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Dec 3, 2021 at 7:48pm #207662
RalfKeymasterA DirectVR scan (if available) can only affect performance if FOV is handled via the memory scanner. Since matching the game FOV to your headset‘s FOV typically means raising it, performance may actually be lower though. With a higher FOV more has to be rendered.
You still definitely want to use the DirectVR scanner whenever it is available. For one matching game and headset FOVs are a necessity for FullVR mode, and while the memory scanner may either have no effect on your framerate or even decrease it (if it raises the FOV), it also provides low latency 1:1 head tracking by directly overwriting a game‘s camera position in memory. And that is something you definitely want whenever you can. Depending on the game the difference in head tracking quality compared to mouse emulation can be huge.
TLDR: Not using the DirectVR scanner whenever possible is sheer madness. ;)
Dec 3, 2021 at 7:01pm #207659
vintagerParticipantDoes a DirectVR scan have a positive impact on performance?
Nov 29, 2021 at 2:57pm #207546In reply to: Screen shaking/judder
RalfKeymasterApplying the DirectVR FOV in Portal 2 relies on constantly brute force overriding the game’s FOV in memory. If e.g. some invasive antivirus program slows down the overwrite process with a badly written memory monitor, that might cause some FOV jitter.
Judging from your description that might be the case here. So if you happen to use any third party antivirus program, consider switching to Windows Defender by removing the third party AV.
A similar effect may occur if you have a 2-core CPU (unlikely these days), where vorpX can’t occupy a whole core for the FOV override, or if you have a lot of demanding stuff (e.g. video encoding) running in the background.
Nov 23, 2021 at 11:33am #207461In reply to: Titanfall 2 crashes as soon as it starts/won’t hook
RalfKeymasterBigScreen captures the 2D image as shown on your desktop. That’s literally several orders of magnitude less complex than vorpX in 3D mode, where it not only replicates huge parts of the supported 3D APIs, but also has game specific profiles that take hours, sometimes days, to create in itself for every supported game. Not even remotely the same thing. And that’s not even considering things like head tracking, the various DirectVR functions etc.
You can do the same with the vorpX desktop viewer, which comes as a freebie alongside vorpX:
- Start the vorpX desktop viewer
- Pause the vorpX watcher, so that vorpX doesn’t try to hook into games anymore. (tray icon right click > Pause Watcher)
- Make sure to run games windowed or ‘borderless’
Nov 18, 2021 at 11:10am #207366In reply to: Outlast G2
RalfKeymasterYou have to restart the game once for the field of view to be right (‘world is warped’). vorpX adjusts the field of view automatically to fit your headset on first launch, but a restart is required to apply this change.
Hint: If you want to learn more about FOV and how vorpX handles it for different games, check the ‘Essential Hints’ guide in the vorpX help. Useful infos that save a ton of unnecessary trial and error.
As far image quality is concerned, you probably want to use a higher resolution than the default one. In case of Outlast you can pick a quality preset on the DirectVr page of the vorpX menu for that.
Hint: To get the most out of this feature, it’s highly recommended to check the ‘Custom Resolutions’ sections in the vorpX help.
Nov 16, 2021 at 6:09pm #207343In reply to: Bad performance with Metro 2033 Redux + Rev G2
RalfKeymasterPlease check whether they really have been added. If you added all of them, vorpX should be able to pick one that matches the desired preset under normal circumstances. Caveat: If you happen to have a multi-monitor system, you have to add them for the monitor that the games run on.
If for some reason you can’t make it work, you can disable automatic resolutions on the DirectVR page of the vorpX menu and set one manually instead. For FullVR games one of the ‘narrow’ ones (or a 4:3) res would be what you want.
Nov 11, 2021 at 9:50pm #207245In reply to: RDR 2 custom resollution
RalfKeymasterHow odd, never heard of that before or experienced that here on an ultra wide monitor. Just in case: I meant the instructions message in the game window on your monitor.
Anyway, vorpX doesn’t set the resolution automatically in this case, but as always with FullVR games a 4:3 res (e.g. 1920×1440) is what you want.
Whenever vorpX can set the resolution, it displays an according notification in the headset and you have the ‘Resolution Quality’ option on the DirectVR page of the vorpX menu. Otherwise you have to set a res yourself. Rule of thumb: 4:3 for FullVR, 16:9 for immersive screen/cinema.
Nov 8, 2021 at 11:35am #207177In reply to: Deus Ex: Human Revolution
RalfKeymasterThere should be a hint regarding adding custom resolutions directly below the option in the vorpX menu when you select an unavailable one… Honestly guys, sometimes it’s a bit disheartening to see how many people apparently don’t even read valuable hints that are shown directly within the app in the most obvious way imaginable at exactly the right place and time.
The post below (or the according section in the vorpX help) has a list of useful resolutions to add. A bit of a chore to add them to your graphics driver, but once you have added them, vorpX’s DirectVR auto resolution feature can choose the higher ones too.
Nov 5, 2021 at 6:45pm #207131In reply to: Direct Vr Titanfall 2
RalfKeymasterDepends on the game. In Titanfall 2 you can do that in the vorpX menu on the DirectVR page. Whenever that is the case for a game vorpX displays an according message in the top/left corner of the game window as well as in the headset.
Generelly useful hint: always pay attention to any messages vorpX may display in the headset and/or in the game window on your desktop. Saves a lot of trial and error.
Nov 4, 2021 at 7:40am #207103In reply to: f1 2021 don’t work
steph12Participanti was wrong vorpx supports the game in Z3D since 21.3.0 update
“F1 2021: Z3D/FullVR, DirectVR: auto settings, tracking”
try reseting the profile to default settings. delete the profile you downloaded from the cloud.
game should work.i never played that game yet, so i cant help much, maybe someone else can.
plus i dont have the same hardware as you (valve index)Nov 3, 2021 at 7:34am #207087In reply to: Dishonored dialogue scenes?
solorushParticipantI found the answer in this video https://youtu.be/sqo9H5bjkkk?t=861
Turns out all you need to do is temporarily disable DirectVR, and then re-enable it. I just played for a few hours and once I did this once it seemed to remember and be OK, at least until I reached the next main level.
5 hours in so far, Dishonored works great in vorpx.
Nov 2, 2021 at 8:07pm #207084In reply to: Cyberpunk 2077
steph12Participantback in 2016 fullvr mode was G3D with headtracking, 6dof, automated fov with directvr scan, looks like things changed.
full VR mode cant be with Z3D when you dont have 6dof.
there are plenty of full VR enabled game, like skyrim, fallout 3, bioshock 1,2, infinite and many more but i have hard time understand why some games are listed as full Vr mode while they arent, i know for sure cp2077 is not, as defined since 2016 was fullVr mode was and is supposed to be.
Nov 1, 2021 at 8:49pm #207059In reply to: Fast and Alt Fast Sync not reliably working anymore
RalfKeymasterI have a Pimax 5K here, which honestly is only ever used for making sure things work as they should in general. As you say, Pimax’ market share is just too low to justify more than applying some default values that I found working best for Pimax and considering the wider resolution while figuring out the automated resolutions in DirectVR games. That’s probably already infinitely more Pimax optimization than most other developers ever bother to do.
BTW: Requiring parallel projections is not such a big deal for vorpX as it is for native VR games. That only applies to the second render stage where the image is sent to the headset, which only costs a few milliseconds. Doesn’t affect the actual game rendering at all. Nothing you have to be concerned about performance wise. The only thing that really counts is dialing in sensible settings in a game’s graphics options so that the aforementioned second stage (the second number in the vorpX FPS counter) stays at 90fps whenever possible. Yes, yes, I know you don’t want to hear that. ;)
Oct 27, 2021 at 11:17am #206976In reply to: Emulate Gamepad look Axis to Motion Controller?
RalfKeymasterDecoupling walk and look is out of vorpX’s scope usually. That requires more in-depth per game hacking/modding than vorpX normally does as it needs to fundamentally change gameplay mechanics. Even DirectVR memory scanner headtracking can’t do that usually.
There are a few exceptions from the rule, either when games support decoupled aim themselves like Arma III or when I code game specific mods (GTA V, RDR 2), but for Halo none of these options apply.
I’d still be interested in checking whether what you did might be a useful addition to vorpX, even without decoupled aim. Would be great if you could send me both your vorpX settings for the game (you can drag them from the local profiles list in the config to the desktop) as well as your OpenVR Input emulator setup (no idea where that is stored though) to support at vorpx com. Didn’t fully get what exactly you did, being able to use your setup myself would help me understand it better.
Oct 25, 2021 at 11:09am #206943
RalfKeymasterThat’s the default since usually VR games works that way. You can change it on the DirectVR page of the vorpX menu.
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