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  • #222019
    ENBSeries
    Participant

    @Ralf
    Uninstalled, rebooted then installed again – no luck. Also noticed with SpaceEngine (running in windowed mode) after game is loaded height of the game window is reduced maybe by 10-25 pixels (can’t tell for sure about width). Also vanilla game allow mouse cursor go to any area, while with Vorpx it’s limited to client area where game front buffer is displayed.
    Here is the list of the process in the task manager, as you can see I keep pc clean as much as possible, so there are no other apps which could mess with input or hooking graphics:

    View post on imgur.com

    #221977
    Cless_Aurion
    Participant

    @Benedict81 Nah, it happens in other HMDs as well like the MeganeX8K. I think its a bug on VorpX side that Ralf seems to have issues checking out (since on his side it looks like its working as it should).


    @Boblekobold

    Like I told you in other cases… 2880p is not even close to enough resolution, 5500p is still not enough resolution (although it really is getting to heavy diminishing returns there). So people with good eyesight can see a very obvious very clear difference (after all, its almost twice the amount of pixels)

    #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    #221748
    Benedict81
    Participant

    Maybe you have the Pimax DFR on. I switch that completely off when playing with Vorpx coz I’ve noticed that it does not work correctly and can cause pixelation right in the middle of my view.

    Benedict81
    Participant

    Hello.

    I’ve been using Vorpx for awhile now and it is great to get to play some games in G3D that you could not otherwise. Some technical questions or features that I’ve got in my mind though…

    On Virtual Desktop \ Virtual Monitor, is there a way to create any resolution that I want or could this be a feature to maybe add to it? Like now I can create 1:1 aspect ratio resolutions that are something like 2804×2800, so 4 pixels wider and the only other option is the 4:3 aspect ratio resolutions. Would be cool to be able to create any resolution with numbers for width and height. Also using the Virtual Desktop \ Virtual Monitor, is there anyway to alt+tab out of it if my monitor is shut down? Sometimes you need to use something like Cheat Engine to mod a wider FOV in to a game and you need to alt+tab out when the game starts to start the Cheat Engine. Now, I can do this if I am not using Virtual Desktop and my monitor is running, but if I keep my monitor on, I cannot use the Virtual Monitor resolutions with games, only when the monitor is shut down I have access to these Virtual Monitor resolutions within games.

    Something that I’ve also noticed and maybe its just me, but I’d love to be able to crank the sharpening higher sometimes. It is very game dependent if the maximum setting is enough or too much. Sharpness is very important, at least to my eyes when playing in VR and the Vorpx sharpening tool leaves me wanting more sometimes. Any recommendations for a way to add more sharpening? Obviously Nvidias own Sharpening filter does not work and I can’t use OpenXR-toolkit anymore since some PimaxPlay updates ago.

    Thanks!

    #221717
    Ralf
    Keymaster

    Sounds as if the game switches back to a lower res, which would be super weird. Never heard of anything like that before. Try to add a custom res in the nVidia control panel and then switch your desktop res to that res before launching the game. Some games limit their resolution to the current desktop res. A step-by-step guide for adding custom resolutins can be found in the vorpX help.

    Running a game windowed may also help (again provided it doesn’t limit its window size to the desktop res).

    If you want to use the full potential of your new Pimax headset you must run games at resolutions at or above 4K, i.e. 2160p or more. Roughly 3000p is what your Pimax Super wants as an input res with default SteamVR settings. Might be too much performance wise in modern games though.

    If things still look pixelated when running a game at such high resolutions, there has to be something weird going on after vorpX sends the image to SteamVR, e.g. in the Pimax app or on the headset itself.

    #221712
    Goph
    Participant

    Even the Vorp HUD I bring up is pixelated low res, I do look forward to a fix. Could make for some legendary experiences otherwise

    Ralf
    Keymaster

    Like I said: I’ll take another look at this on occasion. How downsampling a higher res doesn’t improve quality for you compared to a lower res is somewhat beyond me though. Just makes it more likely that vorpX doesn’t get the desired res in the first place. But, again, I’ll take another look.

    On a sidenote:

    I’ll probably regret saying that, but this whole thing somewhat reminds me of me being an absolute sucker for super high quality antialising in the 3D gaming early days, which of course is highly desirable. The funny twist here being that while actually focusing on games instead doing pixel peeping, I more than once played happily for hours before I even noticed AA was turned off completely. :)

    Cless_Aurion
    Participant

    Sorry for the late reply, crazy busy weeks! I’ve been testing thoroughly to give you as much information as possible.

    Thanks for taking the time to check on this issue, I really appreciate it!
    Damn, it working on your side almost makes it more infuriating.
    I’m very hopeful we will be able to figure it out though, it would make my year!

    For this, I hope FPSVR’s “detect resolution” will work good enough.
    Its results seem to match my visual experience accurately (visual and performance wise).

    >> Might be the game not actually running at the desired res,
    Definitely not, made exhaustively sure this isn’t the case.

    >> might be your headset’s software doing weird stuff or whatever.
    This might be a cause for it, its an obscure HMD, but it would be an issue exclusive to VorpX then, since no other game, or even UEVR are affected by it at all.
    This HMD has 2 different drivers for the HMD. The official one by the makers of the HMD, which is their custom non-SteamVR non-OpenXR drivers. And another one (the one I use most), that is a written from the ground up custom driver that turns the HMD into a native SteamVR HMD. Testing by alternating both drivers shows no difference in VorpX behavior.

    I followed your instructions the best I could. Starting slow and steady.

    Ridiculously low resolutions (like 720p), seem to make it worse since the HMD will run at that, double 720p. The problems start always when I try to go over 2160p. It just won’t happen.

    All games running with no upscaler shenanigans, or AI enhancement of any sort, or supersampling like you asked.
    Using only as a monitor, the virtual one VorpX creates running at 8640×4860. (I tested also with my regular 4K monitor, resolutions there won’t go over 2160p, so not much point to it).

    After playing around, this is the info I can give you:

    HMD’s panel resolution per eye: 3552×3840
    SteamVR Settings resolution:
    3572×3816 (100%) — (Also tried other %, 50% and 200%, with 0 changes to VorpX behavior)
    Advanced Supersample Filtering (OFF) (Also tried ON, nothing will change)

    Not running anything, compositor resolution: 5356×5724 (looks nice and clean)
    Running games:
    -Baldurs gate 3:

    1080p = 1809×2000
    Aliasing is horrible. If I play the game flat in BigScreen (which keeps the 5356×5724 resolution for the HMD) the game becomes WAY more playable, its just like playing on a low resolution 1080p display, especially most aliasing on text disappears. (No awesome VorpX 3D effects there, of course :( )

    1440p = 2344×2592
    Improvement, but far from ideal

    2160p = 2781×3072
    This seems to be the limit I keep hitting.

    Every resolution over 2160p (4860p included) = 2781×3072

    Worst part about this is, like I said, the game is ACTUALLY rendering at those resolutions, I can easily tell by eye by getting closer to the floating screen and new detail will show up, but also, because the framerates match the performance expected and, in BG3’s case, putting the mouse over the window on the taskbar, will clearly state the resolution to the right of the title of the game.

    This applies to all games I tested. Just for the sake of testing, I tried resolutions in windowed, fullscreen with no luck whatsoever.

    TLDR: no matter what resolution the game runs at, the HMD always runs against the 2160p wall. I wish VorpX could just… render at SteamVR’s resolution always or, just not mess around with the HMD’s resolution at all, I’d gladly pay the performance cost. Would that be a possibility?

    Extra data that might be useful:
    -For a render resolution 1:1 sample per panel pixel, resolution should be around 5081×5612 (209%), so definitely we aren’t failing on that side of things, in fact, when I open SteamVR’s menu it is perfectly sharp, since it IS running at the 5356×5724 even when VorpX is running at lower resolutions underneath it (usually 2781×3072)

    -Also, SteamVR wants to default the HMD to 150% (4372×4672).

    #221566

    In reply to: Quest 3 low anchor

    Ralf
    Keymaster

    Please carefully re-read my reply above.

    Again for your convenience: if you want the screen to be fully utilized, you have to raise the ImageZoom option in the vorpX menu above 1.0 (at the expense of cutting off pixels from the top of the game image due to the asymmetrical nature of the screen usage in VR headsets). In some games the ImageZoom may be capped though for one or the other reason.

    Cless_Aurion
    Participant

    Hello Ralf, thank you so much for taking the time to reply from your busy schedule! I really appreciate it.

    So, it seems there might be an issue detecting what is the the max height of the image VorpX sends to the headset, since its DEFINITELY short from double the game resolution.

    It falls so short, that I see clearly LOTS of aliasing everywhere (even the window border). I will go so far to say, that the image quality is not THAT FAR off my VivePro’s when supersampling… while having literally 6 times more pixels, and rendering about 4 times more pixels.
    When I lean into the floating window, I can see all the extra detail I was missing that the game was actually rendering, which suggests the image the game is rendering is way higher resolution than the image the HMD is receiving.

    (Again, for clarity’s sake, the sweetspot of my HMD should be able to catch around 5500p worth of resolution (45PPD).
    Rendering at 4860p, although a high resolution, when on a big screen spanning most of my view, it should still NOT be supersampling, since it fails to get to 1:1)
    (As a note, the resolution of the HMD is 3552×3880 per eye)

    Could it be that Custom Resolutions on vorpX virtual monitor, are not working as they are intended and sending a lower resolution due to the huge numbers?

    I’ve gone as far as to literally unplug both my monitors and exclusively use VorpX’s virtual monitor set at the game’s resolution, 4860p, to no avail. (I’ve tried multiple games that use different engines, all have the same exact issue).

    For extra info, I’m also using a SteamVR native HMD, so I’m guessing there should be no compositor shenanigans going on… (and just in case tried with the inhouse compositor the HMD also has, which changes nothing).

    I’m not even trying to mess with 3D or VR modes yet to remove variables (although I’ve tried with the same issues, in fact, aliasing usually becomes even more glaring and worse when activating them).

    I have also tried launching from VorpX Desktop (which also isn’t really usable due to low resolution of the HMD (not the desktop)) with no luck whatsoever.

    I did also test older VorpX versions, just in case. No luck either.

    I hope this info-dump helps you in some way to figure out the issue. If you need anything else, I will gladly try to help to get this resolved! I really hope the issue isn’t on my side, but with so many HMDs and so many variables… you never know.
    I tried with 2 different (similarly spec PCs), since I did upgrade the whole system, but both had this same issue.

    TLDR:
    I tried all that and sadly it doesn’t work :(

    Maybe there is an issue with detecting what is the the max height of the image VorpX sends to the headset when resolutions per eye are so ridiculously high?

    Cless_Aurion
    Participant

    Sadly, I’ve noticed that VorpX seems to be somehow locked on to low resolutions arbitrarily, as in, the image it will send the HMD won’t go over XY max fixed resolution (even if the engine of the game is perfectly capable of rendering at like, let’s say 4000×4000 per eye, and the HMD of displaying it).

    Reading the forums, for months people have been complaining of this issue, and so have I, and I haven’t gotten a reply from @Ralf yet, sadly.

    It seems to affect any high resolution HMD, like some Pimax or all the new crop of 4K per eye mOLED HMDs like the Meganex8K.
    When using any high resolution HMD, VorpX seems to force the image to be arbitrarily cut down resolution to around 2.6k (which is less than half the number of pixels some of those HMDs move), making picture quality infuriatingly low for no really good reason. Games that look gorgeous in UEVR for example, will look like shit in VorpX (even when the engine IS rendering the games at the same resolution as UEVR).

    Due to this, I can’t really recommend VorpX to any newcommer or person upgrading their VR anymore, and will stop doing so until at least this issue is solved. Which is sad for me, since I’ve been gushing to people about VorpX for like almost a decade now.

    It really hampers the experience severely (basically, it feels like buying a 4K monitor, but your OS forces games into upscaled 1080p on them for no good reason). At this point, honestly, is almost better to flatout play the games on a flat 2D cinema sized screen instead, and get double the amount of resolution so aliasing doesn’t cut your eyes out of your face, or when possible, just use other software like UEVR.

    With all that in mind, I just can’t recommend with a clear conscience to people getting into VR to use a program that forces them arbitrarily to half the resolution of their HMDs.

    Hopefully we can get a fix soon :(

    #221532

    In reply to: Quest 3 low anchor

    Ralf
    Keymaster

    The Quest, like most headsets, uses its screen in an asymmetric way, i.e. more pixels are rendered below the eye than above to accomodate human vison that focuses more on things on the ground than above. The idea behind that is to have more pixels available where it counts (below).

    Displaying a normally rendered game (meaning same amount of pixels above and below the camera center here) on your Quest with the viewpoint correctly aligned to your eyes leads to the observed effect unless you cut off pixels at the top of the image. If you want you can do that in most games by raising the ‘ImageZoom’ value to its max. Might be capped in some games though for one or the other reason, e.g. if a game doesn’t allow to set its FOV high enough.

    Boblekobold
    Participant

    I have to partially disagree.

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.

    This is objectively false.

    So why people go to the cinema ? It’s easier to notice details on a giant screen.
    Ok you can be very close to your 4k monitor, but I really don’t like that, and it’s not curved properly (vertically and horizontally) so it’s not as immersive as VorpX.
    If I don’t use VorpX, I prefer video projector because comfort matters and 1080p is enough for me in this case, as long as the display is 2m60 large and not too close I’m happier than with a monitor.

    But I always play FPS/TPS with VorpX. It’s so good to be in the game, and it’s so much more detailed and beautiful ! And as my G2 is afocal, it’s like looking at a very long distance.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.

    It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).

    And it’s not a waste of performance, because it’s very useful (for example if a first person camera is partially locked because for example your character is seated in the original game, it avoids clipping and broken animations you would have in UEVR, and it also avoids to rotate the entire world around you).
    It also allow you to clearly see the HUD and to switch instantly between display mode with edgepeek.
    It’s a great way to play ! Even if I usually prefer full VR, some games (or some part of them) would be too altered.
    It’s the best compromise, and you can only do that with VorpX.

    Anyway, VorpX always do that, even in full VR (if you don’t want to see borders…)
    The game is rendered at high resolution with high FOV and you look at a part of this render (most of it of course if properly configured).

    VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.

    I guess there are several methods. It’s not AER (except Cyberpunk), It’s true 3D stereo in hundred of games (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine and it actually performs better in some games, especially DX9 ones).
    It’s great to be able to configure 3D settings and it’s more comfortable in a lot of cases (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).

    But in my opinion, when G3D can’t be perfect, a good Z3D is better than a bad G3D, at least in large outdoors environments, so VorpX’s Z3D options can be the best choices sometimes (even better than UEVR’s G3D in some games because it avoids a lot of glitches and incompatibilties with raytracing, etc.)
    And anyway with the most beautiful games if you want good graphics settings, you have no choice. G3D can be too demanding, even when it doesn’t break effects.

    Cless_Aurion
    Participant

    I have to partially disagree.

    PPD is not everything… but is most of what makes VR work, since it defines intrinsically the amount of detail your eye will be able to resolve in the image. Even at 45PPD we are still not getting close to the eye limit, which should still be 50% further up.

    Again, I’m rendering games at 8000×7000 per eye, and I can still EASILY see the extra detail that wasn’t there at 5000×5000, its just about looking into the distance. It does hit the diminishing returns ceiling though after 6000×5000 fast, so I’m pretty sure we will plateau at around this PPD in most VR HMDs for the time being.

    The 4 most important specs for VR are in no particular order; PPD (resolution of detail), FOV (immersion), lens tech (quality of vision) and panel tech (image quality). We could argue that comfort/weight is another one, depending on the kind of things you do, but image-quality wise, those are the important ones.

    What is cool about a 45PPD HMD is, that because it matches the quality most 4K monitors, you effectively lose NO information when watching 99% of the content online.

    Nevermind the boost to immersion having no screendor-effect is (not little, not subtle, 0). You can also use it as a real desktop replacement since any screen you put will have the same effective resolution than a 4K display anywhere you look at. If you pair that with a mOLED HMD, which are under 200g, then you really have no more use for monitors anymore…

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.

    This is objectively false. Even your average joe will see the difference of a 4K to 8K TVs when viewed at the apropriate distance. 8K does bump against the limit PPD our eyes have easily though, that’s why 8K in any screen under 70″ is really a waste and not done, and why its not happening anytime soon too.

    4K monitors put to shame any other monitor under them with ease, so I guess you are not talking about that comparison.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.

    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.
    VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.

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