example)?

    #220502
    Boblekobold
    Participant

    Thank you RJK_.

    So in order to render a G3D 4:3 2880p game, I would need a 7660×2880 monitor ?

    It would be possible if I could keep VorpX Desktop Viewer in background but I guess I can’t.

    As far as I know, I can’t Alt-Tab to Desktop Viewer when playing a game with VorpX virtual monitor.

    #220500

    In reply to: Fallout New Vegas

    Boblekobold
    Participant

    It’s just a guess but i think…

    If the image is out of proportion, it’s probably because your FOV (field of View) is too low (narrow), so you’re zoomed in.

    It seems you can adjust FOV with this mod :
    https://www.nexusmods.com/newvegas/mods/55085

    Or simply with console command :
    https://steamcommunity.com/app/22380/discussions/0/522730700808149795/
    (But beware the achievements in this case, if it matters for you).

    I suppose world Field Of view should be setted arround 120, then you lower it until it’s perfect for you.

    Remember your perfect FOV value, it won’t change that much between games (except when games use vertical FOV, in which case you have to use lower value – multiply by 0.75 in 4:3 ratio).

    I assume you use a 4:3 headset (Quest 3, Reverb G2 ?). Did you choose a 4:3 resolution ?
    You should choose your resolution ratio and adjust zoom before adjusting FOV if you want a perfect experience.
    You can raise resolution up to 2880×2160 or 3840×2880 (or more) if you want a very detailed image, but start with something low, as long as it’s 4:3.
    Don’t forget using ClarityFX and raise sharpness before raising resolution (because it could be enough).

    If you use an Aero, Pimax or other headset, it’s not 4:3.

    Remember you can bind VorpX shortcuts (edgepeek, VorpX menu, recenter).

    #219957
    Sfenj1
    Participant

    Hi

    I own vorpx now for a longer time.first i used it with my rtx3080 gaming laptop. after some time i made a pc build with a rtx4090. now on both devices i have some random crashes. especially in direct vr games its worse. sometimes i can play for one or two hours without any issues and sometimes it crashes every 5 minutes. i try a lot of different combination of settings and tricks but i can’t figure out why. i also have try to conntact the vorpx support but it seems to be not existing anymore.. so maybe somone in the forum can help me. below u will see my specs and the end of the log file where it crashed.

    _ Operating System _______________________________________________________

    Name: Microsoft Windows 11 Pro
    Version: 10.0.22631
    Architecture: 64-Bit
    Build Number: 22631
    Boot Device: \Device\HarddiskVolume1

    _ Folders ________________________________________________________________

    System : C:\Windows\system32
    Documents: C:\Users\Pando\Documents
    Local AppData: C:\Users\Pando\AppData\Local
    Common AppData: C:\ProgramData
    vorpX Install: C:\Program Files (x86)\Animation Labs\vorpX\
    vorpX MainData: C:\ProgramData\Animation Labs\vorpX\

    _ CPU ____________________________________________________________________

    Name: Intel(R) Core(TM) i9-14900K
    Cores: 24

    _ Memory _________________________________________________________________

    Name: Physikalischer Speicher
    Capacity: 32768.00 MB

    Name: Physikalischer Speicher
    Capacity: 32768.00 MB

    _ GPU ____________________________________________________________________

    Name: Virtual Desktop Monitor
    Device ID: VideoController1
    Adapter DAC Type:
    Driver Files:
    Driver Version: 10.54.50.446
    Video Processor:
    Video Architecture: 5
    Video Memory Type: 2
    Name: NVIDIA GeForce RTX 4090
    Device ID: VideoController2
    Adapter RAM: 4095.00 MB
    Adapter DAC Type: Integrated RAMDAC
    Driver Files: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll
    Driver Version: 32.0.15.5612
    Video Processor: NVIDIA GeForce RTX 4090
    Video Architecture: 5
    Video Memory Type: 2

    INF: ********************************************************************

    INF: App: Attaching to fcprimal.exe, pid:29284 (64bit)
    INF: App: cmd: “C:\Program Files (x86)\Steam\steamapps\common\Far Cry Primal\bin\FCPrimal.exe” -uplay_steam_mode
    INF: App: vorpX version: vorpX 21.3.5, build time: Jul 29 2023 | 15:43:03
    INF: App: max. supported profile version: 21.2.1
    INF: MemScanManager: Created
    INF: App: Authoring mode: 1
    INF: ProgSettings: Versions: system: 0.0.0, user: 21.2.1
    INF: GameHelper: Instance created
    INF: App: BaseInit: crash handler set.
    INF: HookBase: Installing base init hooks single-threaded
    INF: HookBase: Overlay detected: gameoverlayrenderer64.dll
    WRN: HookBase: Overlay already loaded on hook init: gameoverlayrenderer64.dll
    INF: DXGIBase: Installing Main Hook
    INF: D3D11Base: Installing Main Hook
    INF: HookBase: Installing system hooks
    INF: HookBase: Installing mouse hook
    INF: vorpControl: Starting process life thread: proc id: 29284, hook count: 2
    WRN: AudioHelper: No known VR playback device found.
    INF: vorpControl: Exiting process life thread: FCPrimal.exe, 43304
    INF: DXGIBase: CreateDXGIFactory1
    INF: DXGIBase: Installing DXGI factory method hooks.
    INF: DXGIBase: Installing DXGI factory2 method hooks.
    INF: D3D11Base: CreateDevice
    INF: App: Performing Hooked Init, thread id 46556
    INF: App: Profile GUID: 9E1423C9-F16A-4F32-BA36-02A795708548 (official)
    INF: High Performance Counter Frequency: 10000000
    INF: VorpSetting: /: 0.007000
    INF: VorpSetting: /: Cabin Condensed
    INF: VorpSetting: /: Cabin Condensed
    INF: VorpSetting: /: Arial
    INF: VorpSetting: /: Wingdings
    INF: VorpSetting: /: 547
    INF: VorpSetting: /: 803
    INF: VorpSetting: General/sDeviceIniName: SteamVR
    INF: VorpSetting: Display/iAdapterIndex: -2
    INF: VorpSetting: Display/bDisableDWM: false
    INF: VorpSetting: GUI/bShowAdvancedParameters: true
    INF: VorpSetting: GUI/bShowPosTrackingNotification: true
    INF: VorpSetting: GUI/bShowStartMessage: true
    INF: VorpSetting: GUI/bHideUnimportantNotifications: false
    INF: VorpSetting: GUI/iGuiTexWidth: 2048
    INF: VorpSetting: GUI/iGuiTexHeight: 2048
    INF: VorpSetting: GUI/bShowWatermark: true
    INF: VorpSetting: Audio/iAudioMode: 0
    INF: VorpSetting: Input/fHtRecenterDistance: 0.799994
    INF: VorpSetting: Input/iMouseWheelShift: 0
    INF: VorpSetting: Input/iMouseWheelAlt: 0
    INF: VorpSetting: Hooking/iHookThreadMode: 0
    INF: VorpSetting: Hooking/iHookStyleDX9: 1
    INF: VorpSetting: Hooking/iHookStyleDX12: 0
    INF: VorpSetting: Hooking/bOverlayBlock: true
    INF: VorpSetting: Hooking/sOverlays32: GameOverlayRenderer.dll##IGO32.dll##overlay.dll##overlay_mediator_Win32_Release.dll##overlay_mediator_Win32_ReleaseWithLogging.dll##EOSOVH-Win32-Shipping.dll
    INF: VorpSetting: Hooking/sOverlays64: GameOverlayRenderer64.dll##igo64.dll##overlay64.dll##overlay_mediator_x64_Release.dll##overlay_mediator_x64_ReleaseWithLogging.dll##EOSOVH-Win64-Shipping.dll
    INF: VorpSetting: Authoring/sAuthorCode: 0
    INF: VorpSetting: Authoring/bShaderAuthoring: true
    INF: VorpSetting: Authoring/sNppPath:
    INF: VorpSetting: Authoring/sAuthorDataPath:
    INF: VorpSetting: Authoring/bDumpShaders: false
    INF: VorpSetting: Authoring/bDumpShaderBinary: false
    INF: VorpSetting: Authoring/bCreateAdditionalHashes: false
    INF: VorpSetting: Authoring/iAllShadersTimeRangeMs: 5000
    INF: VorpSetting: Dev/bForceWindowed: false
    INF: VorpSetting: Misc/bTsDisableDX9GrabberScan: false
    INF: VorpSetting: Misc/bGhDisallowSettingsChanges: false
    INF: VorpSetting: Misc/sSrvMonitorNamesOculus: MONITOR\NVDD
    INF: VorpSetting: KeyMappings/iKeyMenu: 46
    INF: VorpSetting: KeyMappings/iKeyEdgePeek: 4
    INF: VorpSetting: KeyMappings/iKeyVRHotkeys: 260
    INF: VorpSetting: KeyMappings/iKeyReset: 813
    INF: VorpSetting: KeyMappings/iKeyCursor: 835
    INF: VorpSetting: KeyMappings/iKeyStereoDisable: 856
    INF: VorpSetting: KeyMappings/iKeyFovAdjust: 854
    INF: VorpSetting: KeyMappings/iKeyCenterPosTracking: 800
    INF: VorpSetting: KeyMappings/iKeyCenterGamepad: 544
    INF: VorpSetting: KeyMappings/iKeyInfoOverlay: 838
    INF: VorpSetting: KeyMappings/iKeyMagnifier: 4
    INF: VorpSetting: KeyMappings/iKeyG3DZ3DSwitch: 843
    INF: VorpSetting: KeyMappings/iKeyDvrScan: 844
    INF: VorpSetting: KeyMappings/iKeyDvrEnable: 834
    INF: VorpSetting: /: 770
    INF: VorpSetting: /: 846
    INF: VorpSetting: /: 857
    INF: VorpSetting: /: 956
    INF: VorpSetting: /: 845
    INF: DeviceSetting: Hardware/sProductName: SteamVR
    INF: DeviceSetting: Hardware/sFriendlyName: SteamVR (Index, Vive, Pimax)
    INF: DeviceSetting: Hardware/sManufacturer: SteamVR
    INF: DeviceSetting: Hardware/sModelNumber:
    INF: DeviceSetting: Hardware/iType: 50
    INF: DeviceSetting: Hardware/bAllowDisplayClone: false
    INF: DeviceSetting: Hardware/iDesiredFps: 90
    INF: DeviceSetting: Hardware/iPerformanceWarnFps: 0
    INF: DeviceSetting: Hardware/iRecommendedGameResX: 1920
    INF: DeviceSetting: Hardware/iRecommendedGameResY: 1080
    INF: DeviceSetting: Hardware/fDisplayCamFovV: 95.000000
    INF: DeviceSetting: Hardware/fPhysicalScreenWidth: 125.769997
    INF: DeviceSetting: Hardware/iScreenResX: 1920
    INF: DeviceSetting: Hardware/iScreenResY: 1080
    INF: DeviceSetting: Hardware/fScreenAspect: 1.777774
    INF: DeviceSetting: Hardware/fChromAberrationStrengthRed: 0.000000
    INF: DeviceSetting: Hardware/fChromAberrationStrengthBlue: 0.000000
    INF: DeviceSetting: Hardware/fMinColor: 0.000000
    INF: DeviceSetting: Hardware/fIPDDefault: 64.000000
    INF: DeviceSetting: Hardware/iRollMode: 1
    INF: DeviceSetting: Hardware/fLensDist0C1: 1.000000
    INF: DeviceSetting: Hardware/fLensDist0C2: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0C3: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0C4: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0Scale: 1.000000
    INF: DeviceSetting: Hardware/bVerticalShiftEnable: false
    INF: DeviceSetting: Hardware/bDmNewDirectModeAllow: true
    INF: DeviceSetting: Hardware/bDmFluidSyncAllow: true
    INF: DeviceSetting: Hardware/fDmGammaCorrection: 1.000000
    INF: DeviceSetting: Hardware/iHtType: 50
    INF: DeviceSetting: Hardware/bHasDeviceAudio: true
    INF: DeviceSetting: Hardware/sAudioSearchNames: Index HMD|HTC-VIVE|Rift Audio|Rift S|Oculus Virtual Audio Device
    INF: DeviceSetting: User/iStereoDisplayMode: 4
    INF: DeviceSetting: User/iAnaglyphMode: 2
    INF: DeviceSetting: User/iRenderMode: 10
    INF: DeviceSetting: User/iTimewarpMode: 1
    INF: DeviceSetting: User/iPrediction: 1
    INF: DeviceSetting: User/fVignetteScale: 1.000000
    INF: DeviceSetting: User/fUserIPD: 64.000000
    INF: DeviceSetting: User/fVerticalShiftLeft: 0.000000
    INF: DeviceSetting: User/fVerticalShiftRight: 0.000000
    INF: DeviceSetting: User/bChromaticAberrationCorrection: true
    INF: DeviceSetting: User/bMinimumColor: false
    INF: DeviceSetting: User/bEnableDeviceAudio: true
    INF: DeviceSetting: User/bDmNewDirectModeEnable: true
    INF: DeviceSetting: User/bDmAllowWaitForDmmRender: false
    INF: DeviceSetting: User/bVrApiMotionSmoothing: false
    INF: DeviceSetting: User/iVrhcControllerType: 1
    INF: DeviceSetting: User/bVrhcbSwapButtonsBYEnable: true
    INF: TrackerSetting: Hardware/sProductName: OpenVRTracker
    INF: TrackerSetting: Hardware/sFriendlyName: OpenVR Tracker
    INF: TrackerSetting: Hardware/sManufacturer: OpenVR
    INF: TrackerSetting: Hardware/sModelNumber:
    INF: TrackerSetting: Hardware/iType: 50
    INF: TrackerSetting: Hardware/bHtHasPosTracking: true
    INF: TrackerSetting: Hardware/bHtUseAxisMultipliers: false
    INF: TrackerSetting: Hardware/iHtAxisIndexX: 0
    INF: TrackerSetting: Hardware/iHtAxisIndexY: 1
    INF: TrackerSetting: Hardware/iHtAxisIndexZ: 2
    INF: TrackerSetting: Hardware/fHtAxisMultX: 1.000000
    INF: TrackerSetting: Hardware/fHtAxisMultY: 1.000000
    INF: TrackerSetting: Hardware/fHtAxisMultZ: 1.000000
    WRN: AudioHelper: No known VR playback device found.
    INF: UIManager: Initialized
    INF: Keyboard: Init
    INF: InputManager: Initialized
    INF: MemScanManager: Initialized
    INF: HookBase: Installing hooked init hooks single-threaded
    INF: XInputBase: Checking loaded XInput versions.
    INF: XInputBase: Checking Main Hook
    INF: XInputBase: Hooking xinput9_1_0.dll
    INF: DirectInputBase: Checking Main DirectInput Hook
    INF: DirectInputBase: DirectInput not detected, hooking delayed
    INF: DirectInputBase: Checking Main DirectInput8 Hook
    INF: DirectInputBase: DirectInput 8 detected.
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll
    INF: MouseKeyboardBase: Installing Main Hook
    INF: OpenTrackHelper: Init
    INF: SoundManager: Initialized, audio mode: 0
    INF: App: Hooked Init success, thread id 46556
    INF: App: Graphics API changed: DX11
    INF: ProgSettings: Versions: system: 0.0.0, user: 21.2.1
    INF: G3DSettings: Loading settings (18.2.0)
    INF: ProgSetting User: General/sVersion: 21.2.1
    INF: ProgSetting User: Image/iImageRenderQuality: 0
    INF: ProgSetting User: Image/fImageZoom: 1.000000
    INF: ProgSetting User: Image/fUiScale: 0.355000
    INF: ProgSetting User: Image/fUiScaleHorizontal: 0.725000
    INF: ProgSetting User: Image/fUiStereoOffset: 0.950000
    INF: ProgSetting User: Image/bEdgePeekLockVertically: true
    INF: ProgSetting User: Image/fEdgePeekScaleMin: 0.400000
    INF: ProgSetting User: Image/fEdgePeekStereoMultiplier: 1.000000
    INF: ProgSetting User: Image/iEdgePeekBackground: 0
    INF: ProgSetting User: Image/fTextureDetailEnhance: 1.000000
    INF: ProgSetting User: Image/iImageBackground: 0
    INF: ProgSetting User: Image/fImageAmbienceBrightness: 1.000000
    INF: ProgSetting User: Image/iAspectRatioCorrection: 2
    INF: ProgSetting User: Image/fImageSharpnessV2: 1.800000
    INF: ProgSetting User: Image/fImageGameGamma: 0.650000
    INF: ProgSetting User: Image/fImageGameSaturation: 1.000000
    INF: ProgSetting User: Image/iImageInputGeometryType: 0
    INF: ProgSetting User: Image/iImageInputStereoType: 0
    INF: ProgSetting User: Image/bImageInputStereoFlip: false
    INF: ProgSetting User: Image/iImageInputSurroundFovH: 360
    INF: ProgSetting User: Image/iImageInputSurroundFovV: 180
    INF: ProgSetting User: Image/bImageInputSurroundGuessParams: false
    INF: ProgSetting User: Image/iGameDisplayMode: 1
    INF: ProgSetting User: Image/iVirtualScreenScene: 100
    INF: ProgSetting User: Image/fVirtualScreenHtMultiplier: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenDistanceOffset: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenScale: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenPitch: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenCurvature: 1.000000
    INF: ProgSetting User: Image/bVirtualScreenCurvedVertical: true
    INF: ProgSetting User: Image/fVirtualScreenBrightness: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEnvBrightness: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEncGamma: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEnvSaturation: 1.000000
    INF: ProgSetting User: Image/iVirtualScreenAspect: 0
    INF: ProgSetting User: Image/iVirtualScreenAntialias: 4
    INF: ProgSetting User: Image/fImmersiveScreenHtMultiplier: 0.500000
    INF: ProgSetting User: Image/fImmersiveScreenDistanceOffset: 0.000000
    INF: ProgSetting User: Image/fImmersiveScreenScale: 1.000000
    INF: ProgSetting User: Image/fImmersiveScreenPitch: 0.000000
    INF: ProgSetting User: Image/fImmersiveScreenCurvature: 1.000000
    INF: ProgSetting User: Image/bImmersiveScreenCurvedVertical: false
    INF: ProgSetting User: Image/iImmersiveScreenBackground: 10
    INF: ProgSetting User: Image/iImmersiveScreenEdgePeekBackground: 10
    INF: ProgSetting User: Image/iDirectModeRenderAsyncModeNew: 0
    INF: ProgSetting User: Image/bDirectModePresentOrigImage: false
    INF: ProgSetting User: Image/iDirectModeRenderQuality: 1
    INF: ProgSetting User: Image/bVirtualScreenMode: false
    INF: ProgSetting User: Image/bVirtualScreenLockHeadTracking: true
    INF: ProgSetting User: Image/bEdgePeekDisableStereo: false
    INF: ProgSetting User: Input/bHtEnable: true
    INF: ProgSetting User: Input/bHtRollEnable: true
    INF: ProgSetting User: Input/fHtSensitivity: 1.300000
    INF: ProgSetting User: Input/bHtInvertX: false
    INF: ProgSetting User: Input/bHtInvertY: false
    INF: ProgSetting User: Input/bHtPosTrackingEnable: false
    INF: ProgSetting User: Input/bHtPosTrackingOverrideLock: false
    INF: ProgSetting User: Input/fHtPosTrackingUserMultiplier: 1.000000
    INF: ProgSetting User: Input/fHtG3DLatencyEnhancement: 0.000000
    INF: ProgSetting User: Input/bHtCrouchJumpEnabled: false
    INF: ProgSetting User: Input/fHtCrouchPosYThreshold: -0.100000
    INF: ProgSetting User: Input/fHtCrouchVelocityThreshold: 0.700000
    INF: ProgSetting User: Input/iHtCrouchKey: 162
    INF: ProgSetting User: Input/bHtCrouchCrouchKeyIsToggle: false
    INF: ProgSetting User: Input/fHtJumpPosYThreshold: 0.050000
    INF: ProgSetting User: Input/fHtJumpVelocityThreshold: 1.000000
    INF: ProgSetting User: Input/iHtJumpKey: 32
    INF: ProgSetting User: Input/bHtOtEnable: false
    INF: ProgSetting User: Input/bHtOtSupportsPosition: true
    INF: ProgSetting User: Input/bHtOtSupportsRoll: true
    INF: ProgSetting User: Input/bHtOtDisableMouseYawPitch: true
    INF: ProgSetting User: DirectVR/bDvrEnable: true
    INF: ProgSetting User: DirectVR/bDvrForceGameHelperFov: false
    INF: ProgSetting User: DirectVR/fDvrFovWorldOffset: 0.000000
    INF: ProgSetting User: DirectVR/fDvrFovPlayerOffset: 0.000000
    INF: ProgSetting User: DirectVR/bDvrLockLookPitch: false
    INF: ProgSetting User: DirectVR/bDvrPositionEnable: true
    INF: ProgSetting User: DirectVR/bDvrUseCache: true
    INF: ProgSetting User: GameHelper/bGhChangeSettings: false
    INF: ProgSetting User: GameHelper/bGhChangeResolution: false
    INF: ProgSetting User: GameHelper/bGhChangeFov: true
    INF: ProgSetting User: GameHelper/bGhChangeFovRT: true
    INF: ProgSetting User: WeaponHandling/iWhdMode: 1
    INF: ProgSetting User: WeaponHandling/iWhdTimeout: 8
    INF: ProgSetting User: WeaponHandling/fWhdTweakPosX: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakPosY: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakPosZ: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakSeparation: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakScale: 1.000000
    INF: ProgSetting User: WeaponHandling/sWhdKeysVisible:
    INF: ProgSetting User: WeaponHandling/sWhdKeysADS:
    INF: ProgSetting User: WeaponHandling/sWhdXiButtonsVisible:
    INF: ProgSetting User: WeaponHandling/sWhdXiButtonsADS:
    INF: ProgSetting User: Input/bMouseDisableAcceleration: false
    INF: ProgSetting User: Input/bMouseHandleCursor: true
    INF: ProgSetting User: Input/bMouseForceVorpCursor: false
    INF: ProgSetting User: Input/bKeyBlockAlt: true
    INF: ProgSetting User: Input/bKeyBlockEdgePeek: true
    INF: ProgSetting User: Input/bKeyBlockVorpX Menu: true
    INF: ProgSetting User: Input/iXiOverride: 0
    INF: ProgSetting User: Input/iXiOverrideDirectVR: 0
    INF: ProgSetting User: Input/bXiOverridePartLeftStick: false
    INF: ProgSetting User: Input/bXiOverridePartRightStick: true
    INF: ProgSetting User: Input/bXiOverridePartButtons: false
    INF: ProgSetting User: Input/iXiHtControllerNum: 0
    INF: ProgSetting User: Input/iXiHtMode: 0
    INF: ProgSetting User: Input/fXiHtDeadzoneCorrection: 0.000000
    INF: ProgSetting User: Input/fXiHtSensitivityX: 1.000000
    INF: ProgSetting User: Input/fXiHtSensitivityY: 1.000000
    INF: ProgSetting User: Input/fGpadSensitivityLeftX: 0.150000
    INF: ProgSetting User: Input/fGpadSensitivityLeftY: 0.150000
    INF: ProgSetting User: Input/fGpadSensitivityRightX: 0.500000
    INF: ProgSetting User: Input/fGpadSensitivityRightY: 0.100000
    INF: ProgSetting User: Input/fGpadDeadzoneLeft: 0.200000
    INF: ProgSetting User: Input/fGpadDeadzoneRight: 0.200000
    INF: ProgSetting User: Input/iGpadWalkRunKey: 160
    INF: ProgSetting User: Input/bGpadWalkRunInvert: false
    INF: ProgSetting User: Input/bGpadWalkRunIsToggle: false
    INF: ProgSetting User: Input/fGpadThumbStickCurve: 2
    INF: ProgSetting User: Input/iGpadVorpXButtonMode: 2
    INF: ProgSetting User: Input/iGpadVorpXButtonBind1: 1
    INF: ProgSetting User: Input/iGpadVorpXButtonBind2: 2
    INF: ProgSetting User: Input/fGpadNativeSensitivityRightYFullVR: 1.000000
    INF: ProgSetting User: Input/fGpadNativeSensitivityRightYCinema: 1.000000
    INF: ProgSetting User: Input/iGpadKeycode0: 69
    INF: ProgSetting User: Input/iGpadKeycode1: 70
    INF: ProgSetting User: Input/iGpadKeycode2: 82
    INF: ProgSetting User: Input/iGpadKeycode3: 32
    INF: ProgSetting User: Input/iGpadKeycode4: 71
    INF: ProgSetting User: Input/iGpadKeycode5: 77
    INF: ProgSetting User: Input/iGpadKeycode6: 2
    INF: ProgSetting User: Input/iGpadKeycode7: 1
    INF: ProgSetting User: Input/iGpadKeycode8: 38
    INF: ProgSetting User: Input/iGpadKeycode9: 40
    INF: ProgSetting User: Input/iGpadKeycode10: 37
    INF: ProgSetting User: Input/iGpadKeycode11: 39
    INF: ProgSetting User: Input/iGpadKeycode12: 67
    INF: ProgSetting User: Input/iGpadKeycode13: 81
    INF: ProgSetting User: Input/iGpadKeycode14: 27
    INF: ProgSetting User: Input/iGpadKeycode15: 9
    INF: ProgSetting User: Input/iVhkKeycode0: 27
    INF: ProgSetting User: Input/sVhkVisText0: ESC
    INF: ProgSetting User: Input/iVhkKeycode1: 116
    INF: ProgSetting User: Input/sVhkVisText1: QSave
    INF: ProgSetting User: Input/iVhkKeycode2: 120
    INF: ProgSetting User: Input/sVhkVisText2: QLoad
    INF: ProgSetting User: Input/iVhkKeycode3: 77
    INF: ProgSetting User: Input/sVhkVisText3: M
    INF: ProgSetting User: Input/iVhkKeycode4: 49
    INF: ProgSetting User: Input/sVhkVisText4: 1
    INF: ProgSetting User: Input/iVhkKeycode5: 50
    INF: ProgSetting User: Input/sVhkVisText5: 2
    INF: ProgSetting User: Input/iVhkKeycode6: 51
    INF: ProgSetting User: Input/sVhkVisText6: 3
    INF: ProgSetting User: Input/iVhkKeycode7: 73
    INF: ProgSetting User: Input/sVhkVisText7: I
    INF: ProgSetting User: Input/iVhkKeycode8: 52
    INF: ProgSetting User: Input/sVhkVisText8: 4
    INF: ProgSetting User: Input/iVhkKeycode9: 53
    INF: ProgSetting User: Input/sVhkVisText9: 5
    INF: ProgSetting User: Input/iVhkKeycode10: 54
    INF: ProgSetting User: Input/sVhkVisText10: 6
    INF: ProgSetting User: Input/iVhkKeycode11: 0
    INF: ProgSetting User: Input/sVhkVisText11:
    INF: ProgSetting User: Input/iVhkKeycode12: 55
    INF: ProgSetting User: Input/sVhkVisText12: 7
    INF: ProgSetting User: Input/iVhkKeycode13: 56
    INF: ProgSetting User: Input/sVhkVisText13: 8
    INF: ProgSetting User: Input/iVhkKeycode14: 57
    INF: ProgSetting User: Input/sVhkVisText14: 9
    INF: ProgSetting User: Input/iVhkKeycode15: 48
    INF: ProgSetting User: Input/sVhkVisText15: 0
    INF: ProgSetting User: Input/iVrhcControllerMode: 2
    INF: ProgSetting User: Input/iVrhcTrackPadModeLeft: 2
    INF: ProgSetting User: Input/iVrhcTrackPadModeRight: 1
    INF: ProgSetting User: Input/fVrhcDeadzoneMouse: 0.100000
    INF: ProgSetting User: Input/fVrhcDeadzoneKeys: 0.300000
    INF: ProgSetting User: Input/bVrhcAllowLeftStickShift: true
    INF: ProgSetting User: Input/bVrhcShiftSwapLeft: false
    INF: ProgSetting User: Input/bVrhcShiftSwapRight: false
    INF: ProgSetting User: Input/iVrhcKbmStickModeLeft: 1
    INF: ProgSetting User: Input/fVrhcSensitivityLeftX: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityLeftY: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityRightX: 0.600000
    INF: ProgSetting User: Input/fVrhcSensitivityRightY: 0.150000
    INF: ProgSetting User: Input/iVrhcExtraKeyLeftGamepadDefault: 0
    INF: ProgSetting User: Input/iVrhcExtraKeyRightGamepadDefault: 3
    INF: ProgSetting User: Input/iVrhcControllerVisType: 1
    INF: ProgSetting User: Input/iVrcKeycode0: 1
    INF: ProgSetting User: Input/iVrcKeycode1: 2
    INF: ProgSetting User: Input/iVrcKeycode2: 87
    INF: ProgSetting User: Input/iVrcKeycode3: 83
    INF: ProgSetting User: Input/iVrcKeycode4: 65
    INF: ProgSetting User: Input/iVrcKeycode5: 68
    INF: ProgSetting User: Input/iVrcKeycode6: 69
    INF: ProgSetting User: Input/iVrcKeycode7: 67
    INF: ProgSetting User: Input/iVrcKeycode8: 82
    INF: ProgSetting User: Input/iVrcKeycode9: 70
    INF: ProgSetting User: Input/iVrcKeycode10: 71
    INF: ProgSetting User: Input/iVrcKeycode11: 32
    INF: ProgSetting User: Input/iVrcKeycode12: 27
    INF: ProgSetting User: Input/iVrcKeycode13: 9
    INF: ProgSetting User: Input/iVrcKeycode14: 160
    INF: ProgSetting User: Input/iVrcKeycode15: 162
    INF: ProgSetting User: Input/iVrcKeycode16: 38
    INF: ProgSetting User: Input/iVrcKeycode17: 40
    INF: ProgSetting User: Input/iVrcKeycode18: 37
    INF: ProgSetting User: Input/iVrcKeycode19: 39
    INF: ProgSetting User: Input/iVrcKeycode20: 136
    INF: ProgSetting User: Input/iVrcKeycode21: 137
    INF: ProgSetting User: Input/iVrcKeycode22: 49
    INF: ProgSetting User: Input/iVrcKeycode23: 50
    INF: ProgSetting User: Input/iVrcKeycode24: 51
    INF: ProgSetting User: Input/iVrcKeycode25: 52
    INF: ProgSetting User: Input/iVrcKeycode26: 69
    INF: ProgSetting User: Input/iVrcKeycode27: 81
    INF: ProgSetting User: Input/iVrcKeycode28: 82
    INF: ProgSetting User: Input/iVrcKeycode29: 32
    INF: ProgSetting User: Input/iVrcKeycode30: 0
    INF: ProgSetting User: Input/iVrcKeycode31: 0
    INF: ProgSetting User: Input/iVrcKeycode32: 0
    INF: ProgSetting User: Input/iVrcKeycode33: 0
    INF: ProgSetting User: Input/iVrcKeycode34: 0
    INF: ProgSetting User: Input/iVrcKeycode35: 0
    INF: ProgSetting User: D3D11/i3DCreateMethod: 3
    INF: ProgSetting User: D3D11/fSeparationNormal: 1.500000
    INF: ProgSetting User: D3D11/fFocOffsetNormal: 0.030000
    INF: ProgSetting User: D3D11/fSeparationComplex: 1.000000
    INF: ProgSetting User: D3D11/fFocOffsetComplex: 0.000000
    INF: ProgSetting User: D3D11/bUseDOFComplex: true
    INF: ProgSetting User: D3D11/fZMultF: 0.500000
    INF: ProgSetting User: D3D11/fSeparationG3D: 1.000000
    INF: ProgSetting User: D3D11/fFocOffsetG3D: 0.000000
    INF: ProgSetting User: D3D11/fG3DFovEnhance: 0.000000
    INF: ProgSetting User: D3D11/fG3DCamHeightModifier: 0.000000
    INF: ProgSetting User: D3D11/iG3DMainEye: 0
    INF: ProgSetting User: D3D11/fPlayerModelOffsetY: 0.000000
    INF: ProgSetting User: D3D11/fPlayerModelOffsetZ: 0.000000
    INF: ProgSetting User: D3D11/iG3DShadowTreatment: 3
    INF: OpenVRDevice: Initializing device
    INF: TrackerOpenVR: Init
    INF: OpenVRDevice: Init succeeded, HMD found: Oculus Oculus Quest2 (tracker: oculus)
    INF: OpenVRDevice: Runtime Path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR
    INF: OpenVRDevice: API DLL Path: C:\Program Files (x86)\Animation Labs\vorpX\Devices\OpenVR\win64\vpenvr_api.dll
    INF: OpenVRDevice: Render target size: 3120×3120
    INF: OpenVRDevice: Render target AR: 1.000000
    INF: OpenVRDevice: Desired game AR: 1.000000
    INF: OpenVRDevice: Desired framerate: 90.000000
    INF: OpenVRDevice: FOV: 103.982010
    INF: OpenVRDevice: IPD: 63.230000
    INF: OpenVRDevice: Zoom multiplier: 0.868231
    INF: ExtraSetting: EnvImageMap/:
    INF: ExtraSetting: /: 1.000000
    INF: ExtraSetting: MouseDisableAxisY/: false
    INF: ExtraSetting: VrhcSwapHands/: false
    INF: ExtraSetting: GhResolutionQuality/: 6
    INF: ExtraSetting: DmThreadSyncMode/: 0
    INF: ExtraSetting: DmFluidSyncMode/: 3
    INF: ExtraSetting: DmFluidSyncFpsCapMode/: 0
    WRN: D3D11Base: No DeviceContext created, not hooking device
    INF: D3D11Base: CreateDevice
    WRN: D3D11Base: Microsoft Basic Render Driver detected, returning early.
    INF: D3D11Base: CreateDevice
    INF: DXGIBase: Installing DXGI device hooks.
    INF: DXGIBase: Installing device method hooks.
    WRN: Hook: Source module mismatch (dxgi_QueryInterfaceDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    WRN: Hook: Source module mismatch (dxgi_GetParentDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    INF: D3D11Base: FeatureLevel: D3D_FEATURE_LEVEL_11_0
    INF: D3D11Manager: Instance created
    INF: ShaderParser created: FarCryPrimal (3)
    INF: DXGIBase: CreateSwapChain
    INF: DXGISwapChainHelper: Installing swapchain method hooks.
    INF: DXGISwapChainHelper: Installing swapchain1 method hooks.
    INF: DXGISwapChainHelper: Installing swapchain3 method hooks.
    INF: UpdateScreenSettings: res: 3840×2160, fullscreen: false
    INF: DXGISwapChainHelper: SwapChain method hooks removed.
    INF: D3D11Manager: Initializing device (frame: 0)
    INF: Display Adapter Description: NVIDIA GeForce RTX 4090
    INF: Nvidia Driver Version: 55612, r556_09
    INF: Available GPU Memory: 24142MB
    INF: D3D11Manager: Buffer Resolution: 3840×2160, Format: DXGI_FORMAT_R8G8B8A8_UNORM, MSAA: false
    INF: UpdateScreenSettings: res: 3840×2160, fullscreen: false
    INF: D3D11BufferGrabber initialized. Grab mode: 1, Sync mode: 1
    INF: D3D11ShaderManager: shaders created
    INF: D3D11GameRenderer: Initialized
    INF: UIRendererDX11: Initialized
    INF: ProgState: UpdatePostFrame first time.
    INF: HookBase: Installing first frame hooks single-threaded
    INF: XInputBase: Checking loaded XInput versions.
    INF: DirectInputBase: Checking Main DirectInput Hook
    INF: DirectInputBase: DirectInput not detected, hooking delayed
    INF: ProgState: First Time Init 1
    INF: OpenVRDirectModeManager: base init, mode: extra thread
    INF: TrackerOpenVR: Init
    INF: OpenVRDirectModeManager: base initialized.
    INF: DirectModeManager: headset render target size reduced (unecessarily large): 3888×3888 > 3072×3072
    INF: DirectModeManager: headset render target size final: 3072×3072
    INF: OpenVRDirectModeManager: renderer initialized.
    INF: UIRendererDX11: Initialized
    INF: Engine3D: Scene Initialized: 13
    INF: RendererDX11: Initialized (3072×3072). Multisampling off.
    INF: OpenVRInputHandler: Initializing controller 1 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 0
    INF: OpenVRInputHandler: Initializing controller 2 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 1
    INF: OpenVR ControllerManager: Initialized
    INF: MemScanManger: cache readiness: r:f p:f f:f
    INF: SettingsUI: Init
    INF: vorpScan: Starting to scan host: fcprimal.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: fcprimal.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: Exiting.
    ERR: App: TopCrashHandler: unhandled exception ACCESS_VIOLATION at 0xFFFFFFFFFFFFFFFF
    ERR: App: TopCrashHandler: module: FCPrimal.exe, offset: 0x3AE05F7
    ERR: App: TopCrashHandler: unhandled exception end
    INF: Main: Detaching from fcprimal.exe
    INF: Main: Graceful Exit
    INF: UIManager: Released
    INF: GamepadManager: Released
    INF: Keyboard: Release
    INF: InputManager: Released
    INF: SoundManager: Released
    INF: D3D11Base: Removing Main Hook
    INF: XInputBase: Removing Main Hook
    INF: DirectInputBase: Removing Main Hook
    INF: MouseKeyboardBase: Removing Main Hook
    INF: HookBase: Removing system hooks
    INF: HookBase: Removing mouse hook
    INF: OpenTrackHelper: Release
    INF: VRControllerManager: controller deleted (0)
    INF: VRControllerManager: controller deleted (1)
    INF: OpenVR ControllerManager: Released
    INF: OpenVRDirectModeManager: Releasing
    INF: TrackerOpenVR: Release
    INF: OpenVRDirectModeManager: Released
    INF: TrackerOpenVR: Release
    INF: OpenVRDevice: Released
    INF: ResourceManager: Released
    INF: MemScanManager: Released
    INF: MemScanManager: Destroyed
    INF: GameHelper: Destroyed
    INF: App: Released
    INF: Main: Graceful Exit Success

    INF: vorpControl: Exiting process life thread: FCPrimal.exe, 29284

    #219854
    Boblekobold
    Participant

    I have changed the TextureStreamingMemoryLimit to 128.000000 but sadly, I still get crashes every 15 minutes or so, specially when I access machines (upgrades, ammo, health packs, etc.) and also when manually saving; from Windows 10 and 11 too.

    I use both :
    TextureStreamingMemoryLimit=128.000000
    TextureStreamingDistanceLimit=30000.000000

    You can try other values. Maybe 64 or 32, or 1. If 0 worked for you, you can still use it. It doesn’t seems to lower the graphics too much and too often (and you play on Quest 2, so do you really notice the difference ?)

    You said “Did you try the virtual monitor tip”; Can you please tell me how to do it in a more detailed way and which resolutions should I try ? I don’t know what is it or where to find it and nor how to set it…

    Check my post above : May 26, 2024 at 2:52am
    There should be a shortcut on your desktop to launch VorpX Desktop Viewer.
    I would try 3840×2880 or if it’s too much 2880×2160 (but it shouldn’t be too much on this game). Once again, maybe it doesn’t change too much on a Quest 2, I don’t know. On a Reverb G2 I can tell the difference.

    I also was unable to find where that Tesselation setting is set.

    In Bioshock2SP.ini, there is two lines named TesselationFactor.
    There are a lot of other things you can change here, but it’s not always better. It depends.

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