Archives

Homepage Forums Search Search Results for 'XEL'

Viewing 15 results - 136 through 150 (of 501 total)
  • Author
    Search Results
  • mr_spongeworthy
    Participant

    Caveat 2: Haven’t checked Pimax yet. Pimax headsets usually are somewhat more problematic in this regard, so not sure how things will turn out for Pimax.

    Honestly, it’s just great that you even bother to check a HMD model with such a low market-share, I’m grateful! Still hoping some bigger names in the game come along and make a HMD with canted lenses. The Index, apparently, does need some equivalent to PP on rare occasions, but not often enough to force most devs to include proper rendering the game-engine.

    Out of curiosity, which model do you have? I bit-the-bullet and upgraded to the 8K-X and the clarity is just fantastic. Even distant objects retain detail and smooth edges pretty darn well at 100% Steam SS, and performance is really not much worse (with the 5K+, to get clarity and smooth edges so much SS was necessary that the actual number of pixels I’m rendering on the 8K-X isn’t that much higher.) In well-optimized (Alyx, TWD) native VR titles I’m able to push Wide FOV at 90fps as long as Parallel Projections isn’t necessary. Even with PP on I can often get to 60fps, which is fine for something like Dirt Rally 2 and other seated VR titles. I’m pushing basically 8K per eye to Dirt Rally 2, wide FOV with PP on and have been able to maintain a solid 60fps.

    #206990
    Minabe
    Participant

    According to Vsauce, 7 Megapixels for the center of focus plus 1 megapixel for the rest, while it is a simplification the data provided is solid, with resolutions of ~300 ppi (pixels per inch) making each pixel unresolved for normal vision.

    #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.

    #206974
    Smoils
    Participant

    supersampling does more than just removing aliasing, sharpness comes from details and redering software/hardware is designed to be efficent, to not render more than needed so when you render natively you just dont get details past render resolution. What if there is a needle on a table but its sub pixel size if you render natively, so it might not be visible at all, wile at higher resolution even resized back it would remain as a half transaprent line of pixels indicating its smaller than pixel size.
    Furthermore some engines dont render small details past certain distance if it is deemed to not be visible by end user and sometimes its wrong. I had bullet holes disappear on walls much sooner in vr games when playing 100% supersampling and then magically appear if I raise it up.
    TL/DR: rendering higher resolution shows more detail and resizin it back to output still preserves all that detail = thats where sharpness comes from, better antialiasing is just a side effect.

    As for headsets – a review of that Varjo Aero (2880 x 2720 px per eye) pixels cant be seen, so I assume limit will be vorpx screen resolution after that and screen resolution pixel spotting can varry, in full vr for example pixels will be noticeable even if you render at those 2880 x 2720

    #206972
    grumbel45
    Participant

    Average human eye resolution is roughly around 60 PPD (pixels per degree), little more with good vision. Current consumer headsets are 15-20 PPD. You can calculate it yourself by taking the headsets resolution and dividing it by the FOV (e.g. 1440px / 100° -> 14.4 PPD). High-end headsets like the Varjo Aero or the new 12K Pixmax go up to around 30 PPD. Varjo XR3/VR3 already reach 70 PPD using a special display setup (tiny high resolution screen in the center, with the surrounding being a lower resolution screen).

    The PPD of a monitor, TV or cinema is roughly around 30-100 PPD, depending on viewing distance and if it’s a HD or 4K display (FOV is around 30-60°).

    why can image quality visually be raised by going over the hardware resolution

    That’s called “supersampling”, instead of having your computer render one pixel per display pixel, you let it render multiple and average them together before sending them to the display. This ends up looking better as it reduces “aliasing”, i.e. the little pixel stair-steps you often see in computer games graphics without anti-aliasing enabled. If you enable anti-aliasing/supersampling, the stairsteps will be smoothed out.

    RJK_
    Participant

    I always wondered (exspecially now after the new vorpx sharpening has been introduced) how small a pixel can be before it doesnt make sense to raise a headsets hardware resolution any futher. I came to this because i wondered how it would look like when shrinking down a 19″ monitor to 2″. I mean for example 1080p on 19″ looks quite sharp, shrinking that down to 2″ must even look more sharper and it seems it does (or does it not beacuse of FOV ? I only slowly get an idea by pushing that cinema screen back to a 19″ size). So 2880p shrunk down to 1 oder 2″ must even look more sharp and so on. Now since a Vive Pro for example has a hardware resolution of 1440×1600 per eye,rasing resolution way above that makes the image sharper and sharper as more i raise my resolution setting. 2880p for example. Now there are headsets with 2440×2440 for example. I wonder if it would make sense to buy such a Headset while i still can keep gaining resolution to the limit of my PC with one with less hardware resolution.

    What i basically want to find out whats the limit of the human eye. 4k, 8, 50 k and why can image quality visually be raised by going over the hardware resolution of a headset which i find is weird ? Any thoughts in theory on this matter ?

    #206907
    Ralf
    Keymaster

    from my perspective Vorpx has integrated the sharpening part of FSR whereas lossless scaling has that AND the upscaling tech to boot.

    Actually vorpX does all three parts of the FSR technique, not just the two shaders: obviously sharpening and upscaling (vorpX upscales anyway when preparing the image for sending it to the headset, now it can use the Lanczos filter from FSR for that). In addition to these vorpX can do the texture detail hack that is the third part of the full package. The latter is only possible for apps like vorpX that hook deeper into the graphics pipeline since it’s not a post effect shader but done during the actual game rendering.

    I also went the extra mile and coded the upscaling algorithm into the image processing that happens anyway instead of just slapping the AMD provided shaders on the game and then resampling the image again later as before, which would have partially negated the prior gain in sharpness.

    You can control what is active with the Clarity setting:
    Low: Default (bilinear) scaling with FSR sharpening
    Medium: FSR scaling with FSR sharpening
    High: FSR scaling with FSR sharpening + texture detail enhancement

    TLDR: No better way to apply FSR for vorpX than using the Clarity setting.

    BTW: Generally it’s not really advisable to stack multiple upscaling/sharpening instances on top of each other. Performance considerations aside (each of these operations processes every single pixel of an image several times for one output pixel), these things aren’t some kind of magic that you can do several times without creating visible artifacts.

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    #206846

    In reply to: RDR2 + Vorpx = Amazing

    mr_spongeworthy
    Participant

    Thanks for the tips. I’ve been eying RDR2 for quite some time now, as it’s a title I’m sure I’ll enjoy.

    I’ve glanced through the thread, but I’m not seeing your system specs? I have to push a ton of pixels to get the clarity I need (unfortunately for me I’m super-sensitive to blurry images. Show me a screen that isn’t sharp and unbidden by conscious thought my brain/eyes will continually attempt to bring it into focus, causing immense eye-strain. It’s bad enough that I can tell immediately if I walk into a theater that still uses the old 2K digital projectors, for example, as those look continually out-of-focus to me.)

    I’ve found that through vorpX I have to push 2560×1440 as an absolute minimum (to my Pimax), with a full 4K being far preferred. I’m curious what GPU you are using in particular.

    Thanks!

    #206813
    Ralf
    Keymaster

    Thanks for the FOV hint. Not sure why, but looks like the profile is borked in that respect. ‘Letterbox 1’ is a little bit too much, the ideal settings would be aspect at ‘Pixel 1:1’ and ImageZoom at 0.68. I’ll adjust the defaults for the next update.

    I halso have DirectVR tracking working. Needs a bit more testing to make sure it works in more than one spot, but I’m 90% sure that won’t be an issue, that should allow you use G3D without a super higend GPU.

    An update with the updated profile will be released early next week.

    Rikster618
    Participant

    Hello Ralf,

    I am at my wit’s end. I have tried everything but still can not get SoundSpectrum’s Aeon 3D Music Visualizer to successfully hook to my VorpX v21.3.01.0 with my Quest 2 via Airlink and give me ANY true 3D Stereo Geometry Effects in VR. The screen always looks flat whether in True 3D Mode, Immersive mode, or Cinema Mode. It also does not matter What 3D Reconstruction Mode I choose (Geometry, Z-Adaptive, Z-Normal, or Off) They all look flat. Everything seems to work Aeon and VorpX except the 3D Stereo Effect.

    Aeon is a truly great VJ Music Visualizer Software and would be truly mind-blowing in 3d Stereo VR with VorpX if I could get it to work.

    It is disappointing in that Baktus and others from the VorpX Forum seem to imply that it works:

    From Baktus Dec 12, 2018 –

    Soundspectrum Aeon has 3 d grafic engine and works with ue3 profile. Max Fov and 3d deep and enjoy your music with Aeon vr!
    Good: awesome, blown away hear my music this waybad: need Platinium version for 30 bucks, and g3d grafics could be still a bit deeper

    I did all of that but still no luck for me, All flat. I hope they are not mistaken.

    Ralf, please if you could confirm that Aeon can indeed fully work with your wonderful VorpX and let me know what I am missing I would be forever in your debt. It has been a dream of mine to get Soundblaster’s Aeon fully working in VR. Maybe you can do your magic and we end up with a new Profile.

    Here is something from an About just in case it is helpful:

    SoundSpectrum maintains a Python-based 3D drawing API for both public and internal use. The purpose of this API is to offer rich content authoring capabilities by exposing SoundSpectrum’s high-performance C++ based graphics engine to an embedded python interpreter. SoundSpectrum develops and maintains each of these layers and currently targets OpenGL, OpenGLES1, OpenGLES2, and Direct3D on Windows, OS X, and iOS.

    If this helps there is a trial version available here that could maybe used for testing: https://www.soundspectrum.com/aeon/download.html

    Ralf, if it only works with the paid version, which Baktus seems to imply, I would gladly cover the $30 cost.

    Here is hoping you can help me fix this.

    Thanks in advance!

    Rik Henderson (Rikster618)
    Email: rikster618@gmail.com
    My Direct Phone 1-818-620-2879

    My SoundSpectrum Log.txt:
    ———————
    GetSystemInfo(), 15-OCT-2021, 13:02:49 (UTC-7):
    Aeon 4.1.1 (8309), STANDALONE
    OS:Win62x64 CP0:Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz Video0:NVIDIA GeForce RTX 2080 Ti Video1:NVIDIA GeForce RTX 2080 Ti Video2:NVIDIA GeForce RTX 2080 Ti Video3:NVIDIA GeForce RTX 2080 Ti HT_Supported:0 NumVirtualCores:16 NumEffectiveCores:16
    CPU performance class: 3
    GPU performance class: 2
    hash=kO1RVILWWlE-6tKkCzaVI4OMTA586QA15Ke8NhnpRkpK-8zzRCYf2u-fZRZfot79Hn0jVduxjye5ENuXmCzdXh
    Direct3D
    DeviceType: 0x1
    Caps: 0x20000
    Caps2: 0xE0020000
    Caps3: 0x3A0
    CursorCaps: 0x1
    DevCaps: 0x1BBEF0
    DevCaps2: 0x51
    RasterCaps: 0x7732191
    ZCmpCaps: 0xFF
    AlphaCmpCaps: 0xFF
    ShadeCaps: 0x84208
    SrcBlendCaps: 0x3FFF
    DestBlendCaps: 0x3FFF
    LineCaps: 0x1F
    StencilCaps: 0x1FF
    TextureCaps: 0x1ECC5
    PresentationIntervals: 0x8000000F
    TextureFilterCaps: 0x3030700
    TextureOpCaps: 0x3FEFFFF
    VertexProcessingCaps: 0x17B
    PixelShaderVersion: 0xFFFF0300
    VertexShaderVersion: 0xFFFE0300
    PrimitiveMiscCaps: 0x2FCEF2
    PrimitiveMiscCaps: 0x2FCEF2
    MaxVolumeExtent: 2048
    MaxTexBlendStages: 8
    MaxSimultTextures: 8
    MaxStreams: 16
    MaxStreamStride: 255
    MaxPrimitiveCount: 16777215
    MaxVertexIndex: 16777215
    AvailableTextureMem: 3916M

    SSRendererFlags: 0x1F00B84
    Max tex size: 16384 x 16384 x 2048
    Max tex units: 8
    Audio:
    0: Class 5, ‘Sound Generator (Fluid)’
    1: Class 5, ‘Sound Generator (High Energy)’
    2: Class 5, ‘Sound Generator (Chill)’
    3: Class 0, ‘”What U Hear” (Sound Blaster Audigy 5/Rx)’
    4: Class 2, ‘Microphone (Sound Blaster Audigy 5/Rx)’
    5: Class 2, ‘Headset Microphone (Oculus Virtual Audio Device)’
    6: Class 2, ‘MIDI (Virtual Desktop Audio)’
    7: Class 1, ‘Line-In (Sound Blaster Audigy 5/Rx)’
    8: Class 1, ‘Stereo Out (SoundSpectrum Audio Cable)’
    9: Class 0, ‘Stereo Mix (Realtek High Definition Audio)’
    10: Class 2, ‘Microphone (HD Web Camera)’
    ———————

    #206709
    mr_spongeworthy
    Participant

    Yeah, it’s certainly possible I’m just expecting too much out of my 3080 Ti, but it just seems strange to me that I could push my 2080 Super to very high GPU usage in, for example, Fallout 3, in fast mode, with no tearing or other issues and have to leave a much higher percentage of available GPU time ‘on the table’ with my 3080. It would not be the first time Pimax pushed a firmware and/or PiTool update that caused sync issues, that’s for sure.

    And yes, I’m not a fanboy of Pimax and I’m quite aware of the limitations and foibles. Unfortunately my brain really doesn’t agree with the limited FOV of all other available HMDs, so I’m basically stuck with Pimax and seriously considering upgrading to the 8K X. I can’t wait for a better-established company to come out with a high-pixel-density wide FOV HMD (preferably one with a secondary processor in the HMD so that the HMD itself does the transformations necessary for wide FOV (i.e. ‘Parallel Projections’) and takes that load off our GPUs.)

    Out of curiosity, with CPUs getting so fast now, is there any part of the process you could offload the the CPU?

    matteo39
    Participant

    which is the best quality for vorpx?

    #206636
    Megablaster
    Participant

    No, if you’ve used Vertex or pixel hud VP and you’ve gone through all the parameters, and it still looks flat it’s the *wrong profile. You might want to try some other profiles like the Unity 5 or the Unreal Engine 3. I’ve gotten DOA 6 to run in full G3-d but it refuses to save the profile. I have to reload my settings each time I run the game. If your really interested in playing DOA 6 in VR you might want to take a look at *Helixvision. DOA 6 is an officially supported game and runs great in VR with the proper settings.

    #206632
    Michelangel0
    Participant

    Had to google this game. WTF, was this made by 14 year olds?
    <span class=”embed-youtube” style=”text-align:center; display: block;”>[youtube https://www.youtube.com/watch?v=11c5p8fCsSU?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&start=295&wmode=transparent%5D</span&gt;
    Play something else.

    Please do not feel offended because of a very simple reason: is just a game.
    In any FPS/movie/book/ART you can see depiction of crimes, sex, lies, and people eating pizza with pineapple.
    But in the end is just a game, the key in the definition of the computer games is that is not real, those are pixels, just that.


    @Demosthenes
    yep, but thanks :)

    Now returning back to the main point, I tried disabling DLSS and no difference at all.
    I tried with the Shader authoring closing the eye that works correctly to only see the black right eye and went one by one searching the Pixel, with the blue render. And I found suddenly like 4 shaders that turn that black eye into full blue.. but ..what should I do now? I tried to set them as HIDE and no results whatsoever.
    Tried diferent things but besides Identifyng them because the screen turns blue I do not understan anything what should I do.

    What a shame because is just another UE4 game and it clearly works on G3D, only that right eye is always black.

Viewing 15 results - 136 through 150 (of 501 total)

Spread the word. Share this post!