Archives

Homepage Forums Search Search Results for 'XEL'

Viewing 15 results - 211 through 225 (of 501 total)
  • Author
    Search Results
  • Pktrony
    Participant

    How’s going? I am using Vorpx about 1-2 years and while fixing problems, learning about the tool, tracking perfect settings to play games in G3D, I found out solutions for those who do not want to play in low resolution while VR’ing.

    I’d to share with the users and the owner how I play G3D at STR 1.0 (usually 2.0) up to 5.0 (making things smaller/super rounded) getting 80+ FPS yet in higher definition (almost as playing 1440p/4k).

    I do a i7 6700 and a GTX 1070;
    I use Pimax 5k+ with larger FoV;

    First, such trick can be used not only for Vorpx, but all VR games. Secondly, since I’ve experienced and still am ATM, such improve, I’d need Ralf’s or anyone explanation is what am saying is right or not, feel free to correct me.

    Pimax users>

    In Pitool, w/e you do, as begin, use Render Quality = 1.0. The FoV and reprojection can be large/On

    Go in SteamVR’s settings right clicking in the menu->Config-> go in tab “general” or the first tab, set “Render Quality” to manual. A slider will poop up where you can increase SteamVR’s Default 25%/50% up to 400, indicating just below the new resolution the supersampling will apply. Usually, with Pimax RQ = 1.0, I use it at 75%/100%, increasing my pixel’s density first, at 50%, from 2160x up to 3048x ou 5560×2632. You can test lower or higher resolution increment, depending of the game. If you go in the tab “Video” There’s the option of costumazing SS for every game listed in Steam. But if doing so, you have to equilibrate it with the Render Quality in “Geral” said above.

    In the game, set the resolution down of your choice, up to 1440×810 in 16:9 or any below or equal 1080p (1920×1080) depending your graphics can go higher and, test it out.

    The supersampling in SteamVR works great to compensate lower resolution judders and/o the aspect of low resolution we are bothered with, almost making it a native 1440p/4k game, plus, you’re able to play any game with G3D on, at 1.0 or higher (I am used to set it 2.0) with high definition and high FPS.

    Extra adjusts I am used to do in-game, in the vorpx menu (DEL)

    In the “Image Settings” Tab:
    ——
    Sharpen Amount> I set it from 0 to 1.0 or higher in order to bring sharpness to the game. You can alter brightness a little if you wish too
    ——
    In the “Display Settings” Tab:
    ——
    Headset Sync: “Safe”.
    Device (Fast) and fast makes my game stutter/lag, at least with my Pimax headset
    ——
    In the “Direct VR Settings” Tab:
    ——-
    Change Game Settings> “Off”
    I believe Vorpx will pick resolution/graphic settings according your spec and-or what your machine can handle yet keeping decent framerate. I haven’t tested keeping it on but in case you’re setting your own resolutions/image qualities.
    ——

    Playing with lower resolutions allows you to turn all or almost all game’s quality settings to max/high/ultra yet SteamVR supersampling allowing you to see the image as good as playing in 1440 or 4k, in the Headset. Play FullVR or Immersive Modes in G3D, with similar quality at 70-100 FPS

    Tip: Some games and VR games may not like high SteamVR SS settings due either they starting at a default quality/resolution or due them VR native games having high resolutions set by the player. Care in not setting super high values or test it out and do not forget you’ve SS beyond the default. That’s possible supersampling each game you have, as explained above, case you wish doing this only with X or Y game/application.

    Any other tip and-or suggestion/correction is welcome

    /Cheers

    #199689
    Smoils
    Participant

    @thomas3d that video looks like Z3D – there are distinct depth buffer artifacts on the windows – stretched pixels that look like glassy halo.

    #199214

    In reply to: Cyberpunk 2077

    Dave
    Participant

    After 17 hours playing in Night City, mainly sidequests, i’m fed up with this catastrophic graphic engine. The game is a work of art, but the technology behind that is junk !

    To prevent most of the Frame Rate Drops, i have to reduce the resolution and graphic settings more than it would be necessary most of the time of the game.

    The only way to keep a very high pixel density is to choose a 1:1 resolution like 1920×1920, 2160×2160 or 2400×2400, the game supports that in borderless window without any restrictions, but Z3D is flickering and has other visual problems.

    @Ralf

    May you please check 1:1 resolutions and tell me what i’m doing wrong ?

    jeq
    Participant

    i have game which supports trackir rotation, but doesn’t support position. So i am using vorpx position, they works great expect vorpx vertical position is opposite, when move head up view goes down. Tried invert this on opentrack but ofcourse it doesn’t affect this. Is there a way to fix this?

    Game is Kerbal Space Program.

    #198784

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    If you encounter framerate issues after setting the resolution higher, the best you can do is setting it back to the value that worked before. At 1440p the GPU has to push almost 2x the amount of pixels, which might just have been too much.

    Also not only the game will get rendered at a higher res, vorpX also raises the resolution that is used for sending the final image to the headset in that case, so you are basically raising two resolutions at the same time. That has an even greater impact on Quest since the Oculus software does some video compression/decompression for Quest.

    #198691

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    Yes, technically it’s the same, vorpX changes the same .ini values that the game changes.

    Whenever the auto resolution feature is available, vorpX calculates the resolution based on a variety of different factors following guidelines that are defined per game in the DirectVR part of the game profile. It’s a bit convoluted to explain, but you can trust that the choice it makes is a reasonable one.

    If you want to max out things, try one of the higher quality presets in the DirectVR menu and see what still works for you framerate wise. Just be aware that if for example you choose ‘1440p’ as quality preset, the end result won’t necessarily be a 1440p res. What vorpX actually does when figuring out the best resolution is trying to maintain a certain pixel density that fits the chosen quality preset regardless of any vorpX settings that affect it.

    Sounds odd, I know, just trust me that it all makes sense. I probably should rename the quality presets to something like ‘low’, ‘med’, ‘high’ and so on, which would be less confusing.

    #198618

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    @ Mossfoot

    The setting in question is the ‘FullVR Right Stick Y-Sensitivity’, the last one on the input page. If you don’t see that, make sure ‘Override X-Box Gamepad’ is set to ‘Off’ (which would be the default).

    vorpX handles XInput calls, which is what practically all modern games use for gamepad handling. Not sure how your PS4 gamepad is connected to the PC, but if it provides XInput input to games, all gamepad related things in vorpX should work with it.

    @ Anxelbao

    I have a machine with a slightly older AMD card here, will do some tests with that later. Not impossible, but also not very likely that there are GPU vendor specific issues, vorpX does its thing entirely on the Direct3D level, not on the driver level.

    vorpX emulates a mouse for head tracking, which confuses the game a bit when you play with a gamepad so that it doesn’t know which help overlay to show. Besides the game’s help overlay confusion everything works perfectly fine though, in contrast to many other games it luckily can handle simultaneous mouse/kb and gamepad input.

    With some luck (50:50) it will be possible to get DirectVR memory scanner head tracking working, which would come without this glitch. Just can promise anything yet, haven’t tried so far.

    moarveer
    Participant

    This is interesting since both are the highest pixel density headsets available, so the closest thing to gaming on a monitor, I’ll be watching it later.

    #198408

    In reply to: Cyberpunk 2077

    bjr84
    Participant

    Im playing with an RTX 3080 and a Vive Cosmos (2880 x 1700 combined pixel resolution). I left on the default video settings in-game (RTX ultra) and when I got to Night City (played ‘nomad’), the frames dropped to the floor, and whole thing chunked down. Had to just play on my monitor in order to get through it (the Night City video and car scene). Now in Night City and using the Vorpx profile, I cant seem to find a resolution that is smooth. My monitor runs the image smooth, but headset has frame losses. Skipping all over the place. Any insights into game resolution settings/tweaks in Vorpx?

    Thanks so much for the assist!

    rustyshackleford
    Participant

    Isn’t using anything other than the aspect ratio of a given HMDs displays wasting resources? So for example the Valve Index has a 9:10 per eye aspect ratio. If I use a 4:3 aspect ratio my GPU is rendering pixels that are outside the range of the display. If I want to get the best performance at the highest fidelity possible should I not set game resolution to a 9:10 resolution? Please correct me if I am misunderstanding something here.

    #198075
    Smoils
    Participant

    Ok so MSAA completely kills z3d, fxaa is not very good, better not having any aa, taa works best like first post says, but personally no aa feels best despite pixels.

    #198072
    Smoils
    Participant

    Important reminder – some post process graphical settings disable Z3D hack in vorpx and reshade and alike
    I was testing rdr2 vorpx profile before, I found out its not really playable performance wise, but wanted to see how it feels and was trying to just see how 3d is
    Kind of convinced myself there was kind of was some 3d, but with Z3D there are these artifacts if you overdo it – kind of a glassy shimmer around objects where software interpolates pixels, basically looks like watery/glassy border around objects, so I was looking for it to really conform there is 3d because i couldnt see it toggling Z3D on/off
    then I remembered some graphics settings disable anything z3d hack tries to render and set everything except what is not related (like water physics, tesselation etc) to low and BAM!
    believe me if there is 3d even z3d you WILL NOTICE IT
    game looks absolutely amazing even on low, I havent found exactly what settings it is that kills z3d since I cant play it on 1070 anyway, but if you try this game start by switching everything to low, checking z3d works and then tweaking things to higher one by one

    #198043
    Dave
    Participant

    Try a 4:3 Resolution in FullVR Mode, these are less pixel compared to 16:9 and gives you a performance boost !

    #197804
    mhalsan
    Participant

    I’ve been trying to migrate away from TriDEF for a couple years now, and am trying VorpX again with the Generic 3D mode. I’ve read the disclaimer that this will not be officially supported, which I understand, so I’m asking if other users have any suggestions.
    Using Oblivion, Skyrim and SkyrimSE as examples, I can’t get the pixel aspect ratio correct. In all three games, everything is half-width. Trying full screen/windowed/borderless window doesn’t get rid of this. I’ve done a fresh Win10 install, fresh drivers, and tried various resolutions and aspect ratios, but tall of these games seem to think they are rendering at twice it’s actual width, then that is getting horizontally squeezed.

    Example Images:
    TriDEF: https://i.imgur.com/lYnJfK5.png
    VorpX: https://i.imgur.com/okna4Fm.png

    I appreciate any suggestions!
    Thanks, Mark

    #197748

    Topic: pumpkin jack

    in forum User Profiles
    steph12
    Participant

    hey,

    profile shared in cloud, G3D.

    dont use volumetric fog in game option.

    you can add those settings in engine.ini for better experience (Users\username\AppData\Local\PumpkinJack\Saved\Config\WindowsNoEditor\engine.ini)

    [SystemSettings]
    r.Tonemapper.GrainQuantization=0
    r.MotionBlur.Max=0
    r.MotionBlurQuality=0
    r.DefaultFeature.MotionBlur=0
    r.Tonemapper.Quality=0
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.MaxAnisotropy=16
    r.ViewDistanceScale=4
    foliage.LODDistanceScale=10
    grass.DensityScale=1.0
    r.SkeletalMeshLODBias=-2
    r.StaticMeshLODDistanceScale=0.01
    r.LensFlareQuality=0
    r.DefaultFeature.LensFlare=0
    r.ShadowQuality=0
    r.Shadow.CSM.MaxCascades=16
    r.Shadow.DistanceScale=2
    r.Shadow.MaxResolution=2048
    r.Shadow.MaxCSMResolution=2048
    r.Shadow.RadiusThreshold=0.01
    r.Shadow.TexelsPerPixel=10
    r.Shadow.CSM.TransitionScale=3.0
    r.MipMapLODBias=-2
    r.Shadow.CSMDepthBias=5
    r.DepthOfFieldQuality=0
    r.PostProcessAAQuality=6
    r.DefaultFeature.AntiAliasing=2
    r.DefaultFeature.Bloom=0
    r.BloomQuality=0

    for fov you can use unreal engine unlocker tool.

    enjoy.

Viewing 15 results - 211 through 225 (of 501 total)

Spread the word. Share this post!