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Jan 18, 2022 at 3:10pm #209134
In reply to: Cyberpunk VR Update Thread
mr_spongeworthyParticipantI’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?
Mine reverts of “ON” every time also, at whatever rate is saved (i.e. the 75%, or 66%, sticks, but the ON/OFF toggle always reverts to ON.)
I also revert to Direct VR every time, even though the vorpX UI shows Z3D. I have to toggle both each time I launch Cyberpunk. Then again, it takes about 2 seconds to do that, so no big deal.
I’ve found that 90hz at the HMD and 45fps seems to be working well for me currently. If you want the eye-candy the Cyberpunk engine can provide it’s very, very hard to get that at 60fps minimum. On a 3080Ti here. Then again, I’m either fortunately, or unfortunately (depending on how you look at it) having to push a lot of pixels in order to really make use of my HMD’s clarity (Pimax 8K-X).
Jan 10, 2022 at 7:09am #208933In reply to: Best VorpX and Fallout New Vegas Resolution Setting?
yonkimanParticipantThanks for the tips. I’ve now disabled Vorpx’s auto resolution feature and am trying new resolutions with the same aspect ratio of the 1620×1440 you mentioned. The problem I have is that my graphics card seems to be rendering the *visible* image inside what looks like 1/9th of the pixel real estate.
In this example pic (https://i.imgur.com/dJ5muva.jpg), the resolution is set to 1890×1680. But the image visible in the headset is bounded by the yellow HUD – it’s basically the size of the center square in a 3×3 array. So to the best of my understanding,
1) The resolution of what I can see is low (approximately 630×560)
2) The GPU is spending 8/9ths of its power generating pixels I can’t seeNow I admit I have little idea of how VR works – I know you need to generate a little more than what’s visible for overscan and geometry. But this seems like way too much waste.
What might I be doing wrong/misunderstanding?
Jan 9, 2022 at 8:36pm #208907In reply to: Cyberpunk VR Update Thread
DemuseParticipantWith any melee weapon or fists equipped, there should be no ADS, only blocking. ADS doesn’t exist for melee weapons, the blocking mechanic replaces it.
Some data points for future testing: I’ve had the feeling that something doesn’t look as smooth as it should, even taking account of framerate and AER. Today I did testing at resolution of 1280×1024, low graphics, turned off vsync and framerate cap. The game looks smooth as silk (albeit blurry and pixelated). Looking around and walking is very smooth.
Observation #1: Using the gamepad thumbstick to rotate, at a slow smooth rate. When I stop rotating, the view appears to snap back several degrees in the opposite direction. The faster I’m turning, the greater the snap back. Happens with one eye closed, so not AER. I get the feeling that the perspective shifts somehow, like the view is calculated differently when in motion or standing still. No such issue when turning my head while walking and strafing, only when turning with the thumbstick.
Observation #2: Got on a bike, pulsing the throttle as if I’m revving the engine, as gently as possible, nudging forward just a few inches each time, starting and stopping. The view looks very jittery, not just bobbing up and down with the motion of the bike, but jumping around, even with one eye closed. Checked the view on my monitor and it looks steady and smooth. Then I switched back to 3840×2160 and tried again, and the jittery problem seemed to go away?
Jan 9, 2022 at 6:41pm #208903In reply to: Cyberpunk 2077 VR Mod Questions – GOG version
RalfKeymasterYeah, letterbox 1 will lead to a crisper image, because it sacrifices some pixels on the top/bottom of the image in favor of a higher pixel density. If that‘s OK for you, letterbox 1 is a good choice.
However, if you happen to have DLSS/raytracing enabled, try whether you maybe prefer a lower resolution without DLSS and raytracing. As great as raytracing looks, DLSS can make the image quite blurry since it renders at a lower res and then upscales the image. Personally I‘d consider the benefit of a crisper image without DLSS greater than the benefit of heaving raytracing on.
Jan 9, 2022 at 3:20pm #208891In reply to: Cyberpunk 2077 VR Mod Questions – GOG version
RobCramParticipantMore testing and the best visuals come from enhanced viewing screen. However, this isn’t practical. The next best and most preferable is using the VR Mode but swapping to letterbox 1. It seems then when choosing 1:1 Pixel it causes too much visual distortion using a GOG version and HP Reverb G2 RTX 3090 combo.
Jan 7, 2022 at 8:14am #208852In reply to: Can’t get Bioshock infinite working
CrazyDolphinParticipant@FonzD86
I’m currently playing this game on a i7-8700, 16GB RAM, GTX1070Ti with a Valve Index (90Hz refresh, Motion Smoothing On). I’m not experiencing your issues with this game, but I have experienced similar issues with Outlast (where it supposedly has DirectVR available, but not for myself).
Aside from having to lower Image Zoom to its lowest setting (0.40), while in FullVR/Pixel 1:1, in order to get a stable image, the graphics for Bioshock Infinite have been absolutely gorgeous.With regards to your inverted head tracking, one of the sub-menus within Vorpx deals with HMD tracking (if memory serves), and I believe there are a couple options where you can invert the x/y axis (useful if no DirectVR is available).
Ralf would know for sure.
Best of luck with B:I. I hope it works out for you.Dec 31, 2021 at 10:26am #208633In reply to: Cyberpunk VR Update Thread
RalfKeymasterInventory item descriptions/tooltips positioning appears to be borked at non-wide resolutions with or without the mod. The game always shows the inventory screen in 16:9, but apparently doesn’t consider the black bars it adds to that screen when it calculates the description positions, that’s my guess at least. Seemingly noone at CD Projekt Red ever really tried a non-wide resolution… I’ll see whether I can do something about that, but can’t promise anything. You can work around that by setting a 16:9 res manually, but that’s not a good solution, since that way many pixels have to be rendered that will never show up in the headset.
HUD wise I’d say it’s best to leave the size at 0.5 as per default. That’s how I play it here. To gather the most important info like your health status or the position on the minimap you can glance into the corners, which works fine regardless of HUD corners being within the lenses sweetspot or not. And if I occasionally need a closer look at something, I briefly switch to EdgePeek. Happens rarely (read: almost never) for me though.
Dec 31, 2021 at 2:20am #208631In reply to: FF7 Remake out 16 Dec, any expectations ?
CrackerBrand00Participantsame with the Shader Vertex – 33 except removes hair completely
Pixel – 66 seems to be related.. which is also the skinDec 31, 2021 at 2:17am #208630In reply to: FF7 Remake out 16 Dec, any expectations ?
CrackerBrand00ParticipantShader: Pixel 58 seems to remove the “dead pixels” but also turns everyone’s hair black
Dec 31, 2021 at 12:22am #208629In reply to: FF7 Remake out 16 Dec, any expectations ?
CrackerBrand00ParticipantGreat G3D profile! In case anyone is curious about the performance, with a geforce 2080 and hp reverb g2 I get near 60fps in 1080p with the low texture detail settings. around 40ish with high texture detail (necessary if you can/want read the Japanese Kanji on signs and things). Make sure to put shadow detail on low for a small performance boost.
Unplayable in 4k
I recommend turning the 3d settings Off and clicking Ok&Save so that it’s off by default, and then once you get into the game manually turning it on to avoid the Load game Crashing. Also I find the 3d to be better in Cinema mode.
I see what you mean about the dead pixels during the cut scene, right over the faces.. a bit distracting but not a deal breaker(closing one eye often helps). Thanks for the work to get this running in G3D
Dec 27, 2021 at 3:40am #208503In reply to: Cyberpunk VR Update Thread
mr_spongeworthyParticipantTurning off TAA (ini tweak) does indeed eliminate (or at least greatly reduce, there is then so much aliasing it’s hard to be absolutely sure) the halos that direct VR brings to the table. It’s also *vastly* sharper at any given resolution of course, although the decrease in resolution necessary to run without DLSS means that distant detail suffers greatly as there just aren’t enough pixels to work with. Combined with
Unfortunately turning TAA off means DLSS won’t work, as it is for some reason tied the the single worst form of AA ever invented. I think TAA simply stands of Terrible Anti Aliasing.
I was also unable to turn the in-game AMD upscaling on, although I have not really tried to troubleshoot that issue yet. It may be that it won’t work with RT on, I seem to remember reading something about that.
No doubt cyberpunk is a tough nut to crack. At this point I could almost certainly achieve sufficient performance to run Direct VR 3D in cinema mode with TAA and DLSS off, but with no way to inject a different AA method it’s unplayably aliased and shimmery.
Solution (again) that comes to mind first is working to make sure vorpX plays well with ReShade. It’s just the simplest solution out there for fixing recalcitrant games.
Dec 24, 2021 at 3:43pm #208291In reply to: Almost Ten Years Ago…
RalfKeymaster@ kiesel:
Are you maybe playing with an older Cyberpunk build? The VR mod also uses CET, so the only thing I can really imagine here is that maybe you use an older Cyberpunk version that isn’t compatible with the latest CET.
@ artum
That’s intentional, not a technical limitation: on Index with it’s relatively high vertical FOV the mod on purpose limits the vertical FOV (not horizonically though) slightly in favor of better image quality (higher pixel count per degree). It pretty much always uses the vertical FOV that Oculus headsets have typically. Normally that can be adjusted in vorpX, but due to the high performance requirements of Cyberpunk, as in exception it’s slightly limited in this particular case.
@ Tourist:
Your card is barely faster than minimum recommended in the start message. I can’t really say anything else than the message in the game already says: start with ‘Nice’ as resolution in the vorpX menu and graphics details in the game set to ‘Low’. That should definitely work on your card. Than check whether something better is possible on your PC or not.
Dec 23, 2021 at 10:43pm #208236In reply to: Almost Ten Years Ago…
RalfKeymasterThe highest resolution vorpX does automatically is 3200×2400. In contrast to headset runtimes vorpX‘s custom frame interpolation can utilize some extra pixels on the sides, hence the 4:3. Results in less black sliding in from the sides when you turn your head at lower framerates.
Super easy too, you don‘t even have to add custom resolutions, just cranking up the ‚Resolution Quality‘ option in the vorpX menu does the trick, no matter wether your monitor supports the res or not. Be aware though that even with a high end GPU you will have to make some sacrifices in the graphics options at a res that high. Doesn‘t make much sense to run the game with 30fps.
Dec 23, 2021 at 4:04am #208206In reply to: FF7 Remake out 16 Dec, any expectations ?
PicdelagParticipantMhhhh same problem.
To be clear, the game freeze while loading.Maybe it’s only me for whatever reason…
So i only see one more problem about my profile : “Some big dead pixels” depending of the camera.
Still have to give a real playtest, don’t had the time.
Dec 22, 2021 at 8:11pm #208191In reply to: FF7 Remake out 16 Dec, any expectations ?
PicdelagParticipantI also have some little issue i try to fix…
Maybe i will post a newer version soon.Also, most of the time, when launching the game and trying to load a save my game crash.
I already have a *fix” for this :
Launch the game => Set the 3D setting to OFF BEFORE trying to load a save => Once in game after the load is finished, go set the 3D setting back to Geometry 3D.It seems that this solve the loading issue for your entire game session. seems you only have to do that every time you launch the game, but after that you should be good until the next time you want to launch it again.
I’m trying to solve some “dead pixels” now
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