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  • #191579
    Ralf
    Keymaster

    That looks more like something that may happen occasionally due to the way the game calculates its lighting. It should hardly ever be worse than the few pixels visible in your second screenshot though.

    What looks definitely wrong is your first screenshot, if possible I’d be very interested in a savegame exhibiting this glitch.

    #191471
    Ralf
    Keymaster

    if the game’s FOV can be set high enough, you can raise the ‘Image Zoom’ above 1.0. 1.0 is vorpX’s reference value (fully fills the screen of an Oculus Rift CV1). If your headset has a higher vertical FOV, you can use a higher ImageZoom, provided the game FOV can be set high enough. I would not do that though if I were you. Oculus pretty much nailed it when they decided to use the FOV they are using. If you raise the image zoom, you will reduce pixel density and thus need to raise the game resolution to maintain the same image quality. Which costs performance.

    Long story short: just leave the ImageZoom as it is. All things considered the roughly 96° vertical FOV Oculus uses (and thus vorpX per default) are a fairly good choice in regard to FOV vs. resolution required for good image quality.

    Ralf
    Keymaster

    You could try to scale up the HUD on the image page of the vorpX menu, but that doesn’t really solve anyting sinve then it will move out of sight and you need EdgePeek anyway.

    You have to raise the game resolution somehow. If you are using an nVidia GPU, you should be able to add the 1920×1440 resolution. If that’s the case, please double check that you followed each single step in the instructions precisely.

    If for some reason it still does not work or you have an AMD card, you can enable a feature called “Dynamic Super Resolution” (nVidia) or Virtual Super Resolution (AMD) in your GPU control panel for higher resolutions. That’s not as good as adding a 1920×1440 custom resolution, which would avoid rendering unnecessary pixels, but will at least also allow to create resolutions higher than your monitor allows.

    #191120
    markbradley1982
    Participant

    Can anyone show me / link me to a guide that shows how to use existing “official” vorpX profiles with unofficial games for the purpose for testing / tweaking? And what do I press to bring up the pixel shader editor?

    I want to get Descent 1 working in VorpX and want to use the already working Descent 2 profile as my base.

    #190931
    RJK_
    Participant

    System Shock: Enhanced (G3D)

    The remake / remaster of this stone old DOS game has now a profile for VorpX. Expect monsters and certain objects to be flat and pixely sprites but the environment is completely 3D. This profile will work with the Enhanced Edition Only. No wrappers ect required !

    – Select D3D Renderer
    – Environment completely 3D
    – Optimized for Cinema Modes
    – Hide HUD (ingame setting) for better view
    – Monsters and objects are partly 2D (sprites)
    – Profile available at the cloud

    #190925
    Robocop
    Participant

    I edited my response and now it’s not appearing. Here is a copy in case you can’t see it either:

    I did finally get custom resolutions to work.

    My system specs:
    AMD Ryzen 7 2700X Eight-Core 3700mhz
    MB: X470 Gaming Pro Carbon
    16gb ram
    RX 470 graphics card
    Odyssey+ WMR Headset

    Issues I’m having:

    1) Blurriness. I can’t read any of the text that appears when I look at the controllers, regardless of “sweet spot” or distance. I can read text fine in Steam Home and in most games, but the control text is illegible.

    2) Games become nightmares in VorpX. Both Skyrim and Battlefront 2 (2017) go insane in VorpX with graphical glitches and issues. In Deus Ex, the left lens and right lens don’t display the same things, so it’s like looking at a magic eye puzzle. Shadows, for instance, only appear in the left lens. Even after turning off shadows, enough random textures and effects appear in only one lens that the game is unplayable. Skyrim seemed to have a similar issue, though it was the first game I tried so I didn’t know to check the lens issue. Everything had a copy of itself a few pixels off, like a bad 3d movie, from the mountains and trees to the characters.

    3) When I run the scan for headtracking, it usually breaks the game, forcing either a full system reboot or a forced closing of the game. Twice it has altered the resolution of my computer until I had to reboot. In Deus Ex, headtracking will be working ok until I run the scan, and then I can no longer look around the world; the screen moves with the headset. I can only look around with the controllers at that point. When I run the scan, I am not in any menues, I am not near any walls, and I am in full control of my character.

    4) Beyond the graphical issues mentioned above, the games just look very pixelated and low-quality. I’ve got Supersampling turned up in Steam as high as my system can handle. I played a bit of Arizona Sunshine and it looked great. But every game I’ve tried in VorpX has just looked awful. I can’t make out any facial details if the character is more than a few feet away. Everything is harsh and jagged.

    #190919
    Robocop
    Participant

    I’ve read everything I can find on this site. I’ve read the guide in the VorpX app. I watched the full 55 minute youtube guide. I can’t get VorpX to work on any game. I can’t add custom resolutions as instructed in the VorpX guide (instructions don’t work). Every game I load looks like utter garbage; just pixelated low-res nonsense. For a $33 purchase, I expected it either work or at least have decent support. I am very disappointed in my purchase.

    #190872
    Robocop
    Participant

    I just received my Odyssey+ WMR headset yesterday and am utterly new to VR, but am otherwise technically savvy. I can program, build computers, etc. I bought VorpX after reading so many rave reviews about it, but have so far had nothing but issues with it. I’m sure much of this can be blamed on the Steam VR and Microsoft issues affecting WMR devices right now, but I’m really hoping someone can help me get this figured out.

    So far I’ve tried Skyrim and Battlefront 2 (2017) and both have been utter disasters. I watched the 55-minute VorpX guide on Youtube from 2018, I’ve scoured these forums, and I’ve read and followed every tutorial and piece of advice I can find.

    With Battlefront, specifically, the game is just a nightmare to behold. I got the headtracking working ok, but the actual game looks pixelated and glitchy, with constant flickering, pop-ins, weird partical effects, etc. Is there anything I should be doing to address these issues? I’ve turned off V-Sync, though I still get the warning about it from VorpX when the game starts, telling me to disable it. I’ve lowered most of the game settings as recommended in the Youtube guide.

    Any advice for getting VorpX running, for Battlefront, Skyrim, Fallout, or otherwise, would be immensely appreciated.

    #190587
    InBetweenNames
    Participant

    Hi everyone,

    It looks like G3D has stopped working for Goldsrc-based games including HL1 and its associated mods. Or, rather, only one eye seems to actually work in G3D mode — the other eye is just drawn as black. Z3D in any form seems to cause a lot of distortion resulting in entire rows of pixels on the screen being set to constant colours.

    Disabling 3D and reverting to flat 2D seems to work fine (virtual cinema mode).

    Any idea what could be causing this? I have confirmed HL2 works at least.

    dellrifter22
    Participant

    Because RDR2 (and most games for that matter) can’t handle that shape. They are made for widescreen, not tall screen. You wont be able to use your exact native resolution/ratio of hmd, just get as close as you can to prevent wasted performance.

    In the case of RDR2, it seems 10:9 (10 wide and 9 high) is about as close as we can get. I tried 1:1 (1600×1600) and RDR2 did not accept that. But it accepts 1600×1440 (10:9) or multiples of that.

    But in most cases you’ll need to settle for 4:3, like 1600×1200, 3200×2400, etc.

    Don’t worry so much about matching your hmd’s pixel count, just try to get a res as high as your computer can handle. vorpX will smartly translate and supersample it to your hmd.

    #190008
    dellrifter22
    Participant

    Wow, that would be great Ralf! Scalable HUD would make this much more functional. At the very least, a simple mod that can allow the HUD safe-zone lower than 90% as the in game settings permit. I tried looking for a value in the system.xml but couldn’t find one.

    @ forlaunchcast: I think the Reverb is prime for vorpX. It’s comfy and convenient to wear, impressive high fidelity screens, and more importantly, a modest FOV great for FullVR. My Pimax8k has awesome FOV, but realistically only few vorpX games can handle that, so you end up seeing the screen edges way too much. My Reverb isn’t perfect (right eye has a few dead pixels and a touch of mura), but overall I’m enjoying the crisp stable image, with quite acceptable brightness and color.

    If you get a chance, try running a resolution even higher than 2160p for any game, and you’ll discover how quality and clarity can still improve much beyond 4k. At 2880p, games begin to look as clear as looking at my 1080p monitor. ACOdyssey I’m running 16:9 5120×2880 (double my 2560×1440 monitor) and it looks fantastic. It comes at a framerate cost of course (averaging ~35fps which is my personal tolerance) that may not be acceptable to many, but the potential is there for future processing power to grasp.

    I’ve never tested if TVs allow this, but most monitors can imitate higher than native resolutions. Using Nvidia Control Panel you can create and test virtually any res or ratio you want, and if your display passes, you can use that for games. Anyway, sorry for the wordy response, just wanted you to know that that RDR2 begins to look good at 2160p, but man it starts looking great at 2880 if you can manage.

    @ calvincrack: I haven’t tried all Low yet myself, but it’s possible that low settings lean more on CPU and are not taking advantage of your monster GPU. See if a mix of medium to high settings do anything to even out performance.

    It’s a lengthy watch but if you’re interested, Digital Foundry goes through all the settings explaining performance impact. At the 25:38 marker a chart is displayed for the settings equivalent to the Xbox One X, which may provide a good balance.

    My take away was: reduce reflections,volumetric effects, and water physics. Medium SSAO, disable volumetric Ray, and dial back grass distance about half way.

    At 3200×2880 my 2080ti is targeting 35-45 fps, which is my personal sweetspot. I may experience hiccups in a random open field at times, but I have not felt any severe impact entering Valentine town for example.

    Head tracking at the moment seems to introduce unavoidable stutter reguardless of framerate, so best to use mouse rotation for turning. Hopefully experimenting a bit more with graphic settings can iron out your stability.

    #189950

    In reply to: 4320*2160 add plz

    Ralf
    Keymaster

    Using a 2:1 resolution is a waste of pixels that never show in the headset. Without overcomplicating things and leaving out special cases: for FullVR mode 4:3 is usually a good choice, while for Immersive Screen/Cinema Mode you want to use 16:10 or 16:9.

    For games with support for auto resolution via DirectVR like Conan Exiles vorpX will pick the best one according to the quality preset you have selected on the DirectVR page of the vorpX menu if you have added the custom resolutions suggested here to your PC.

    #189905
    dlrjajdlfo
    Participant

    Thank you for making such a great program.
    I am using HP Reverb WMR.
    The device supports 2160 * 2160.
    For this reason, the resolution setting must be set to 4320 * 2160 in the game for correct pixel matching.
    So I’m playing 4320 * 2160 at a custom resolution in the most of all game, but with Conan Exiles G3D doesn’t work with 4320 * 2160.
    But at 3456 * 2160, it works normally with G3D.
    Can’t you add 4320 * 2160 to your custom resolution in the next update?

    thx in advance and sorry for my bad english

    #188674
    Ralf
    Keymaster

    Try to reset the view with ALT+SPACE. The viewport is supposed to be a little bit asymmetrical though, vorpX (correctly) centers the virtual screen to your eyes, not the center of the headset viewport.

    All VR headsets render more downwards than upwards as a slight optimization: human vision is tuned to concentrate more on things below your eyes than above, so headset vendors figured it would make sense to utilize this psychological effect and render more pixels where it counts (downwards) and less where it’s less important (upwards).

    Hence a certain asymmetry with slightly more space visible below the virtual screen than above is perfectly correct when the screen is centered to your eyes. For some headsets more than for others.

    #187352

    Topic: Far Cry 5 (G3D)

    in forum User Profiles
    dellrifter22
    Participant

    This is still somewhat experimental and not yet complete, but is already a good immersive gaming experience. I’m hoping the new tools coming later might iron out the remaining artifacts. There are alternative Z3D profiles available if you prefer.

    Far Cry 5 (G3D)

    G3D is working as intended across all world objects. It’s the terrain textures and shadows that do not yet align correctly. To mitigate eyestrain, I’ve reduced terrain textures to their most basic. Works well enough.

    I wish FOV in vehicles wasn’t so narrow, but I’ve adjusted EdgePeek to be more suitable for driving. Running around and shooting feel good though.

    **You’ll first need a working EAC bypass to hook this game, unfortunately. Please use Offline only.

    – use a 16:9 resolution (2560×1440)
    – set FOV to 109 in game’s Advanced Graphics settings
    – set Anti Aliasing and Motion Blur to OFF
    – Low Graphics settings recommended for best performance

    *Use EdgePeek in vehicles
    *Some shadow and pixelated artifacts remain
    *FOV Enhancement will separate the terrain
    *FullVR/Immersive modes optimized for Rift
    *Cinema mode optimized for Pimax8k

    3D screenshot upload attempt:

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