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  • #199354

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    The profile does what it says in the changelog (like last time you asked a week ago ;))

    For convenience the Cyberpunk related changes from last week’s update again:

    • Improved: Cyberpunk 2077: DirectVR FOV added, .ini tweaks for FullVR comfort. If you played Cyberpunk 2077 before with vorpX, resetting the profile to default in the config app is recommended.
    • Improved: DX12 changes to circumvent Cyberpunk 2077 crashes with Radeon GPUs
    #199317
    Ralf
    Keymaster

    Resolution:

    you can raise the game resolution for better image quality in the game’s video options. Note that for Portal 2 it has to be a 4:3 resolution (e.g. 1920×1440). If your PC does not support this resolution, check the “custom resolutions” section in the vorpX help for a step-by-step guide.

    FOV:

    Did you run the DirectVR memory scanner? The right value should be cached for Portal 2, but in case the game has been updated recently, you might have to re-run the scanner. There should be a message popping up about that in the headset as well as in the top/left corner of the game window.

    After a successful scanner run the FOV is adjusted to fit the FOV of your headset and you get 1:1 low latency tracking including positional tracking.

    General:

    The “Essential Hints Guide” in the vorpX help has a lot of useful information that helps you understand how vorpX works.

    #199295
    Ashro
    Participant

    vorpX works a bit different than native VR apps. First the game gets rendered at its own resolution, then vorpX sends it to the headset. If you apply supersampling in SteamVR only the second step would be affected, not the actual game. Actually it isn’t though since vorpX sets a supersampling value itself based on the game resolution.

    What you want to do to get a crisper image is rendering the actual game at a higher resolution. Either by selecting a higher res in the game options or (in games where vorpX can do that) on the DirectVR page of the vorpX menu. For Bioshock Infinite the latter applies. Whenever vorpX can set the resolution, you see an according hint in the top/left corner of the game window.

    Hint: Check the ‘Custom Resolutions’ section in the vorpX help to add resolutions higher than your monitor allows.

    Wow! This made so much of a difference. You just made me love the product even more! If you don’t mind, a few other questions:
    1. How do I save my Vorpx config settings? Every-time I exit the game, I need to reconfig the settings.
    2. I read that for a FullVr experience – 4:3 aspect ratio is the best. Is that true? Or I need to tweak and find what best setting is per game? How about 16:9 since it offers better resolution.
    3. I’m guessing nothing stops me from creating a custom resolution greater than 3840×2400? If yes, any resolution multiplier that I need to keep in mind?

    #199293
    Ralf
    Keymaster

    vorpX works a bit different than native VR apps. First the game gets rendered at its own resolution, then vorpX sends it to the headset. If you apply supersampling in SteamVR only the second step would be affected, not the actual game. Actually it isn’t though since vorpX sets a supersampling value itself based on the game resolution.

    What you want to do to get a crisper image is rendering the actual game at a higher resolution. Either by selecting a higher res in the game options or (in games where vorpX can do that) on the DirectVR page of the vorpX menu. For Bioshock Infinite the latter applies. Whenever vorpX can set the resolution, you see an according hint in the top/left corner of the game window.

    Hint: Check the ‘Custom Resolutions’ section in the vorpX help to add resolutions higher than your monitor allows.

    #199252
    Ralf
    Keymaster

    Not every game has a DirectVR button. The button is only available/necessary in games where vorpX scans the game’s memory for head rotation/position or FOV memory addresses.

    In Titanfall 2 the memory scanner is not used, instead DirectVR adjusts the FOV via editing the game’s .ini file, while tracking is done via mouse emulation, hence there is no memory scan button.

    #199251
    neodraig
    Participant

    No that’s not it. The game is hooked and don’t use cinema mode.
    Usually when I play games with vorpX (HL2, Portal, Bioshock…) I need to hit the DirectVR button so that vorpX adjust rotation, fov, tracking.
    With Titanfall 2, the DirectVR button is not available (I can’t find it anywhere).

    #199219

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    In general: never use an exact 1:1 resolution, that will confuse the depth buffer heuristics, use something slightly below (e.g. 9:10) or above (e.g. 10:9), but never exactly 1:1. There is a warning hint supposed to be shown when vorpX detects a 1:1 res, I’ll check whether maybe that isn’t displayed anymore.

    In case of Cyberpunk however you will want something wider anyway due to the reduced zoom. If you select a resolution quality on the DirectVR page of the vorpX menu instead of setting the res manually, vorpX will pick 4:3 or 16:10 (depending on your headset) resolutions from the list of available ones, which is the right choice here.

    #199164
    Ralf
    Keymaster

    That doesn’t sound right, you shouldn’t have to touch the FOV again after setting it once, same for the resolution. Might make sense to try disabling cloud saves for the game in Steam, just in case the changes vorpX applies are overwritten. Although normally that should not be necessary.

    The only setting you might want to change in the vorpX menu if you want is the resolution for better image quality. Do not choose a resolution manually in the game options, instead do so on the DirectVR page of the vorpX menu.

    #199100

    In reply to: F1 2020 issue

    Ralf
    Keymaster

    Interesting. I would be highly interested in looking at your vorpX logfiles in that case. Would be great if you could create a trouble shoot data archive in the config app after launching both games with automated settings enabled and send that to support at vorpx com. I won‘t be able to check it directly, but that would be highly useful information for me.

    Apart from that: the most likely tweak to cause problems potentially is setting resolution. You can disable that per game in the ingame vorpX menu on the DirectVR page. With some luck that will help.

    #199084

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    You can set the resolution on the DirectVR page of the vorpX menu with the added benefit of vorpX automatically figuring out the best aspect ratio for the current combination of various vorpX/game settings. Alternatively you can disable the auto resolution there and set it in the game menu normally.

    Important hints like this one are usually shown in the top/left corner of the game window.

    #199045

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    Cyberpunk related 21.1.1 changes for convenience:

    • Improved: Cyberpunk 2077: DirectVR FOV added, .ini tweaks for FullVR comfort. If you played Cyberpunk 2077 before with vorpX, resetting the profile to default in the config app is recommended.
    • Improved: DX12 changes to circumvent Cyberpunk 2077 crashes with Radeon GPUs
    #199009
    Ralf
    Keymaster

    20/12/21
    vorpX 21.1.1 has been released.

    This is a maintenance release with the below changes and fixes. If nothing comes up with it that requires immediate attention, that should be it for this year. Happy holidays to everyone!

    • Improved: Cyberpunk 2077: DirectVR FOV added, .ini tweaks for FullVR comfort. If you played Cyberpunk 2077 before with vorpX, resetting the profile to default in the config app is recommended.
    • Improved: DX12 changes to circumvent Cyberpunk 2077 crashes with Radeon GPUs
    • Improved: Instead of dismissing them DirectVR now utilizes resolutions it considers too wide for the current situation and shows an according performance hint if nothing better is available, e.g. AMD VSR resolutions weren’t always used before.
    • Fixed: Headset Sync ‘Fast’ could cause stutter since vorpX 21.1.0
    • Fixed: TrackIR recentering did not work from the vorpX menu.
    • Fixed: ALT key was ‘stuck’ after ALT-TAB to/from desktop.
    • Fixed: Installing hook helpers could fail under some circumstances
    • Fixed: Config app could become ‘invisible’ after disconnecting a second monitor if it was opened on the removed monitor before.
    • Fixed: DX11: some special shader definitions weren’t applied correctly anymore.
    • Fixed: Middle-Earth: Shadow of Mordor: scalable HUD didn’t work anymore.
    #198993

    In reply to: F1 2020 HP G2 settings

    Ralf
    Keymaster

    I can only imagine this to be caused by an unusual combination of graphics settings. I played quite a bit of F1 2020 while developing the recently added vorpX TrackIR feature. Provided your CPU is similarly powerful as your GPU you should even be able to play this game with 90fps at low/medium gfx settings in 1440p with G3D.

    Use one of the game’s graphic’s settings presets. If you happen to have switched off DirectVR auto settings in vorpX (which is generally not recommended), also make sure that HDR is disabled.

    The higher gfx presets should also work, but the game is truly awesome at 90fps, so try one of the lower ones too, you might find that more enjoyable than highest gfx settings at a reduced framerate. Personally I found medium settings + texture anisotropy at 16 (for sharper road textures) ideal with a RTX 3080.

    Also make sure to reset the vorpX profile to default in the config app and then follow the instructions in the top/left corner of the game window for FOV and TrackIR head tracking. Works great in FullVR mode since vorpX 21.1.0.

    #198817

    In reply to: Cyberpunk 2077

    Kaaliba
    Participant

    Gotcha, @Ralf, and I totally hear you regarding not remembering every little detail of a program. I’ve certainly been there plenty! =)

    I really appreciate all the insight and help. I feel much more proficient in vorpX after all this.

    I’m also happy to say that Cyberpunk is now running *beautifully* on my system.
    For those in this forum that might be also be struggling with fps, here are the things that helped the most:

    – Setting the resolution as @Ralf recommended from the beginning (sheepish grin). I’m currently running the DirectVR setting “1920p”, which sets my resolution to 2560 x 1440.

    – Setting my Quest 2 resolution to 0.9x (2784 x 1408). This made a HUGE difference. Thank you, @ monazou !!!

    – Setting Cyberpunk graphics settings to “High” and then also setting DLSS to “Performance”. Anything higher than this and I get fps drops.

    Using those settings, the game is crisp and beautiful, and I’m usually getting 45 fps in the game and 90 fps in the headset. THANK YOU!!!

    #198813

    In reply to: Cyberpunk 2077

    Kaaliba
    Participant

    Hey @Ralf!

    Thanks so much for the info and your patience. Really good stuff to know!!

    Indeed, I had failed to add the wide resolutions–good catch! I’ve now added all resolutions, but unfortunately I’m still having the same issue. Below is a screen grab showing the custom resolutions specifically for the 1280p resolutions (one of the resolutions that vorpX thinks is not available). Could you take a quick look to see if anything looks out of the ordinary?

    https://drive.google.com/file/d/1rMm9_tcZ6Mkr2i35YuMttrHeoo-aKh9M/view?usp=sharing

    I did a lot more testing on this and found some interesting results. I’d love your feedback on this if you have time. I used vorpX to test each of the DirectVR resolutions. After setting the DirectVR resolution, I exited Cyberpunk and SteamVR and then relaunched. For each, I recorded the new resolution of Cyberpunk after launching.

    These resolutions ARE recognized by vorpX:
    1080p -> vorpX changes to 1920 x 1080
    1440p -> vorpX changes to 1920 x 1080
    2160p -> vorpX changes to 2560 x 1440

    These resolutions are NOT recognized by vorpX but I still tested them:
    1280p -> vorpX changes to 1920 x 1080
    1680p -> vorpX changes to 1920 x 1080
    1920p -> vorpX changes to 2560 x 1440
    2400p -> vorpX changes to 2560 x 1440

    Note that before each change, I manually changed the resolution of Cyberpunk to 1024 x 768 to ensure that all resolution changes were actually caused by vorpX and not some other factor.

    Thus, it seems that on my system, vorpX will only change to 1920 x 1080 or 2560 x 1440. Is this expected?

    FYI, I have two monitors. I thought perhaps this was an issue, since the NVIDIA Control Panel allows you to create custom resolutions for each monitor. I physically unplugged the second monitor and restarted my computer, though, and vorpX still did not recognize all custom resolutions.

    Thanks so very much for all the help!

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