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  • #170513

    In reply to: Screen spinning

    supgi
    Participant

    Tried factory reset, excluding all relevant background processes, controllers, nothing works.

    Also, about the color – it’s really odd problem, which I didn’t have when I first installed the vorpX. When there should be a color black, it’s pink/red and it’s very pixelated.

    #170506

    In reply to: Screen spinning

    supgi
    Participant

    I’m also having these issues and color depth is way off. I also tried everything, even win 10 reinstal and still nothing. When I first installed vorpx few days ago I had perfect GTA V and outlast, now it’s just some pixelated colors and the whole hdmi is spinning like crazy.

    Ralf
    Keymaster

    In theory it should just work. Nothing is impossible, but I would be highly surprised if it wouldn’t.

    Personal note: if you can easily spend the money, upgrading from the regular Vive is probably worth it. But if for example you are a student with a more limited budget, I would recommend to think twice (or thrice) about it. Roughly calculated the pixel density of the Pro will be slightly better than Oculus Rift, which currently has the advantage in this regard due to its lower FOV. While that certainly is a noticable improvement, I wouldn’t consider it enough of an upgrade if one can’t easily afford the Pro.

    #169521
    Eychimo
    Participant

    Hmm, not having that issue. Make sure you are using pixel 1:1, letterbox 1 or 2. Then use the zoom feature in vorpx to bring it to your headset. You can also use the immersion setting instead of the full VR one.
    Here is a video of titan in game while in vorpX. My in game settings are NO full screen, detail set to High, and I am running 1440p resolution. I do not even mess with the in game FOV. I also turn the chromatic crap to 0 :).

    Frame rates are not the best, depends on server load. But was getting better frame rates then most with out VR. This was using full immersion mode. I flip the windows on about half way through to show the HMD view. Oculus and vorpX of course do not like overlays, so unabble to give rtts info while in VR.

    #169432

    In reply to: Outlast 2… holy wow

    baylor703
    Participant

    thank you for the feedback.

    i cant wait to play outlast 2 too !

    i played in VR outlast 1 with vorpx and it was incredibly scarry !

    Outlast was one of my favorites with vorpx. The second is way better, you’re in for a treat.

    How is the head tracking? I didn’t see that listed in the support notes, any head swim when you look back and forth?

    The only problem I’ve had with headtracking is when I’m completely stationary the view will kind of oscillate one pixel in a random direction at a time sometimes. I think it has to do with mouse emulation but not sure. It’s not a big deal for me.

    #169379
    PhoenixSpyder
    Participant

    Well, to chime in on Skyrim with vorpx…I have to say that on my system I have it running by far the best considering it’s not designed for VR. Then again, I run Skyrim upscaled to 2880×2160, z-buffer with tweaked in game graphics to get consistent 90fps everywhere (I have almost 200hrs clocked in Skyrim VR to this moment). That said, I also have Skyrim visually modded with about 16 mods to further increase visual fidelity. Remember, Skyrim & Fallout 3 are open world games so there is much more distance in the background to see, which makes things look more pixelated and aliased. Upscaling to 4:3, 4k helps to eliminate this to some extent. On my system, I consider Skyrim the benchmark to beat…considering how far I can push the visual limits with it in vorpx. Btw, there is a mod for the gigantic hands. I don’t use it myself…I just got use to the gigantic hands.

    I also have Alien Isolation with the latest mod and Doom 3 BFG VR fully possessed and yes they are very well done…considering their VR capabilities. Remember Alien Isolation was initially designed with VR capability then modded to recognize CV1 with the latest oculus SDK. Doom 3 BFG VR is probably the best VR added game visually to date. Both these games are definitely benchmarks, but to be fair voprx is providing VR to hundreds of games…and to really get the most out of voprx, one needs to experiment with the settings to find the ones personal preference to running it with each game. A new user may find it overwhelming at first to do some tweaking, that’s why Ralf has provided the latest update for us.

    The latest vorpx update tries to simplify the process of just running games in VR without any tweaking. It does this quite well, but some of us have brute force systems that can go beyond the maximum auto settings for increased visual fidelity. It will run a game at what it determines to be the best overall experience for the systems capability. That may or may not be what a particular user is expecting though…which then leads to tweaking…if a system has more overhead performance. Don’t expect miracles after tweaking…unless you have HP to burn.

    G3D is by far the best visual option in vorpx, but it cuts performance in half to achieve it’s goal. Games will run at 45fps (if system capable) with G3D enabled (unless fluid sync is turned off). To those who are use to 90fps, 120fps, 144fps on a 2D monitor…this can look kind of choppy. VR amplifies this greatly. That is why I myself prefer z-buffer over G3D…as it gets me 90fps for buttery smooth gameplay with a bit of sacrifice to visual 3D depth. After playing a game for a while, you don’t really see the sacrifices you made anyway. You get use to what you see and carry on with playing. It’s the limitation of the present HMD tech we all experience.

    To sum it up though, try higher resolutions without AA, z-buffer for 3D for better fps, turn off fluid sync in vorpx in-game menu to get to those extra fps…and spend time tweaking (after turning off vorpx auto settings). If you find yourself screwing something up…just go back to the default settings and start tweaking over again. That’s the joy of getting things to work the way you want. It takes time but can be well worth it.

    And yes, your not the only one who has thought vorpx isn’t really doing what you thought it would. It comes down to putting expectations to reality and living with the present technology as the pioneers we are…tweak, tweak and tweak again.

    #168779
    Ralf
    Keymaster

    You can disable Direct VR temporarily with a hotkey (freely configurable in the config app). The second option is to disable the positional part of Direct VR in the vorpX menu, normal pos tracking wil kick in instead. For playing seated or standing without walking that works just as well.

    Smaller than 16:10 aspect ratios cause various UI glitches with or without vorpX, that’s a general game issue. There is a neat trick though to get close to 4:3 by adding a few pixels to the width. 1604×1200 for example does work. The next vorpX will do this fully automated.

    #168337
    krogan
    Participant

    Just an update on lenova if when starting mixed reality portal if ur choosing seated look left and right but dont look down at floor if u do when u play halo recruit you will be viewing from floor and tracking wont work, now i got halo recruit to work properly . As for steam vr i can only use the big screen program and i used iut to play eso in 2d for 3 hours straight. The text chat is super clear and the sides of screen arent blurry i can see the whole screen perfectly and the screen door effect isnt noticeable even in white screens u can barely make out pixels. It is also so light and comfortable with no light leakage from nose area. I recommend this hmd i hope my controller tracking is issue with iogear bluetooth, if not i will return and
    get a replacement. As yet no vorpx so no 3d sigh

    #168132
    steelow12
    Participant

    hello everyone,
    I’m a new user of vorpx and I have a problem with my BF1.
    when I used vorpx in BF1, everything worked fine.
    but when I tried to play BF1 without VR, the game looked pixely/ aliassed.
    I think this happenend after using Vorpx. does somebody know how to completely delete/disable vorpx? i’ve already repaired, deleted and reïnstalled Battlefield 1
    but nothing seems to work…

    #167698
    Ralf
    Keymaster

    Apart from game options like motion blur and DOF that nieda already covered there are mainly two factors that have an impact on image sharpness.

    The first and most important one is a game’s resolution. The height is important here, not the width. 1440p roughly provides the same pixel density as a native VR game on Rift/Vive, everything above is supersampled. Important: choose 5:4/4:3 resolutions whenever possible, widescreen resolutions are a waste of processing power. 1600×1200 or 1920×1440 are good choices.

    The major catch is that the monitor limits the available resolutions, so with a 1920×1080 monitor 1920×1440 likely isn’t available per default. One way around that is adding custom resolutions in your graphics driver control panel, newer nVidia cards should allow custom resolutions higher than your monitor supports. If you have a 1920×1080 monitor, try adding 1920×1440 for example. Worst thing that can happen is the graphics driver not accepting a custom resolution you try to add.

    Apart from that a 1440p (or even 4K) monitor is something regular vorpX users might want to consider. With such a monitor you will be able to choose high enough resolutions for almost any game.

    The second factor is antialiasing. While ‘real’ antialiasing (MSAA, SSAA) is desirable for VR, post processing AA techniques that are used in many newer games (FXAA, SMAA, TAA etc.) are not since they all blur the image. Some more than others, but not one looks really good in VR. Depending on personal preference it can be better to turn such options off and live with aliased edges instead of a blurred image. SMAA is more acceptable in this regard than FXAA and TAA.

    Ralf
    Keymaster

    Visual glitches are a pretty subjective matter. There is a halo (a few pixels wide) around the hand/weapon that certainly isn’t game breaking. I would argue that it doesn’t really distract from the game unless you want it to distract you. Some however apparently concentrate more on glitches than on playing the actual game and thus are distracted more easily by any potential glitch, of course.

    You can check for yourself here: https://www.youtube.com/watch?v=d1oZAv-iLhk

    #167396

    In reply to: Downsampling question

    Ralf
    Keymaster

    Due to the way vorpX works, the SteamVR super sampling doesn’t really affect vorpX. What’s important is the resolution the game runs with. The internal image scaling is only avaialble in a handful of DX9 games (e.g. Skyrim).

    vorpX automatically downsamples as soon as you run a game with a resolution higher than the display res of your headset. The major caveat in this regard is that games don’t launch in resolutions higher than you monitor allows if run fullscreen. So if you “only” have a 1920×1080 monitor, you need to run games windowed to allow resolutions higher than that. Not possible for every game, but for many.

    You need to find a compromise between performance and resolution, which varies from game to game. 45fps are a requirement for comfortable VR (check with ALT-F). That said 1920×1440 is a good resolution for most games on a highend system. For older games even more might be possible with a truly fast machine.

    Generally you should choose 4:3/5:4 resolutions, widescreen resolutions are a waste processing power since many rendered pixels won’t be visible in the headset.

    #167274
    Ralf
    Keymaster

    @ Hikari

    If you see black areas around the actual image, you probably changed the Image Zoom in the vorpX menu. Please make sure that ImageZoom is set to 1.0 and Aspect Mode to “Pixel 1:1”. These are the default settings for the game.

    Since you apparently already changed a lot of vorpX settings, it probably makes sense to restore the netire profile to its default values in the vorpX config app (trouble shooting page).

    Also make sure that the game’s .ini files are at their default state by deleting them and restarting the game afterwards. If I understand you correctly, you changed .ini files manually. To be sure these manual edits don’t interfere with vorpX, they should be undone. Just in case.

    Afterwards apply the Game Optimizer settings for the game in the vorpX config app. That will take care of the camera field of view. Changing the image zoom or any other FOV related setting will not be necessary afterwards.

    #167016
    RJK_
    Participant

    I played Halo 2 last night with a Halo 1 profile i found in the VorpX cloud. Worked fine and fluent with geometry3D. Though i must state the monsters look quite pixely compared to 3D Vision, but thats normal in VR i guess.

    BTW: If vorpX would allow DX wrappers like DGVoodoo taking place in the game folder, DX8 and lower games like Halo 1 could be played.

    #166717
    Ralf
    Keymaster

    You are wrong, trust me.

    As suggested above, enable the mirror window in SteamVR. With an ImageZoom of 1.32 (the max on Vive) the screen is precisely used to its full extent.

    If you don’t notice any changes in the headset, you actually just can’t see the top/bottom edge of the screen through the lenses. One reason more to leave ImageZoom at the default 1.0 to not waste pixels you can’t see anyway.

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