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  • #208116
    Ralf
    Keymaster

    I’ll take a look at the game after the Christmas break, so this is just a general hint.

    If you have G3D working in principle but there is some weird directional blur, you have a 50:50 chance to fix this with the shader tool by disabling the offending blur shader. Not guaranteed to work, but worth a shot.

    That way you can also disable shadows if you want.

    To enable the shader tool:

    1. Enable ‘Expert Settings’ in the config app (‘General’ page)
    2. Enable ‘G3D Shader Authoring’ on the same page
    3. In the game press CTRL+END (or ALT+END) to open the shader authoring

    May look a bit daunting at first, but is really fairly easy, even if you don’t really know what shaders are. You basically flip through the various vertex- or pixelshaders a game uses to find the offending shadows, then add them to the known shaders and define them as shadow (or just disable them).

    Sounds more complicated above than it actually is, and if you happen to be a bit of tinkerer, that can even be some fun on its own.

    Ralf
    Keymaster

    Shadows often can’t be easily steroized and thus have to get some extra treatment. The user profile author may just not have been annoyed enough to care or maybe the profile was made for a different program version, which often breaks shader definitions for shadow treatment.

    If you want to invest a little bit of time, you can try to fix this yourself.

    1. Enable ‘Expert Settings’ in the config app (‘General’ page)
    2. Enable ‘G3D Shader Authoring’ on the same page
    3. In the game press CTRL+END (or ALT+END) to open the shader authoring

    May look a bit daunting at first, but is really fairly easy, even if you don’t really know what shaders are. You basically flip through the various vertex- or pixelshaders a game uses to find the offending shadows, then add them to the known shaders and define them as shadow (or just disable them).

    Sounds more complicated above than it actually is, and if you happen to be a bit of tinkerer, that can even be some fun on its own.

    #207755
    Minabe
    Participant

    You can check here for the FOV and Camera macros:

    WoW showing in immersive, not 3d?

    For the pixelation use a higher resolution, 4:3 aspect ratio as a rule of thumb for vorpX VR Mode.

    zurbo
    Participant

    Hey,

    very new VR and vorpX user here. First game I try to play with vorpX is WoW, but I really can’t say that I like what I see. I hope my settings are just very bad. I am using the “official” vorpX WoW cloud profile and want to play in Full VR.

    I’ve set FOV to maximum (1.5?) and zoom into first person view. The FoV is ok then but if I move my head, the camera doesn’t move with my head. I have to press right mouse button to have the camera lock to my head’s movement. Is there any other better option than pressing RMB? I thought the camera would always follow my head movement.

    Furthermore anything looks very strange as if I was playing in 640×360. On my monitor anything is super sharp (3440×1440 resolution) but on my headset (Quest 2) it is so pixelated and blurry.

    What can I do? Or is this just how it is?

    #207600
    jenseits94
    Participant

    @Ralf after disabling DLSS it worked for me too

    Hi zhdun, I also use a Valve Index (but with an i7 8700k and RTX 3090). What settings in the game (resolution and FOV), steam vr and in Vorpx do you use?

    – In steam vr I’m using 100% SS, 120 Hz with locked 30 fps in game (reprojection)
    – In game I use 90° FOV and 1600×1200 resolution
    – In Vorpx I use 1:1 pixel ratio with 3D factor 1,2

    Would be nice to know what other people with the Index are using.

    Best

    #207533
    CrazyDolphin
    Participant

    @thomas3d,

    Thanks for the heads up on the recent beta. I gave it a shot, and here is what I came away with:
    – My specs: i7-8700, 16GB RAM, GTX 1070Ti with Valve Index (90Hz, Motion Smoothing On).
    – vorpX profile: the only G3D/positional profile in the vorpX cloud.
    – After doing a Direct VR scan while in FullVR mode, I was getting too much screen movement (e.g., nothing on the screen was staying in place when looking around). To resolve this, I had to make the following adjustments:
    = Had to use Letterbox 2 (Pixel 1:1 had screen movement and looked surprisingly flat; Letterbox 1 had better 3D but enough screen movement to be annoying).
    = Had to reduce Image Zoom to 0.77 to get the image to be completely stable. I think this screwed my sense of scale on how big I was relative to the environment.
    = 3D scale/strength was around 0.88. The more I increased it, the smaller the environment became, and I really felt like a giant in a small world.
    = Once I got a weapon, it was literally out in front of my face, partially obscuring my view. I had to physically step forward to put the gun out of my FOV. Zooming in with the weapon caused the screen to start moving again, so I stopped using zoom real quick.

    Your ae correct the game is more fun to play with vorpX, and had better 3D (i.e. you can tell there’s some 3D, but for myself, it is not ‘pop-out’ 3D.

    #207518

    In reply to: Struggling

    Ralf
    Keymaster

    You can run games at higher resolutions for better image quality. If e.g. currently you run the game at 1920×1080, you might want to try to set 2560×1440 in the game’s video/graphics options, which should come close to the pixel density of your headset.

    The higher the game resolution, the crisper the image. You have to find a balance between resolution and performance though. Higher resolution also means more work for your PC, so you may have to dial down details when you increase the resolution.

    If your monitor does not support 2560×1440, please check the ‘Custom Resolutions’ section in the vorpX help. It explains step-by-step how to add unsupported resolutions to your PC.

    #207506
    Ralf
    Keymaster

    While that is generally correct, using a slightly wider res has its benefits with vorpX. I typically recommend 4:3 for ease of use.

    Why that? vorpX has its own frame interpolation, which, in contrast to the headset runtime interpolation methods, can utilize the extra pixels when interpolating from e.g. 45fps to 90fps. I.e. you have less black sliding in from the sides when you turn your head left or right with frame interpolation.

    So while performance wise the individual eye res is best, for the overall experience something slightly wider (like 4:3) can be beneficial.

    #207446
    mr_spongeworthy
    Participant

    Do you have the 5K Plus, XR, or Super? All of those should be pretty good HMDs, but I definitely get not wanting to fuss with the extra crap through PiTool / Experience.

    I’ve worn quite a few HMDs, and unfortunately, as I’ve probably said, I feel so claustrophobic in all the standard HMDs that I’m pretty much stuck with Pimax for now.

    I will say that in terms of overall image quality, my 8K-X is hands-down the best HMD I’ve ever tried. You can lookup plenty of non-fanboy through-the-lens comparisons if you want. Worth the investment for me, for sure.

    But anyway, I did notice when I moved from the 5K+ to the 8K-X my performance through vorpX titles stayed *identical.* I don’t know why this should be, but I expect you are pushing the same number of pixels to the 8K-X as you did to my 5K+, even though I’m running the 8K-X in native mode (not upscaled). I’m not complaining, and you probably shouldn’t change how it’s currently working, as it looks very good and performs well. I just thought I would mention it in case it’s relevant for future versions of vorpX.

    #207324
    Smoils
    Participant

    You will always have those, hands/weapon are up there in the camera almost so 3d separation is too much for pixels to be filled unnoticed, you can either fix close objects looking good or have 3d feel on far objects.

    Z3D isnt perfect, but in a dynamic game where you attention is drawn away from artifacts its enough to enchance gameplay experience, like say in rdr2 when outside I can really feel like its a wast open space, or if Im in a train tunnel I can feel like im in a narrow space.

    Weapons in hand, thin wires, trees will all have ghostly, watery auras because either too close or 3d mesh reported by depth information is bigger than wire/leaf textures with transparency.

    #207122
    Chefschweisser
    Participant

    In Titanfall i have the resolution 2550x1440as native.i set the game and restarted with the vorpx profile.If i f i switch to full vr it looks a bit pixelated.I also added the custom resolutions in Nvidia.but how do i change it to a better resolution?do i have to do something in the vorpx settings? how do i set the resolution for the game in vorpx?Is it automated?Do i have to push alt-l or al-b or something else to scan direct vr?Kinda confused.

    #207082
    Jey123456
    Participant

    i do have a pimax 4k and 8k and while the 8k feels very clear vs the 4k, even with 8k its not yet at the point where small details are sharp, actual vr games feels stupidly sharp (and the wtf fov level of the pimax 8k often mean that you can see stuff loading to the edges) but games not made for vr usually have smaller text/ui and on those you can see the pixel/gaps.

    Still more pixel density should allow for improvements, I’m curious to see how its gonna look like with the 12k resolution panel that pimax announced for their next headset, altho at the same time, i doubt my 2080 could power it considering even the 8k is pushing it in some scenarios heh.

    #207072
    mitch_irl
    Participant

    Just got vorpx to use with F1 2020

    specs

    quest 2 (using a cable to connect to pc)
    rtx 3060ti
    ryzen 5 3600
    16gb of ddr4 ram

    I am using the full vr tyirel profile. In the game I have all camera settings set to 0, apart from FOV which is set to 1. trackir is on, and I have the aspect ratio set to 4:3 with resolution at 2560×1440. In the actual game, the head tracking isn’t super great (especially in the vertical axis), and it feels more like I’m sitting in a box than an F1 car, as the entire game is in a big rectangle which I can look out of if I look down or too far in any other direction. As well as this, the graphics are super pixelated and I can’t read the distance boards until I’m right at them. I have experimented with having the graphics options on ultra, medium, and low, and there is no difference. On my pc monitor (which is 1920×1080 btw) it looks super sharp and crisp, but in the headset it looks like 144p. Any help is greatly appreciated

    #207068
    senoctar
    Participant

    While latest HMDs almost or fully eliminate the SDE through high resolution, the SDE itself is not caused by low resolution, but by gaps between pixels.

    resolution vs SDE

    Another approach of eliminating SDE would be for pixels to fill a bigger area. There were various attempts with using different sub-pixel arrangements, micro lenses, etc.

    Even without these the gaps are significantly smaller than pixels. They’re also washed out by light scattering in the lenses. So in order to eliminate the SDE you don’t need to match the eye’s “resolution” in terms of pixels, you only need to make the gaps disappear.

    I would bet that even with something like Varjo Aero, Pimax 8K etc., even if there’s functionally no SDE, you’re still not able to resolve some details that you would be able to in real life, for example on far away objects.

    #207066
    Ralf
    Keymaster

    Since you only have this issue since a little while as far as I understand, and there haven’t been any changes to vorpX, there must have been some change on your PC that triggers the issue.

    Like said above the only way for vorpX to change the game colors is the gamma setting in the vorpX menu, which is done via applying a pixel sader to the game image, so it’s nothing that could even theoretically get stuck unless you enable it in the menu. Maybe you changed some system wide gamma control that affects your headset or your game’s gamma settings. The issue certainly is not caused by vorpX itself since vorpX doesn’t do anything that could cause it.

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