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  • #166715
    Yohaskan
    Participant

    It is possible that the numbers I give in percentage are inaccurate
    (that’s why I did not give figures in pixel) but that’s what I feel visually in VR. I can not measure it.

    In fact, if you raise the Image Zoom above 1.0, the red circle will actually be smaller, but we lose in visible image (especially in verticality)
    If i set Image Zoom to 0.90
    I can see the whole image vertical but in this case, it “adds a black band down (or an ambient blur) where the image stops. (Why not black band at the top, a decentration vertically )?

    To better test, or explain it would be necessary to make a VR application with a target and a grid.

    #166713
    Ralf
    Keymaster

    Whatever lines you may have drawn there, what you say is absolutely not correct, sorry.

    You can easily check the screen space used by enabling the mirror window in SteamVR (game has to run windowed to see the additional mirror window).

    Per default the vertical FOV is dialed in to be the same on Rift and Vive to make profiles 100% interchangeable. However, if you raise the ImageZoom above 1.0 on Vive – contrary to what you say – the image uses more vertical screen space until the screen is used fully vertically. Horizontically the full screen is used in any case.

    if you don’t notice any difference inside the headset, then that’s because you actually can’t see the outer pixels of the screen. Which is not unlikely depending on your eyesight and the distance of your eyes to the lenses.

    #166692
    Yohaskan
    Participant

    After trying to refine a maximum of parameters, I block a VR limit (Blur / Resolution)
    It turns out that what I actually see in my headset is only about 80% of the total resolution requested.
    I think these 20% are not to be neglected.
    (one can better see on both images what it represents: The first is a screenshot of the game, the second comes directly from a capture of SteamVR to the helmet, in both, the limit of what I see is in fact even smaller)
    Screenshoot in game:
    Screenshoot-in game
    ScreenShoot in SteamVR:
    ScreenShoot in SteamVR

    Could we fix or have a parameter to enhance this limit?
    Zoom option in Vorpx doesn’t fix this issue (just bigger pixels, not bigger limit)

    PS: I have a HTC Vive. I dunno if it’s same issue for headset Oculus Rift

    baylor703
    Participant

    Just got vorpx after being on the fence a while. I had heard so many mixed reviews, but kept hearing people say that it was worth it if you don’t mind file tinkering. Well, I tried it and love it. It’s an amazing tool, and I’ve so far got Bishock, Amnesia, and Outlast running close to what I’d imagine native support would like. Thanks devs.

    However, I’m having an issue with the Stanley Parable. It is supposed to be one of the better suited games for vorpx, so I’m not sure what gives. The game loads fine when not using vorpx, but when I do use it, the Galactic Cafe logo appears (along with the vorpx logo at the bottom), and then the screen goes black.

    That’s it. Oddly, there is a little white box maybe 12×12 pixels wide that appears on the right side of the screen, but it’s all black besides that and the vorpx logo at the bottom.

    I’ve tried the normal fixes, run as admin etc, but can’t get it work. Any one have any ideas?

    #166293
    nieda113
    Participant

    Solved the issue somehow. Here is link that helped for some parts of the problem.

    https://www.geforce.com/whats-new/guides/grand-theft-auto-v-pc-graphics-and-performance-guide#grand-theft-auto-v-anisotropic-filtering

    I have to admit best setting is not sufficiant, still.
    But here: I got rid of the excessive flickering and blurry distant view.
    I upscaled in the nvidia DSR setting to 2.5.
    Enabled all Nvidia controll panel setting and maxed them out.
    In GTA5 graphics settings i upscaled to 2.0, and in video settings i enabled MSAA (4 x) and Nvidia TXAA. Turned on vsync and reduced reflection setting.
    The ratio is set to 4:3
    In vorpx menu i use letterbox 2 ( if i use pixel 1:1 the image has visible flickering edges little bit less in letterbox 1)
    The result is i can read street signs in first person and flickering edges and fences and distant skyline flickering is gone. In third person , i have the fov mod installed ( third person set to 120) , the street sign are readable if the character has passed the signs a few meters .
    Now the game is playable without annoying sideeffects. But compared to other games like Skyrim FO4 TW3 the image is like looking throug a stained window .

    I think GTA5 and CV1 is not compatible in any way. I guess i switch back to Nvidia 3dplay and use my old 3d glasses.

    #165819
    Dan77
    Participant

    Hello,

    I purchased the Oculus yesterday and I need help getting it to run with non-VR games. It’s become extremely frustrating due to a mix of being a complete newbie at this.

    The non-VR games I’d like to play with the Oculus Rift:

    – Star Trek Online
    – World of Warships
    – Skyrim

    They’re both F2P games and both play in 3rd person perspective. Now, I understand they are not VR games but I would at least want the headtracking to function as the camera view rotation and I would like the game HUD to be visible without having to literally move my head to the far right or far left to see stuff that is normally in the bottom left/right corner of the screen (if possible).

    I tried using the Skyrim profile but the game was horrible in image quality (it looked extremely pixelated even up close..nothing like I see youtube videos of people playing it in VR) and no matter what settings I changed it just doesn’t improve. The interface/HUD is also unreadable and the head tracking does not work very well.. it just looks like I was sitting a few feet from an imax screen and that imax screen ‘followed’ my head movement when it came to the HUD elements. Aka any HUD item on the bottom left or right of the screen stays in the far botton left/right of my view in the VR system and moving my head does not rotate my viewpoint to put that bottom/left/right corner HUD element in ‘front’ of me. Only way to ‘see’ it is to move my eyeballs hard to those corners.

    Using Vorpx I have succeeded in running World of Warships.. but the resolution/graphic quality is horrendous and the interface is extremely blurry.

    Star Trek Online literally won’t work as the game doesn’t launch in the VR headset it stays on the monitor.

    So I’d like some help with this.

    Quick Question:

    Do I need to change the resolution the game is set to in its options to a specific resolution? Aka does the Oculus require games to be in like1600x1024? 800×600? Do I need to have the DESKTOP resolution in my computer also set to that so that it works better?

    Any help appreciated.

    Myrilion
    Participant

    Since some people seem to have problems to run “The Witcher 3” properly, I want to give my optimal settings for a GTX 1080 (@ 2 GHz), i7-6700K (@ 4,4 GHz) system.

    Public profile
    You can find the public profile under the nickname “Amylion”. It’s a virtual 3D cinema for 4:3 aspect ratio (e.g. 1920 x 1440) with black borders (no ambience). The stereoscopic effect is enhanced both in strength and distance weighting. That leads to a strong 3D effect with minimal distortion at the contours; the drawback is a diminished difference in depth effect on close objects. The black borders are important, because the fresnel lenses of current VR devices sadly amplify bright spots in the periphery overproportionally.

    Resolution
    The recommended resolution is 1920 x 1440.
    Contrary to some rumours it doesn’t actually translate to supersampling. If you run native SteamVR apps at a Supersampling factor of 1 (that means without real supersampling at the center of the display), the app will render in 1512 x 1680 for each eye!
    1920 x 1440 is comparable, because the virtual cinema doesn’t cover the whole field of view. But if you go lower than that, the pixels in the center of the image will get stretched and look bad!

    In-game settings

    Post-processing
    Motion Blur: Off
    Blur: On
    Anti-aliasing: On
    Bloom: On
    Sharpening: Low
    Ambient Occlusion: HBAO+
    Depth of Field: On
    Chromatic Aberration: Off
    Vignetting: On

    Graphics
    VSync: Off
    Maximum FPS: Unlimited
    Resolution: 1920 x 1440
    Display Mode: Fullscreen
    Preserve System Gamma: Off
    NVIDIA Hairworks: On
    NVIDIA Hairworks AA: 0
    NVIDIA Hairworks Preset: Low
    Number of Background Characters: High
    Shadow Quality: High
    Terrain Quality: Ultra
    Water Quality: Ultra
    Grass Density: Medium
    Texture Quality: Ultra
    Foliage Visibility Range: Medium
    Detail Level: Ultra
    Hardware Cursor: On

    Gamma setting
    The biggest issue are the gamma settings. It seems to be bugged. Even the highest in-game gamma settings are way too dark. Most details get lost in almost every scene, especially in dark in-door rooms with some light sources like candles.

    You have to manually edit the “user.settings” file in the “The Witcher 3” folder in your Windows documents folder.

    Set the “GammaValue=1.0” to “GammaValue=2.0”. Start the game normally for a quick test. It should look very bright and washed out (sometimes it fails to load the configuration properly), but in the headset it will look normal (= great).

    Input
    In the same folder you can edit “input.settings” file to change the inputs that for some mysterious reason are locked in the in-game UI. For example I put the inventory on my Mouse5 button.

    These settings will work flawlessly on a system with a GTX 1080. You probably can even go higher in some areas (shadows or grass / foliage).

    Have fun!

    #165111
    Tiggerdyret
    Participant

    To anyone interested I found that decreasing the image zoom to 00.70 (maybe it’s just 70) and decreasing the fov to 90 in manual mode the aliasing less intrusive because of the higher pixel density. It also fixed the character height making it feel more natural than 110 and full image zoom. I you are using direct vr the fov should adjust automatically when you decrease the image zoom, but I don’t know if the pixel density will increase. My resolution is 1920×1440 and the fps is a solid 45fps on Oculus with my gtx 980.

    #128558
    Wildan
    Participant

    Console inteface works just fine, you probably can’t see it because your resolution is to wide for the native 1080 x 1200p display.
    Set Skyrim resolution to a 4:3 aspect ratio. Setting resolution directly to 1080 x 1200 would be best pixel-wise but there is a massive problem with some ui elements such as perk and item descriptions. I have yet to find a mod which optimises Skyrim for narrow resolutions.

    In any case, you can always use the EdgePeek function (middle mouse button) to look around to screen areas you don’t normally see.

    #128351

    In reply to: Skyrim and ENB

    nieda113
    Participant

    Hi here my ini & enb settings
    enblocal:
    [PROXY]
    EnableProxyLibrary=true
    InitProxyFunctions=false
    ProxyLibrary=other_d3d9.dll

    [GLOBAL]
    UsePatchSpeedhackWithoutGraphics=false
    UseDefferedRendering=true
    IgnoreCreationKit=true

    [PERFORMANCE]
    SpeedHack=false
    EnableOcclusionCulling=true

    [MEMORY]
    ExpandSystemMemoryX64=false
    ReduceSystemMemoryUsage=true
    DisableDriverMemoryManager=false
    DisablePreloadToVRAM=false
    EnableUnsafeMemoryHacks=false
    ReservedMemorySizeMb=256
    VideoMemorySizeMb=10480
    EnableCompression=true
    AutodetectVideoMemorySize=false

    [THREADS]
    DataSyncMode=2
    PriorityMode=4

    [MULTIHEAD]
    ForceVideoAdapterIndex=false
    VideoAdapterIndex=0

    [WINDOW]
    ForceBorderless=false
    ForceBorderlessFullscreen=false

    [ENGINE]
    ForceAnisotropicFiltering=true
    MaxAnisotropy=16
    ForceLodBias=false
    LodBias=0.0
    AddDisplaySuperSamplingResolutions=false
    EnableVSync=true
    VSyncSkipNumFrames=0

    [LIMITER]
    WaitBusyRenderer=true
    EnableFPSLimit=false
    FPSLimit=39.0

    [INPUT]
    //shift
    KeyCombination=16
    //f12
    KeyUseEffect=123
    //home
    KeyFPSLimit=36
    //num / 106
    KeyShowFPS=106
    //print screen
    //KeyScreenshot=
    //enter
    KeyEditor=13
    //f4
    KeyFreeVRAM=115
    //B
    KeyBruteForce=66
    KeyScreenshot=44
    KeyShowFPS=106

    [ADAPTIVEQUALITY]
    Enable=true
    Quality=1
    DesiredFPS=30.0

    [ANTIALIASING]
    EnableEdgeAA=false
    EnableTemporalAA=false
    EnableSubPixelAA=false
    EnableTransparencyAA=false

    [FIX]
    FixGameBugs=true
    FixParallaxBugs=true
    FixParallaxTerrain=true
    FixAliasedTextures=true
    IgnoreInventory=true
    FixTintGamma=true
    RemoveBlur=false
    FixSubSurfaceScattering=true
    FixSkyReflection=true
    FixCursorVisibility=true
    FixLag=true

    [LONGEXPOSURE]
    EnableLongExposureMode=false
    Time=1.0
    BlendMax=0.0

    skyrim.ini:
    [General]
    sLanguage=GERMAN

    uExterior Cell Buffer=36

    [Display]
    fShadowLODMaxStartFade=1000.0
    fSpecularLODMaxStartFade=2000.0
    fLightLODMaxStartFade=3500.0
    iShadowMapResolutionPrimary=2048
    bAllowScreenshot=0

    [Audio]
    fMusicDuckingSeconds=6.0
    fMusicUnDuckingSeconds=8.0
    fMenuModeFadeOutTime=3.0
    fMenuModeFadeInTime=1.0

    [Grass]
    bAllowCreateGrass=1
    bAllowLoadGrass=1
    bDrawShaderGrass=1
    bGrassPointLighting=1
    b30GrassVS=1
    iMaxGrassTypesPerTexure=8
    iMinGrassSize=20

    [GeneralWarnings]
    SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the “Warnings.txt” file for more information.

    [Archive]
    sResourceArchiveList=Skyrim – Misc.bsa, Skyrim – Shaders.bsa, Skyrim – Textures.bsa, Skyrim – Interface.bsa, Skyrim – Animations.bsa, Skyrim – Meshes.bsa, Skyrim – Sounds.bsa
    sResourceArchiveList2=Skyrim – Voices.bsa, Skyrim – VoicesExtra.bsa

    [Combat]
    fMagnetismStrafeHeadingMult=0.0
    fMagnetismLookingMult=0.0

    [Papyrus]
    fUpdateBudgetMS=20.0
    fExtraTaskletBudgetMS=20.0
    fPostLoadUpdateTimeMS=500.0
    bEnableLogging=0
    bEnableTrace=0
    bLoadDebugInformation=0
    iMinMemoryPageSize=128
    iMaxMemoryPageSize=512
    iMaxAllocatedMemoryBytes=153600

    [Water]
    bReflectLODObjects=1
    bReflectLODLand=1
    bReflectSky=1
    bReflectLODTrees=1

    skyrimprefs.ini:
    [General]
    fBrightLightColorB=1.0000
    fBrightLightColorG=1.0000
    fBrightLightColorR=1.0000
    iStoryManagerLoggingEvent=-1
    bEnableStoryManagerLogging=0
    [Imagespace]
    bDoDepthOfField=1
    iRadialBlurLevel=2
    [Display]
    iBlurDeferredShadowMask=1
    fInteriorShadowDistance=3000.0000
    fShadowDistance=2500.0000
    iShadowMapResolutionSecondary=1024
    iShadowMapResolutionPrimary=2048
    iShadowSplitCount=2
    iMaxAnisotropy=16
    fLeafAnimDampenDistEnd=4600.0000
    fLeafAnimDampenDistStart=3600.0000
    fTreesMidLODSwitchDist=3600.0000
    fGamma=1.0000
    fDecalLOD2=1500.0000
    fDecalLOD1=1000.0000
    fSpecularLODStartFade=2000.0000
    fShadowLODStartFade=200.0000
    fLightLODStartFade=3500.0000
    iTexMipMapMinimum=0
    iTexMipMapSkip=0
    iWaterMultiSamples=0
    iMultiSample=8
    iShadowMode=3
    bTreesReceiveShadows=1
    bDrawLandShadows=1
    bFull Screen=0
    iSize H=1440
    iSize W=1920
    fMeshLODFadePercentDefault=1.2000
    fMeshLODFadeBoundDefault=256.0000
    fMeshLODLevel2FadeTreeDistance=2048.0000
    fMeshLODLevel1FadeTreeDistance=2844.0000
    fMeshLODLevel2FadeDist=10000000.0000
    fMeshLODLevel1FadeDist=10000000.0000
    iScreenShotIndex=2
    bShadowMaskZPrepass=0
    bMainZPrepass=0
    iMaxSkinDecalsPerFrame=25
    iMaxDecalsPerFrame=100
    bFloatPointRenderTarget=1
    sD3DDevice=”NVIDIA GeForce GTX 1080 Ti”
    bFXAAEnabled=0
    iShadowMapResolution=1024
    fShadowBiasScale=0.3000
    iShadowMaskQuarter=3
    iAdapter=1
    iPresentInterval=1
    bTransparencyMultisampling=1
    bDeferredShadows=0
    iShadowFilter=3
    bShadowsOnGrass=1
    bDrawShadows=1
    [Grass]
    b30GrassVS=0
    fGrassStartFadeDistance=7000.0000
    fGrassMaxStartFadeDistance=7000.0000
    fGrassMinStartFadeDistance=0.0000
    [MAIN]
    bGamepadEnable=1
    bCrosshairEnabled=1
    fHUDOpacity=1.0000
    bSaveOnPause=0
    bSaveOnTravel=0
    bSaveOnWait=0
    bSaveOnRest=0
    fSkyCellRefFadeDistance=150000.0000
    [GamePlay]
    bShowFloatingQuestMarkers=1
    bShowQuestMarkers=1
    iDifficulty=2
    [Interface]
    bDialogueSubtitles=0
    bGeneralSubtitles=0
    fMouseCursorSpeed=1.0000
    bShowCompass=1
    [Controls]
    fGamepadHeadingSensitivity=1.0000
    fMouseHeadingSensitivity=0.0125
    bAlwaysRunByDefault=1
    bInvertYValues=0
    bGamePadRumble=1
    bMouseAcceleration=1
    bUseKinect=0
    [Particles]
    iMaxDesired=750
    [SaveGame]
    fAutosaveEveryXMins=100.0000
    [AudioMenu]
    fAudioMasterVolume=1.0000
    fVal7=1.0000
    uID7=822288566
    fVal6=1.0000
    uID6=690416380
    fVal5=1.0000
    uID5=690416381
    fVal4=1.0000
    uID4=690416382
    fVal3=1.0000
    uID3=94881
    fVal2=0.4000
    uID2=466532
    fVal1=1.0000
    uID1=554685
    fVal0=0.8000
    uID0=1007612
    [Clouds]
    fCloudLevel2Distance=262144.0000
    fCloudLevel1Distance=32768.0000
    fCloudLevel0Distance=16384.0000
    fCloudNearFadeDistance=9000.0000
    [TerrainManager]
    fTreeLoadDistance=75000.0000
    fBlockMaximumDistance=250000.0000
    fBlockLevel1Distance=70000.0000
    fBlockLevel0Distance=35000.0000
    fSplitDistanceMult=1.5000
    bShowLODInEditor=0
    [NavMesh]
    fObstacleAlpha=0.5000
    fCoverSideHighAlpha=0.8000
    fCoverSideLowAlpha=0.6500
    fEdgeFullAlpha=1.0000
    fEdgeHighAlpha=0.7500
    fEdgeLowAlpha=0.5000
    fTriangleFullAlpha=0.7000
    fTriangleHighAlpha=0.3500
    fTriangleLowAlpha=0.2000
    fLedgeBoxHalfHeight=25.0000
    fEdgeDistFromVert=10.0000
    fEdgeThickness=10.0000
    fPointSize=2.5000
    [Trees]
    bRenderSkinnedTrees=1
    uiMaxSkinnedTreesToRender=20
    [Decals]
    uMaxDecals=1000
    bDecals=1
    bSkinnedDecals=1
    uMaxSkinDecals=100
    uMaxSkinDecalsPerActor=60
    [LOD]
    fLODFadeOutMultObjects=15.0000
    fLODFadeOutMultItems=15.0000
    fLODFadeOutMultActors=15.0000
    fLODFadeOutMultSkyCell=1.0000
    [Launcher]
    bEnableFileSelection=1
    bShowAllResolutions=0
    uLastAspectRatio=3
    [BlurShaderHDR]
    bDoHighDynamicRange=1
    [BlurShader]
    bUseBlurShader=0
    [Water]
    iWaterReflectHeight=512
    iWaterReflectWidth=512
    bUseWaterDisplacements=1
    bUseWaterRefractions=1
    bUseWaterReflections=1
    bUseWaterDepth=1

    #127855
    Grumdark
    Participant

    Mmm ok I’ll go for parts :)

    I use image zoom option next to the default values (aspect modes), but still it is not possible to get a problem-free result like the upper and lower black bands in spite of it.
    In addition, the Hud/GUI is out of sight,in z-buffer reconstruction,because there is no rescaling available in g3d.
    I am using Elder Scrolls Online to get this job.

    I remember that in the past,when the profile for Elder Scrolls Online,I had temporarily available G3D reconstruction, I was able to come to an agreement between rescaling hud/gui + pixel 1:1 option + value zoom option + FOV ingame increased + a bit extraFOV 3d enhancement Vorpx.

    -The result was almost perfect, but then we had the G3D profile … for this reason the creation of this thread, on the possibility of trying to improve at least the strech mode for greater utility and of course to take advantage of some other games.

    Fixing G3d back to this profile would be a great solution very playable in this case, on the other hand I think that a possible retouch of strech aspect mode could improve especially for cases with z buffer3d,that do not allow GUI rescaling, giving up 2 big black bands and difficulty of reading quest among other things on the sides.

    What do you think about it?

    Grumdark
    Participant

    Hello,although I have talked a little about this step on another topic for a specific game,I have decided to create this proposal,to ask if it is technically possible,or consult opinions about it. Open to any discussion :)

    It seems to be that we have some modern games that have a hard time getting narrower aspect ratios (some more than others) when it comes to better adapting to the headset screens and probably more games in the future continue these trends.
    (Elders scrolls online,Alien isolation,RE7 e.t.c.)

    I am thinking of a secondary solution for these cases,and I would like to know if it is technically possible,if it is feasible to enter it in the next update.
    In the aspect modes section of Vorpx internal menu, we have the options:
    Pixel 1:1, letterbox 1, letterbox 2, strech.

    I would like to know, if possible increase a little wider, the strech mode.
    Increase it a little but without turning it into a letterbox 1,but rather a value between these 2,or create a new mode between these two.
    I think this could help with some games and having one more option is always good.

    If there is any response from the developer on this subject, grateful.

    Ralf
    Keymaster

    You don’t need to tinker with the FOV anymore in Skyrim. Direct VR takes care of that and adjusts the FOV perfectly. That’s also the reason for the image zoom behaving differently with Direct VR, making it impossible to screw up the calculated FOV with the zoom. If you zoom out the image, the FOV is adjusted dynamically to still be correct regardless of the zoom value. The only reason to use the image zoom with a Direct VR game would be to enhance the image quality (pixel density).

    If you for some reason really want to change the FOV, you can do that on the Direct VR page of the vorpX menu. I would *very* *strongly* advise against that though. The automatically calculated FOV is perfectly correct and should not be altered. Any change you make to it will cause image warping when you rotate your head.

    #127591
    bjt
    Participant

    I’ve recently bought VorpX and am glad I did as its fantastic so far! But I’m just trying to create a custom resolution for the best possible quality as in Ralph’s comments in this thread where he recommends 1920 x 1440:

    Amazing trick to REALLY IMPROVE EXEPRIENCE

    I need to create a 1920 x 1440 resolution and I’m using an AMD graphics card. My issue is, when creating a custom resolution is that there are many other settings that need to be filled in when creating one from scratch i.e.

    Timing Standard
    G.Pixel Clock
    G.Refresh Rate (Hz)
    H.Timing Total
    H.Timing Display
    H.Timing Front Porch
    H.Timing Sync Width
    V.Timing Total
    V.Timing Display
    V.Timing Front Porch
    V.Timing Sync Width
    H.Timing Polarity
    V.Timing Polarity

    Does anyone know what to set these to for the CV1? I’d really appreciate help with this as I can’t find any info on this anywhere!

    #127581
    StreetPreacher
    Participant

    Does anyone know how to force a custom resolution for this game? My monitor is only 1680×1050, so I’ve had to set it for 1280×1024 which is less than ideal…

    I tried modifying the .ini file, but the changes never seem to take affect, and the game always just runs at 1280×1024… And if I try to use the oculus tool to increase pixel density the game just seems to crash.

    Other than my resolution issue this game is amazing with DirectVR!

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