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  • #187322

    Topic: Tokyo 42

    in forum User Profiles
    RJK_
    Participant

    Tokyo 42 (G3D)

    Pixel game , bad compromise, too many objects at HUD depth, but G3D

    – Change HUD depth when changing 3D strength.
    – Cimema modes recommended
    – Profile available at the cloud

    #187107
    ilkj4832z
    Participant

    Assasin’s Creed Origins is not 3D.
    The 3D effect is not working at all with Z-NORMAL.
    If there is no 3D effect, PIXEL DENSYTY was set to 1.0, so it was not done.
    The resolution is the lowest and the window mode.
    Please let me know if anyone can play in 3D.

    Ralf
    Keymaster

    It’s about three months since vorpX 19.2.0, so some may start to wonder when vorpX 19.3.0 will be out. TBH I’m not quite sure yet, might be pretty soon or maybe take a little longer than usual. We will see.

    The reason why I can’t tell yet is that vorpX will get an absolutely huge new feature with the next update that brings an entirely new playground for profile authors: you will finally be able to modify individual game shaders, which is immensly useful for fixing effects that may not work perfectly in 3D with vorpX’s traditional authoring toolset.

    Of course official profiles will also be updated with optimized shaders where it makes sense. So everyone will benefit from this.

    Since working with assembler code isn’t exactly for everyone, it had to be made at least as simple as possible. To achieve that vorpX got its own little shader programming language, basically extending the shader assembler language with better comprehensible macros.

    If for example you would want to fix a misaligned shadow that doesn’t get stereofied properly, in the best case all you would have to do is something like this in the related pixel shader:

    some shader assembler code
    ...
    // get an un-projection matrix that isn't available in this
    // shader from some other shader
    vpxGetMatrixInverseFromConstant(r20, c4, 8739258)
    // Unproject the shadow position (r6 in this example)
    vpxMatrixMultiply(r24, r20, r6)
    // Apply stereo to the unprojected position and write it
    // back into the original position register (variable)
    vpxStereo(r6, r24)
    ...
    more shader assembler code
    

    It won’t always be that simple, you will need to learn something about shader programming, but those who like to tinker to get everything perfect when doing profiles will get an entire new world to discover.

    There will be some working examples and enough documentation to get you started.

    #186807
    Ralf
    Keymaster

    @ lipplog:

    When you use the VR mod make sure to max out the ‘Image Zoom’ slider in the vorpX menu. The mod does not consider vorpX’s image zoom setting when it calculates its FOV.

    @ all

    Auto-changing the FOV does not work anymore with the latest GTA V version unfortunately. I’ll see what can be done, but I’m not sure whether it can be restored.

    For now you basically have three options:

    Use the grandtheftvr mod and max out ‘ImageZoom’ in vorpX. The latter is important for a correct FOV with the mod currently.

    OR

    Set ‘Play Style’ to ‘Immersive Screen Mode’ in the vorpX menu. ‘Immersive Screen Mode’ does not require a perfectly matched FOV.

    OR

    To play in FullVR mode without the mod max out ‘First Person On Foot FOV’ in the game’s ‘Camera’ options and in vorpX set ‘Image Zoom’ to 0.52. Not ideal since it introduces top/bottom bars, but works fine. The upshot is higher pixel density (better image quality). If vorpX doesn’t apply one automatically, set a 16:9 resolution for maximum image width with this method.

    #186346
    Grocs
    Participant

    Depends on which mode you play in and how close/far you set the screen distance in cinema/immersive screen mode. The closer you set the screen distance the more pixels you need for 1:1 pixel mapping to the display, so there is no one-size-fits-all answer to your question.

    The only rule you need keep in mind is to set the resolution as high as your PC allows without sacrificing too much performance.

    Hi Ralf, if playing in Cinema mode, and leaving the offset at the default, is that a standard 1:1 pixel mapping then? I take it if you move it closer it then has to increase the resolution?

    #185990
    Ralf
    Keymaster

    It’s more complicated. For 1:1 pixel mapping you need a higher res than the screen res of the headset due to lens distortion, which magnifies the image center. Also various vorpX settings play a role: image zoom/aspect mode in FullVR, respectively the screen distance in cinema/immersive screen mode.

    Long story short: providing an exact number is impossible, but as a rule of thumb you get close to 1:1 pixel mapping with a 1440p resolution. Doesn’t hurt to use something higher though if your PC allows that performance wise for a particular game. Higher game resolutions are vorpX’s equivalent of supersampling with native apps, so the higher the better image quality wise. Just keep an eye on performance, that’s equally important in VR.

    #185977
    apollon01
    Participant

    Ralf,

    Do I understand correctly that Full VR mode renders the image at 1:1 pixel mapping if the game resolution matches as closely as possible the HMD resolution (at least on the vertical resolution)?

    Thanks,

    Milan

    #185925
    Ralf
    Keymaster

    Depends on which mode you play in and how close/far you set the screen distance in cinema/immersive screen mode. The closer you set the screen distance the more pixels you need for 1:1 pixel mapping to the display, so there is no one-size-fits-all answer to your question.

    The only rule you need keep in mind is to set the resolution as high as your PC allows without sacrificing too much performance.

    #185924
    jjensson
    Participant

    I’m just trying to find out at what “quality level” it did run then, and how much improvement i could have with a higher res (on a better graphics card). I remember Edge Peek giving me a bit denser game detail, on a pixel level.

    Rift S render target (AFAIK):
    1648 x 1776

    Different quality levels:
    1.2x supersampling: 1978 x 2131
    1.4x supersampling: 2307 x 2486
    1.5x supersampling: 2472 x 2664

    So, if i understand correctly, w- 1920×1080 game resolution i would’ve been roughly @ 1.2x SS resolution? Or more?

    Ralf
    Keymaster

    As high as your PC allows without losing too much performance. Higher game resolutions are vorpX’s equivalent of supersampling for native apps, so the higher the better. 1680p is roughly 1:1 pixel mapping for an Odyssey+, resolutions above are supersampled.

    Source Engine caveat: a 4:3 aspect ratio is not only recommended but mandarory in this case to avoid FOV flicker.

    BTW: If you haven’t done so already, check the ‘Custom Resolutions’ section of the help. It explains how to add resolutions that your monitor does not support normally.

    #185207
    moarveer
    Participant

    Well FOV is extremely important for VR, and really welcomed for any game or app included 180 vids, or Vorpx. It adds a huge layer of immersion, since current 100 FOV headsets feel like looking through a scuba mask. Once you’ve tried Pimax high FOV, it’s really hard to go back.

    However 5k/8k FOV have a few issues. First, they have 3 levels of FOV, low/mid/high. High has a very noticiable distortion on the sides (like a glass border reflection), mid is currently almost invisible but can be noticed, and low is distortion free. The good thing is that low FOV is still much bigger than every other HMD in the market, and it’s completely distortion free, besides it’s actually very easy to adapt to the distortion with time, it like using glasses, the first day you notice the border all the time, in a week you completely forget about it.

    The thing is for your use case, you won’t take much advantage of high FOV, since Vorpx FOV is determined by the games FOV options, which normally don’t have over 90-100 FOV. The second issue is that high FOV has higher requirements, so you’ll need a great computer to make a game work on high FOV with Vorpx. The 3rd issue is that Pimax by itself requires a more powerful computer than average, since it has such high pixel panels and FOV, it needs to push a ton of pixels, so a great computer is required. Add to that the parallel projections feature of Pimax, that has a 30% performance hit since canted screens require a software adjustment, and has to be turned on in almost every game or app.

    However currently Pimax has done a great job improving performance with a feature called Brainwarp that’s similar to ASW on Oculus and similar solutions on Steam and WMR, together with the option to lower refresh rate to 60hz and lower FOV, it’s actually very usable in many cases.

    Also just like 3d vision, to render a game in 3D it hits half the performance of 2d in many cases, and also that for games to look great they need heavy supersampling (I run vorpx vames at 2529×1572 DSR resolution, or 2400p internal Vorpx resolution for them to look good), so add these to the mix, you get a ton of performance hits from every corner.

    In my case (intel i5 4670k, 1080ti) with a Pimax 8k, at low FOV, 60hz and Brainwarp on, I can play many games in fullVR mode and real 3D (called geometry 3d or geo3d in Vorpx), but most of them are old. Games that work well in terms of performance for me are for example Bioshock 1/2, Dark Messiah, Half Life 2, Borderlands 1 GOT enhanced, Amnesia, Bulletstorm, Duke Nukem Forever, Firewatch, Metro 2033 Redux, Fallout New Vegas, The Stanley Parable to name a few. Still several games, even old, have mid-low performance like Dishonored, TESO or Shadow Warrior 1. Still those that work are absolutely incredible and really feel like you’re inside the game.

    However Vorpx has a home theater mode, that it basically creates a floating virtual screen, and in that case performance is way less important. In full VR mode, low fps will hit your brain hard, since any slow down can make you sick, but in virtual theater mode or floating screen mode, you can play at lower fps just fine, like it was a real monitor or projector. Another thing to have into account is that if you don’t have good VR legs (have your brain trained to detach virtual movement from real movement), you can get really sick with Vorpx when your brain tries to understand why it’s moving (virtual reality) but you’re actually not moving in the real world. It get’s time to get used to it, and it’s even harder with Vorpx since real games move you at very high speeds that your brain takes time to get used to.

    So for example, games like Witcher 3 or Batman Arkham Knight are perfectly playable in Vorpx theater mode at 30-40 fps in full real 3D, both reasonably demanding games, however games like TESO can melt your brain in FullVR since they have a hard time hitting 60 fps in real 3d, so head movement and game movement aren’t completely in sync.

    Also since Pimax has such a huge FOV, the pixels need to fill a much higher screen size, so even having two 2k screens (5k) or two 4k screens (8k) doesn’t mean it looks a lot better than normal HMDs, and they are comparable to Index in the case of 5k, and close to Reverb in the case of 8K afaik in terms of image quality/SDE.

    That’s why I said that for your use case, probably Rift S, Reverb or Odyssey Plus are the best devices. Only VR games really take advantage of the huge FOV of Pimax, but you’re not interested in VR gaming that much as far as I can see.

    So for me, I’d put it like this:
    1) Rift S for a really good rounded device both for VR and 3d/vorpx/video at a good price, but Facebook walled garden market.
    2) Vive Pro for a slightly better, more expensive experience compared to Rift S.
    3) Reverb for a extremely good 3d/Vorpx/video experience, average VR experience at a high price, but hardware issues.
    4) Pimax for the ultimate VR experience, but very high price, very high requirements, it’s not sold with either controllers and tracking LHs, so you need to get them from elsewhere.
    5) Samsung Galaxy Plus: Best entry device that can be found for 300-400 for the full VR kit, very similar image quality to Rift S ( http://360rumors.com/samsung-odyssey-plus-vs-oculus-rift-s-299-399-budget-high-resolution-vr-headsets/ ), average VR experience. The good thing is that it has high availability, and Samsung has a great return policy, so if you don’t like it, they’ll take it back, no question asked in almost all cases.
    6) Index: The best case overall VR experience without any compromises, but high price, low availabilty.

    #185196
    Incorrigible
    Participant

    Thanks moarveer for such a long,detailed reply.

    I will check out MRTV and sweviver.

    My main use for VR is sitting at a desk with keyboard/mouse.
    I will probably try some VR games (especially rollercoasters),
    but in general, I intend to play non-VR PC games, new or old, but old is fine.
    Currently, I am playing Enderal (mod for Skyrim) and after, I will play
    Borderland 2 which I bought on steam sale recently. Just giving you an idea of what I play.

    What is your opinion on the importance of field-of-view?

    I was thinking that a very high FOV would be very good for gaming.
    But then your comment on the HP Reverb seems to disagree with that.
    You wrote “and the best device for simulators / 180 movies / Vorpx / 3d playing”
    The specs for the Reverb are 114 deg FOV.
    The specs for the Pimax 5k are 170 deg FOV.

    Is 170 deg FOV better for playing non-VR PC games?
    Or 100-120 is good enough?
    Or is FOV not so important?

    Also, I read about the controversy regarding Pimax 5k vs 8k,
    and it reminded me that pixel quality is more important than pixel quantity.

    The specs say the HP Reverb has a high pixel quantity, but what do we know about
    the pixel quality? What if the image quality on the Reverb is less than other VR sets? How would I know this? I guess I have to read the reviews.

    I am leaning towards the Pimax 5k purely for FOV reasons.
    But if FOV is not so important, then I am open to other VR headsets.
    Do you think a high FOV is a much better gaming experience?

    #185131
    anseme
    Participant

    Thank you! dellrifter22 the profile of Observer works! See some light and shadow gliches but all geometry seems cool!

    I hope i can improve this.

    Do you have some sugestions of the best way to tweak shadows and lights gliches?
    Its all about find necesary vertex and make it disable or non 3d or what i need exactly to do?

    Also i wont like to make text (when appear for reading) smaller. I hope its part of HUD but i think i will need to find a vertex or pixels for this.

    Oh… so many questions ) Thank you again!

    #184968

    In reply to: Those of you with WMR

    Jarilo
    Participant

    Anyone worried about this kind of stuff. I may hold off for a while. Rumors of dead proprietary cables in the back, flickering, dead pixels and pixels lines? Even dead HMDs entirely.

    Rma'd my hp reverb flickering screen
    byu/VirtualDave68 inWindowsMR

    #184916
    dellrifter22
    Participant

    On occasion when I launch swbf2 or bfv it can look very pixely (menu included), and I’ve found that toggling the crystal image option on the image page of the menu can fix it. See if that helps any.

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