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  • stereoxide
    Participant

    I just got VorpX and I’ve been playing around with it trying to use it on Titanfall 2 and Mirror’s Edge but the gameplay is pixelated and blurry on both games. I’ve been trying to change the resolution in the Direct VR tab but there’s no option for that. I get an option where I can choose the quality but I can’t get it past “Decent”. It’s saying that I should add custom resolutions if I go over “Decent” so I added all the custom resolutions on this list:

    Custom Resolutions for the Direct VR Settings Optimizer

    After doing all that, I still can’t change the resolution, nor get past “Decent”.

    If it helps at all, I’m trying to play the games on a Quest 2 and my PC is running a Ryzen 5 5600x, RTX 3070 and 16gb of RAM.

    #201042
    Smoils
    Participant

    new pimaxes have 120 and 140 hz modes but at reduced fov, they artificially cut fov higher you go, pimax high fov has a lot of distortion on edges too, so its not really usable to look there with your eyes, but the feel of presence is better and lastly since high res is stretched so wide actual pixel per cm is along with index or even less a bit.

    #201031
    Ralf
    Keymaster

    If Reshade still hooks DirectX functions in SteamVR mode that vorpX also hooks, there always is a chance that it may cause havok. May or may not work in a specific game.

    Anyway: while I can somewhat understand the appeal of tinkering with color correction, I’d heavily recommend not to use this SteamVR Reshade even if it works because of its performance impact. Every shader you add at the headset rendering stage has to be executed 180 times per second (once for each eye at 90fps) for each pixel of the usually fairly high headset render resolution, in the worst case causing judder or otherwise affecting performance negatively.

    Applying effect shaders to SteamVR is a fairly different situation performance wise than applying effect shaders to 1080p (or even 4K) monoscopic monitor gaming at typical 60FPS or less. Compared to 1080p/60 monitor gaming in SteamVR the same shader requires about 6-12x the amount of pixel shader processing, the exact amount depending on headset resolution/supersampling.

    Really useful stuff like gamma correction and sharpening can be applied in an optimized fashion in the vorpX menu.

    BTW: The same performance considerations are true for native VR games as well, of course. So be very careful there either with adding stuff that isn’t really necessary.

    #200980
    Ogrescar
    Participant

    1.) There aren’t any games that “support” vorpx. If you want a list of games supported by vorpx, you can get it here – https://www.vorpx.com/supported-games/

    2.) 4K in VR is beyond the capabilities of most hardware, but that depends on the game. It’s rather pointless though unless your headset has a matching pixel density. The oculus rift-s has a physical resolution of 1280×1440 for each eye, so you’ll get a supersampled (downsampled) image at higher resolutions.

    3.) Mouse and keyboard are supported if the game supports it.

    #200884
    Ralf
    Keymaster

    The resolution you run a game with has a pretty huge impact on the performance. Going from 1920×1080 to 3840×2160 means that four times as many pixels have to be drawn as before.

    There should be no performance difference at all though when you change back the resolution to 1920×1080. If that’s really the case, something else has also changed. Can’t really suggest much more than resetting both the vorpX profile (in the config app) and the game’s graphics settings to default.

    Also try running the game windowed, just in case it does some internal upscaling to the native native monitor resolution when you set 1920×1080 fullscreen.

    With the same game resolution and graphics settings performance is the same regardless of your monitor’s native resolution.

    #200746
    Ralf
    Keymaster

    Me too, hopefully someone looks into it. ;)

    Seriously: I’ll check this one for sure shortly after release, as always no promises though.

    BTW: Personally I wouldn’t need this. I can perfectly understand the current remaster-this-remaster-that-craze from a business perspective, but from a gamer’s point of view it still strikes me as fairly odd actually. Except maybe for some REALLY clunky-looking pre 2000 games like System Shock that you mentioned earlier I consider remasters mostly unnecessary. I think the only one I ever really enjoyed was Tomb Raider Anniversary years ago. But only because it was an entirely new game instead of largely the same thing with a few more bells and whistles here and there. And maybe Monkey Island. Although on the other hand the original’s pixel look has its very own appeal, so maybe not…

    Just my insignificant personal opinion, of course, probably just me getting old. Seriously hope you’ll have a good time exploring a freshly renovated galaxy!

    ToxicMike
    Participant

    I actually regret ever trying to play games in this mode, coz now, VR this or Vr that, playing games the regular way on my 31inch monitor is like missing so much that actually playing games there is even less than just half of the fun compared to when playing in immersive modes, or in other words….i don´t play games without my vr goggles anymore, even if it´s some “stupid” 16bit pixelshooter coz those games are as well much more fun in immersive mode.

    Needless to say i was almost about to abandon VR because the exclusive VR games just really didn´t do it for me, i am still more for a relaxed way of gaming and not really having fun with jumping around while swinging arms in a almost hysterical way while trying to hit and dodge enemies.

    I also must say games like SENUA´S SACRIFICE, a 3rd person game getting its VR version years later, was one of the few “vr titles” really being much more fun than all of those “exclusive” VR titles who try to much to give that huge “immersive feeling”.

    So finally, i can say vorpX kinda saved VR for me, coz now i am also getting more into the mood of not only playing games in immersive mode but in real VR as well.

    …just hope you guys from vorpX stay on this for the rest of my vr-gaming life, lol.

    #200437
    etarm
    Participant

    I’ve been enjoying ESO with vorpx. After playing awhile, I have a couple of questions:

    1) the one thing I changed from the default settings was Aspect Ratio Correction to Pixel 1:1 to get rid of the gray borders, as others noted. It seems to work well in this mode, though there is some distortion when I turn my head. Is there any way to correct this? It makes playing while standing up difficult due to disorientation (fortunately, I’m not susceptible to motion sickness, but I almost fell over once :-) since then, I play sitting down.)

    2) the world appears very large, or I appear small. This is partly because I’m playing a wood elf, who are a small race, but the scaling also seems off. Maybe this is because I’m playing seated, so everyone appears to be about 3′ tall. Just wondering if there is some adjustment for world scaling?

    Thanks! I’d love it if Zenimax/Bethesda came out with a VR version similar to Skyrim VR, but that doesn’t seem like it’s going to happen, so I’m glad to have found VORPX!

    #200346

    In reply to: Ralf: HP Reverb G2?

    Ralf
    Keymaster

    For anyone pondering whether a Reverb G2 is a good choice for vorpX gaming: the answer is yes with a little caveat. Finally got one today and have to say I’m impressed for the most part. Note that I only look at the headset from a vorpX perspective.

    The caveat is that WMR headsets still make it harder for vorpX to keep the headset thread framerate stable when the GPU becomes maxed out, so in some games/situations they are a bit more prone to judder than e.g. a Valve Index. I’ll soon do some OpenXR experiments, hoping that OpenXR instead of SteamVR for WMR headsets will get rid of that, but as always can’t promise anything.

    Display:

    Overall great image quality with solid black levels and (almost) non-existent screendoor effect. The vertical FOV is similar to Oculus headsets, i.e. about 10° narrower than Index/Vive. Due to the 1:1 screen aspect ratio the horizontal FOV is largely comparable to Index/Vive with their 8:9 screens though, although that’s a bit difficult to say exactly since the stereo overlap may be different. Perfect FOV vs. pixel density choice in my opinion. Your mileage may vary if a slightly higher FOV is more important to you than the best possible image sharpness.

    Modern games typically will have to be upscaled from lower resolutions for performance reasons, at least when using G3D, but the high pixel density makes that look considerably better than on other headsets.

    Lenses:

    I’ve read some complaints about a rather small sweet spot, but at least for me that’s not really an issue. Once the headset sits right the fully crisp area doesn’t seem to be smaller than in other headsets to me. Things get sightly more blurry towards the screen edges, but that’s the case with all headsets and I don’t think its any worse here compared to other current headsets. Way better than the gen 1 WMR headset I have.

    Tracking:

    More than good enough for vorpX gaming. Supposedly in some situations Valve’s base station tracking can still be slightly superior (e.g. bow aiming or grabbing behind you), but typically you won’t encounter situations like that with vorpX. So nothing to complain about in the tracking department.

    Controllers:

    Pretty much Oculus Touch controllers with a slightly cheaper feel. Not as refined as Index controllers, but they provide enough buttons to work well with vorpX. The Index finger tracking (so far) is largely a gimmick and of no concern for vorpX anyway. Nothing serious to complain about here either.

    Sound:

    Spectacular. Same as Valve Index. Best you can get in a consumer headset.

    Conclusion:

    Overall the Reverb G2 is a good choice for vorpX gaming. Whether it can dethrone Index in regard to being the best headset for vorpX is a matter of preferences. Without the WMR caveat mentioned above it would for me, especially when factoring in the more affordable price point of the Reverb. The way things stand I’d consider them largely on par as far as vorpX is concerned.

    #199970
    Ralf
    Keymaster

    In case CP2077 for a host of reasons the decision has been made to slightly cap the FOV (only vertically). I can’t really give you a different reply, sorry. Aside from performance considerations also pixel density is a factor, this way a sharper image is possible at a lower resolution. Playing highly demanding AAA games with vorpX always means that some compromises have to be made. In this particular case a slightly reduced vertical FOV is one of those compromises. Trust me you won’t really notice it once you start focusing on the actual game instead.

    Sebastian
    Participant

    As the title says, im unable to get Dishonored above 1440p sadly. It looks really pixelated on my HP G2 and forcing SGSAA or changing resolution in ini or registry didnt work.
    It always switches back to 1920×1440.
    Custom resolutions are already added of course

    #199725
    Ogrescar
    Participant

    AFAIK, supersampling in an hmd is just setting the render target to a resolution higher than it’s 1.0 pixel ratio. If you want to invoke supersampling from vorpx, you have to set your in-game resolution high enough to exceed that.

    Tweaks via SteamVR or Oculus Tray Tool or whatever may be reflected somehow in Crystal Image – you’d have to ask Ralf about that. Vorpx has the final say in the render target size, irregardless.

    #199720
    Pktrony
    Participant

    @ Ogrescar. Cool, interesting, works in all games but I’ haven’t tested Vorpx/SteamVR supersampling combo that much. But if Ralf said that that doesn’t go along before, then true.

    I know that Vorpx has its own resolution/pixel density settings (in “Change Game Settings” once On, I guess with max “1920×1440” if putting in “quality”, and, anything set above (Ex in game’s resolution settings) will “supersampling”? take place. Perhaps the game’s resolution took place over Vorpx one once I turned it off and, my equivocation equivocation came from there. Either it or due “turning off” let my image quality/settings in game take place.

    In normal games/Vr games works like a charm as said, I also don’t know if Pitool’s RQ works along Vorpx as well.

    #199718
    Ogrescar
    Participant

    Is this a sharpening filter, supersampling, anti-aliasing, or something completely different? I’ve noticed a slight increase in pixel density toggling it on in some games and none in other games. I usually have it on, but I’d like to know what it is actually doing.

    #199715
    Ogrescar
    Participant

    The last time I checked, Vorpx ignored SteamVR supersampling. Have you checked your pixel density to verify your changes are working?

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