When the camera is centered (ALT+SPACE) the view is centered precisely to the center of the virtual screen to make sure that your view is aligned with the game’s camera view. The reason for the slight difference in space above and below the screen is that all headsets to varying degrees use a slightly asymmetric view frustum with the bottom ‘half’ being a bit larger than the top ‘half’. That’s a neat little optimization done by headset vendors to account for the fact that the human brain tends to focus on the ground. Gives a few valuable extra screen pixels where it counts.
Normal games however almost always are rendered with symmetric view frustums. Now when you align the center of a virtual screen with a symmetrically rendered game to the asymmetrical headset view frustum, the result is a little more space below the screen than above. May trick the casual observer into thinking the screen isn’t centered correctly while in fact it is.
I’ve had the problem recently where stereo 3D doesn’t work properly or at all anymore. I’m using Oculus Quest via the Oculus Link feature.
I’ve mainly tested it with the games I usually play, which are World of Warcraft, Guild Wars 2 and Final Fantasy 14, but since only WoW is officially supported I’d be happy just to get that running properly again.
Z3D has no effect in any of the games (apart from the Focal plane/distance part which shifts the “Z layers” slightly but it’s noticeable only when changing the slider, not in any realistic way during the game.. and 3D strength and the near/far slider have no effect). In GW2 Z3D doesn’t work at all, and just shows, what looks like, one column of pixels stretched horizontally over the entire game screen.
WoW used to work in G3D but recently the only part of the game that seems to be affected by it is the UI. It looks “elevated” from the rest of the game, but the 3D part of the game is flat and doesn’t respond to any G3D settings I’ve tried to tweak.
Other VR games run flawlessly, and the rest of the Immersive Cinema Screen environment is rendered in proper 3D as expected.
I’d appreciate if there is some way to get this running again, because those are the games I play the most and VorpX has worked amazingly well so far.
My setup:
Windows 10 Pro 64bit – May 2020 Update
Nvidia GeForce GTX 1660 Ti – Driver version 445.87
Oculus Quest + Link
Oculus App version 18.0.0.311.517
VorpX version 20.2.0
Hey Ralf, have a question, which aspect ratio would be best for playing with “aspect ratio correction” set to “letterbox 2”?
The thing is that using 4:3 res i get really big black bars that won’t go away even with zoom at max, i guess “Pixel 1:1” is the most correct setting but the scale of the world tends to give me a headache after a while and i just can’t play long sessions that way.
Not sure if changing the aspect ratio would change the black bars, in case it wouldn’t, maybe you could add a higher zoom?
Keep up the good work.
The picture will be ~ 100p if you do not expand the player to full screen. And in order to get 4k, it is necessary that the screen is 4k.
It’s generally not possible to make 1080p to 4k, but there are a lot of good old films on DVD, and here madvr can come in handy. I even started to learn how to convert video. There is such a program Topaz Gigapixel AI
We’ll need every last frame per second for CyberPunk 2077 even in Z3D mode!
Clear your schedule starting Sept.16 Ralf! ;)
Most definitely! I will pre-order a Reverb G2 as soon as it opens in Germany, especially in light of that magical date, Sep17. []-) I’m done with the pixellated Rift S. And that means that every percent plus in efficiency is appreciated.
Thumbs up, Ralf!
hum first time i hear about this reverb G2, i went to the official site and looked at specs, seems interesting ^^
We’ll need every last frame per second for CyberPunk 2077 even in Z3D mode!
Clear your schedule starting Sept.16 Ralf! ;)
Most definitely! I will pre-order a Reverb G2 as soon as it opens in Germany, especially in light of that magical date, Sep17. []-) I’m done with the pixellated Rift S. And that means that every percent plus in efficiency is appreciated.
Thumbs up, Ralf!
Oh, so SVP just interpolates the frames ala reprojection. The problem with that is that it won’t always be 100% accurate and it can introduce graphical artifacts.
As you seem to be quite into it you probably know about ffmpeg, you can do everything you talked about with it, inculding what SVP does. Imo it is one of the best open source softwares available on the internet and you should really look into it bc everything you’ve mention can be done with it, including upscaling any video to 4k although idk why you’d want such a thing given upscaling will result in pixelation, the only way it wouldn’t (and the same thing with SVP) would be by using a trained AI for such things.
vorpX takes the game image as rendered by the game. If you set a quality preset of 1600p and the game actually renders at that res afterward, game pixels are roughly mapped 1:1 to headset pixels. Resolutions above result in supersampling.
Z3D: That is simply not true, there isn’t really more to say in that regard. Any depth baesd reconstruction fills missing pixels in a similar manner. I have absolutely no clue how you come to your conclusion, it’s plain and simple wrong. No other way to call it, sorry. Maybe because the inherent artifacts are amplified by the image being so much bigger in VR than on a monitor. One more reason to restrict the maximum strength.
And just 5 minutes later I realized that I provided incorrect advice on one topic; it appears that Smart Smoothing does NOT work on an app-by-app basis. I had at some point turned it on as my default in PiTool and not realized it, so it was being applied automatically across all my titles. When I turned it off there it turned off in my vorpX titles as well, even when selected for that particular titles. Not a big deal since that’s so easy to turn on and off on a universal basis.
Ralf. I know us Pimax users are a tiny minority, but any chance of getting some of these settings to work some day? FFR is really nice in some titles – an almost free performance boost. (In other titles it looks awful, and in others it doesn’t work at all, but hey, it’s great when you can use it). Overall my 5K+ is a very nice HMD – I really wanted wide FOV and almost zero screen door at something at least kind of slightly resembling “consumer friendly” pricing. Gotta admit, I hadn’t really counted on needing to push 4K resolutions as an absolute minimum for a full VR title; even 2560×1440 really doesn’t cut it – the blurriness is just crazy no matter how much resolution you push. I run my few true VR titles at around 120% SteamVR SS (so over 4000 horizontal pixels) and that’s where things finally get really crisp.
Other thing that might really benefit Pimax users would be if you could figure out a way for your software not to require “Parallel Projections” enabled. That’s a huge performance drain. Easily a 20% to 25% overhead from what I’ve been reading/seeing.
With a 1440p resolution you roughly get 1:1 pixel mapping between game and headset, everything above results in supersampling.
Reinstalled Red Dead Redemption 2, still no luck. The game is on Rockstar Games Launcher, not in Steam.
What I also figured out is that the striped screen I get in VR is made by stretching the most Left vertical column of pixels on the screen through the entire screen. Therefore if the pixels on the left are, say, blue then black, then brown, the whole screen would have those stripes horizontally.
Hi there!
This one game is giving me a headache (literally!)
The game starts in the headset backwards, upside down, and the screen flickers black quickly. The desktop mirror shows the same symptoms. So, anyone have any experience with any of those issues?
I recently updated to the latest ver of Win 10 hoping it would resolve, but no luck.
Maybe it’s just not compatible at all but I figured I’d ask. No 3D options either for this one.
Dell G3, GTX 1060
Thank you!
Done and… Done!
Gotta admit, that works brilliantly. The depth is fine in full VR mode, so that’s definitely related to something going on in Lounge mode on my end. It’s extraordinary how many pixels we have to push to get decent image sharpness on these HMDs. I may have a little more performance to spare, so I’m wondering if there is a way to increase the resolution beyond your “2400” setting? I’ve also tried putting FO3 back in full-screen mode and using 3840×2160 (4K 16×9), which also looks great. I don’t mind manually editing .ini files; just don’t want to waste time doing trial and error.
These posts refer to what I tried to explain to you in my very first reply.
Also keep in mind that most headsets render more pixels below that camera than above, so centering the position to the virtual screen does not necessarily mean that the space above the virtual screen has the same height as the space below the virtual screen, which typically will be slightly larger.
As I understand you are experiencing an actual problem with the center position though, not the above, which would be perfectly normal. Listen, it’s Sunday night here. I’d really like to help you with your issue if I had the slightest idea what might cause it.
I’ll check next week whether anything has changed regarding Quest, although that seems quite unlikely considering that so far there aren’t any other reports like yours.