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  • Wehrwolfi
    Participant

    After further testing I can confirm that it’s possible to activate VD mixed reality mode when setting a solid colour backround in Vorpx Cinema mode. This way, the passthrough is here also in SteamVR!

    From a quality point of view, VD limits the Quality setting to High with Mixed reality mode activated (means 2520×2520 in SteamVR). I then tested it against Godlike and wasn’t seeing big difference even lowering in-game resolution to 2560×1440. I’m quite confused about all those resolution things and it’s quite hard to do a side-by-side comparison.

    What I can confirm is that the picture quality is still better in SteamVR with equivalent resolution. That could mean that the difference comes from VD Sharpening and color enhancements that are not activated in Desktop mode?

    #218996
    Vladyslav
    Participant

    Good afternoon. I have a powerful computer with an rtx 4090 video card and an HP Reverb G2. I have the latest VorpX Beta installed. I’m trying to play games using Virtual Desktop, usually its default resolution on Windows display settings is 2500×1440, but when I change it to 3200×2400, games always crash when loading or don’t start at all. On the previous version of vorpx, I changed the desktop resolution and set it to the appropriate one in the game and it was great. On the Beta version, I can’t do this either – when I change the screen resolution to 4:3, the game crashes and VMR then can’t find the headset, I have to take the cable out of the computer and reconnect it. All that remains is to play in a small resolution, please tell me what I can press to get 4k in the ratio 1:1 or 4:3. Thank you in advance.

    #218749

    In reply to: disappointed in vorpx

    Boblekobold
    Participant

    Just tried Metro Last Light Redux (2 euro on Steam this week). It’s impressive. G3D seems perfect so far (First Level). I think the game is far less optimized than Metro Exodus, because it ask a lot to my RTX 4090 (even the best card possible is not enough to get the perfect resolution and framerate on Reverb G2). But it’s enough to be really good.
    I played in 2880×2160 ultra (I think I can still raise it a little bit more). I tried 3200*2400, it was visually perfect, but framerate was a bit low ‘^^

    #218694
    dellrifter22
    Participant

    So far I have found the Resident Evil Village profile to work Z3D with this game, and I’ve added that to the cloud with settings you can try. You might need vorpX Beta version to see and import it.

    The world Z3D isn’t quite as strong as I generally like it, but I had to compensate for the hand/weapon viewmodels that are overly strong. Not perfect, but I found an okay balance.

    FOV maxes at 105 in the game currently, so I had to bring image zoom down to 0.69 to feel right. Using a 4:3 resolution seemed to grant a small fov gain compared to standard 16:9.

    I use 2880×2160, DLSS on Quality, and custom framerate cap of 35 to give me a decent looking playable experience on a 2080ti, High settings.

    Extra notes:
    *Turn off Sprint FOV Change
    *Assign a walk toggle button for slower walk
    *If Z3D is flat on first load, Esc button to menu and back should fix it
    *Can turn off HUD elements and hacking mini game that don’t look right in VR
    *Don’t attempt to use Frame Generation, it crashes game
    *Game is VRAM hungry, may require periodic restarts after changing graphic settings, or streaming textures become low res.

    #218631
    bravekat
    Participant

    If anyone is interested, I uploaded a new Beta vorpX Starfield profile based on Resident Evil Village. It is configured for Cinema mode and called ‘Starfield-Cinema Mode #2’. The Z3D is quite strong and can be turned way up.

    Only 4K resolution 3840×2160 works, lower resolutions have glitched textures. Custom resolutions above 2000p would probably work. First person gun view is also slightly glitched. No issue with third person view. Restart game if FPS drops. Hit ‘Delete’ key twice if gamepad stops working.

    Set these game settings for best Z3D:
    -Set Particle Quality to ‘LOW’.
    -Set Motion Blur to ‘OFF’.
    -Set Film Grain from 0-12.
    -Set Enable Depth of Field to ‘OFF’.
    DLSS only works without glitches on max quality or max performance.

    #218588
    Ducht
    Participant

    Well it works alright! Running in regular 3840×2160 with DLSS and no other tweaks… looks mindblowing! Thanks for the profile!

    #218565
    RJK_
    Participant

    Styx Shards of Darkness (G3D)

    Basic 3D working on this Unreal4 game, possible glitches later in the games as always.

    – Lowering details highly recommended
    – Optimized for Cinema Modes
    – Full VR w. Headtracking
    – Profile available at the cloud

    #218556
    splurk
    Participant

    Hi all,

    As I see some questions about this profile, let me share my experience.

    Here is my review of the Starfield Alpha v0.2 rev.b profile.

    First it is available only on Vorpx Beta 23.1.0. Do not try to get it on official Vorpx official release.

    I have a Ryzen 7 5800X3D, 32GB DDR and a RTX 3080 10GB. I’m playing with a PICO 4. When talking FPS, remember that game FPS is divided by in headset. In other meaning, you need to be able to get 60FPS min to have 30FPS in the headset. My max FPS in 90FPS (due to 90Hz headset).

    The game hooks without any problem. However stereoscopic 3D works (Z-depth) with some limitations:
    – For any reason, I have stereoscopic 3D working on 16/9 or 16/10 screen width. I have not been able to get it with a custom resolution 2160×2160, though the game is fully playable without 3D. This is sad because having too much pixels have probably an impact on my performances (see below).
    – If my resolutions is less than 1700 pixel height, then I start to have a lot of artifacts if Z-depth is enable. So my best performance tradeoff is 2720×1700 with stereoscopic 3D, and a dynamic resolution of 85% without artifacts. In such conditions, I can maintain 50-60FPS when walking in New-Atlentis, and 90FPS when exploring planets (a little bit less in forest or fauna planets). Of course I am using the FSR bridge mod mentioned in this topic. However sometimes the performances starts to drop drastically without any reason, especially when switching between menus and going back and forth to the game. I have manage to resolve that by going to main menu a few seconds and return to the game. Sometimes I have to close the game and restart it as the performance drop seems to be stuck.
    – With 2720×1700 resolution, the game tends to crash at startup in a random way. I have to try 2 or 3 times before getting to the game menu. This is a side effect of Vorpx as it never happens without it.

    Now I add a note regarding the last patch from 21 November:
    – DLSS is officially supported. However I have found that performances are worst with Vorpx compared to FSR + bridge, litteraly worst. When using Vorpx and official DLSS, I can’t get more than 20FPS, even with “Ultra performance settings”. So for the moment I will keep using the FSR + Bridge, even if I will do some extra tests that needs to be confirmed.

    Ralph
    Participant

    I prefer square resolutions in first person games in 2160×2160 or 2400×2400 or more in combination with DLSS in Quality Mode. Textures always in high, and standard graphic settings for example shadows etc. are more important than Raytracing . Raytracing should be activated only if you have more than 60fps and all other settings are already at high and the resolution is 4k.

    For driving in cars i switch to edge peak with black borders and 3D at 60%. There is mod on nexus mods page for realistic behavior of the cars, exactly as in Forza, that is really cool driving.

    #218111
    Rachebart
    Participant

    Tempering with cars camera views is not that good of an idea, because it can be part of the gameplay. In PL there’s a missions thread called “I’ve seen that face before” where you need to hack a car and take control of it from the trunk. You need to drive using the cars cameras but Vorpx forces the view back to the trunk, making the mission unplayable and I had to make that part in flat mode 🤷‍♂️

    #218027
    mateuszw1995
    Participant

    Is it possible to select higher resolution than ultra? For me it is 3272×2212 but my headset have higher resolution vertical.

    And also – is it possible to store mod settings while updating? It resets while every new version is installed.

    #217980
    Ralph
    Participant

    To play Assassin’s Creed Mirage with Vorpx, please follow these steps:

    1. Install the Vorpx Beta and the Vorpx (DX10,11,12) hook helper if prompted. Before installing the Vorpx hook helper, make sure to rename any existing “dxgi.dll” file in the Game Folder of Assassin’s Creed Mirage to “d3d12.dll.”

    Import my user profile Assassin’s Creed Mirage (VR-Punk) in the cloud section of the vorpx-config-tool to your local profiles section in vorpx.

    Make sure, that all “game”.exe files of Assassin’s Creed Mirage are associated with my profile in the local profile section.

    2. Resolution

    In most cases, your GPU driver will automatically suggest a suitable resolution for Assassin’s Creed Mirage.

    For the best gaming experience, I recommend the following resolution settings:

    Aspect Ratio: 16:10
    Resolution: 3456×2160

    Optionally, you can use Vorpx’s virtual monitor:

    1. Right-click on the Vorpx-config-tool icon in the tray and open configure
    2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
    3. Create a custom resolution, such as 3456×2160 or 3840×2400.
    4. Minimize it to the tray again.
    5. Right-click on the Vorpx-config-tool icon in the tray.
    6. In the menu that appears, select the option to enable the virtual monitor manually.

    Now, open the Windows System settings and go to the display and resolution settings:

    You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the 16:10 resolution you created, such as 3840×2400, select the Vorpx virtual monitor and change the resolution to your custom 16:10 setting.

    3. Game settings

    You can find your game settings in the following location:

    %USERPROFILE%\Documents\Assassin’s Creed Mirage\ACMirage.ini

    After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)

    In the INI file, you can adjust various settings, including language, graphics, input, and more to suit your preferences. Feel free to customize your game settings as needed

    Motion Blur, Depth of Field and Film Grain have to be deactivated. I recommend to use DLSS in combination with Adaptive Quality to 60 FPS.

    One of the most interesting settings is:

    FOVScale=2.13000

    This Super Third-Person FOV allows you to zoom very high in the Cinema Screen in your Headset while maintaining a reasonable distance from your player character

    My game settings are looking like this, but feel free to customize it for your needs, Assassin’s Creed Mirage allows many different settings and still works well in vorpx.

    [Language]
    Client=de-DE
    Text=en-US
    Sound=en-US
    Subtitles=en-US
    [Graphics]
    AdapterVendorID=4318
    AdapterDeviceID=8712
    MonitorDesc=
    DisplayIndex=0
    WindowPosX=0
    WindowPosY=0
    FullscreenWidth=3456
    FullscreenHeight=2160
    WindowedWidth=3456
    WindowedHeight=2160
    WindowMaximised=0
    RefreshRate=0
    WindowMode=1
    VSyncMode=0
    MaxFPS=50
    IsFpsLimitEnabled=0
    PixelDensity=1.00000
    LastUsedFullscreenMode=1
    KeepStandardAspect=0
    HDREnabled=0
    Freesync2Enabled=0
    UpsampleType=0
    UpsampleQualityMode=0
    UpsampleSharpenStrength=0.60000
    UpsampleUseSharpen=1
    AdaptiveQuality=3
    Antialiasing=2
    Bloom=1
    Character=2
    CharacterTexture=2
    Cloud=3
    Clutter=3
    CrowdDensity=0
    Culling=0
    DOF=2
    Environment=4
    Fog=2
    Lighting=0
    MotionBlur=1
    Rain=3
    Reflection=1
    Shadow=4
    SSAO=3
    Terrain=1
    Tessellation=3
    Texture=4
    TextureFiltering=2
    Water=2
    [LightingDevices]
    Config=[{“id”:”MSI MysticLight SDK”,”enabled”:true,”config”:{“ip”:”localhost”,”port”:1462,”ambientPort”:14621,”authToken”:””}}]
    Enabled=0
    [Input]
    InputSourcesSelectorMode=0
    ActiveSourceIndex=2
    [Options]
    Controller Feedback=4294967295
    WideAspectStretchedHUDMode=1
    KeyboardHighlightingMode=dynamic
    FOVScale=2.13000
    AutoFOV=0
    LockCursorToTheWindow=0
    AlwaysShowCursor=0
    LODDissolve=1
    [Startup]
    StickyKeys=2
    ToggleKeys=2
    FilterKeys=2

    Because you have to restart the game many times to make changes to the settings and the vorpx profile, i recommend you to skip the intro videos

    Delete or rename the video files

    Go to <path-to-game>\videos\.

    – Rename, move or delete ANVIL_Logo.webm, Intel_Logo.webm, AC15th_Logo.webm and
    UbisoftLogo.webm.

    Go to <path-to-game>\videos\en\, or the folder that corresponds to the currently set text language in game.

    – Rename, move or delete Epilepsy.webm, PC_WarningSaving.webm, and
    warning_disclaimer.webm.

    #217619
    vX
    Participant

    https://i.ibb.co/pJx28pL/beam.jpg I will see this options in cloud profiles, in my local profiles cant found beamNG by defect.

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217552
    Ralph
    Participant

    The native Z3D mode in Vorpx is working well in this second profile; you don’t need any other external 3D driver !

    Please install the Vorpx Beta and the vorpx (DX10,11,12) hook helper if you will be asked for. (Rename any other existing dxgi.dll to d3d12.dll in the Game Folder of Starfield, before you install the vorpx hook helper)

    You will have a corrected User Interface and HUD, and all other improvements of the first profile after editing these settings of Starfield:

    1. Deactivate in the graphic settings of Starfield: Dynamic Resolution, Motion Blur, Depth of Field and Film Grain

    2. Resolution:

    To set a square resolution with an aspect ratio of 1:1 in the GUI of the Vorpx Beta using the vorpx-config-tool in the tray, follow these steps:

    1. Right-click on the Vorpx-config-tool icon in the tray and open configure
    2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
    3. Create a custom resolution, such as 2404×2400 or 2164×2160.
    4. Minimize it to the tray again.
    5. Right-click on the Vorpx-config-tool icon in the tray.
    6. In the menu that appears, select the option to enable the virtual monitor manually.

    Now, open the Windows System settings and go to the display and resolution settings:

    You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the square resolution you created, such as 2404×2400, select the Vorpx virtual monitor and change the resolution to the square setting.

    In the Starfield in-game graphics settings, ensure the resolution is set ‘undefined’ (720p or any other value). Use a window with a white border and buttons for all other aspects. Vorpx will correctly display the output without the window border after connecting the game to your headset display. However, you may need to switch between displays in the Starfield in-game graphic settings to select the Vorpx virtual monitor.”

    Change or Add to the StarfieldPrefs.ini, locate the the config file at

    %USERPROFILE%\Documents\My Games\Starfield

    Make sure to use a windowed mode in Starfield, not fullscreen or borderless,
    in the StarfieldPrefs.ini file, modify or add the following settings:

    [Display]
    bBorderless=0
    bFullScreen=0
    iSizeH=2160
    iSizeW=2164

    After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)

    3. Field of View (FoV), HUD, and Interface

    Create a file named StarfieldCustom.ini in the same directory

    %USERPROFILE%\Documents\My Games\Starfield

    In the StarfieldCustom.ini file, add the following settings:

    [Display]
    fWideAspectLimit=1.0

    [Interface]
    fSafeZoneXWide=440

    [Camera]
    fFPWorldFOV=130
    fTPWorldFOV=90

    After making changes, keep the StarfieldCustom.ini file write-protected to ensure it functions correctly (!)

    4. Optional: Install the DLSS mod (Asi Loader)

    To enhance graphics using DLSS, you need to download the DLSS 2.5.1 version for Nvidia RTX cards. Ensure that you do not install DLSS 3.5, Framegeneration, or the Reshade version of the mod.

    You can find the mod and detailed installation instructions on the Nexus Mods website at the provided link:

    Starfield FSR2 Bridge – Replacing FSR2 with DLSS or XeSS (without Reshade !)

    https://www.nexusmods.com/starfield/mods/196

    Recommended Resolutions: When using DLSS2 or FSR2, it’s recommended to use resolutions ranging from 1620×1620 up to 2880×2880 for the best experience.

    Bugs: If you encounter issues with headtracking, you can try switching between different playstyles like Cinema, Immersive, or FullVR. Additionally, activating or deactivating Edgepeak might help restore working headtracking.

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