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  • #173098
    rich0550
    Participant

    ALSO running 1600×1200 what would be best settings 1:1 pixel?, what FOV, what zoom?
    thanks!

    OculusRiftRocks
    Participant

    in general your not suppose to feed a 5:4 1280×1024 signal into a 16:9 1920×1080 monitor LCD as its a fixed pixel display, it distorts the image and I belive it is bad for the monitor to some degree, I am an early adopter of your software and I remember when VorpX didn’t duplicate the display and had no issues then, could there not one day be a back door option to do this, maybe this is something you can think a nice to have option to look into later on in many months from now, keep in mind almost every official VR game in steam and fan mod renders the game windowed, only VorpX forces 4:3/5:4 low resolution signals such as 1280×1024, 1024/768 into high resolution widescreen displays, it’s just a practice that is not generally done, otherwise all my games would have this issue but only vorpX does.

    #171553
    RJK_
    Participant

    I would really like to verify this workaround but your video is too pixely to comprehend. – BTW: I have my doubts that this is “Geometry 3D”.

    #171541
    Ralf
    Keymaster

    vorpX first renders the game, then afterwards to the headset, so you need to make sure games run at a high enough resolution.

    If you insist on doing things manually for some reason, 1440p resolutions (e.g. 1920×1440) are a good choice and provide roughly 1:1 pixel mapping. You also have to take care of FOV yourself in that case.

    However, if you allow vorpX to fully do its job and let it adjust the resolution and FOV, which it can do for a lot of games, you can simply choose a preferred quality on the Direct VR page of the vorpX ingame menu. Check the “Custom Resolutions” section in the help to take full advantage of this feature.

    haints
    Participant

    Just to briefly chime in here: the most important thing in regard to image sharpness is the resolution you run games with. A 1440p resolution roughly translates into a 1:1 pixel ratio for Rift/Vive. Running a game with a 1440p res, or ideally 1680p if your PC can handle that, and a little bit of image sharpening in the vorpX menu (don’t overdo that), looks great in most cases.

    Thanks Ralph. What would be a good 4:3 1440 res?

    Ralf
    Keymaster

    Just to briefly chime in here: the most important thing in regard to image sharpness is the resolution you run games with. A 1440p resolution roughly translates into a 1:1 pixel ratio for Rift/Vive. Running a game with a 1440p res, or ideally 1680p if your PC can handle that, and a little bit of image sharpening in the vorpX menu (don’t overdo that), looks great in most cases.

    chris2033
    Participant

    I hope this topic can help some people so no body accuse me of being a necromancer. I just got Vorpx today :) and am a satisfied customer. I agree with naida133 and Ralf. A simple rendered image without post processing eg AA,DOF etc.. is a good starting place and 1080 horizontal lines are way too few to get a decent image 1440 looks amazing. I have a 4k telly that accepts a 1440p signal natively. The only thing not said so far is there is a setting called crystal image which has off, normal or extreme. A real difference can be seen between the modes. What this setting is doing is changing the ‘supersampling’ or ‘pixel per display’. Normal multiplies the current value by 1.5 and Extreme by 2 ( from 1.4 set in the debug tool i ended up with 2.8!! which is ott). A very strange bit of coding and even stranger name. At first glance I thought this setting must be some sort of horrible post processing and turned it off. It is in fact a very lovely setting that allows me to set a goldilocks ‘pixel per display’ multiple of 2 without opening the Oculus debug tool. thanks for a great software Vorpx keep up the good work. With all of the above dark souls 3 is soooo good and much better than without stereoscopic 3D.

    haints
    Participant

    at 800 x 600 it’s already wayyyyy too pixelated and shit… and it’s STILL not smooth. Are there any ways i can decrease performance? anyone knows some tricks to improve performance?

    I have been using Flaweless Widescreen to set FOV in GTA V after disabling vorpx FOV and found that, not only did it look better IMO, I also got a better frame rate. Just recently, however, Flawless Widescreen and other FOV mods have stopped working with GTA V and Vorpx. Ralf says this has nothing to do with vorpx but I don’t know what other answer there could be since disabling vorpx allows the mods to work again. You could try experimenting with them and maybe you’ll have better luck than I’m having.

    I’ve also tried a TON of custom resolutions to get the best balance of frame rate and visuals with GTA V. 1440×1920 looks the best on my system but comes at a cost. I’m not at my home PC but I’ll post some custom resolutions later that I find to work well with GTA V/vorpx.

    #171304
    neaumusic
    Participant

    Ok this isn’t my image, but it demonstrates the exact problem I’m seeing in Skyrim. Note the UI bar at the top of the page. If I measure the pixels from each tip to the top of the page, it’s much closer to the top of the page on the right side. The left side is something like ~117 pixels, the right side is like ~99 pixels

    <——–>

    View post on imgur.com

    Now, if we look at a regular game screenshot, that UI bar is exactly in the center of the screen, which makes sense as a UI element.

    View post on imgur.com

    Which camera is identical to the game camera? The right eye camera or the left eye? They both look off-center in the first screenshot, but I’m not sure what you mean about asymmetric rendering of a frustum. Shouldn’t the frustum be centered between the user’s eyes?

    I guess this isn’t a great example because the user’s head could be tilted, but it should be the same distance to the edge of vision

    #171287
    Ralf
    Keymaster

    To gain a few extra pixels where it counts VR headsets use an asymmetric view frustum that takes into account that humans see better downwards than upwards. Normal games on the other hand work like photo cameras and render exactly one half up- and one half downwards. The vorpX camera is lined up perfectly with the game camera. When you zoom out it may seem like it’s not because your headset renders more in the bottom “half” of its view than the game does. Moving the image down would cause distortion when you rotate your head while being zoomed in fully since the vorpX camera center would not point exactly at the game camera center anymore.

    Hopefully that doesn’t sound too confusing, the bottom line is that everything is as it has to be.

    On Vive however something else comes into play: vorpX per default doesn’t use the full screen vertically on Vive but instead shows the same vertical field of view as a Rift, which is bit smaller. Most people can’t see the bottom screen border on Vive which makes this an useful optimization to gain a sharper image. If you want to utilize the screen fully, you can raise the image zoom (image page of the vorpX menu) above 1.0. Be careful though, doing so will reduce the image sharpness since the same amount of rendered pixels has to cover a larger area on the screen.

    For Rift users reading this: the above paragraph relates to a Vive specific optimization. On Rift image zoom 1.0 fully utilizes the screen, so you don’t have to worry that 1.0 is the max value on your device.

    #171172
    OldNice
    Participant

    Hi,

    I’ve never gotten the old-school Thief games to work with proper headtracking. The headtracking sensitivity is always too low, even when set to maximum. Increasing the game mouse sensitivity works somewhat, but makes the headtracking very jittery (since I assume it’s skipping more pixels with every head track). Also, whenever I open the VorpX in-game configurator, the head tracking starts to work perfectly (in the background), expect I now have the VorpX menu blocking my view. Hiding the menu makes the head tracking slow again.

    Any advice for this? This has not changed between VorpX versions, and I don’t have this problem with any other VorpX game.

    #171024

    In reply to: GTX1080TI over GTX 970

    PhoenixSpyder
    Participant

    I use my 1080ti with a i5 4690k@ 4.3Ghz and also use 16gigs DDR3 1866mhz ram. I have no problems with my CPU bottle necking the 1080ti. There is still plenty of performance left in this CPU…as generally speaking…some games are CPU limited and some games are GPU limited. Memory speed has increased by quite a lot in the latest generation CPU’s & MB chipsets but that doesn’t necessarily mean the faster speed of DDR4 is going to give much of a boost over DDR3…presently. On paper DDR4 trumps DDR3 but in the real gaming world it doesn’t always work in the same way. A little research comparing DDR4 & DDR3 will provide great answers that are beyond this thread in answering.

    150% faster performance generally means the amount of pixels/texels/etc will be calculated that much faster, but not necessarily resulting in 3 times the fps. Fps performance is different for each game engine including the age of the game involved. Purchasing a 1080ti presently…if you can find one…and reasonably priced…is a safe bet…even with the GPU that will be released later this year. The new GPU will only be at most 20% better than a 1080ti, which probably is not going to give VR gaming that much more performance over all. What is needed is Foveated Rendering to become reality…which will enable older cards to perform in VR much more efficiently.

    Like I said, if you can get a 1080ti now…do it…it will last you at least a few years or so until games get much more GPU dependent. Even after that you’ll probably still be able to recover 1/3 to 1/2 the cost of what you paid…due to the fact that GPU’s only increase in performance small %’s at a time…unless some future discovery takes place that causes a leap in performance.

    Cheers!!!

    #170824
    spacecadet102
    Participant

    I am blown away. Not only does the Samsung Odyssey work with Skyrim on Vorpx, but it works better than my Rift does. WAY better! Since the pixel count is almost 2x as high I can turn down the resolution and get a way better solid FPS. Not only that but when I turned the res down it looked better than a higher res on my Rift and the FPS was crap on the Rift with a higher res due to my only having a GTX970. The FPS was SOLID on the Odyssey. I think it only skipped/stuttered like 2x in about 1 to 2hours. Now Vorpx just needs the WinMR controllers thumbstick support and the in-game visualization of the controllers and it will be great. Also the ability to customize its controls. VR in general needs the ability to customize controls btw. Would def prefer an entire new setting for Win MR as opposed to Steam VR for both Vive and Windows MR. Great though. I’m very happy so far. :D Thanks Ralf.

    #170754
    LukeRoss
    Participant

    In 3D using Pimax 4K and Z-normal I only get 18 FPS, is this a normal penalty ?

    I can confirm there is something odd going on with Assassin’s Creed: Origins and vorpX. In Alexandria, walking around in the streets, I get 18 fps average on my GTX 1080 Ti, just like Sune Jorgensen. I have the Oculus Rift though, so it’s not specific to the Pimax.

    I have tried: a. tweaking various game-specific options in the NVIDIA control panel; b. turning Z3D off and on; c. lowering the game graphics options all the way down to minimum; d. changing the pixel density; and e. everything else that I could think of. Nothing makes any tangible difference.

    That would seem to imply that the game is CPU-bound; however, the exact same location gives me 36-37 fps average when vorpX is disabled.

    #170552
    spacecadet102
    Participant

    I have lenovo explorer, so most of the games crushin with vorpx after 5-10 min playing. Dont buy it. This is shit software.

    Already have it my friend. I bought it for Oculus Rift and I also am getting Lenovo. I would still like an answer to my question though. Anyone know what refresh rate to set for custom resolutions?
    Thanks in advance 🙂

    Why is it so important? gta 5 gets 45 fps on gtx 1080 with resolution 2880*2160 and it looks pretty amazing for me, but I cant reach the same quality and fps when changing vorpx options autores. far cry 3 just the same( I want try it even more but nvidia custom resolution don’t let it)

    But, the more resolution I make the faster vorpx is stuck. Games crashes, (exept alien isolation – it flowing nice) If I change resolution down, games playing stable longer but not much. Sometimes game unfreezes thru 2-3 min. I anticipate vive pro will have the same problem with more streaming requirements.Vorpx driver will stuck all the time.

    Not really important. Just want to make sure I’m doing it the right way. I’m pretty burned out on playtesting different settings and would like to hear from Ralf the refresh rate to set to avoid hours wasted doing it the wrong way. I mostly use it for Skyrim and got it the best I can but havent tried to do it the way Ralf stated above. He just left out the Refresh Rate bit. Plus I only got a GTX970 so I really need to eliminate any unnecessary pixels and fps to squeeze out the best performance.

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