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  • #217823
    jossm97
    Participant

    I’m trying to play Outer Worlds(the original, not the Spacer’s Choice Edition) with Vorpx for the first time, but when it starts the default profile shows Z-normal mode, with no resolution option selection. When I enter in game, DirectVR fails everytime I try(with z-normal and g3d). I reset game, vorpx, pc with the same result. I thought this game could be played with G3D and Direct VR in all its glory :(
    Has anyone tried the game recently? Thank you in advance.

    I downloaded the original profile again from the cloud just in case, but without success. Tested with BETA 23.1.0 and regular 21.3.5

    I run with Windows 11 22H2 updated, i7 12700k, 32GB RAM, RTX 3090, HP REVERB G2

    #217807
    romandesign
    Participant

    The profile will be out within the next few days

    Great news. Will there be any functional improvements? DirectVR tracking that you mentioned? Anything else besides ready setup?

    #217742

    In reply to: Titanfall 2 Revival!

    Ralf
    Keymaster

    Great video, I didn’t even know that Titanfall 2 had some kind of revival.

    Can’t recommend this one enough. Great FullVR experience and just the right age to run well in VR without the need for an Uber-PC while still looking extremely good.

    Aside from everything required to make the game run out of the box the profile also comes with two noteworthy advanced DirectVR features that weren’t mentioned specifically in the video:

    1. Automatic weapon hide to deal with the ‘face gun’ you often get when bringing first person games to VR: no running around with a weapon attached to your nose all the time. You might not even have known that you want something like that, but it makes a world of a difference when playing a game.
    2. Preconfigured motion controller gestures for aiming down sights etc. (requires the vorpX beta currently). I’m still surprised myself how close to native VR games like this can feel with just a few well chosen gestures, even seated.

    Short auto weapon hide demo for those who never heard of it:

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217607
    Ralf
    Keymaster

    @ cole00

    Motion controller gestures are a new feature in the upcoming vorpX release, currently available as a beta:

    vorpX 23.1.0 BETA

    @ romandesign

    DirectVR head tracking:

    DirectVR (memory scanner) tracking mainly means that head tracking data from the headset is directly written to a game’s camera values in memory. The main advantages are super low latency and perfect 1:1 tracking without the need to tweak any sensitivity values. There are *some* vorpX profiles that also separate head/body rotation, e.g. Cyberpunk in the vorpX beta (or standalone mod), but that requires even more game specific work. Might be possible for Starfield down the road once Bethesda releases the modding tools.

    Technically the memory scanner scans through a game’s memory in a reasonably clever way to automatically find the game camera. Once the addresses are known vorpX adds head tracking data directly to the game’s internal camera rotation/position instead of simulating a mouse for head rotation.

    Just wait and see. Provided things work out as they did in all other Bethesda RPGs all you will have to do is pressing a button, and – poof – you have perfect 1:1 6DOF tracking with a camara FOV that just as perfectly matches the FOV of your headset.

    Gamepad override:

    The gamepad override is a decently feature rich mouse/kb > gamepad remapping tool, built directly into vorpX. Whether the input comes from an actual gamepad or a joystick doesn’t matter. The important thing to understand is that by mapping gamepad/joystick input to mouse/keyboard controls it let’s you use gamepads/joysticks together with mouse based head tracking even if a game can’t handle simultaneous mouse/gamepad input.

    You won’t have to care about any of that once the official profile is ready. It’ll either have DirectVR tracking, which resolves this issue perfectly, or at least I’ll preconfigure the gamepad mapper to work out of the box with the game.

    #217606
    romandesign
    Participant

    Somehow A post I typed in has disappeared…

    if you don’t mind I’d happily take a look at what you did so far and factor it into the official profile as much as that makes sense.

    I shared my profile online – hope I did it correctly, it’s called “Starfield – RomanDesign”.

    If I can get DirectVR (memory scanner) head tracking working, the mouse/gamepad issue won’t be an issue anymore.

    I’m not sure I understand. Does it mean that aiming and mouselook can be separated? If so, is it feasible to track VR controller movements in the air to control aiming, while headtracking would be used for looking? That would almost be like full motion controller support, too good to be true. But what DirectVR head tracking means then?

    What you can do in user profiles in such cases is enabling the X-Box gamepad override and mapping mouse/keyboard to the gamepad.

    What’s very important for me and I’m sure for many others, is joystick support. I use emulator to make my joysticks/hotas/pedals appear as a gamepad for the game, allowing me to pilot ships with a joystick. If I use the override, both joystick and VR controllers would act as a gamepad then, won’t it cause conflicts?

    BTW is there a way to “subscribe” to this topic so I get email notifications?

    #217597
    Ralf
    Keymaster

    Control bindings are stored in the user portion of profiles, so you should be able to configure the official profile the same way. Unfortunately there is no merge/transfer utility though. However, if you don’t mind I’d happily take a look at what you did so far and factor it into the official profile as much as that makes sense.

    If I can get DirectVR (memory scanner) head tracking working, the mouse/gamepad issue won’t be an issue anymore. That’s how this gets addressed in other Bethesda games. So far that worked out in all of them, so I’m reasonably hopeful. Fingers crossed.

    What you can do in user profiles in such cases is enabling the X-Box gamepad override and mapping mouse/keyboard to the gamepad. Resolving headtracking conflicts like this one is actually what the override is made for primarily. If you are lucky, a partial override of the right stick will suffice. Judging from older Bethesda games you’ll probably need a full override (and remap everything) though.

    The action label idea is noted under ‘nice to have’. Not something I’ll be able to whip up on short notice though. Requires extending the labeling system quite a bit.

    #217590
    Ralf
    Keymaster

    No official profile available yet.

    I was on vacation – windsurfing without wind ;) – for the last two weeks and thus haven’t looked into the game yet. Not that I didn’t try, due to the mildly infurating lack of wind I had a lot more time at hand than I wanted to. The laptop I had with me just didn’t cut it unfortunately though.

    As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster, including (if possible) low latency DirectVR head tracking which directly accesses the game camera, and (definitely) motion controller gestures.

    The motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.

    #217250
    Disco Machine
    Participant

    Update: Tried using Bioshock 2 original instead of Remastered (since this is advised anyway) and while the framerate is a proper 120fps here and everything is looking great, the game always crashes within a minute or so of starting a new game or entering the game world(it doesn’t crash while in main menu). The 3rd DirectVR scan (rotational) seems to be taking longer than on other games and making some strange in-game noises while doing so, but otherwise that works. There is no error message, just straight CTD.

    Seems this is a DX9/Geometry3D issue since I can play it fine with DX10 in z-adaptive mode. I tried just about any crash fix I could find like allocating more memory to texture streaming, as well as giving both VD and Airlink a go, but no luck… Can anyone else get this game to work with Geo3D in Vorpx?

    #217238
    willkiel66
    Participant

    I agree, just upgraded my PC from an rtx 2070 and 2700x CPU to rtx 4070 Ti and 7800x3d and the metro exodus with G3D and DirectVR is amazing, ultra all the way.
    I can’t get the Xbox one controller to work for opening doors/boxes it just flashes between X and E on the long press, the E short press works fine, but think this is a longstanding problem with Metro Exodus. I also need to find a way to get r mapped onto the controller as getting the gun pump accessed in a hurry via the keyboard is a pain. Also turning the map over without having to use the mouse key would be nice.

    I tried the enhanced edition (I copied the MetroExodus file in steam folder and renamed it MetroExodus1 and made a shortcut to it on the desktop) first as my son will play flat screen and loves Ray Tracing. He uses it on Minecraft which he also loves.
    The 3d effect is severely lacking in the enhanced version and the standard version knocks it out of the park.
    I loved the first 2 games in Vorpx and now my PC can handle this one I think it is my favourite game of the series.
    Thanks for all your hard work Ralf.

    #217173

    In reply to: Baldurs Gate 3

    Ralf
    Keymaster

    Completely glitch-free G3D in this case would require changing code in various shaders. bravekat’s suggestions above should help a lot without that though. Not overdoing it with the 3D strength and reducing shadow quality often helps to make G3D with glitchy deferred rendering effects playable. Avoid DLSS, that didn’t work at all in my tests, the other two AA methods should work fine.

    Personally I’d simply stick with Z3D here though. At normal strength values both are so close to each other that G3D isn’t really worth the performance penalty at all in this case.

    I will look into DirectVR (i.e. direct camera access) for 3D and more, but no promises in that respect. If possible at all these things take time. If you want it all, you need a bit more patience than a mere few days after a game release. :)

    #216856
    fubar
    Participant

    New method to apply automated game settings. Fixes many DirectVR profiles that include automatic game settings optimization being broken with nVidia drivers newer than February 2023.
    Comes with all profile updates since the last regular vorpX update compiled in the installer for convenience.

    Does the latest beta have those fixes too?

    #216836
    Ralf
    Keymaster

    23/07/27
    vorpX 21.3.5 has been released

    This is a maintenance release that mainly fixes a severe issue caused by recent nVidia drivers.

    • New method to apply automated game settings. Fixes many DirectVR profiles that include automatic game settings optimization being broken with nVidia drivers newer than February 2023.
    • Comes with all profile updates since the last regular vorpX update compiled in the installer for convenience.
    • Various smaller fixes.
    #216826
    Boblekobold
    Participant

    So DirectVR 3D mode is some kind of G3D ? It doesn’t work for me. I only get 3D with Z3D and Z adaptative.

    #216753
    Ralf
    Keymaster

    Only if you use VD to capture the desktop and use vorpX in ‘generic 3d display’ mode. That disables 80% of what vorpX can do though. Head tracking, all input related stuff, any DirectVR functionality a profile may provide and so on.

    For full VR functionality vorpX requires SteamVR or the Oculus runtime. Same for VD. As far as I’m aware it hooks into SteamVR in its VR gaming mode.

    BTW: I’d generally advise against using an extra app, be it VD or any other app that streams the image to the headset. Just complicates things by adding an additional element into the pipeline. Usually the best way to use a Quest with vorpX is the Oculus runtime + Oculus Link.

Viewing 15 results - 61 through 75 (of 1,166 total)

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