The official recommendatation are 1280 (width) x 1024 (height).
There are mainly two reasons for recommending 4:3/5:4 aspect ratios:
1. They are available per default, so inexperienced users don’t need to add resolutions to Windows.
2. They provide a few extra pixels for vorpX’s async timewarp.
You can still experiment with other aspect ratios, of course. The performance gain usually isn’t worth the extra hassle campared to 5:4/4:3 though.
I apologize for being ambiguous. I will try to explain better here. For reference I am using an i5 4690K/980Ti/16 GB RAM/500 GB SSD/HTC Vive/SteamVR Beta, all stock settings.
This is what my game looks like in 2D:
View post on imgur.com
Using these settings:
View post on imgur.com
This is all default vanilla stuff, no mods. No I will try the default VorpX settings as applied by the Game Optimizer in VorpX:
View post on imgur.com
To be clear in the above screenshot I disabled AA for testing purposes.
OK so at this point I see now way to take a screenshot of what I am seeing in the HMD while VorpX is running.
– Trigger + menu button on Vive controller takes a black screenshot
– FRAPS screenshot does nothing
In any case, what I see is the foliage looks like very low res 2D sprites, extremely pixelated, and I get around 25 fps.
I’m going to try GTA V and see if something similar happens.
Why does VorpX have no way of taking an in-game screenshot?
Maybe you could describe what you think looks “shit” or “terrible”. vorpX takes the rendering of Skyrim (or any game for that matter) exactly like it is rendered on the monitor and then displays it on the headset. vorpX can’t make a game nicer than it is and obviously is restricted by the headset’s max. resolution, which of course looks a lot lower than your monitor’s resolution due to the ~4-5x lens magnification.
Difficult to understand what you possibly expect besides rendering a game to the headset. If you use a resolution that is high enough to maps one image pixel to one screen pixel on the headset (which would be 1920×1440), any game looks as good as it possibly can on the headset.
So I’ve been fucking around with this for hours and I really must be missing something simple. I have followed the directions provided and the game looks like absolute shit, with horrible pixelation. If I run it in 2D at 2560×1440 it is perfect, but in the headseat it is unplayable. No matter what resolution I try it just looks the same. Any ideas?
The original text was for DK2 which has a 16:9 screen (hence 8:9). It is still used by many. If you are after a perfect match, you of course have to choose a resolution that matches your headset’s screen aspect ratio.
5:4/4:3 aspect ratios are still better BTW. At least the Rift CV1 has a feature called partial overlap, which introduces some left/right asymmetry. 5:4/4:3 provides some extra pixels for that as well as for vorpX’s async timewarp.
Hence 5:4/4:3 are the recommended aspect ratios now. All things considered they not only are easier to handle, but also work best.
When we set a resolution for a game in Cv1,for example 1280×1024 game running in Vorpx…
Is this shared all resolution between the two screens,or total resolution is represented twice being one for each separate screen?
This doubt is exclusive to work with Vorpx,standard behavior with native games is out of the question.
regards
1280×1024 is a middle resolution considering performance and quality. If you want better resolution in games, create custome resolution 1920×1440 in your graphics card settings, then run the game in that resolution. You can also use a trick with oculus debugger to increase pixel ratio, one of the forum posts explains how, it will make image clealerer. Using that and having 1920×1440 in-game resolution will really make the experience better.
After this, the only thing I could have wished if resolution of the oculus retina displays was a bit higher, then it would be a winner. To get above described working well, you need latest GPU. – GTX 1070, 1080. Both, pixel ratio and high resolution, will put extra load on your GPU, anything below 980, will struggle badly, and even 980 may have a problem to support both tricks while keeping good steady fps.
i’ve tried ghosts and deadspace 2 using nvidia DSR 4x, so basically 3840*2160..
It looks A-M-A-Z-I-N-G !!!
this is how it should be, i have 45 fps nearly constant at max settings on both games, i don’t expect to be able to do it on newer games but on this 2 it looks perfect!
At least on newer games i prefer much more lowering details but DSR x4 is a must to enjoy this vorpx without minecraft effect.
Unfortunately it’s impossible to use DSR on custom resolutions, so for newer games that i’m going to test i’ll check first for windowed mode then if it’s not possible to set higher res i’ll go for DSR.
I’ve zoomed out a bit the screen in order to use all the available pixels as it’s a 16:9 res (something around 70%, i still cover the vive fully).
Dead space is in geometry 3d but there are some minor artifacts and also as it’s not a first person view game is not the best on the vr, but the quality is now how i wanted it to be.
Searching for a geometry 3d fps now.. any suggestion that is NOT on this list? https://docs.google.com/spreadsheets/d/1xQom_2-Hgno-zO_wQtjarapZEyW_1XCL5LB8TX8v7zc/edit?pli=1#gid=0
Rendering issues on alien isolation are now fixed ? would be great on vr
The suggested resolution of 1920×1440 means that one rendered pixel approximately correspondents to one screen pixel, which is how it works for most native apps. Nothing is downscaled unless you maybe have chosen a Image Zoom value snmaller than 1:0. Might make sense to do a factory reset (config app, trouble shoot page) if you already tweaked very much.
Choosing even higher resolutions like you did results in even better image quality (similar to using Dynamic Super Resolution when playing on a monitor), a similar effect occurs when you use EdgePeek.
1920×1440 basically leads to the same result as native apps image quality wise though.
Since this is so important I’d like to reiterate that a decent frame rate in the long run is the more important thing to consider. Always check your frame rate while experimenting with resolutions (ALT+F). There probably aren’t many recent games where 1920×2160 makes sense performance wise.
Head movement translates into jerky screen movement. It’s not smooth, it looks like the screen is always shifting by a bunch of pixels at once instead of one.
tried all vorpx settings and nothing helped.
it’s not performance related.
Outlast was one of the reasons I bought vorpx so help is much appreciated!
tyvm
The best possible resolutions quality wise would be about 1400-1500 pixels high. All headsets render at a higher resolution than their display res to compensate for the lens-predistortion. If you are after the best possible quality, choose 1920×1440 (or an according 8:9 res if you want to do that).
Just be aware that VR needs MUCH higher frame rates than normal gaming. Rendered in stereo most newer games will not provide a high enough frame rate with such a resolution. At the end of the day a high frame rate is more important than image quality for a comfortable experience.
Using the recommended 5:4/4:3 resolutions makes your life easier while still providing most of the advantages of a custom resolutions. They are recommended for three reasons:
1. Not all games work well with unusual aspect ratios.
2. They are easier to handle since they don’t have to be added manually.
3. They leave some room for vorpX’s custom timewarp when you turn your head.
Well, VorpX injection is working for other games. The only other 2 DX hooks that I can think of are the Steam overlay, and NVidia’s GeForce Experience (which I’m not sure if it’s even a lower level hook).
I’ve disabled both and it still didn’t work. I’ve also reconfigured to run fullscreen and it also didn’t work.
General question regarding VorpX: Should we always try to run games with it at 1080×1200? Does that map to a 1:1 pixel resolution on the CV1 after VorpX does its viewport manipulations?
I don’t know exactly where you guys are hooking into DX to create the individual viewports for each eye. I’m assuming its not only at the Present() (DX9) and then doing changes to that buffer.
Half resolution (one eye) would make sense if you are just translating the view in the second eye. But I noticed that even on games like GTA V, the recommended resolution is 1280×1024, which is not 8:9.
Just purchased vorpx a couple of days ago, only tried battlefield 4 atm, the image quality is horrible to be honest, i had 1920*1080 resolution ingame, that screen is then projected on a small screen inside the vive, so the resolution is already scaled down, then you zoom in for the “vr” effect and you end having pixels large like a mountain.
Not to mention that the 3d is faked with z-buffer, with very low to none effect and artifacts.
What am i missing? is it possible to set up a resolution that is going to use all the VIVE displays instead that just a portion of it ?
Do i have to set 1080*1200 ingame ?
Also is it possible to have information about the geometry 3d support for games? maybe on the supported game list you should write wich ones are available in true 3d, the fake z-buffer 3d is something i want to avoid at all costs.
Lastly, would it be possible to use the tridef driver togheter with vorpx ? they have a very good list of supported games in real 3d, would be great.
I’ll test more games in the meantime i really hope i’m missing something else vorpx is a no go for me.
I’ve got Fallout 4 working in geometry 3D almost perfect now, however there seems to be a weird glitch around people and some objects.
It’s almost like large pixels around them.
Does anyone have any idea how to fix this?
Thanks
You can use any resolution you want. Try 1600×1200 or 1920×1440 if your PC can handle that for the best possible image quality. The default recommendation of 1280×1024 is a compromise between quality and performance.
If you are seeing a screen in front you in full VR mode, you probably have changed the Image Zoom setting on the image page of the vorpX menu. Please make sure to reset the Image Zoom to the default 1.0 and the aspect mode to Pixel 1:1.
These are the defaults for Skyrim, and with these settings the whole image is filled, so you are fully in the game. If you already tweaked a lot, it might make sense to restore the default profile in the config app.
Instead of using image zoom, set the game’s field of view (FOV) to the value suggested for your headset. in Skyrim that is particularly easy. You just have to click the “Adjust FOV” button on the main page of the vorpX ingame menu.
In regard to performance please make sure to use an unmodded Skyrim and do not use any performance degrading ini tweaks (uGridsToLoad etc.). Skyrim is a highly CPU intensive game, even more so with vorpX in Geometry 3D mode.
With an unmodded Skyrim and a recent CPU you should be able to get ~50fps in most parts of the map with dips below that in towns (especially Whiterun).
If you want to enhance your framerate significantly beyond that, change to Z-Buffer 3D in the vorpX menu. Doesn’t look as good, but is a lot faster.
I’ve got Skyrim working perfectly except the trees, shrubs and grass seem really pixelated.
Does anyone know of any texture mods that can help?
It’s the only thing that stopping me from enjoying my gameplay.