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  • steph12
    Participant

    htc vive pro has higher pixel density than original htc vive, that’s why.
    if you already play with SS above normal value, then yeah, there wont be much change i guess, you just wont have to mess with the SS as much as with the original htc vive.

    lipplog
    Participant

    all the Borderlands games work amazingly, very good 3D and the art style suits these pixel arrays.

    I always thought the Borderlands games had an RPG element to them like Skyrim or Far Cry. I’ll check it out. Thanks.

    morbidexpression
    Participant

    all the Borderlands games work amazingly, very good 3D and the art style suits these pixel arrays.

    CVLPost
    Participant

    Hello Vorpx Technical Support,

    Does my folowing VR head set, support VorpX???
    VR set is: MEDION® ERAZER MR X1000 VR Headset & Controllers, and here you can find more info:
    https://www.medion.com/nl/shop/monitoren-medion-erazer-mr-x1000-vr-headset-controllers-30023616a1.html
    My VR headset is compatible with Windows mixed reality app:
    https://www.microsoft.com/nl-nl/p/mixed-reality-portal/9ng1h8b3zc7m?activetab=pivot:overviewtab

    I have also two 3D screens:
    1] 55 inch UHD 3D oled TV! wich can create from UHD-side by side, a 3D steroscopic view, with 4 megapixel for one eye, which is twice at much in compare with standaard 3D bluray resolution!
    2] Epson TW9300, is a 1920×1080 3D projector!

    #176447

    In reply to: FALLOUT 76 works

    morbidexpression
    Participant

    Yes, and there’s a mod on Nexus to let you tweak the HUD for ultrawide (it’s squashed if you use the INI edits) so we could conceivably tweak it for VR as well and arrange the HUD elements in a better location without too much difficulty.

    PC specs: 1080ti doing most of the heavy lifting, I think another reason I switched out of Geometry was because I was indeed running a wonky ultrawide resolution for my monitor and that was just too many pixels to crunch for G3D. I didn’t get a chance today to try anything due to work but will fiddle a bit on the Sunday session and see if G3D can be made more playable.

    One annoying about the INI edits is some of them are ignored or just reset.

    Man, I hope they add official support in a few years. This kind of world with consistent updates, proximity chat, and the promised private servers and mods in 2019 would be a wonderful thing to have for years to come.

    #176341

    In reply to: StarVR and VorpX

    markbradley1982
    Participant

    I can’t really say anything beyond what I said in the Pimax thread.

    It’s relatively simple: the larger the FOV and the larger the resolution the more horsepower you need. If you have a modern game, let’s say Kingdom Come Deliverance, that runs at an OK, yet not perfect framerate with Rift/Vive on a GTX1080Ti with Geometry 3D, you can pretty naturally expect it to run at a hardly playable framerate when you start cranking up FOV and resolution.

    That’s simply how these things work. More geometry (higher FOV) + more pixels (higher resolution) means severely less performance. Wishing it would be different is a bit like wishing the sun would always shine. 🙂 Everyone would love that, but it won’t happen.

    Is it possible for you to have VorpX constrain the FOV if FOV adjustment isn’t available for the StarVR?

    #176252

    In reply to: StarVR and VorpX

    Ralf
    Keymaster

    I can’t really say anything beyond what I said in the Pimax thread.

    It’s relatively simple: the larger the FOV and the larger the resolution the more horsepower you need. If you have a modern game, let’s say Kingdom Come Deliverance, that runs at an OK, yet not perfect framerate with Rift/Vive on a GTX1080Ti with Geometry 3D, you can pretty naturally expect it to run at a hardly playable framerate when you start cranking up FOV and resolution.

    That’s simply how these things work. More geometry (higher FOV) + more pixels (higher resolution) means severely less performance. Wishing it would be different is a bit like wishing the sun would always shine. 🙂 Everyone would love that, but it won’t happen.

    #176200
    Gus_Smedstad
    Participant

    I really don’t agree about the keyboard. I’ve been a touch typist and PC gamer for 30 years, and my take is that keyboard and mouse is unusable in VR. To take the simplest example of why, if you have to take your right hand off the mouse – which is pretty common – finding the home position on the keyboard is slow and error prone, and then finding the mouse again is also slow and error prone.

    It might be OK if you’re playing a turn-based game, though I still wouldn’t like it much, but it’s a definite dealbreaker in any game where speed of response is important.

    Yes, headtracking is important to me. I’ve used the Vive for 10 months now, and I don’t think I’d bother with VR without it. It’s like the difference between mouse aim and joystick aim, it’s so much faster and more accurate.

    VR is a blurry experience compared to a monitor. I’d just as soon use a real monitor for a sharp image as use the blurry simulated large screen monitor of Cinematic mode.

    Look at it this way – the Vive is essentially like shoving your nose up against a 1080 x 1200 monitor, since that’s the per-eye resolution. If you mask that off so you’re at normal monitor viewing distance, it’s like looking at a 540 x 600 window. Which is why text is so difficult to read at a distance, and why a 1920 x 1200 monitor looks so much sharper. It’s pixels per degree of view, not just pixels.

    I initially tried widescreen, but as I said it made the HUD problem worse. The pop up messages are in the upper-left corner, so they move further out in widescreen resolutions.

    “Disgusting” isn’t exactly the word I’d use for the border bars. Maybe disappointing or distracting? VR has a bit of a goggled tunnel view as it is, and the bars are significantly worse in that regard.

    #175888

    In reply to: GTA V – VR MOD

    Ralf
    Keymaster

    You shouldn’t have to take care of resolution yourself. Selecting a preferred quality on the DirectVR page of the vorpX ingame menu should suffice normally.

    Remove the commandline.txt file before trying that.

    vorpX then sets a ~8:9 aspect ratio resolution, which will help with performance since less pixels have to be rendered that you never see in the headset.

    If you want or have to set a resolution manually, use a 5:4 or 4:3 resolution, not widescreen.

    As many newer games the game still is quite demanding with G3D though, no real way around that. Everything has to be rendered twice, which cuts the framerate in half, and on top of that there is some additional overhead involved for rendering the game to the headset as well as for applying the DirectVR FOV adjustment.

    In my experience a GTX1080 combined with medium graphics details should be OK, with less powerful systems it’s proabably better to switch to Z3D.

    #175356
    STREET_BLAZER
    Participant

    Thanks, I tried that but it still looks awful… Everything looks pixelated and fuzzy. I’m still waiting on the email for the reinstall, but are there any other solutions you can think of for this? I can’t imagine this is how it’s actually supposed to run…

    #175304
    dellrifter22
    Participant

    Thanks for the tip for Conan Exiles profile. Z3D seems to work well as intended.

    The ghosting you describe is a normal artifact of Z3D unfortunately, as the images being reproduced have to guess how to fill in the gaps by mimicking the pixels around them. It’s faking 3D from flat image information.

    This halo effect is only very noticeable for things very close to you, but otherwise it works quite well to give the world depth. You can decrease the focal distance setting as well as the weighting to minimize this effect, until you find a balance between 3D strength and acceptable halo. Some games fare better than others in this regard.

    Shadow of the Tomb Raider also has native Side by Side 3D support if you’d rather play it in real G3D (without the ghost halos). There are a couple profiles on the cloud you can try. See here.

    #174330
    Ralf
    Keymaster

    Make sure to run Portal 2 with a 4:3 resolution (e.g. 1280×960 or 1600×1200).

    That fixes the screen flicker in Portal 2 and is better for vorpX anyway since it avoids rendering pixels that aren’t visible in the headset. If that isn’t the case, You should see a message explaining it when you launch the game.

    Thick8
    Participant

    Well it came back to me once I stared at the VorpX in-game menu for a while. I set the in-game resolution to 2880×1600, 1:1 pixel mapping, and 1x zoom. I will have to play around with the other settings. I also found the in-game FOV slider as well.
    The good news is after an hour my wife is hooked on ESO. yeah! We couldn’t see each other in the game. Saw a bunch of other people and added each other as friends, joined a group, and are able to chat in-game so I imagine we will figure it out. If Anyone has any insight…

    Ralf
    Keymaster

    The right way to increase image quality with vorpX is to increase a game’s resolution.

    In full VR mode 1440p roughly yields 1:1 pixel mapping for current headsets, resolutions above 1440p result in supersampling.

    In cinema/immersive screen mode you can get away with less depending on the chosen screen distance.

    #173248
    nieda113
    Participant

    @ralph, what may cause, that if u change the 3d settings in vorpx from z buffer to g3d that there is no change? I cranked geomatry all up to 5,, and even fov doesnt change)
    I switched to pixel density to 1:1 from letterbox and still no change)

Viewing 15 results - 316 through 330 (of 501 total)

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