Archives

Homepage Forums Search Search Results for 'XEL'

Viewing 15 results - 301 through 315 (of 501 total)
  • Author
    Search Results
  • #184827
    Ralf
    Keymaster

    You can do that by running games with a higher resolution.

    For over 150 games vorpX can handle that via DirectVR. If that’s the case, you see an according message in the top left corner of the game window. For other games you can do it manually following the below rules of thumb.

    1. For FullVR mode you typically want to choose a 4:3 resolution, e.g. 1920×1440, unless you happen to use a Pimax 5K/8K or other headset with two widescreen displays. Not all games support 4:3 anymore these days, but if a game does, use 4:3 to avoid rendering pixels that are never shown in the headset.
    2. For Cinema Mode/Immersive Screen Mode widescreen resolution work/look better. Personally I think 16:10 is perfect in that case, but common 16:9 resolutions are also OK.
    3. It’s very useful to add resolutions to your PC that it cannot display per default, e.g. the above mentioned 1920×1440 will not be available on your PC per default if you ‘only’ use a 1920×1080 monitor. How higher resolutions can be added is explained step-by-step in the ‘Custom Resolutions’ section of the vorpX help, including a list of resolutions to add.
    4. Go as high as your PC allows for a specific game without sacrificing too much performance. That’s the vorpX equivalent of using supersampling with native VR apps.
    #184065
    Ghanth
    Participant

    Thanks Ralf for the insights but it is still a complete failure here.
    I’m trying to play Thief and the wands bindings controls is a great addition BUT
    whatever resolution is set (DirectVR options On or OFF, SS in SteamVR, render quality in pitool and ingame resolution), i still get an awfull low res picture quality in HMDs (got a Vive and a Pimax 8K).
    As recommended in Vorpx help, I’ve added custom 4:3 resolution to nVidia panel: 2048×1536, 2240×1680, 2640×1980, 3200×2400. Also added for Pimax: 2048×1280, 2304×1440, 2688×1680, 3840×2160, 3840×2880.
    With auto-resolution ON, i get message: “DirectVR has change some settings, blah blah blah… game probably need a restart”
    When i restart, same message, same pixelated picture. Even the Vorpx menu is blocky and barely unreadable.
    Also, with all resolutions set, i get the error message poping up everytime i launch the game: “FOV auto-calculation requires 4:3 resolution”
    Ice on the cake: low frame rate warning for this incredibly poor quality cause it’s below 30 FPS on a monster PC equiped with an RTX280Ti (I used to play this game butter smooth in stereoscopic 3D at 1080p with my old 980Ti !). Godamn !
    I’m sorry for the tone of my speech but after all the time i’ve spent, this is frustrating as hell. Maybe other people are experiencing the same thing ? Anyone able to provide a way to get all that mess solved will be blessed !
    Thank you

    #183850
    Ghanth
    Participant

    Howdy, I need help. The ingame resolution Vorpx is choosing at start is too low and Because of this the image looks uglily pixelated.
    Why is Vorpx always setting the ingame resolution to 1600×1200 at start when there are others 4:3 higher resolutions available ? Isn’t vorpX’s Direct VR settings optimizer seeing the custom resolution that i have Added ?

    RAGEdemon
    Blocked

    Hi guys,

    So my limited understanding is that DirectVR mode intercepts, augments, and injects all mouse data directly into the game to emulate head tracking.

    I works pretty well, but a problem I have encountered is that a user is then unable to adjust their mouse sensitivity in game, because in-game mouse sensitivity settings become useless.

    Is there a way to change mouse sensitivity?

    I have had limited success with switching hardware DPI on my mouse to compensate. The problem with this is that I have to bring it down from 6500 DPI for 360 degrees to ~500 DPI for 360 degrees.

    Of course the problem with this approach is that at such low DPI, the granularity of the mouse movement becomes all too apparent, i.e. the movement is ~5 pixels per the smallest mouse movement increment. This manifests itself in-game as constant choppy stutter when looking around with the mouse, though of course, strafing is perfectly smooth when there is no mouse input.

    What is needed is to capture the full DPI of a mouse and pass that to the game while allowing a sensitivity slider under VorpX. The slider would have to take into account the full mouse sensitivity, not just divide the incoming sensitivity by x, thereby reducing the granularity. Better yet – make vorpX allow adjusting mouse sensitivity natively within the game again.

    I hope I am making sense. Maybe such a setting exists already and I am just unaware of it?

    In comparison, when not in VR Direct mode, e.g. using immersive screen, in-game mouse sensitivity settings work fine, and take high mouse DPI into account, allowing the smallest mouse increment to be a sub pixel, and making mouse look perfectly smooth, just as it would be outside VR.

    Kind regards,
    — Shahzad

    #180858
    budwheizzah
    Participant

    Ok, sorry it took me a while to catch up, here, guys.

    First off yes I can upload my profile on the cloud, although it really only is a copy of the original WRoEF profile with very slight changes to it (ie image zoom, separation strength, HT sensitivity)

    Secondly the image zoom thing: We’re stuck at a 16:9 resolution (I now own the Steam edition of the game and I’m just as unable to launch that one in windowed mode as I am the GOG edition, both versions crash on launch unless I’m running fullscreen) and thus, Image Zoom at 1.0 is absolutely unplayable given the image is so enlarged, the aliasing is visible and the game is a blurry mess… the game’s artificial AA techniques actually make it worse, not better.

    I’ve tinkered around until I found the best balance between pixel density (image sharpness), performance and of course viewing area. In no way, shape or form is the game “unplayable” with image zoom at 0.75. Sure it produces slightly visible edges at the top and bottom, but if you turn “Background” in Image Settings to “Ambiance” you will forget about these edges after 30 seconds of gameplay. The result from this chain of settings is much, much less aliasing without having to use the game’s own terrible blurry anti aliasing methods (basically you leave AA on Low), a slightly lower FOV thus giving the game a boost in performance (the higher the FOV, the more work the game needs to do) and a visible area that’s far superior to cinema or immersive screen modes, all while enjoying that full blown 360 head tracking.

    If we could run at custom resolutions, something I haven’t been able to get working yet, image zoom could probably go up to 0.8 or 0.85 while having the same image detail, but right now being stuck at 16:9 there’s not much we can do but endure a tiny slither of visible edges at the top and bottom. Keep in mind the edges are only really visible when you move your head up and down at which point the asynchronous timewarp does its thing.

    Ralf has helped me confirm how to make this work with the Steam edition too, so I’ll be updating my instructions guide shortly, providing a solution for each edition.

    jjensson
    Participant

    I’m doing my homework before jumping fully into VR and trying to clear up as many question marks as possible.

    Q: Can i assume that every game that is capable of running vorpX in G3D, automatically supports Z3D? Or is the issue more complex? Are there games that run *only* in G3D?

    While this might sound like trying to downgrade, my goal is to play only the games in G3D that don’t require Ambient Occlusion to look good (mostly engines that heavily use lightmaps, like Source or Unreal Engine). Newer games with fully dynamic lighting would look better in Z3D IMO (i never recovered from the trauma of Doom 3’s “per pixel lighting”, but i digress… :) )

    Come to think of it, the last paragraph makes sense from a performance standpoint as well.

    #180362

    In reply to: GTA San Andreas!!!

    Ralf
    Keymaster

    The narrow resolutions only make sense if you don’t have to use image zoom. When image zoom comes into play you typically want more pixels horizontically to avoid left/right black bars. So in that case 4:3 or even widescreen make sense, depending on the game and how much zoom you need.

    Many older games (GTA:SA included) only really support 4:3 without streching the image though, so that’s your only option here anyway. What 4:3 res you choose is entirely up to you. The higher the resolution, the better the image quality. You can freely choose any 4:3 res between 1280×960, and, let’s say, 2880×2160, depending on what your PC can handle.

    BTW: I understand that you want to play every game in full VR mode, but you should REALLY give immersive screen mode a try for games that don’t allow to adjust the FOV. It was mainly introduced to let you play such games without having to deal with sometimes confusing FOV/aspect ratio matters.

    #179575
    CylonSurfer
    Participant

    Just a quick post to say that the FOV settings work 100% in story mode so I’m not sure why you see the warning from VORPX. Settings are automatically applied just like Arcade / MP. Still seeing a lot of glitching which is ashame and also notice that the game looks overally pixelated… Any idea why it would look pixelated like that?

    #179068

    Topic: Overlord 2

    in forum User Profiles
    RJK_
    Participant

    Overlord 2 (G3D)

    I couldnt wait to make this game 3D, its been crashing for so long, thanks Ralf so much for the hooking improvements !

    Important: VorpX Alt Key Override must be set (reset) each time you start the game.

    – Great 3D in all modes
    – Optimized for Cinema Modes (Lounge is default)
    – Looks good also in Full Vr with Headtracking
    – Use alternate hoocking method if game doesnt start properly
    – Mini Map is one eye only (there was no way to change that)
    – Shadows look pixely so S3D shadows are OFF by default
    – Turn off Motion blur and bloom
    – Profile available at the cloud

    #178319
    Ralf
    Keymaster

    The HUD/menu is scaled down to be fully visible while you are in the game. For making adjustments in the game menu simply switch to EdgePeek mode (middle mouse button or right gamepad thumbstick). EdgePeek not only scales the menu back to full size, it’s also way more comfortable for menus since you can look around. Also useful for cutscenes.

    In regard to resolutions please check the “Custom Resolutions” section in the vorpX help. It explains step-by-step how to add resolutions to your PC that are higher than your monitor’s native resolution.

    Never! set widescreen resolutions for vorpX unless a game does not support 4:3 correctly. The effective resolution is per eye, so widescreen is waste of processing power since most rendered pixels will never be shown in the headset

    #178294
    Taylorig
    Participant

    @ RJK_

    I have tested Enable/Disable Stereo 3D which is bound to ALT+X. Does nothing. Also SHIFT+Mousewheel does indeed enlarge the screen but also makes it a lot more pixelated due to it just zooming in.

    I tested Hyperspace out as well and that is in 3d just not 360. Should it be?

    @ Ralf

    I have done everything you said. Double checked everywhere that there was nothing left over before a fresh install of VorpX. Still exactly the same behaviour.

    I’ve been through so many settings now, over and over that i’m close to giving up. I really don’t want to do another full OS install as it’s a pain to get everything back to the way I like it and I don’t want to waste another weekend fiddling rather than playing with my brand new system.
    I know it’s got to be something on my side. I accept that but I just don’t get why it worked the very first time and then it’s done this ever since. Even though I can’t stress enough that nothing has change on my end…

    #177953
    Stryker_66
    Participant

    My profile contribution to this community. Profile uploaded to the cloud.

    Ghost Recon (2001) G3D using dgVoodoo2

    Spent a couple of hours tweaking this profile for a solid VR G3D experience. Thanks to Vorpx advanced authoring tool, I was able to adjust the sky box using the 3D multiplier within the shader tool. There is only one minor caveat. It appears the sky box shader and HUD are connected. Vorpx settings can be changed to your preference, I prefer a strong G3D effect. Also, you can use ctrl+end to remove the modified pixel shader if you want to compare and see what I mean. There is only one I modified. I prefer my changes though ;-) and the game is perfectly playable either way.

    Other points to note:

    – Ensure both “scale command map” + “scale hud” are enabled under gameplay options enabled. Great for text legibility on higher resolutions.
    – Use dgVoodoo2 and set resolution. I am using a resolution of 2560×1920 4:3 and have both anisotropic 16x and MSAA 8x
    – There are only a couple of minor issues considering like any other game not made for VR. This game is one of the better ones using Vorpx giving the full game experience. It is a blast to play with all the various tactics and game features.

    I am working on a couple of other game profiles and will share once complete. I have a working profile in G3D for the game Tesla Effect including some shader authoring. Have not uploaded yet. The game is really good now within the first person mode with full G3D. The only issue left is regarding the movies which seem to create a green overlay over part of the movie clip. There is a simple work around by hitting the Vorpx menu (del key) and disable the G3D from there. Then re-enable after the movie clip. The disable G3D hot key does not work. With the G3D disabled and using edgepeek, the movies play perfectly fine. This is a minor pain that I would like eliminate. If anyone got any ideas, let me know!

    Anyway, happy holidays to all of you!

    Stryker

    #177476
    toxingames
    Participant

    Ever since the latest update (18.3.2) the motion tracking doesn’t feel right. It is like there is a slight delay and that is smoothed out. I am guessing this is due to the new “Motion Smoothing”. However, it doesn’t feel right and is quite nauseating. Also, I have noticed that in-game resolution does not appear in the headset (as super-sampling), it is always rendering default resolution of the headset which makes games appear pixelated.

    Is there a way to turn off the “Motion Smoothing”? I don’t have it enabled in Steam, as it is not supported for my OS, Windows 7. If not, is there a way to downgrade to 18.3.1?

    #177333
    RJK_
    Participant

    There is no link yet i assume. Open VorpX ingame shader menu with STRG+END, step through the shaders and select HIDE or Red or Green (top-right under Vertex or pixel). When you come across a HUD element, that will disappear (hide) or turn to green for example. Make this element “Active” and set it to “HUD” state. Do that with any other HUD element that you find. Close that page and open the normal VorpX menu, find “HUD” settings and lower the bottommost slider value.

    If you work in Cinema Mode you alternatively can try “Focal Offset” on the 3D page of the ingame menu.

    RJK_
    Participant

    After playing a while around with the pro i must say the HMD is really worth its money. When mounting it properly to your head “sweet spot” is not a question anymore. The whole screen looks much clearer then with the vive 1, borders too ! Only in the very corners i notice some unsharpness but the overall clearnee weights that all out. I raised resolution way above 3000 where the current HUD became really really small, but still very clear to read letters.
    Then, and thats probably the even more interesing part, when lowering resolution down to 1920×1440 overall image quality was still outstanding compared to the vive 1. I would really recommend these glasses, standing inside of a ice-spell-cloud made me seriously hold my breath because everything looks even more real then before. – Crazy ! I would even say no need of a pimax 8K or something else. The pixel have shrunk down to a size that they look almost like you look at a 27inch monitor real close. Very clear and crisp display.

Viewing 15 results - 301 through 315 (of 501 total)

Spread the word. Share this post!