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  • Marco
    Participant

    I am playing on g1 1080 and I5 6600k 3.5 ghz. I am not interested on Asynchronous Timewarp. Resolution is to me more important than in game detail. Therefore i understand you suggest me the following general configuration:

    Resolution: 1920×1440, over 1080×1200 (or similar)

    Pixel ration and zoom: PR to 1:1 and zoom enough to avoid any bars on the upper and lower part of the screen

    FOV: With the above configuration, i should use the regular 120 degrees FOV with most games. Or zooming in as described above does require a different FOV value?

    Thanks a lot, once this is clear i am really ready to go having overall perfomances close to native VR.

    Ralf
    Keymaster

    “Losing” a few pixels on both sides with 4:3 resolutions is actually a good thing since these pixels are a reserve for vorpX’s custom asnyc timewarp. Without them black bars would slide in when you rotate your head fast and timewarping becomes apparent.

    You can however use any resolution you want. If you don’t care about about a reserve for timewarp on the sides, you can also use the actual per eye resolution (1080×1200 for Rift CV1 and Vive) for example or anything with the same aspect ratio. Only thing you absolutely shouldn’t try are square resolutions, that will confuse vorpX in multiple ways.

    For the sake of simplicity I would recommend to stick to 5:4/4:3 resolutions though. 1280×1024, 1600×1200, 1920×1440 depending on performance. Easier to handle than custom aspect ratios, you have the above mentioned timewarp reserve on both sides, and you avoid potential issues with games that don’t like non-standard aspect ratios.

    Considering that, quality wise 1920×1440 is a pretty good choice, but depending on the game and your PC it may still not at all be the best resolution since without a decent frame rate the best image quality means nothing in VR. Finding the right balance between quality and performance is far more important in VR than for monitor gaming.

    TLDR: unfortunately it’s impossible to give a one size fits all recommendation since the best resolution heavily depends on your PC, the game, the detail settings you use in that game, your personal tolerance for low frame rates and the timewarp thing mentioned above. All things considered 1280×1024, 1600×1200 or 1920×1440 depending on performance is a good rule of thumb.

    #122701

    In reply to: Set up Skyrim

    Ralf
    Keymaster

    The key to image quality is the resolution that you run a game with, just like with normal monitor gaming.

    vorpX’s default suggestion of 1280×1024 is a compromise between quality and performance. 1920×1440 would roughly equal the per pixel densitiy of a native app, resolutions beyond that would be supersampled.

    You need to find the right balance between framerate and resolution for your specific PC. For comfortable VR your main concern should be a high enough frame rate (>45fps) when doing this.

    In the original Skyrim you can alternetively use the “Internal Resolution Upscale” option in the vorpX ingame menu, which can change the resolution internally.

    Do not use the Oculus Debug Tool hack! vorpX already supersamples internally, all you get with that are excessively large render textures, which will result in very little quality gain but will cause performance problems.

    Positional tracking (“i cant look at things and around corners”) only works with Geometry 3D, not with the faster Z-Buffer 3D.

    #122697
    Griffithy
    Participant

    So hello dear community,

    i am new to Vorpx and VR.
    I bought a DK 2 and tried to set up skyrim now for almost the whole week..
    Maybe i am to dumb but maybe you can help me to reach my goal and help some people that are in my situation..
    I started Skyrim with Vorpx everything worked fine i got injected…but
    It is very unsharp… i adjusted it with the recommended resolutions and when I start Skyrim i get those resolutions i made in an starting message. I also tested some FOV settings 100, 110, 120, 130, etc.. but anyhow it seems to be the same over and over.. then i tried with the oculus debug tool, with the option Pixels per Display (between 1.0 and 2.0) and nothing changed either.. I heard about an Screen adjuster thing in the ingame settings of Vorpx but theres nothing like that to choose…

    In the starting message also is the Information ..”just stereo 3d will be missing”.
    I have no 3d effect. The only 3d option (next to the ambient screen option) stays always off, i can’t turn it on.
    The next issue is headtracking; that i can look around but the head stays at the same location – i cant look at things and around corners.

    So these are my Problems and again i’m sorry to ask this often asked questions, but i have searched so many forums and cant get it running..if you guys could be so kind to help..

    Thank you

    #122678
    FR3D
    Participant

    Last week I ordered a Pimax.

    It has a native resolution of 3840×2160 pixel.

    what do you think – what will be the highest possible resolution for vorpx.

    1920 x 2160 will be the max. theoretical resolution per eye.

    Is it possible the adjust all thinkable resolutions within the
    fallout 4 / skyrim se *.ini file ?

    best regards FR3D

    Hakkonen_88
    Participant

    Sorry my bad English, i tried yesterday adjust vorpx amnesia 3d settings and i have cross eyed problem with this game. it helps when i adjust hud settings littlebit lower. But i cannot play 10min longer. Geometry is on, seperation/3d 0.5, i tried fov 90-120 (i change fov through config file) image zoom was 1,0 and 1:1 pixel. Can someone put own settings to this game that i can try will it help. Thanks!

    #122602
    alegse
    Participant

    If you can make windows custom resolutions try 9:8
    I like using 1395 X 1240 for CV1 with FOV=110
    This resolution is good since CV1 only has 1200 vertical pixels so you basically get the max resolution without losing too much performance by making unnecessary large resolution that is downscaled to the HMD or rendered out of view.
    Actually the true resolution of the HMD is 1080 X 1200 per eye, but I find this ratio bad since it makes the menus hard to read and the edge of the rendering can be easily seen as you look around quickly.

    If you want a little better resolution try 1575 x 1400
    If you just want to keep with 4:3 try 1600×1200

    #122508
    Ralf
    Keymaster

    If you see bars at the top and/or bottom, you need to set the Image Zoom value to 1.0 and the aspect ratio mode to “Pixel 1:1” on the image page of the ingame menu. That also requires a high enough field of view (120° horizontal for Vive), otherwise the image will look distorted.

    The image is perfectly centered vertically, i.e. you look exactly at the camera center. The bottom bar is larger than the top bar because the Vive uses a slightly asymetric view to account for the human eye being better at looking downwards than upwards. A neat trick that both the Vive and the Oculus CV1 use to gain a few extra pixels where it counts most.

    How the FOV can be adjusted varies from game to game. For some games you can do it directly in the game options, for others the vorpX Game Optimizer in the config app can do it or you need an external tool like Flawless Widwscreen . And if absolutely no other option exists, you may have to use a workaround that may involve visible top/bottom bars.

    You can find a full list of options you have in this regard in the Essential Hints Guide in the vorpX help, which also explains a few other basics that are worth to read before starting with vorpX.

    #122477
    reanor
    Participant

    There also seems to be a STEAMVR hack, that works with Steam launched games, I presume.

    Here is the description:

    How to Sharpen Your HTC Vive’s Visuals with Supersampling

    reanor
    Participant

    Can anyone confirm if this is still actual and works (considering you tried this before and know the difference)?

    How to Sharpen Rift Visuals with Supersampling Using Oculus Debug Tool

    I’ve recently tried this and it does nothing any longer. I wonder if it only works with specific version of SDK, or they have some override in recent SDK versions to ignore the pixel override setting in debugger.

    #122405
    Ralf
    Keymaster

    vorpX ingame settings are always applicable the same way for both headsets, so you can use that guide. Only major difference is that you will need to apply a slightly higher field of view for Vive than for Rift since Oculus opted for a higher pixel density instead of FOV. For Vive you usually want to set an FOV around 120° (110° for Rift CV1).

    One caveat: not all options mentioned in that guide exist anymore, but that has nothing to do with Rift vs. Vive, just with the guide being based on an older vorpX version.

    #122331

    In reply to: Skyrim Special Edition

    Dedalus19
    Participant

    Thank you Ralf!

    Just a quick post with my results, it’s getting soooo close to awesome, 1:1 headtrack camera would be the ultimate to alleviate minor warping when looking around with the Vive. And roomscale (I know…)! 10/10 would lean into Camila for a kiss and get skull clipping again:

    skyrimprefs.ini=
    ivsync=0
    fullscreen=0 (whatever)
    iHsize and iVsize is 1600×1280

    VORPX=
    G3D, 0.6 strength
    pixel 1:1 and 100% zoom
    headtrack at default 1.2, position on

    Seeing 50-85fps indoors, 35-40+ outside, yay! Only tested first indoor/outdoor map with Ralof, I’m sure gets slower in Whiterun.

    Disconnected my silly hdmi TV and turned off vsync, THEN got above 60fps.

    HTC Vive
    Win7 x64
    i5 6600
    eVGA 980ti
    16gb ram
    256gb ssd

    #122303
    Ralf
    Keymaster

    That’s an inherent artifact of the Z-Buffer method. While applying the 3D effect parts of the scene become visible that aren’t really there. These empty spaces are then filled with surrounding pixels resulting in the artifact you noticed.

    #122277
    Grumdark
    Participant

    I agree, most users starting with vorpx, have trouble learning curve.
    I can even see myself in the mirror when I read some comments, remembering when I started using the program.

    The only problem with this is that some users, a completely erroneous vorpx what is capable in many cases printing, and final experience that may offer take, once you set properly for each game. Very different.

    Sometimes, something as simple as a compromise between resolution,aspect ratio, Fov to avoid an image “eyeless fish/crystal ball” and no black band in pixel 1:1 except very specific cases,they are often a slope up for the general public.

    I hope that the next update could significantly help here,and also in default native control.
    —————

    I take my comment,only for a small suggestion Ralf:
    -I think that some expert options or all should be active by default,for the release of the new update,for example,separation 3d (strenght)/3d fov enhancement(in G3D),whether,not always necessary to use this in all games.

    -Also recently discovered,to adjust a slightly lower value,in option of positional tracking-(strenght),reduces or largely avoids some unwanted effects,in normal headtracking.
    Personally,I would reduce only slightly the current value default for next update.
    It is only a small associated detail,which has been obtained in my case,a more natural experience with my headtracking.
    I can still get positioning, but I have reached a compromise to avoid unwanted effect on some natural movements, reducing this value only a few points.

    #122171
    tig3rmast3r
    Participant

    Ok i’ve tried again bioshock infinite, it looks there’s no way to avoid the crystal ball because you can’t set the fov high enough even tweaking the cfg file manually (or using vorpx game optimizer that does the same). don’t know if setting other resolutions may solve the problem, maybe i should search for an aspect ratio tweak and do more tests,but i need to have fov configured properly when i’m at 16:9 resolution (so i can use DSR, see below)

    i’ve changed game, time for deus ex human revolution, this time i’ve been able to see a proper vr, fov 120 (89 converted to vertical), also i’ve solved the pixel/aliasing mess, vive supersampling does not work, because it’s supersampled AFTER the game render (as it’s an injection), so only way is using nvidia DSR, i’m running it at 4k and it’s very good looking, thanks to the latest steamvr beta feature asyncronous reprojection i’m able to play it quite smoothly and it looks great.

    Only drawback is the weapon/hands that are 2d.

    it runs between 45 and 55 fps but direct mode is over 150fps, i don’t know if there’s a way to set the game fps higher. what is that direct mode fps exactly? Strange thing is that i have 45/55fps too without 4k resolution.

    Tried turning off direct async in vorpx but my cpu usage goes crazy and i get no fps gain, turned off fluid as i get double images when i move the head, btw is a big step forward, hope to find other games where vorpx is fully functional like this one.

    last note, i get sick after a few minutes with deusex, probably is too fast, there is a little delay with headtracking, but it’s not the problem, the problem is the player movement, will try again tomorrow morning when i’m fresh, i think is just a matter of getting used, i hope at least :)

Viewing 15 results - 406 through 420 (of 501 total)

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