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  • #207343
    Ralf
    Keymaster

    Please 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.

    #207245
    Ralf
    Keymaster

    How 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.

    #207177
    Ralf
    Keymaster

    There 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.

    Custom Resolutions for the Direct VR Settings Optimizer

    #207131

    In reply to: Direct Vr Titanfall 2

    Ralf
    Keymaster

    Depends 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.

    #207103

    In reply to: f1 2021 don’t work

    steph12
    Participant

    i 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)

    #207087
    solorush
    Participant

    I 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.

    #207084

    In reply to: Cyberpunk 2077

    steph12
    Participant

    back 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.

    Ralf
    Keymaster

    I 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. ;)

    #206976
    Ralf
    Keymaster

    Decoupling 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.

    #206943
    Ralf
    Keymaster

    That’s the default since usually VR games works that way. You can change it on the DirectVR page of the vorpX menu.

    #206919
    moarveer
    Participant

    So first, Bioshock Infinite can now be set up to high sharpness without crashing. I really couldn’t notice any big difference since the game was already pretty sharp, but it looked smoother performance wise, i don’t know if that makes any sense, nothing could make it stutter, playing with geo3d, ultra resolution in config settings and ultra quality in game options with 2080ti. Where I did notice the big improvement in sharpness was when in DLC 2 you go back to Columbia, I played the main game before the FSR sharpness update and it’s quite clear how much better it looks in comparison, but also performs a lot better, no matter that the scene was pretty packed, it was really smooth.

    Also Borderlands 3 now works great, I reset the profile to factory default and FOV was fine without touching anything, also after DirectVR scan the tracking is top notch, perfectly smooth. I tried geo3d and it was playable, but I simply prefer higher res with z3d, setting resolution to ultra, sharpness to high and the game was perfectly smooth and looked great, really what a difference DirectVR tracking makes, the only issue is that it can take several tries until it succeeds.

    So great work, thanks for the update Ralf!

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    Ralf
    Keymaster

    Not really. Performance wise the difference between 4:3 and narrower custom resolutions typically isn’t that huge. Besides: the game should run at 90fps with decent resolutions anyway. Give it a go, one of the best vorpX first person shooter experiences you can have. Max. DirectVR with all bells and whistles for an almost roomscale experience, even auto weapon hide. Like said above, there isn’t really anything this patch could improve.

    Ralf
    Keymaster

    vorpX already provides out-of-the-box automatic FOV setup for Half-Life 2 via the DirectVR memory scanner and more than that. You can actually play the game in (almost)roomscale VR. There isn’t anything useful this update could add.

    #206839

    In reply to: RDR2 + Vorpx = Amazing

    Zel1984
    Participant

    My graphic settings (took screenshots with Vorpx turned off, with it on the video memory used goes up to roughly 6000MB):

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    My Vorpx settings (i tweaked a few things for my own personal taste):

    Main settings – Play style=Full VR Mode, 3D Rec=DirectVR, Head Tracking=0.82, Direct Mode FluidSync=On.
    Image Settings – Clarity=Full, Sharpen Amount=2.0, Texture Detail=1.0, Gamma=0.80, Saturation=0.90, Game HUD scale=0.35, Hud Horizontal=1.00, Aspect Ratio=Letterbox 1, Image Zoom=1.035

    All other Vorpx setting i left alone.

    I also use Oculus tray tool with the options for Default Super Sampling set to 2.5 & Default ASW Mode set at 45 Hz forced, other options on default.

    Hope that helps.

Viewing 15 results - 211 through 225 (of 1,166 total)

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