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  • #103352
    Ralf
    Keymaster

    Please check the below settings (should be the default for many first person games)

    1. Virtual Cinema Mode is disabled
    2. Aspect ratio mode is set to “Pixel 1:1” (image page of the ingame menu)
    3. Image Zoom is set too 1.0 (also image page of the ingame menu)

    With these settings there is no border. Be aware that you have to make sure to set a game’s FOV to 120 with these settings or the image looks zoomed/distorted.

    #103337
    Ralf
    Keymaster

    If the FOV still isn’t 100% correct, please either use a slightly higher value in the .ini or compensate for the rest in the vorpX ingame menu by adjusting the ImageZoom value (image page).

    3D: Far Cry 4 “only” has Z-Buffer 3D, which provides less depth for foreground objects (not in the distance though), but is a lot faster than Geometry 3D, which renders everything twice.

    For better image quality, please choose another resolution. The resolution that utilizes the max. amount of pixels on your headset would be 1920×1440. Just keep an eye on performance ([ALT][F]). You need to maintain 45fps+ at all times for a pleasent experience.

    #103174
    Ralf
    Keymaster

    As said above images are pre-warped by the headset runtimes to counteract the lens distortion. Hence there is no 1:1 relationship between screen pixels and original image pixels like on your monitor across the whole image. 5:4/4:3 are good for vorpX’s timewarp (also mentioned above already). I can not get into details about this, sorry.

    The suggested resolutions for quality (1600×1200/1920×1440) make sure that you get an image quality like with native games in vorpX. Since games with vorpX are often more demanding than native games you should use the performance recommendation (1280×1024) for newer games though.

    If you want to learn about lens distortion and how to address it mathematically, I can recommend the below Wikipedia article, it’s a great starting point. In practice both Oculus and OpenVR runtime work different these days, but the article still provides you with the basics: https://en.wikipedia.org/wiki/Distortion_(optics)

    #103173
    RAGEdemon
    Blocked

    Hi Ralph,

    “All headsets warp the image because of the lens distortion which leads to larger pixels in the center. Hence the best render resolution is higher than the display resolution. ”

    Yep, I understand that, hence my trying to find an optimal render resolution (‘I’m a huge fan of supersampling with GEDOSATO tool, as well as nVidia’s DSR).

    Due to my experience with supersampling, I know how important it is to have exact 1:1, 2:1, 4:1 etc supersampling ratios, as in-between ratios will yield unsatisfactory results.

    This is the reason I am trying to ascertain the correlation between the screen resolution of 1080×1200 and the render resolution.

    So that I understand, 1920×1440 is indeed a 4:3 resolution. This just does not make sense to me if we are distorting onto a 9:10 screen. surely we would want a 9:10 supersampling resolution?

    Now you are saying that there are black bars on the horizontal extremities, which somehow affect the rendering ratio?

    I apologise if I am not getting this. Would you kindly elaborate, perhaps by using a diagram?

    I am sure the more technical of us would be able to use the information to best calculate our preferred custom resolutions. I personally find this fascinating!

    I should add that I use the VorpX cinema setting in games, rather than the VR setting, as it gives me proper head tracking.

    #103162
    Ralf
    Keymaster

    All headsets warp the image because of the lens distortion which leads to larger pixels in the center. Hence the best render resolution is higher than the display resolution. 5:4/4:3 resolutions are useful to give vorpX some room for its custom async timewarp on the left and right border without black bars sliding in while timewarping (like with the normal timewarping).

    #103152
    RAGEdemon
    Blocked

    How does one edit a post?

    I have been doing some reading online, and it just gets more confusing as noone seems to know what the default/recommended rendering resolution of the CV1 actually is.

    Some people are claiming that its 3024×1680, others are saying its 2700×1600.

    Yet some say to half the resolution to 1512×1680, as it should be a “per eye” resolution as Ralph mentioned.

    All I want to know is, everything else being equal, what is the optimal game resolution that should be set? Noone on the entirety of the internet seems to be able to answer that definitively :)

    If I think logically with my limited understanding, I would double both the horizontal and vertical resolutions of one eye (1080×1200), which would yield 2160×2400 as the optimal rendering resolution, which is 466 million pixels per second at 90fps – pretty close to the “400 million pixels for VR” figure that everyone keeps regurgitating.

    #102984
    Ralf
    Keymaster

    While the view is indeed slightly asymmetrical on the y axis, the rendered image center is exactly in your view’s center as it should be. Both CV1 and Vive apparently use an asymmetrical view to optimize for human vision that is better at looking down than looking up, with the goal of spending more precious screen pixels for the more important lower image ‘half’.

    Simply offsetting the image does not work as it moves the image center down and thus introduces distortion when the view rotates. This was actually done in the first CV1 release of vorpX, but thrown out again soon after due to said distortion.

    Long story short: If you want to get rid of the small bottom border that is visible in some games, set the image zoom in the vorpX ingame menu to 1.0 and choose a slightly higher FOV. Doing it this way keeps the image center where it belongs and does not introduce distortion.

    #102856
    TardOnPC
    Participant

    I know the answer is probably no but I am returning my Vive for a refund and have no need for VorpX. I activated the software and used it so I can’t request a refund for VorpX. Ralf, is there ANY way I can gift VorpX to somebody?

    If not, I guess I will stay in the loop for software updates. I will be purchasing a VR headset once the pixel densities increase; resolution is too low right now which is why I’m returning the Vive. Thanks.

    Nerobeus
    Participant

    With the last SDK it’s possible to override the oculus definition !

    – Download the last SDK on oculus site, open the Oculus debug tool (in folder tool) and change the value “Pixel per display pixel override”. The max value is 2.

    – start oculus, the tracking will be loosed.
    Close oculus debug tool.
    -> tracking work again.
    – restart oculus debug tool et set again the same value to 2.
    – launch your favorite game and ENJOY !!

    The result is incredible but it’s also really harder for your graphic card…

    (Please excuse my bad english…)

    #102473

    In reply to: Skyrim + Vive

    thor777
    Participant

    I just tried Skyrim with VorpX last night on my Vive. I used the VorpX game optimizer and set fov to 120. The game is pretty pixelated at 1280×1024. Is this normal? Also, are you guys playing the game with cinema mode on or off?

    #102393
    Ralf
    Keymaster

    It’s fully working again here after disabling and re-enabling a few options in MGE-XE. Very odd.

    Before there was only a white screen as soon as G3D was enabled, now it’s working fine again. Unfortunately I can’t even say what it was exactly. It’s now working again with distant land and other extra features of MGE-XE…

    If your issue is the same (white screen), try disabling distant land/shaders/solar shadows per pixel lighting and antialiasing and then re-enable them in MGE-XE. That was basically what I did.

    Lupinthegreat
    Participant

    I’ve got it working and looking great on the vive! It turns out once i had the controller emulation going, the head tracking came back.

    I also set the resolution to 2160×2400, a suggestion i found in a reddit post from way back. I found lower resolutions look to pixelated, the higher resolution obviously looks much better.

    There is still the half cut off tracker (and I am sure hack tool) but its a much better then before.

    #101941

    In reply to: Skyrim + Vive

    MrEos
    Participant

    I ended up having to bump fov to 125, thinking about going a little higher, with all my other settings to get that vertical rotation almost 1:1 now with minimal distortion.

    Some other things I have tried. When I force the ini to 960×1080 resolution, I get an almost perfect game, if you disregard the horrible pixelation. So then I bumped it to 1080×1200, to match the vive. And I started getting issues with water in the distance appearing all weirded out. IF anyone knows a sure fire way of dealing with the wall of water issue I’d appreciate it.

    bcozier
    Participant

    I noticed the higher pixel density on the Samsung Gear VR with Galaxy S7 (577 ppi) 1440p instead of 1200….I also saw someone using TrinusVR.com to push SBS output from a PC to the GearVR but think it uses tridef or something the like. I was wondering if VorpX could do something similar to use the PC processing power to output to the GearVR better display? It could mean more vorpx sales for you Ralf…and yet another way for us PC gamers to tap into VR who already have the Gear VR with the possiblity of even better image quality than CV1 not to mention easier present availability. What do you think, Ralph?

    #101157

    In reply to: Any news on Vive

    SirChancelotx
    Participant

    At least give us the benefit of the doubt that we have researched what Vorpx is and how it works.

    I actually know little about how VorpX works, spotted someone talking about it on the Vive steam forum and was excited to think it would give me a way to experience my library with the VR headset.

    I didn’t honestly think I would be physically running around in games with room scale or using the wands considering those really would require a game be built specifically for that. But beyond that, I’m not sure. The 3D part is pretty much a given (otherwise, what the hell does this thing do if not!), the part I’d like to know is, does this do head tracking?

    As for the other topic of G3D vs Z3D, again I know little about this, but from what I can gather, one is the convincing method but a performance killer and the other the lite version that gives you a decent shot at FPS that won’t make you vom. If I understood this correctly, then I certainly appreciate the option and tbh it’s down to the individuals machine to drive the game at good FPS. I may know little about these VR topics, but I have been gaming at very high res for a long time, I’m aware what it takes to push around so many pixels.

    For sure, and my apologies if I spoke on behalf of you/someone I shouldn’t have, I really can only speak for myself. There are a lot of great forum posts here and videos online that are great education tools, I really like a youtuber named ImmersiveGamer83, he is very thorough and helpful.

    From my own experience in the post I was responding to I simply had not heard the promise of VorpX making games roomscale, and the opinion that was projected was not my opinion. I wished to clarify that of all the Vive postings I had read and the general consensus that I gathered, what I wrote reflected what I had seen. The original posting seemed to imply otherwise. I hope you find the info you are looking for!

Viewing 15 results - 451 through 465 (of 501 total)

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