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  • #197621
    steph12
    Participant

    hey,

    if you’re looking to play this game with vorpx here’s some infos to get it working.

    for g3D use conarium profile copy and attach to swd7-win64-shipping.exe located at Xuan Yuan Sword VII\SWD7\Binaries\Win64.

    for z3D use halo : the master chief collection profile copy and attach exe the same way.

    you can event tweaks the engine.ini file if you wish and modify fov with unreal engine unlocker.

    here’s my copy/paste engine.ini located at Users\yourusername\AppData\Local\SOFTSTAR\SWD7\Saved\Config\WindowsNoEditor
    make sure to make it read only.

    [Core.System]
    Paths=../../../Engine/Content
    Paths=%GAMEDIR%Content
    Paths=../../../SWD7/Plugins/Marketplace/PrefabTool/Content
    Paths=../../../SWD7/Plugins/Marketplace/RMAFoliageTools/Content
    Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
    Paths=../../../Engine/Plugins/FX/Niagara/Content
    Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
    Paths=../../../SWD7/Plugins/UIWS/Content
    Paths=../../../SWD7/Plugins/Runtime/CriWare/CriWare/Content
    Paths=../../../Engine/Plugins/FX/HoudiniNiagara/Content
    Paths=../../../SWD7/Plugins/Marketplace/rdLODtools/Content
    Paths=../../../SWD7/Plugins/DragonIK/Content
    Paths=../../../SWD7/Plugins/HelperTools/Content
    Paths=../../../SWD7/Plugins/ImpostorBaker/Content
    Paths=../../../SWD7/Plugins/SoftStarGameFramework/Content
    Paths=../../../SWD7/Plugins/SwdAnimPlugin/Content
    Paths=../../../Engine/Plugins/2D/Paper2D/Content
    Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
    Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
    Paths=../../../Engine/Plugins/MagicLeap/MagicLeap/Content
    Paths=../../../Engine/Plugins/Media/MediaCompositing/Content

    [/Script/Engine.RendererSettings]
    r.RayTracing=False
    r.SkinCache.Mode=0

    [WindowsApplication.Accessibility]
    StickyKeysHotkey=True
    ToggleKeysHotkey=True
    FilterKeysHotkey=True
    StickyKeysConfirmation=True
    ToggleKeysConfirmation=True
    FilterKeysConfirmation=True

    [SystemSettings]
    r.Tonemapper.GrainQuantization=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=3
    r.Shadow.CSM.MaxCascades=16
    r.Shadow.DistanceScale=2
    r.Shadow.MaxResolution=4096
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.RadiusThreshold=0.01
    r.Shadow.TexelsPerPixel=10
    r.Shadow.CSM.TransitionScale=3.0
    r.MipMapLODBias=-2
    r.Shadow.CSMDepthBias=5

    btw i’m 5 hours in and this game is giving me good vibes, so far it’s fun.

    #197419
    Smoils
    Participant

    Go to C:\Users\<USERNAME>\AppData\Local\Raji\Saved\Config\WindowsNoEditor and add these lines to Engine.ini or game will look bad in vr

    Engine.ini :
    [code]
    [SystemSettings]
    r.MotionBlur.Max=0
    r.MotionBlurQuality=0
    r.DefaultFeature.MotionBlur=0
    r.DepthOfFieldQuality=0
    r.PostProcessAAQuality=0
    r.DefaultFeature.AntiAliasing=0
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.Tonemapper.GrainQuantization=0
    r.Tonemapper.Quality=0
    r.LensFlareQuality=0
    r.DefaultFeature.LensFlare=0
    r.DefaultFeature.Bloom=0
    r.BloomQuality=0
    r.Shadow.MaxResolution=704
    [/code]

    you can adjust AA if you dont like dem pixels, but other things just look bad in vr



    #197314
    steph12
    Participant

    today i did a new profile with Z3D/G3D working. looks for The Beast Inside Z3D/G3D steph09.

    open engine.ini located here C:\Users\yourusername\AppData\Local\TheBeastInside\Saved\Config\WindowsNoEditor

    and add to the end the following adds (just copy/paste the content i provide here)

    [SystemSettings]
    r.Tonemapper.GrainQuantization=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=3
    r.Shadow.CSM.MaxCascades=16
    r.Shadow.DistanceScale=2
    r.Shadow.MaxResolution=4096
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.RadiusThreshold=0.01
    r.Shadow.TexelsPerPixel=10
    r.Shadow.CSM.TransitionScale=3.0
    r.MipMapLODBias=-2
    r.Shadow.CSMDepthBias=5

    i highly recommand to play this game in Z3D if you dont have an ampere card else be ready for slideshow with anything higher than 1080p and even with that res performance in g3D is abysmal.

    Z3D looks decently good tho !

    for fov, use unreal engine unlocker, amazing little tool which allow many tweak for ue4 games !

    enjoy !

    #196760
    Smoils
    Participant

    I assume it might cause discomfort in directvr mode (or not) but playing some 1p games with head tracking when Im just looking at the screen especially in low res tiny head movements cause 1 pixel jumps on screen, it very irritating, even a bit sickening.

    Ive tried to toggle all kinds of things in head tracking options but none fixed the issue, I often have to switch off head tracking completely since even low HT values cause it or play with overdone fov, which seems to lessen the unpleasant part of the effect.

    If there was a setting to ignore tiny movements of the head and passing it as mouse input within vorpx it might become useful in some cases. I assume doing something about mouse sensivity or smoothing might fix issue too, but if you are playing using mouse you want specific way for it to behave, problem here is only in head tracking sending tiny mouse inputs and it should be solved within that part.

    Maybe settings could be how much pixels HT should ignore sending as mouse movement its really the tiny amount so vorpx classic sliders of 0-5 would probably do the trick.

    #196663

    In reply to: Flight Simulator 2020

    Alemanne82
    Participant

    Is low resolution enough for you? I tested the poor man VR. If I selected the resolution lower than the second highest in the settings, i.e. over 3000x 2540, I only had very large pixels and everything was very blurred.
    The problem with the high resolution was that my FPS are down to the basement. Also I have a 4k 43 inch monitor hanging on it :-(

    #196591
    Ralf
    Keymaster

    Please reset the profile to default in the config app. VorpX handles FOV automatically for this game, there is nothing you could improve by tweaking anything manually. If there is still a slight top/bottom border afterwards, then because the game doesn’t allow the FOV to be set higher that vorpX already does.

    One thing that might improve things is running the game with a 4:3 resolution. In some games that can allow vorpX to set a higher FOV. For FullVR games that’s good practice anyway since it avoids rendering pixels that never show in the headset.

    #196570
    Ralf
    Keymaster

    Don’t use the focal offset for something like that, in fact it usually should not be touched at all except for very rare special cases. Please reset it to 0.0.

    You can move skyboxes to infinity by browsing through shaders with the shader authoring tool and then either setting the according vertex/pixel shader to ‘Don’t Transform’ or alternatively applying a 3d-strength multiplier close to 0.0. The latter option is especially useful if there are different shaders for e.g. clouds and the actual sky color, allowing you to define the clouds as being slightly closer.

    A brief introduction to the shader authoring tool can be found in the help under ‘User Profiles’.

    marvinthedog
    Participant

    As far as I understand your hack you are moving the images outwards, which means there always will be parts of the scene farther apart than your eyes. This is not something you want to do since looking at these parts of the scene will make your eyes rotate outwards to fuse the left and right image together.

    It seems to me that you might have confused SteamVRs ipdOffset value for another value like maybe the ipd in the hmd. All ipdOffset does is exactly the same thing as the 3D-Strength/Scale slider does in Vorpx, namely changing the scale of the world. It is changing the distance between the eye cameras and not the distance between the eye images. However, since you are looking at a virtual screen in VorpX:s screen mode the indirect effect will be the same as changing the distance between the eye images on that virtual screen, simply because ipdOffset is scaling the size of that virtual screen.

    But this will never lead to diverting eyes unless you decrease the distance between the eye cameras so much that it becomes a negative distance (meaning that the right eye camera ends up to the left of the left eye camera, essentially swapping left and right camera views). Diverting eyes is only possible at a negative distance because (atleast in every game I have tried) the sky or other infinitely distant objects is never behind the screen. The sky is allways at the screen distance or slightly infront of it.

    But most importantly; I just wish for an official way to have true-to-life depth in Dead Space 1 – 2 and several other games in the screen modes without increasing stereo conflicts of shadows and lights etc. Focal offset would be the solution to this if it didn´t increase stereo conflicts in said games. Focal offset is moving the images outwards but it is also changing the alignments of lighting etc in those images for those games. If there was another setting just like focal offset that didn´t change the alignment of lighting etc (it only moved the pixels) then I really think that would be a great addition to VorpX.

    John
    Participant

    Modern VR-helmets have a screen resolution that is not yet high enough to have the same picture quality as the monitor. Therefore, an opponent at some distance in the game, which is perfectly visible on the monitor screen, turns into a bunch of pixels that merge with the background on a VR-helmet screen. Is it possible to highlight the contours of objects using depth map information to visually separate them from the environment? If it is theoretically possible, It would be fine to see this feature in future updates of the vorpX.

    cube001
    Participant

    So I got VorpX when it was in beta back in 2016 after the first vive was released. I don’t remember using it much, but that would be true for VR in general at the time.

    Anyways, I moved to a bigger place recently and decided to get myself a Valve Index to enjoy VR content… I was not amused by most of the VR games available, except for a few… I was looking for other ways to enjoy VR, and I rediscovered VorpX and remembered that I had already purchased it 4 years ago.

    AND WOW! Suddenly my valve index purchase is justified! This software alone makes it worth it. Amazing work that I have to commend you for… Thank you!

    Sorry for the long introduction but I really believe that you have done a great job growing this into the excellent piece of essential VR software that it is today.

    I’m enjoying so many of the games that I have on my steam library in 3d, I was a big fan of Nvidia 3d vision and VorpX is what i have always wished for playing nvidia 3d vision games.

    My issue is with performance though, I’m running a watercooled 2080 ti that is heavily overclocked. and running games on G3D while using the default VorpX setting for Steam VR results in almost 100% gpu utilization on most games i play even at resolution of 1440p with frame rates varying between 15 to 30 fps.

    I understand that Vorpx renders two full instances of 1440p screens but the frame rate is just too low. I can run the same games on 4K res with much higher than double the fps (which is still a few thousands pixels higher than 1440pX2)…

    So searching for answers, I stumbled upon the thread that was made back in May suggesting to try the generic VR mode by disabling direct VR… and to my surprise it actually made my fps much better, within what i would expect given the number of pixels being rendered. I understand that I shouldn’t see more than 10% improvement using this method, but I believe that my performance is being tanked when selecting the steam VR option.

    I have confirmed that I was using the same in game settings in both tests with G3D selected. The game where I did most of the testing was Monster Hunter World… and oh my god it looks amazing in VorpX.

    I would really appreciate any help with this issue. I can also provide all the information required to assess the situation.

    Thank you again for this amazing software. It’s totally worth the $40 and even more.

    marvinthedog
    Participant

    Huyzer,

    Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.

    I notice the same thing in Tomb Raider (2013).

    I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.

    So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.

    So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.

    (Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

    Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

    can you talk about the reasoning behind the number changes you make

    Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

    One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

    The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

    The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

    In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

    Guide for Dead Space in immersive screen mode:

    So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.

    This value works in conjunction with all the other settings I have in VorpX and in the game, which are:

    In-game resolution: 1920 x 1080

    In VorpX main settings:
    Play Style: Immersive Screen Mode
    Expand the Immersive Screen Settings:
    Screen Distance Offset: 1.00
    Screen Curvature: 0
    Screen Curved Verical: 0
    Background: Ambience
    Expand 3D Stereo Settings:
    3D Reconstruction: Geometry
    3D-Strength/Scale: 1.00
    3D FOV Enhancement: 0
    Focal Offset: 0

    Widescreen Fixer:
    And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
    https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
    Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.

    I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.

    With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.

    Summary about the ipdOffset:

    In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.

    Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.

    I hope you will find this valuable :-)

    btimofte
    Participant

    Dear all
    I tried to play Aokana visual novel in vorpix virtual desktop
    The image was very pixelated , with a lot of shimeering and the text was almost unreadable at the maximum distance to the screen
    Closer was better but i have to twist my neck to read it and its unusable also
    I tried the oculus virtual desktop and the image was like 10 times better

    Any clue what could be for the horrible pixelated virtual desktop experience ?
    I have a rtx 2080 , Core i9 cpu and and Oculus Rift S

    #196345
    Ralf
    Keymaster

    My recommendation would be to go with a Rift S for pure vorpX/PC usage. The only advantage of the Quest for PC VR would be its better contrast (blacker black) due to OLED vs LCD in Rift S. On the other hand the Rift’s LCD is sharper (real RGB subpixels vs. ‘pentile’) and you get less latency since there is no additional image compression/decompression step involved like with Quest when you connect it to a PC. Also Quest is heavier due to the additional hardware and battery, making Rift more comfortable to wear, especially in longer sessions.

    In a nutshell: Quest is great if wireless matters to you, but if you want to do wired PC VR/vorpX only, the Rift-S is clearly the better choice in my opinion.

    #195910
    RAGEdemon
    Blocked

    The explanation is unfortunately unsatisfactory.

    Let’s take a real world analogy (i know you hate virtual monitors but the real world only has TVs and monitors so it’s easy to compare to):

    – Most games in the world are played on TVs and Monitors. Every game ever created is displayed independently of how high the TV sits on a table, on the ground, mounted high on a wall etc – it doesn’t matter – the game display is always the same no matter how high you put the TV/monitor, and no-one has ever thought of this as wrong in any way – except you. It is important that the TV is in full view of the player – that is what is important – preferably at the centre of the eye line i.e. the players field of view.

    The game eye-line changes instantly as soon as there is movement anyway.

    I appreciate that VR is different and the mathematically correct way might be how you are describing centre. However, intuitively and logically, the centre of the viewport ought to be the centre of the HMD’s field of view for maximum viewing area and best use of resolution and pixel real estate.

    Preventing losing viewing area at the top, or having a border at the bottom is much more noticeable than some ‘mathematically perfect’ view.

    Anecdotally, from playing 2D games on VirtualDesktop and Big Screen Beta etc, moving the viewport screen up and down has no bearing on discomfort anyway.

    Cheers.

    #195855
    RAGEdemon
    Blocked

    I didn’t know about that aspect of VR headset design; that’s cool to know.

    If you don’t want to play with a huge border at the bottom then the alternative is to expand the screen to completely cover the FOV, e.g. most default FullVR game profiles.

    Unfortunately, because of this misalignment, to cover the full FOV available in an HMD we have to make the screen very big to get rid of the black at the bottom. Unfortunately this also means that a huge part of the screen at the top is now not visible by the user – wasted pixels, resolution, performance headroom, and gaming FOV.

    I appreciate that it might be centred mathematically, however it makes more sense to centre the viewport to the field of view of an HMD in my humble opinion. Is there a way I can centre it to [my] personal preference Ralf? Maybe registry/ini tweaks of some kind?

    All other virtual screens offer this adjustment since the beginning, e.g Virtual Desktop, Big Screen Beta, HelixVision; as well as many other third party apps utilising virtual screens.

    Cheers.

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