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  • #220724
    Ralf
    Keymaster

    If you use 24.1.0 with the virtual monitor, you don’t need to add resolutions in the nVidia control panel. The virtual monitor is the more comfortable alternative to adding custom resolutions for your actual monitor.

    Per default the virtual display should kick in when you launch the vorpX desktop viewer and put on your headset. Additional resolutions up to 8K can be added in the config app, including (almost) 1×1 with vorpX automatically taking care of adding a few extra pixels horizontically to ensure any 3D heuristics relying on detecting quad textures don’t get confused.

    IMPORTANT: SUPER HIGH RESOLUTIONS ABOVE 4K NEED LOTS OF MEMORY. vorpX creates several extra buffers at full screen res. May even bring your 16GB 4080 to its knees combined with games that have high GPU memory requirements even without vorpX. So don’t overdo it.

    Benedict81
    Participant

    Hi!

    Just bought Vorpx and I’ve only played with it for two evenings. Got some questions that I didn’t find answers for.

    Vorpx works and I’ve played Metro Last Light Redux with it for abit. Setting the game resolution is problematic, granted that this game has problems of its own with setting the resolution in windowed mode but heres what happens :

    – If I just start the game with Vorpx running and use the automated settings, it wants to use a very low resolution (1600×1200 or something like that). I can change the resolution in-game, but that garbles the graphics (this is because of the windowed mode, not because of Vorpx, the graphics go weird even in flat mode if the game is not fullscreen). So not a Vorpx problem, it is the game not liking windowed mode.

    – If I run the game through Vorpx Desktop Viewer, the resolution goes up, but now I can’t choose the resolution at all (the game locks the resolution to something weird like 5124×1440 (is that an ultrawide reso or something?), can’t remember the exact resolution but it was about that). Ok, the game is playable with this resolution, but I am still wondering why I can’t change the resolution in desktop viewer situation. I tried to turn the automatic resolution thing off, but that didn’t seem to do anything. I have created a plethora of custom resolutions into Nvidia control panel and if I understand correctly, it is recommended to run games in 4:3 aspect ratio or close to that for best results. And ofcourse I feel like I’d want to up the resolution a bit (getting near constant 120fps according to the Vorpx FPS thingy with this reso) cause the graphics still look a bit pixelated in the distance. Yes, I am new with Vorpx and I might be doing something wrong here, but thats why I am here :)

    -Another tech question not related to resolution – is the ALT+L thing something that should be done once you are in-game and in full vr? I ask this because if i tap ALT+L once in-game, it reduces mouselook to just horizontal movement and if I don’t tap ALT+L I have full mouselook in both axis. Using the ALT+L also seems to remove the Y-axis options completely from the Vorpx menu (delete key), again, if I don’t tap the ALT+L, the menus have all the Y-axis options (and I do want full mouselook, especially in first person games).

    Im running Win 11 (all the latest updates), RTX 4080, Pimax Crystal HMD.

    Thanks!

    #220361
    mr_spongeworthy
    Participant

    Just feedback to report that newer versions of Pimax Client (1.29.01.01, as of this writing) seem to be working well. Win11, HAGS on, etc. No major issues beyond the usual Pimax PITA stuff (broken motion-smoothing, etc.)

    Ralf, is there any way I we can override the resolution being sent to our Pimax HMDs through vorpX? Currently vorpX (current beta, virtual monitor disabled) sends fewer pixels to the HMD than it really requires for excellent clarity. I can compensate a bit by running a title at very high resolutions, but in effect that’s still getting downsampled to a lower resolution than ideal before being sent to my 8k-x (plus, it’s very GPU intensive obviously). I’m frequently leaving a lot of clarity on the table because of this: Running an older title, even at 5k, is doable, but that resolution is getting reduced considerably before it is pushed to my HMD, lowering the quality. It looks to me as if you push the same number of pixels to the 8k-x as you do to the 5k, but the 8k-x needs more than that. So far I’ve been unable to overcome this. Both Pimax resolution override and Steam SS do not result in a higher resolution. FPSVR shows this when one uses the “detect resolution” function.

    #220115

    Topic: XEL

    in forum User Profiles
    RJK_
    Participant

    XEL (G3D) / DX11

    Finylly got a profile for XEL. Sadly Cut Scenes couldnt be fixed.
    Please use Hotkey to switch beetween G3D and Z3D in cutscenes !

    – Required: Shortcut command -force-d3d11
    – Optimized for Cinema MOdes
    – FULL VR not recommenended
    – Use Z3D/G3D Hotkey for Cutscenes
    – Profile available at the cloud

    #219810
    prien.junior
    Participant

    update: game is running what it looks horrible. normally i play on maximum details. with vorpx and vr headset it is extreme laggy and looks like a windows 95 pixel shooter. do i have to do the graphic changes in the game (everything lower) or are there specials in the configuration tool to look for?

    #219808
    RJK_
    Participant

    Hello everyone,

    Got me a Vive Pro 2 and tested it with vorpx.

    The HMD requires “ViveConsole” to be installed through steam.
    A bunch of programs from the Console install folder must be excluded in VorpX.
    Resolution of the Pro 2 is of corse better, but not better as expected.
    Pro 2 seems to eat up a lot of FPS compared to Pro 1 at 4k resolution.
    Fallout 4 was almost implayble with Pro 2 17/9 Fps on 4k / GTX1080ti.
    Vorpx sharpening has almost no affect on Pro 2. !
    Pro 2 even looks kind of unsharp. (perhaps certain StaemVR settings nee to be made)
    Even Pro 2 has more pixels, the image looks sharper on Pro 1 !

    I went back to PRO 1 because of way better performance.
    On distant objects you may gain details but hardly on close.
    I would say its not worth to buy a Pro 2.

    Reaver Shadow
    Participant

    UPDATE: Virtual Desktop usage

    Last few days I’ve been using Virtual Desktop, rather then Quest Desktop App to run game w/vorpX. Here is an account of my experiences, which is overall GREAT!

    Re-fresher on steps:
    (1) In Virtual Desktop Streamer APP, set to VDXR (I haven’t attempted automatic yet)
    (2) In VorpX Config app, Set to OpenXR

    Observations:
    – So far nearly flawless.

    – IMO Image Quality is slightly better then Quest app. I suspect better automatic encoding bitrate adjustment, and probably 10-bit HEVC helps. (I manually set HEVC in oculus diagnostic tool, but doubt it’s 10-bit).

    – Major ability I prefer/enjoy, is being able to take off Headset (or lift), and put back on with near zero issues. AirLink is just awful for this. When the AirLink connection is stopped, it causes chaos, and my only resort is restart entire PC. (Workaround is double tap oculus to turn on pass through)

    – Enjoy that I can adjust setting/make tweaks to stream within Virtual Desktop App rather then needing Oculus Diagnostic tool via desktop.

    – Virtual Desktop Performance Overlay provides additional information, at least about the stream, which is helpful for overall optimization.

    – I haven’t done any concreate tests, but it does seem like Virtual Desktop is more Energy efficient then AirLink. Headset seems to get less hot, and seemed like I was on battery for @ least 30 min longer.

    VD Streaming Settings:
    I had to disable these settings in order to have VorpX run smoothly.
    – Synchronous SpaceWarp (SSW); caused the 3D image to be “delayed” (or lack of better wording), when moving, and seeing two images.
    – Video Buffering; there was a choppiness or shuttering, as if the framerate was dropping to single digits.
    – Snapdragon Game Super Resolution; Caused pixel artifacts when moving head.

    Other VD settings:
    – increase color vibrance” = off. This is personal rather then image quality or performance, because to me it makes the image more warm white/yellow. I like cool white.
    – VR Graphics Quality = Medium (GPU = RTX 2080Ti), I’ll test with High soon.
    – VR Frame Rate = 90fps, I may test with lower frame rate for VorpX Immersive Mode.
    – VR Bitrate = 150 Mbps (I can be on other side of apartment, 3 ways and fridge in between direct path with Tp-Link Archer A10 Router [WiFi is Quest 2 only], and no quality or fps drops)
    – Sharpening = 75% (default)
    – Increase Video Nominal Range = off, this feels like a personal thing. I need to figure out how it works, feels like they’re stretching the color space, rather then using what the Devs (game or mod) creators intended. But it does make things darker, if you are playing something horror/scary/creep.

    On another note: would like to retract my comment about keyboard in Quest App. Initially, it’s height was at mouth level, and interfering with desktop interactions. I have since learned you can move it where ever you like.

    Reaver Shadow
    Participant

    Can confirm, VDXR OpenXR Runtime in Virtual Desktop WORKS with VorpX [i.e. VorpX + Virtual Desktop(OpenXR aka VDXR)].

    BUT not without hiccups/issues ;(

    VorpX: v21.3.5
    Oculus Quest Desktop Software: Rendering Resolution 3712 x 1888 / 90Hz
    Virtual Desktop Streamer: v1.30.1 / VR Graphics Quality: Medium / 90Hz
    Headset: Meta Oculus Quest 2
    Game Resolution (The Witcher, Nexus Mods Collection: “best experience LOREPLAY”): 2560 x 1600 (16:10), ~55FPS (seems to be frame caped at 60, 1080p is same)

    Report
    – [PSA] Start VorpX after your streaming within Virtual Desktop, or VorpX tries to hook it (I know i can exclude it, but i’m lazy).
    – [Minor] I have Virtual Desktops Performance Overlay on by default. As soon as it click both sticks to turn off, I lose the mouse. Found no way to get back outside of quitting everything and running again. So disable Performance Overlay prior to starting game.
    – [Major] I’m not sure what to call it other then artifacts. I would have random, not sure if individual or groups, of pixels in my peripheral be sparkling/shimmer/be wrong colour briefly. At first i thought it was dead pixel, but this same behavior did not occur with AirLink, or was not apparent when running game in flat mode. ( I believe it was both the virtual screen and in the lounge.) Unfortunately, this was too distracting for me, and I when back to AirLink.

    Side Experience Notes
    – IMO the UI and User Experience of Virtual Desktop is levels beyond AirLink (The virtual keyboard alone in AirLink is just inconvenient/dumb).
    – In my testing play the witcher, VorpX + AirLink, the combo does NOT recover AT ALL from any type of disconnect, (WIFI related, PC/VorpX error, or the WORST simply removing the headset for a washroom break. This is EXTREMELY frustrating. Where as Virtual Desktop recovered 3 out of 3 times.

    Side Technical Notes
    – Rendering Resolution != Game Resolution. (It’s complicated)
    – As best as i can figure, in Virtual Desktop Streaming Menu (within Headset), VR Graphics Quality, is the equivalent to Oculus Quest Desktop Software Rendering Resolution.

    Questions
    – One thing i haven’t figured out for sure, hoping someone can verify. For Virtual Desktop flat screen/AirLink desktop/VorpX Desktop Viewer, you are simply cloning the Monitor, including the refresh rate and resolution, so they matter and should match. But when running in “VR mode”, your physical monitor res and refresh rate don’t apply. (My current theory is a sort of virtual monitor is created. Your physical monitor can display a limited portion, like reduced resolution and refresh rate, aka with safer perimeters for your physical monitor, of that virtual monitor???)

    #219145
    duke54
    Participant

    Anybody have any luck with a profile for ‘Enshrouded’ which just released on Steam, Jan 2024?

    From the internets:
    “We use the Holistic engine, which is an engine we created ourselves, specifically designed and optimized to build Enshrouded.”

    “Delving into the technical aspects of ‘Enshrouded’s voxel-based system reveals a fascinating interplay of advanced programming and innovative game design. At its heart, the game’s engine is built to handle the immense data and computational requirements that come with voxel technology.”

    #219088
    Ralf
    Keymaster

    Try either the cutting edge build 24.1.0 or the CP2077 standalone mod. The latest regular build does not have any of the CP2077 related extra functionality. Works totally different with the newer builds. Both are linked on the front page.

    As far as resolution (‘pixelated’) is concerned, use the ‘resolution quality’ setting in the vorpX menu to find the best compromise between fidelity and performance.

    BTW: Also make sure to read all instructions shown in the headset after launching the game.

    #218696
    MarcDwonn
    Participant

    Has anyone played Anno Mutationem with VorpX? Does it work?

    It’s in Unity Engine 2019 (per PCGamingWiki), and i bought it mainly for the music/atmosphere and art direction.

    ANNO: Mutationem is an action-adventure game with RPG elements set in a cyberpunk world, featuring a unique mix of pixelated 2D & 3D graphic style with a rich, dark and bizarre plot. https://store.steampowered.com/app/1368030/ANNO_Mutationem/

    #218695

    In reply to: Reticle too high

    Ralf
    Keymaster

    The reticle in FullVR mode is never too high, that’s an – albeit understandable – illusion. The reticle is always at the optical center, *BUT* all VR headsets have a neat little optimization to maximize the amount of pixels used where it counts:

    The VR camera matrix is vertically asymmetrical, i.e. more pixels are rendered below the eye position than above. That accommodates human vision, which focuses more on things below our eyes than above. Some headsets do that to a greater extent than others, but all do it to a degree.

    Since normal games don’t have such an asymmetrical camera but the headset does, depending on vorpX’s ImageZoom setting the screen of your headset may be fully utilized above the eye position, but not below. In other words: while the reticle might not be centered on the screen, it’s in fact still at the center of the camera.

    Unless ImageZoom is capped because a game is known to only work with a certain FOV range, you can raise the ImageZoom value to the max to fully utilize the sceen. That comes at a price though: higher ImageZoom means lower pixel density and requires a higher FOV, which costs performance. Defaults are carefully chosen, so better don’t touch these things unless you fully understood the above. Take this hint seriously please.

    Confused? Understandable. Still 100% what is happening. Everything working as it should – and has to.

    CAVEAT: No rule without exception. In G3D games things may get a bit out of sync if you use vorpX’s camera height modifier. You’d have to actively do that though. So unless you changed the camera height in a G3D game you don’t have to worry about this exception from the rule.

    Farutos
    Participant

    Hello please how to translate vr physical walking movement into any pc game, i am curious about game “Shadows of doubt”
    if its not possible in vorpx eg due to direct vr direct x, would it be able by some steam motion tools like natural locomotion or vrrocker?

    shadows of doubt (voxel)

    https://www.reddit.com/r/Shadows_of_Doubt/comments/135voia/shadows_of_doubt_in_vr_with_vorpx_is_very/

    #218556
    splurk
    Participant

    Hi all,

    As I see some questions about this profile, let me share my experience.

    Here is my review of the Starfield Alpha v0.2 rev.b profile.

    First it is available only on Vorpx Beta 23.1.0. Do not try to get it on official Vorpx official release.

    I have a Ryzen 7 5800X3D, 32GB DDR and a RTX 3080 10GB. I’m playing with a PICO 4. When talking FPS, remember that game FPS is divided by in headset. In other meaning, you need to be able to get 60FPS min to have 30FPS in the headset. My max FPS in 90FPS (due to 90Hz headset).

    The game hooks without any problem. However stereoscopic 3D works (Z-depth) with some limitations:
    – For any reason, I have stereoscopic 3D working on 16/9 or 16/10 screen width. I have not been able to get it with a custom resolution 2160×2160, though the game is fully playable without 3D. This is sad because having too much pixels have probably an impact on my performances (see below).
    – If my resolutions is less than 1700 pixel height, then I start to have a lot of artifacts if Z-depth is enable. So my best performance tradeoff is 2720×1700 with stereoscopic 3D, and a dynamic resolution of 85% without artifacts. In such conditions, I can maintain 50-60FPS when walking in New-Atlentis, and 90FPS when exploring planets (a little bit less in forest or fauna planets). Of course I am using the FSR bridge mod mentioned in this topic. However sometimes the performances starts to drop drastically without any reason, especially when switching between menus and going back and forth to the game. I have manage to resolve that by going to main menu a few seconds and return to the game. Sometimes I have to close the game and restart it as the performance drop seems to be stuck.
    – With 2720×1700 resolution, the game tends to crash at startup in a random way. I have to try 2 or 3 times before getting to the game menu. This is a side effect of Vorpx as it never happens without it.

    Now I add a note regarding the last patch from 21 November:
    – DLSS is officially supported. However I have found that performances are worst with Vorpx compared to FSR + bridge, litteraly worst. When using Vorpx and official DLSS, I can’t get more than 20FPS, even with “Ultra performance settings”. So for the moment I will keep using the FSR + Bridge, even if I will do some extra tests that needs to be confirmed.

    #218516
    usn09derek
    Participant

    I can’t make sense of the desktops resolution vs the game.

    Any desktop resolution of 1440p caused Fallout NV to crash when running directvr scan.

    I switched it to:

    1920 x 1080 landscape, 100%

    This looked great and directvr scan worked!

    Now I boot up the game and it’s a mess of pixels and I can’t figure out why. Vorpx auto resolution is off.

    I’ve tried 4:3, 16:9/10 and most every combination possible and all of them look like a psvr1 game. Resolution is set to great.

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