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Dec 17, 2020 at 8:38pm #198805
In reply to: Cyberpunk 2077
Kaaliba
Participant@Ralf and @ monazou,
Thank you both so much! This is extremely helpful. I’ll try out the suggestions as soon as I can today and report back on how it goes.
@Ralf : I’m having a bit of trouble with the DirectVR auto resolution feature, which is actually one reason why I started mucking with resolution changes on my own. I’ve followed the instructions to add all of the custom resolutions via the NVICIA Control Panel, and I seem to be able to use those custom resolutions in game. In the vorpX controls, though, I keep getting a message similar to “seems this resolution isn’t supported–add custom resolutions”. Therefore, any changes that I do to DirectVR resolution don’t seem to take effect. I actually thought that 1980 x 1080 was an error because of this, so I immediately tried changing the resolution on my own. Any thoughts as to why vorpX can’t see the available custom resolutions? I definitely may have done something wrong, but I tried to follow the instructions as precisely as possible.
Also, I was under the impression that 4:3 resolutions were best for Full VR mode in vorpX. This is another reason why I thought that 1920 x 1080 was an error related to my resolution configuration. Is Cyberpunk a case where 16:9 is actually better for full VR? Or perhaps is vorpX attempting to use a different 1080p resolution that is not working on my setup?
FYI, in my earlier testing I did try messing with an FOV hack and saw exactly the problems you mentioned. I was able to remove the letterbox using this and an increased Image Zoom, but the framerate was horrible. I therefore went back to the DirectVR FOV and Image Zoom as you said.
@ monazou: I couldn’t agree more regarding the better resolution of the Quest 2! I actually have a Rift S as well, but I much prefer to use the Quest 2 for the resolution. It’s not a Reverb G2, but it’s really good!
Dec 17, 2020 at 11:57am #198774In reply to: Cyberpunk 2077
Ralf
KeymasterI’m not sure how much you customized your game settings, but for the default settings (game FOV 100.0, vorpX ImageZoom 0.62) the best aspect ratio is 16:9 as set by vorpX automatically. The resolution you have chosen would only be right if the game FOV would be high enough to exactly match your headset FOV. If in doubt, just let vorpX do its thing instead of setting the resolution manually. The DirectVR auto resolution feature is there to handle stuff like this without you having to care about it by factoring in all vorpX settings that affect the ideal aspect ratio.
Borderless window mode is probably still a good idea to avoid potential issues when switching modes. I’ll take a look at that and might force it with the next update if actual fullscreen causes issues.
BTW: If you applied an FOV hack, be aware that a higher game FOV can have a fairly huge impact on performance, a higher FOV means more has to be rendered, which means less FPS.
Dec 15, 2020 at 11:16pm #198691In reply to: Cyberpunk 2077
Ralf
KeymasterYes, technically it’s the same, vorpX changes the same .ini values that the game changes.
Whenever the auto resolution feature is available, vorpX calculates the resolution based on a variety of different factors following guidelines that are defined per game in the DirectVR part of the game profile. It’s a bit convoluted to explain, but you can trust that the choice it makes is a reasonable one.
If you want to max out things, try one of the higher quality presets in the DirectVR menu and see what still works for you framerate wise. Just be aware that if for example you choose ‘1440p’ as quality preset, the end result won’t necessarily be a 1440p res. What vorpX actually does when figuring out the best resolution is trying to maintain a certain pixel density that fits the chosen quality preset regardless of any vorpX settings that affect it.
Sounds odd, I know, just trust me that it all makes sense. I probably should rename the quality presets to something like ‘low’, ‘med’, ‘high’ and so on, which would be less confusing.
Dec 15, 2020 at 7:00am #198651In reply to: Games Wish List
austint
ParticipantThe Crew 1 and The Crew 2.
The Crew 2 has BattlEye anti-cheat so that one is out of the picture.Vorpx attaches to The Crew 1, but there is no 3D at all with any profiles (I can’t even get the Z3D profiles to work, either).
My dream would to have The Crew 1 working with Geometry 3D, DirectVR, and head tracking. It would be so awesome to drive around in one of the largest ever open worlds in a racing game in glorious VR.
The FOV in this game most likely wouldn’t play nice since the FOV changes depending on your speed, though.
Dec 14, 2020 at 11:12pm #198640In reply to: Cyberpunk 2077
Mazzle
ParticipantWhat’s the relationship between Cyberpunk’s resolution setting and the custom ones you can add amd change to in VorpX? Does the DirectVR resolution setting in VorpX simply override the games resolution at launch? Or is it doing something more complicated where it’s rendering in the headset at a different resolution than what the game renders to your monitor?
I’m a bit confused because I didn’t notice a big visual difference/performance hit after installing the custom resolution and changing the resolution setting in vorpx. Making similar changes in the resolution in Cyberpunk’s settings menu seemed to change things much more drastically on both the screen and in the headset. The text was much clearer than I had seen before but the performance hit was also much higher.
Dec 14, 2020 at 2:06pm #198618In reply to: Cyberpunk 2077
Ralf
Keymaster@ Mossfoot
The setting in question is the ‘FullVR Right Stick Y-Sensitivity’, the last one on the input page. If you don’t see that, make sure ‘Override X-Box Gamepad’ is set to ‘Off’ (which would be the default).
vorpX handles XInput calls, which is what practically all modern games use for gamepad handling. Not sure how your PS4 gamepad is connected to the PC, but if it provides XInput input to games, all gamepad related things in vorpX should work with it.
@ Anxelbao
I have a machine with a slightly older AMD card here, will do some tests with that later. Not impossible, but also not very likely that there are GPU vendor specific issues, vorpX does its thing entirely on the Direct3D level, not on the driver level.
vorpX emulates a mouse for head tracking, which confuses the game a bit when you play with a gamepad so that it doesn’t know which help overlay to show. Besides the game’s help overlay confusion everything works perfectly fine though, in contrast to many other games it luckily can handle simultaneous mouse/kb and gamepad input.
With some luck (50:50) it will be possible to get DirectVR memory scanner head tracking working, which would come without this glitch. Just can promise anything yet, haven’t tried so far.
Dec 13, 2020 at 11:23pm #198589In reply to: Cyberpunk 2077
Ralf
KeymasterWith your GPU a smooth frame rate shouldn’t be too big a deal. You need half the headset refresh rate ideally. If you happen to have an Index, try to set it to 90 instead of 120. If in doubt, try to disable ray tracing which will be the biggest FPS boost you can achieve with a single option (I know, I know, you probably want everything on ultra :)).
There is an option to adjust the gamepad y-axis sensitivity on the input page of the vorpX menu. It’s already reduced, but you can go quite a bit lower. I just wouldn’t reduce it to 0 entirely in case you need some y-axis movement occasionally.
With some luck DirectVR memory scanner head tracking will be possible, which would be the better option in regard to locking the y-axis. Can’t promise that yet though, will be checked next week.
Dec 12, 2020 at 4:59pm #198505In reply to: Cyberpunk 2077
Angel
ParticipantOkay I’ve fixed the problem. I have to select 60hz instead of 90hz.
For a 2160×2160 HP, which Nvidia Panel resolution and which DirectVR resolution do you recommend? (in 16:9)
DirectVR marks resolutions like 1280p but in Google I can’t found what resolution is.
Dec 12, 2020 at 4:56pm #198504In reply to: Cyberpunk 2077
Ralf
KeymasterThe ideal aspect ratio in FullVR mode depends on 1/2 from above (FOV) and how it is accounted for. With the way FOV is currently handled 16:9 is the right aspect ratio, regardless of your headset aspect ratio. That may change later with the FOV hack.
Just let vorpX do its thing, it knows what it does. Add the custom resolutions like mentioned in the hint on the DirectVR page and then just choose a preferred quality there.
Dec 12, 2020 at 4:51pm #198503In reply to: Cyberpunk 2077
Angel
ParticipantThank you for your reply!
1. Perfect, tried and works very well.
2/4. Then I’ll wait to the next week!
5. Working nice3. Well, I’m trying to adjust the new resolution but maybe I’m doing something wrong. I’ve created a 2160×2160 90hz resolution in the Nvidia Panel. Well, I go to the game, and I still can select up to 1920×1080. I go to the DirectVR page in the menu, trying to select that resolution, but Vorpx says that the custom resolutions aren’t supported.
Dec 12, 2020 at 4:26pm #198501In reply to: Cyberpunk 2077
Ralf
Keymaster- For that vorpX has its ‘EdgePeek’ function, which can temporarily zoom from full VR to a screen-like view: mouse wheel click or right thumbstick click are the default buttons. Also useful for watching cutscenes.
- That’s because of the game’s FOV limit, which is not high enough to fill the full headset FOV. In FullVR mode the game FOV and the headset FOV have to match or the image becomes warped/zoomed. Don’t fiddle with that yourself before you are more accustomed to how vorpX works. It’s extremely easy to break things in that regard. The profile is tuned perfectly for the game’s official max. FOV 100 currently.
- Check the custom resolutions hint in the vorpX menu (DirectVR page) when you try to change the resolution there.
- See 2. Don’t fiddle with that unless you know exactly what you do. If the FOV hack proves to be without side effects it will be added to vorpX next week.
- You can scale the HUD furher down on the image page of the vorpX menu.
If you want to learn more about some basic principles, check the ‘Quickstart Guide’ and the ‘Essential Hints Guide’ in the vorpX help.
Dec 11, 2020 at 3:43pm #198432In reply to: Cyberpunk 2077
Ralf
KeymasterThat’s a side effect of head tracking, which currently is done by emulating a mouse, so the game constantly switches between controller and mouse input. A handful of games allow to choose whether the gamepad or the keyboard overlay should be shown, but I couldn’t find anything like that here when I looked through the menu.
The upside is that at least the game can handle mouse and gamepad input at the same time, which makes things a lot easier. Not all games do.
I’ll look into DirectVR memory scanner head tracking later, which would remedy this glitch, but can’t say yet whether or not that will possible in the end.
Dec 10, 2020 at 5:47pm #198335In reply to: Cyberpunk 2077
JESUSTAYS
ParticipantWorks smooth and plays excellent.Any chance of getting full directvr or working positional tracking ?
Dec 7, 2020 at 5:08am #198226Ralf
KeymasterIn principle that’s correct. That’s pretty much what the ‘narrow’ resolutions in the custom resolutions suggestions are for, which (if applicable for a given game) are also utilized by the DirectVR auto resolution feature. In practice however 4:3 resolutions are a good way to keep things simple when it comes to manually choosing a FullVR resolution. Performance difference is often small or even neglible, not all games like uncommon aspect ratios, also with 4:3 you have a bit of headroom for ImageZoom and some wiggle room for vorpX’s custom frame interpolation. So all in all 4:3 is usually a good choice for FullVR without having to care about the factors above.
Nov 29, 2020 at 5:27pm #198123In reply to: Far Cry 4 black screen
Ralf
KeymasterI’ll check that next week. I only encountered this myself once when I ran the game fullscreen. My impression was that the game switched the display mode a moment before, which would fit in with your observation, sounds definitely promising. If I can confirm it, I’ll add the refresh rate ‘0’ change to the DirectVR auto settings.
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