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  • #126923
    HenryP27
    Participant

    Thank you Ralf! The problem with portal 2 about the dead pixels was because I was using Z-Adaptive. I realized I had to set it to Off or Geometry. Concerning Left 4 Dead 2, I realized that what was making the game crash was a Windows’ User setting. When playing left 4 dead 2, my computer requested my permission. For some reason, I was not able to see this sign until I closed the game. Not even my task manager was able to take me to my window’s main screen. So the solution was to turn off the setting that makes windows ask for my permission when running an application. After I did that, Left 4 Dead 2 didn’t crash and it ran perfectly.

    Again, thank you so much for your help! The only games I am not able to run now are Slender: The Arrival and GTA V. I read that you said that Slender should have a VR option, but I’m not able to find it. When I try to run it with vorpX my computer crashes. Finally, I realized that my computer not wanting to run any games after I played the first one was just a temporal thing. Today I was able to play many games and all of them worked just fine.

    Nighteyes
    Participant

    Hi guys,

    I recently bought the oculus rift and vorpX, that I am trying on Skyrim SE. first, I’d like congratulate vorpX for the work because my first experience went pretty smoothly. The game is already beautiful, but I however require some assistance to make it even better regarding the 3D. Here is my configuration (i can add more info if needed, or https://www.steg-electronics.ch/fr/article/Exzellenz-20-20192452.aspx, in french):
    – i7 6700K
    -16Go Ram
    – GTX 1060

    -First, the resolution, I tried many things, I read on this forum that best possible resolution for the oculus was: 1920×1440, is it still the case? Does that mean that above that it will not change anything about the display in the headset?

    -second, the 3D: without headset/oculus/voprX, I have no problem to run the game with several texture mods/ultra graphics, etc. I am caped at the maximum 60fps.

    With headset/oculus/voprX, with no 3D or the reconstruction (not geometry mode) at resolution 1920×1440, i am always at 45 fps (which seems to be a cap as well).

    However with the reconstruction setting Z normal and Z adaptative, any close in object/NPC have their edges tripled/doubled, with white pixels blinking at the edges. Especially the hair of NPC are a mess. I could solve that by setting 3D strength to 0 (not very useful), or by setting the sharped amount to 0, but if I do so, faraway structures look blurry. Any advice?

    Finally, geometry mode works very great with the recommended resolution 1280*1024 (45fps), but drops at 20-30 fps at 1920×1440, I would prefer to use the latter, otherwise the face of the npc are blurry if they are standing more than 1 meter from me. What is limiting my fps with the 1920×1440 resolution? My ram? graphic card? I tried monitoring the memory usage during the display, but it never go higher than 50%, so I don’t know where the limitation comes from. I would also mention that, beside resolution, other paramters doesnt seems to impact much my fps

    cheers

    #126619
    dborosev
    Participant

    The rise of tomb raider profile has an option in the Vorpx settings for using the sbs, but the mankind divided one does not, thats why I ask.
    I thought maybe you missed adding an option to the DE:MD menu.
    I use that in Tomb raider through vorpX and it works well.

    (PS: the built-in SBS mode is pretty crappy in Mankind Divided for some reason, horrible pixelation, at least when run with virtual desktop. Maybe vorpx would be better?)

    #126576
    HenryP27
    Participant

    I have tested vorpX with several of my games and it works great. However, Portal 2 seems to have some troubles that I don’t really know how to fix. The most annoying one is the fact that the bottom and right side of the screen are just thick boxes of pretty much dead pixels that only have color information. There is no definition at all, it’s like an inverted “L” whose texture looks a lot like the face of the creature on the right side of this picture: https://lh3.googleusercontent.com/pxyHtHT9z2OcXNc1wsR6hWxTi-hXRQ9N7-wleXkY-BtyQgNH50IuD9CSrSoOgVmLhow=h900

    Is anyone else having this same problem? I have tried changing some settings but it’s not doing anything. I also realized that this is the only game that is not being displayed on my monitor. The screen simply turns black as soon as the game starts. However, on my Rift looks fine, but I can’t figure out how to get rid of those big pixelated areas that don’t allow me to see part of the screen.

    Just in case this is important: I usually play all of my games on Virtual Cinema Mode. This problem won’t go away if I have this setting set to on or off. If anyone knows anything about this problem I would really appreciate your help.

    Thank you so much!

    #126506

    In reply to: Perfomance discussion

    Ralf
    Keymaster

    I have no experience with Pimax/Deepon myself, so I can’t really comment on them. If I had to decide between Rift and Vive, well, I would have a hard time.

    Vive’s “lighthouse” head tracking is easier to handle for larger play spaces, on the other hand the Oculus Touch controllers are better than the Vive wands: less clunky, more convenient and (important mostly for vorpX) a few more buttons.

    Oculus Rift is lighter and has a better weight distribution, so most people will find it more comfortable to wear. On the other hand Vive has the softer ‘facial interface’ foam, which is also a comfort factor.

    Vive has a slightly higher field of view, but Rift has a slighly less pixelated image (actually because of the FOV being a bit more narrow).

    I could go on like that for a while. The point is: pros and cons cancel each other out one way or the other if you compare both headsets objectively, so in the end it comes down to personal preferences. Neither is perfect, but both are a great way to experience gaming like you never did before. Not too helpful for you to make a decision, sorry, but for me there ultimately is no winner (or loser) when comparing both.

    #126469
    Anonymous
    Inactive

    Hi Ralf… Could it be possible to use Opentrack with Vorpx in extended mode?? Pimax 4K works in 2K resolution only in extended mode but no headtracking, the headtracking works in extended mode only with Opentrack

    This sounds like a nonsense for me.

    The problem with Pimax 4K and Steam VR (as Vive) is the resolution…it is not good. Thats why we like to use Pimax 4K in extended mode with Vorpx.

    I’m a pimax user and i have no idea what problems do you have with the resolution, since pimax offers 2k resolution and less pixel grid, which is much better compared to oculus or vive.

    If you still not happy with the resolution – you should use steamvr supersampling.

    How to Sharpen Your HTC Vive’s Visuals with Supersampling

    #125835
    Ralf
    Keymaster

    1920×1440 provides roughly the same pixel density as a native app. You need a fast GPU for that though (GTX 1070 or better).

    #125658
    Anonymous
    Inactive

    Supersampling can be done by setting a game’s resolution in vorpX. Setting an external multiplier through a config tweak doesn’t really enhance the image quality with vorpX, but raising a game’s resolution does.

    General recommendations are: 1280×1024 (performance), 1600×1200 (balanced), 1920×1440 (quality).

    1920×1440 provides a slightly higher pixel density than a native app, everything beyond that would result in supersampling. The only hard limit is your PC.

    Hello, can you please tell me where do i find resulution settings in the vorpx menu?

    #125473
    Ralf
    Keymaster

    It’s a bit difficult to answer you without sounding slightly rude this time, so sorry in advance. I’d rather not answer you at all, but unfortunately false information tends to spread, so I have to. Hopefully you don’t actually believe yourself to tell me something I don’t know if you say that your Vive uses a higher render resolution than the display resolution.

    If I explicitely tell you that with the default settings 1920×1440 vorpX produces a slightly higher pixel densitity than a native app on your Vive, then I mean that. That is directly linked to the non existing “fundamental issue” that you mention in your other thread, because per default on Vive vorpX ON PURPOSE does not use the full vertical FOV to achieve a higher pixel density. Which you can easily change by raising the image zoom if you prefer the full vertical FOV over the higher pixel density.

    #125467
    Myrilion
    Participant

    It’s exactly like I wrote above, sorry. The way vorpX works with default settings 1920×1440 provides a *slightly* higher pixel density than a native app and resolutions above result in noticable supersampling.

    Hmm. I think it was pretty clear what I wrote. I am confused, that you can’t follow.

    Here is an introduction to SteamVR, the first doc I found.

    http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf

    Look at page 4:
    Native VR apps have to render at a higher internal off-screen resolution, for the reasons I’ve tried to explain to you (sorry, not repeating myself again):

    “Off-screen rendering ~1.4x in each dimension:
    – 1512 x 1680 per-eye”

    Hope that clears it up. xD

    #125456
    Ralf
    Keymaster

    It’s exactly like I wrote above, sorry. The way vorpX works with default settings 1920×1440 provides a *slightly* higher pixel density than a native app and resolutions above result in noticable supersampling.

    The reason why a lower resolution is recommended per default is that many (especially newer) games require a lower resolution to run fast enough for a pleasant experience.

    Hope that clears this up.

    #125449
    Ralf
    Keymaster

    There always is a certain risk of crashes with Direct VR, which writes directly into a game’s memory. This is especially true when loading new levels in some games. For further info on this please read the hint text that is shown during each scan.

    The slightly asymmetrical view of both Rift and Vive is taken into account very precisely. However, on Vive the default zoom (1.0) is dialed in to provide the same vertical FOV as Rift for the sake of a higher pixel density (image quality). If you prefer the higher FOV over the higher pixel density, use the image zoom. Values above 1.0 are available on Vive to do what you want to achieve. The max. value, which differs for each headset, always fills the screen fully vertically.

    Position: that should not happen. The scan probably reported success although it found wrong values. If it still occurs after a few re-scans, please disable positional Direct VR on the Direct VR page of the ingame menu, you still have the normal positional tracking afterwards.

    #125444
    Myrilion
    Participant

    1920×1440 provides a slightly higher pixel density than a native app, everything beyond that would result in supersampling.

    That’s not true. Native VR apps have to render in a higher resolution than the display(s) (2 x 1080×1200) because of the distortion that “compresses” the outer region.

    1920×1440 therefore should be called “normal” quality, because with a lower resolution the pixels in the center of the rendered image will be bigger than the corresponding pixels of the display.

    These imprecisenesses lead to the issues of the VR mode of VorpX, which are off-putting to a lot of people, even if they cannot put the finger on it.

    #125243
    Cheekyfella
    Participant

    Okay, I have just set the resolution to 1920×1080 and when I select the pipboy the screen still goes to the top left but is much larger. It looks as though the box is a set size in pixels and is not being scaled up to match the resolution.

    #125151
    HalloMolli
    Participant

    Well, it’s me again. I was playing Skyrim for 2 hours fine today in the morning, it was really a pleasure (granded, graphics suck but still…). Had to settle down with medium graphics but the game ran fine (average 45~ fps). I played in Cinema mode with the display in the nearest position possible, even headtracking was working (~180°).

    Then I had to stop for 6 hours, came back home, started steamVR, vorpx and eventually skyrim. To my surprise the game looked so much worse than before + the Direct VR Scan failed almost all the time + in Cinema mode the headtracking stopped working + my fps are much worse now.

    I have no idea how all of this could happen. Nothing has changed since today morning. I restarted my PC, made a factory reset (vorpx) and even tried to Play on “low” Settings (it helped a Little bit with the fps but the grahic Quality is so bad, you can see every Pixel and it still runs bad).

    Anybody has a suggestion? How could it break after 6 hours on its own :( .

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