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  • #205603
    dimensionaldude
    Participant

    I don’t have a Pimax, but I’d imagine your performance doesn’t depend on the ratio so much as the pixels. So 1600×1200 will be more demanding than 1280×720, etc.

    #205510
    dellrifter22
    Participant

    Chernobylite (G3D) now added to the cloud.

    -use a 16:9 resolution (1920×1080, 2560×1440)
    -set FOV to 112 in game
    -TAA on Ultra (other AA options not tested and may cause fuzz)
    -turn off Motion Blur and Depth of Field
    *use EdgePeek for radiation tool and cutscenes
    *vorpX Shadow Treatment will toggle global illumination if desired (off by default)
    *tested on HP reverb with mouse/keyboard

    Due to some lighting and shadow issues I have chosen to turn off global illumination by default. The environments now look dark and gloomy like the Stalker games – more realistic imho. But if you demand sunshine, then you can toggle the vorpX Shadow Treatment from the Delete menu Image Settings page.

    *optional setup for soft shadows that are less offensive in 3D:

    Open Engine.ini found in C:\Users\(name)\AppData\Local\ChernobylGame\Saved\Config\WindowsNoEditor

    add these lines at the bottom:

    [SystemSettings]
    r.Shadow.DistanceScale=1.1
    r.Shadow.CSM.TransitionScale=0.25
    r.Shadow.MaxResolution=16
    r.Shadow.FadeResolution=32
    r.Shadow.MinResolution=8
    r.Shadow.RadiusThreshold=0.06
    r.Shadow.TexelsPerPixel=0.06

    #205371
    azmand01
    Participant

    Steam VR despite not having the same problem the graphics are all pixelated, resolution is really poor.

    I don’t have developer tools installed.

    I have Open Track installed.

    Smoils
    Participant

    Nope, nothing helps, av disabling, no combination of settings (admin launch etc), using cursor to click “ok&save” or pixel instead of vortex…nothing makes it remember shader settings on next launch.

    I would check profile files where it stores shader edits, but I dont know where they are or what changed this behavior.

    I haven installed any updates or new apps that would have interfered with this, used to work reliably and now – not. Might try to reinstall whole thing but I dont feel like it.

    #205347

    In reply to: G3D with Unreal Engine

    dellrifter22
    Participant

    I have a suspicion that you might be assigning the wrong exe to your profiles. Unreal 4 games are sneaky in that the main directory has an exe (Medieval_Dynasty.exe), but the actual exe is buried in the Binaries\Win64 folder (Medieval_Dynasty-Win64-Shipping.exe).

    By default, vorpX will attempt to hook in to any exe that runs. If there is no profile assigned to said exe, vorpX will hook a generic profile with base functionality (no 3D).

    I don’t have SCUM yet, but I want to try the SP in vorpX. it’s an EAC game though (anti cheat blocks vorpX) so I’ve had my doubts about getting it to work. Have you successfully loaded SP into the headset?

    I have been playing Medieval Dynasty recently though, and it works pretty well in vorpX. I added a profile to the cloud if you want to have a go. G3D.

    Medieval Dynasty (G3D)
    for best results:
    – use a 4:3 resolution (I use 1600×1200, game runs heavier than it looks)
    – set FOV slider to max 110 in game
    – AA on highest possible (others not tested)

    To slightly increase FOV and soften the shadows (UE4 G3D shadows are never perfectly matched in both eyes, so blurring them helps) open Engine.ini from C:\Users\NAME\AppData\Local\Medieval_Dynasty\Saved\Config\WindowsNoEditor… add these lines at the bottom:

    [/script/engine.localplayer]
    AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

    [SystemSettings]
    r.Shadow.DistanceScale=1.1
    r.Shadow.CSM.TransitionScale=0.25
    r.Shadow.MaxResolution=16
    r.Shadow.FadeResolution=32
    r.Shadow.MinResolution=8
    r.Shadow.RadiusThreshold=0.06
    r.Shadow.TexelsPerPixel=0.06

    I assigned global illumination to Shadow Treatment in the vorpX menu, so if the moving shadows bother you, you can toggle it OFF to give a permanent overcast look. I actually prefer the look of overcast lighting in this game – feels more medieval.

    #205330
    Ralf
    Keymaster

    @ Higgenboober

    vorpX comes with its own frame interpolation (time warp) that can utilize some extra pixels on the sides during interpolation. Compared to the headset vendor interpolation techniques used by other mods that way you get less black sliding in when you rotate your head. Hence 4:3 is a good choice.

    A fully visible body doesn’t really work that well since vorpX also let’s you play standing with VR controllers (as gamepad substitute). Since one never fully stands still, every step to the left or right would move you away from the body. Personally I also found the arms quite annoying while aiming, but that’s probably a matter of preference. I did some experiments with fading in the body when you look down though. No promises, but possible that something like that will make into the next release.

    @ xops37

    With your 1080 you have to find a compromise between image quality and framerate with G3D, the game is too demanding for delivering both with your GPU. Unfortunately the game’s antialising is so blurry that you need a fairly high resolution for a crisp image, so you’ll probably have to settle for a somewhat blurry image.

    I have this gfx mem error every blue moon here. I don’t think it’s really a memory problem, more likely some multithreading issue with vorpX being hooked in. Hard to diagnose unfortunately since it happens so rarlely and vorpX’s global exception handler doesn’t kick in. Usually a game restart should suffice.

    Smoils
    Participant

    – I copied a G3D profile for a unity game off a cloud
    – Made a copy of it and put an executable of a game Im making profile for like one should
    – I modified profile in game and pressed OK&SAVE
    – I modified shader behavior for 2 shaders and pressed OK&SAVE
    – Launched the game again and shader edits were gone, but profile edits saved
    – I tried admin mode, relaunched vorpx, tried to edit and save vertex shaders, pixel shaders it never saved any of it

    Ive edited shaders before but few updates ago and saving was working fine, is this a new known issue?

    #205286
    Ralf
    Keymaster

    vorpX can’t adjust the resolution in RDR2, you should set a 4:3 res though as suggested by the instructions in the top/left corner of the game window. Widescreen resolutions do work, but are a waste of GPU power since a lot of pixels get rendered that you will never see in the headset.

    #205263

    In reply to: do you play flat games

    ToxicMike
    Participant

    I never really got hooked into VR gaming (not too many great games in my opinion) and i almost sold my oculus before i found out that playing regular non-vr games using my oculus and those huge theater screens/virtual desktops is so much better that i actually never played any game on my monitor again, in fact i use my oculus on a daily basis now, sometimes several hours with short breaks only.

    I even play pixel sidescrollers that way. Gaming on my “small” 31inch screen just isn´t doing it for me anymore.

    Actually bought vorpX only because there are several troubles with certain games running on free virtual desktop software while they run far better with vorpX while vorpX doesn´t draw as much power from my rig as for example bigscreen does.

    Funny thing is now that i use my oculus on a daily basis, i got in the mood to actually play VR titles again and i also enjoy them, unlike when i had that (bad) start over a year ago.

    I actually only use vorpX´s 3D and full-vr mode for games that i already finished in their original non-vr/non-3d mode but not on the first run.

    azmand01
    Participant

    Hi,

    All was working correctly.
    While in full VR F1 2020 there was a crash.

    Since then.
    When clicking middle mouse button instead of going full VR emersive it does the opposite and it zooms out to infinity and then you are in black screen.

    Things I tried.
    Running other games
    Removing vorpx/reset reinstall
    Removing WMR/Reset reinstall
    Played with several settings in menu

    Setting vorpx to Steam does fix the middle mouse zooming out and sends you to immersive fill VR however graphics are pixelated and really poor. There is no fix all my graphic settings are pushed to the limit.

    WMR for the short few days that it worked, was a better graphic but still pixelated with high white washout. Gamma is already at 0.5 saturation at 2 in Vorpx and minimum gamma in game settings.

    Was there any updates yesterday that were pushed trough?
    I can only think after alot of troubleshooting that something changed from an update while I was in the game… If vorpx actually updates itself with no notification.

    Any thoughts?
    Thanks

    #205110

    In reply to: Feature request

    senoctar
    Participant

    (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Yeah, that is the bare minimum for a decent experience.

    In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    With G3D rendering at half horizontal/vertical resolution there shouldn’t be much quality loss compared to a full frame. However with Z3D there is some added aliasing because rendering is done at full resolution, then AA is applied, then the image “cut” in half.
    This is clearly visible in these screen grabs from Depth 3D taken while I was testing Super3D (a color-space 3D format between Depth3D VR effect and the VR Companion App).
    s3d-aa
    For me in some games it’s quite annoying while in others I can barely notice it.

    #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    #204852
    mr_spongeworthy
    Participant

    OK, so I have this about 95% figured out and fixed. On my HMD (Pimax 5K+) the problem is between the FOV and the aspect ratio. Outer Worlds supports only 16×9 and 16×10 ratios even in windowed mode. I’ve found no FOV setting that feels correct with head tracking while using a 16×9 ratio. Using a 16×10 ratio at 3200×2000 pixels and a FOV of right around 110 feels pretty good. I haven’t quite gotten down to adjusting the FOV in 1% increments yet, but those settings have made a huge difference to me.

    So for those of you having similar issues with Outer Worlds, try different aspect ratios and different FOVs (just use the in-game settings controls) and you’ll probably be able to correct this issue or at least make it feel a lot better.

    #204787
    dellrifter22
    Participant

    4:3 @ 2304×1728 is a good balance of G3D clarity and performance in most games with my HPG1. You can also lower your image zoom down a bit to increase the pixel density. I can go a little below .90 before the screen edge becomes noticeable.

    Just curious… besides the obvious performance advantage, is there a reason it must be alternate frame rendering? Is normal G3D SBS not possible in a similar fashion?

    @ Jarilo I did notice that the vorpX overide keys are now working again, so I had to go to the input page of delete menu and set Alt key override to NO, and now I can use they Alt key as normal.

    #204781

    In reply to: F1 2020 with Reverb G2

    Ralf
    Keymaster

    Depends on the game. Works in Cyberpunk for example.

    Don’t get too excited though. Where DLSS really shines is faking super high resolutions, when pixels become small enough to not make it too obvious that it actually renders at a lower res and then upscales to the target res. It does that better than anything else, but it’s still not really comparable to actually rendering at the higher resolution. In a VR headset pixels are way larger than on a monitor or TV, so you need an even higher resolution before the benefits start to outweigh the glitches and imperfections.

Viewing 15 results - 166 through 180 (of 501 total)

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