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Jun 10, 2021 at 12:43pm #204574
In reply to: Cyberpunk and quest2 – several questions
RalfKeymasterWhen you lower the zoom, the image becomes crisper since you scale it down, i.e. the pixel density gets higher. However, like said three times now that is not what you want to do since as you noticed lowering the zoom obviously shrinks the image. Instead please raise the game’s resolution for a crisper image. That has the same effect on pixel density without shrinking the image. That costs FPS though.
There isn’t really anything to suggest than that: for a crisper image you have to raise the game’s resolution. There is no way around that. You can’t run the game at 1600×1200 (plus DLSS, which means effectively rendering at someting like 800×600 and then upscaling to 1600×1200) while at the same time get an image fully filling the view of your headset with comparable sharpness to a native game that renders at more than 2000×2000 pixels internally.
Sorry if I’m unable to explain this so that you can understand it better. It is so obvious that I just don’t know how to explain it any other way.
TLDR: The only way to get a crisper image without shrinking it is raising the resolution the game runs with. There is nothing else that can be done to achieve what you want.
Jun 10, 2021 at 11:05am #204572In reply to: Cyberpunk and quest2 – several questions
RalfKeymasterDo you even read my replies? You have to raise the game’s resolution for a crisper image. Native games like Alyx at high settings typically render at resolutions of ~2000×2000. If you want comparable image clarity, you have to set a comparable game resolution.
That will be difficult to achieve though at a VR compatible framerate for a game as demanding as CP2077, so you’ll have to make some compromises in the graphics details and/or resolution department (or buy a RTX3090 ;) ).
DLSS: Again: works fine on a monitor or TV, but not so much in VR since your eyes are much closer to the imgae. DLSS actually renders at a much lower resolution than you have set and then upscales the image. That works quite well on a TV or monitor at 4K, but no so well with the fairly huge pixels in a VR headset at a resolution like 1600×1200 where the imperfections of the upscaling process are far more obvious.
Jun 9, 2021 at 8:35pm #204564In reply to: Cyberpunk and quest2 – several questions
RalfKeymasterPlease reset the profile to default in the config app and make sure that you didn’t accidentally disable automatic settings.
There is nothing to adjust besides the resolution for a crisper image, and maybe the head tracking sensitivity in case you don’t use the game’s default mouse sensitivity. vorpX takes care of everything else, including FOV.
Most importantly DO NOT touch the image zoom setting after resetting the profile to default. vorpX adjusts everything so that the game FOV fits the FOV of your headset, minor top/bottom borders (roughly 10%) are intentional for a decent balance between pixel density and performance.
You may see a prompt requesting a game restart on first launch after vorpX has adjusted some settings. Make sure to do that whenever you see the prompt.
Resolution wise select a 4:3 resolution (e.g. 1920×1440). That works well and leaves a bit of wiggle room on both sides for vorpX’s built in frame interpolation.
The HUD is scalable. If you want to make it smaller than it is per default, you can do that on the ‘Image’ page of the vorpX menu.
BTW: EdgePeek (mouse wheel click, right thumbstick click) is useful for checking the whole screen, e.g. in cutscennes or when you want to use menus
BTW2: If you haven’t done so already, please check the ‘Essential Hints Guide’ in the vorpX help. It answers a bunch of questions you may have when you are new to vorpX.
May 30, 2021 at 12:37am #204403In reply to: Can vorpX desktop do 3D sbs
ToxicMikeParticipantBig Screen VR?
Am i actually the only one having serious issues with certain games runnin on that godforsaken crap app?
I am currently having problems with WOLFENSTEIN II beyond imagination, while i just thought i finally got rid of all kind of bugs, the fu**ing app again keeps crashing and throwing me back to the VR-Oculus Menu. Weird thing is this already happened a few times but then it went stright for a few days without any troubles, now it seems to be back and only god knows what is causing this.
Big Screen once was a fine app, but problems with certain games are getting even worse with every update and games not working alright are as well increasing, with a few retro-pixel-graphic shooters stuttering, who wouldn´t even stutter on a friggin intel pentium II processor.
I am gettin so damn frustrated with this crappy shit that i think am sadly gonna abandon this CRAP APP for once and for all, while being even more thankful to have vorpX, more than ever.
May 9, 2021 at 1:19am #203746In reply to: Resident Evil 8 THE VILLAGE
VRanParticipantHi Ralf,
Thanks for clearing the issue for me. It’s fixed now!
However, I’m having difficulty deciding between pixel 1:1 or letterbox 1. Letterbox seems more clear, is this the way to go?
Also, I’m using the dualshock 4 but the button mappings are a mess. Is it possible to have a mod for it or fix it using a profile? I’d tried to find the settings to change the mappings but with no luck.
Or is it better to use mouse and keyboard? I found it hard to navigate menus with the mouse because the Headset will move around the cursor. Is it possible to turn off head tracking during menus?Thanks
Dual shock? Can you get an Xbox controller? I find that binding C in game works the best (Same setting as the Demo)
May 9, 2021 at 12:52am #203743In reply to: Resident Evil 8 THE VILLAGE
frenchiebongParticipantHi Ralf,
Thanks for clearing the issue for me. It’s fixed now!
However, I’m having difficulty deciding between pixel 1:1 or letterbox 1. Letterbox seems more clear, is this the way to go?
Also, I’m using the dualshock 4 but the button mappings are a mess. Is it possible to have a mod for it or fix it using a profile? I’d tried to find the settings to change the mappings but with no luck.
Or is it better to use mouse and keyboard? I found it hard to navigate menus with the mouse because the Headset will move around the cursor. Is it possible to turn off head tracking during menus?Thanks
Apr 30, 2021 at 11:10pm #202326In reply to: 3d Blu Rays and VorpX Tutorial
RalfKeymasterGot it. No promises, but I’ll check whether supporting frame packed 3D can be added whithout too much hassle. Just to make sure we talk about the same thing: by frame packed you mean the over/under format with a few pixels in between that e.g. projector vendors etc call frame packed? Like described here: https://avgadgets.com/3d-formats-primer/
Apr 25, 2021 at 6:44pm #202179In reply to: F1 2020 super pixelated and blurry
RalfKeymasterYou can run games at any resolution with vorpX. The higher the resolution, the better the pixel density in the headset. That works pretty much in the same way as it does when you play games on your monitor.
2560×1440 is a good resolution for the game. You can select the resolution in the game’s video options. Caveat: if you “only” have a 1080p monitor, you will have to add that res to your graphics driver first, this guide has a step-by-tutorial: click.
Apr 25, 2021 at 10:39am #202174Topic: F1 2020 super pixelated and blurry
in forum Game Hints and Settings
ConanapParticipantHello! Got vorpx for F1 2020; took me a while to get going but finally working now.
I’m running an HP Reverb G2 with OpenXR and everything looks very jaggy and pixelated, the distance boards (eg 100, 50) are completely unreadable. I did a little bit of googling and couldn’t find any answer or the settings they mention – for example, someone suggested something about pixel 1:1 -> 1.5x, but I found no such settings anywhere; I don’t think I’m looking in the right place.
I just want to be able to read the boards so I know my braking points; would absolutely appreciate any help and guidance, as well as exactly where these settings are.
Thanks everyone!
Apr 21, 2021 at 4:52pm #202045In reply to: Depth increase
SmoilsParticipantI would understand G3D, but overdone Z3D is…how do you even play that. Everything in foreground would not be 3D at all but instead have “holos” around them from artifacts.
When you push Z3D separation too far it has to “fill” pixels where object was and if you push half or even whole object out of its place for each eye (left and right) where it used to be will look like it has glass version of same object and it looks very distracting.
Apr 12, 2021 at 4:16pm #201814In reply to: Depth increase
RalfKeymasterTo say it in a less sarcastic way: Z3D like used in RDR2 has inherent artifacts since after shifting pixels from the original 2D image to create the 3D effect empty spaces have to be filled with pixels from nearby. The way vorpX does that IMO is unmatched, but the current max value still causes quite severe glitches already, so going beyond that doesn’t really make sense.
Since in many people’s minds game settings apparently always work in a more-is-better-style, which is definitely not the case here, stuff gets cranked up to the max all the time. Hence there is a maximum that – while already slightly beyond what’s reasonable artifact wise – doesn’t make things look totally out of whack.
Hint: If you happen to have switched to Z-Adaptive, switch back to Z-Normal. Z-Adaptive is great in its own right since it does some auto-focus calculation and gaze sensitize blurring to simulate human vision, but for maximum perceived depth Z-Normal is usually the better choice.
BTW: The current limit already is 50% higher than it was originally.
Mar 29, 2021 at 1:18pm #201523In reply to: Now reshade works in vr
RalfKeymasterPlease do not use the VR version of Reshade with vorpX if you care about performance. It gets applied at the headset render stage at the full headset rendertarget resolution and headset framerate, which is very costly. If you ask me, I’d say actually don’t use it with any VR app/game.
Applying a reshade shader chain to VR is in the ballpark of 6-12 times (depending on headset and supersampling) more costly pixel shader wise than doing the same to mono 1080p/60fps gaming. Two images per frame at a higher resolution and a higher framerate. Wasting a GPU’s pixel shader throughput in such a way is a fairly questionable idea in VR in general and an outright bad one with vorpX in particular.
Really important things like sharpening and gamma correction can be applied directly in the vorpX menu in an optimized fashion.
Mar 28, 2021 at 10:52pm #201511
ToxicMikeParticipantI am totally with you senoctar and i actually already hook onto every game i am playing with vorpX, regardless what features i am using or how i configurate it.
I was a little stressed when i bought vorpX, with being well aware of this nice piece of software probably being a little “stressful” to configurate for beginners, so since i already had my fun with “theater-screens” i just felt for using vorpX for nothing else than that at this moment, until i felt like having enough time to dig into the other aspects of it and finding out things for myself.
On the subject of other software, in my opinion steam´s virtual desktop had several flaws with certain games stuttering on it while bigscreen beta was much better but also suffering flaws vorpX doesn´t, most of all the fact bigscreen is much more demanding on hardware and some games even stuttering as well or constantly crash as soon you jump from the menu into the game.
Still talking bigscreen beta, i have to say there is also some major “flaw” who is actually somehow slight “positive”. I am talkin about its general picture quality, for example if you pull the screen real close, you have a pretty unsharp picture quality compared to that great one you have with vorpX, now when you get the right distance inside bigscreen beta, the overal picture quality gets that slight “washed out” look, in my opinion making pixel-sidescrollers look a little better than on vorpX or any other monitor, but that again is “useless” once you add the 3d-effect with vorpx.
There is only ONE real big PLUS side with bigscreen beta, and that is the option of making the virtual-desktop-screen alot bigger than currently available with vorpX, but that feature is useless with bigscreen beta and certain games who stutter or refuse to run at all, so i´d love to see this “bigger” feature on vorpX too one day.
Mar 20, 2021 at 7:09pm #201322In reply to: Elder Scrolls Online with Vorpx
etarmParticipantYour Quest does have around 50% more pixels than my Vive Pro, but your 280ti should have at least twice the processing power of my 1070. What CPU are you using?
Mar 10, 2021 at 9:03pm #201110In reply to: which games support vorpx ?
AdamParticipantMy Oculus rift S have only 80 hz..so pixma 4K with 120 is best.
I’m going to return oculus rift S and I’m going to buy a pixel for 4k or 8k.
Do you have a link to them? -
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Hello! Got vorpx for F1 2020; took me a while to get going but finally working now.
I’m running an HP Reverb G2 with OpenXR and everything looks very jaggy and pixelated, the distance boards (eg 100, 50) are completely unreadable. I did a little bit of googling and couldn’t find any answer or the settings they mention – for example, someone suggested something about pixel 1:1 -> 1.5x, but I found no such settings anywhere; I don’t think I’m looking in the right place.
I just want to be able to read the boards so I know my braking points; would absolutely appreciate any help and guidance, as well as exactly where these settings are.
Thanks everyone!
