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  • #215677

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    @ Tambora:

    Does the AFR3D method (DirectVR in the menu) not work anymore? That should actually be better than the prior G3D since it works with all shadows.

    @ petey:

    Windows loves to shuffle around desktop icons when resolution or the display config changes. The virtual display manager already tries to deal with that by creating/restoring icon layout backups, but how Windows decides to place icons in case of config changes is so intransparent and weird that I can’t rule out occasional glitches like that entirely.

    @ Heon_X:

    I got the dual monitor primary/secondary glitch here myself once during multi-monitor testing, but not really replicable. Shouldn’t happen unless things go totally wrong and vorpX can’t restore the display config backup it created. Fairly weird issue. Multi monitor setups are too rare to consider that a show stopper for the whole virtual display, but I’ll try to figure that one out on some rainy Sunday.

    I do not get the admin crash here. You shouldn‘t do that anyway unless you are running older games that require admin rights themselves, hooking into games/apps that require admin rights themselves is the only reason you would ever want to run vorpX as admin.

    Hooking: if you have trouble hooking practically all DX11 games, there almost certainly is something running on your machine that also hooks into games and causes a conflict. A lot of tools/utilities hook into games.

    If you didn’t do that already, please first try to install a hook helper. The option to do that pops up in the ‘Attaching To…’ dialog after a while in case hooking fails. Can often help without having to get to the bottom of hooking conflicts. If you already did that and it didn’t help or you don’t even see the ‘Attaching To…’ dialog: remove everything you may have running in the background. Everything.

    Same for your 20% GPU utilization issue. You should ideally avoid maxing out the GPU since the game, vorpX and finally the headset runtime all need some GPU time, which becomes increasingly difficult when the GPU utilization nears 100%. Things falling apart at 20% on the other hand is just plain wrong. BTW: If you happen to use the Windows task manger to monitor GPU usage, try nVidia Inspector (precise, but doesn’t hook games) to cross check. Task manager used to display imagined values in the past occasionally.

    In general: I can’t really provide specific help based on vague forum posts: if you encounter severe problems, create a trouble shoot archive in the config app after running a few problematic games and send it to support at vorpx com. Can‘t promise that’ll clear up every potential issue, but at least that way I have some hard facts I can look at. Without some insight there just is no way at all to tell what might be wrong.

    #215650

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    The next beta is now available. Note that this is still a BETA in the true sense of the word. So expect one or the other rough edge. Full changelog a few posts above.

    BETA download

    Highlights:

    1. New Gestures

    With the newly added gestures the arsenal is now large enough to make certain games feel fairly close to native games. Especially shooters with their limited set of interactions, but pretty much every action oriented game can benefit hugely. For now there aren’t many games with predefined gestures though, which will be one of my tasks in the upcoming weeks.

    If you don’t want to configure gestures yourself (easy, check the video in the original post), but still would like to try, try Cyberpunk 2077 (powerful PC required) or Aliens: Colonial Marines (decent PC should suffice).

    Cyberpunk extra hint:

    The Cyberpunk profile now comes with all the extra goodies of the standalone version. vorpX will ask you to install a dedicated mod when you launch the game the first time with vorpX hooked. This mod is necessary to make things work, it communicates with vorpX to enable AFR3D, positional tracking, VR optimized vehicle cameras and context sensitive gestures, i.e. the profile not only has gestures, but even can switch between gesture sets depending on gameplay context, e.g. whether you are in a car or on a motor cycle, or are holding a rifle or a pistol.

    ACM extra hint:

    ACM was my most recent gesture testing ground. Don’t let reviews put you off, the game has been massively improved after its flawed launch. Almost more important: story driven, straight forward shooters without much fluff like this one lend themselves well to VR/vorpX.

    Make sure to run the DirectVR scanner when entering a level for roomscale tracking and FOV. and don’t forget to check the instructions shown in the headset. The game’s FOV slider has to be set to minimum, otherwise vorpX’s FOV calculation doesn’t work right. BTW: Also one of the games with automatic weapon hide, so no face gun.

    2. Virtual monitor / desktop viewer integration

    The virtual monitor added in the last beta now automatically kicks in when you launch the desktop viewer and put on your headset. Now you may think: great, thanks. But I already have a monitor and am about to play in VR anyway, so why on earth would I want that?

    First and foremost: No more tinkering with custom resolutions to play games at higher resolutions than your monitor can display. This is a no-click one-size-fits-all solution that works for any GPU (AMD included) and any game you may intend to throw at it. That alone is reason enough to use the virtual monitor even if you don’t plan to use the desktop viewer for anything else than launching games. The virtual monitor has a large set of resolutions tailored for use with vorpX predefined that your monitor can’t display. If you want, you can add even more in the config app. Shouldn’t really be necessary though.

    Secondly: If you occasionally play games using the desktop viewer without vorpX hooking into them, the virtual monitor has the huge extra benefit of running at your headset’s refresh rate. So provided the game you want to play can run at the full headset refresh rate, there won’t be any micro stutter from the normal monitor/headset refreshrate mismatch you get when you capture your actual monitor. Make sure VSync is enabled in games for that to work, also make sure there is no 60fps or so limit set in the game options. VSync alone is what you want. If you want a desktop capture app optimized for playing games, this is officially the one you want to use.

    Added bonus: Probably not many will, but if you actually want to do general PC stuff using the desktop viewer, you can now do so on an ultra-ultra-wide 32:9 display surrounding your head. Judging from recent Star Trek TV shows that’s the future. So, welcome to the 24th century. :) The virtual monitor’s desktop resolution can be set in the Windows display settings.

    #215639

    In reply to: Games Wish List

    JXJS
    Participant

    Would love to see a proper DirectVR 3D profile for BeamNG.drive one day! The current user made ones either have bad graphical issues or have issues with warping the world real bad when turning your head (makes it very easy to get sick). Bought VorpX recently and have been having some good experiences in supported games! Appreciate all that is done here.

    #215449
    Smoils
    Participant

    Great that HL1 got the raytracing treatment, sure worth tinkering around with.

    BUT: if you actually want to play Half-Life, play Black Mesa: Source with vorpX instead. Half-Life was great at the time for sure, but Black Mesa is the better game in every imaginable way. Incidentally also one of the highend vorpX profiles with DirectVR support at its fullest extent. And it actually looks better than the raytraced HL1 (way better models and textures) while being 10x faster.

    Pretty much a close to native VR experience, and even better if you add two or three shooting related controller gestures with the latest vorpX beta.

    Thanks Ralf, already experienced that awesome game in awesome Vorpx Vr

    #215442
    Ralf
    Keymaster

    Great that HL1 got the raytracing treatment, sure worth tinkering around with.

    BUT: if you actually want to play Half-Life, play Black Mesa: Source with vorpX instead. Half-Life was great at the time for sure, but Black Mesa is the better game in every imaginable way. Incidentally also one of the highend vorpX profiles with DirectVR support at its fullest extent. And it actually looks better than the raytraced HL1 (way better models and textures) while being 10x faster.

    Pretty much a close to native VR experience, and even better if you add two or three shooting related controller gestures with the latest vorpX beta.

    #215368
    slydog43
    Participant

    I found profiles again with the new beta. Awesome times again with Bioshock 1&2. They seem to play very well with DirectVR scan, I love that tech!

    I am having trouble with Duke Nukem Forever though, I can’t seem to move either with keyboard, touch controls, or even keyboard. Any ideas on that one? Thanks

    #215230
    Tophness
    Participant

    Using the latest version of the mod with the DLSS3 v1.61 cyberpunk it’s unplayable on my rtx 4080 no matter how much I play around with every setting. Much worse using directvr than z-normal/adaptive for some reason.
    With v1.61 (non-DLSS3) and writing over the mod with the previous version of CET made for vanilla 1.61 it was buttery smooth with all settings on ultra using z-normal (directvr wasnt available).
    Surely I can’t be the only one?

    #215197
    ricky6
    Participant

    The big Witcher 3 4.0 update is releasing today and – as expected – petty much completely breaks the Witcher 3 vorpX profile.

    Since despite the game’s age this probably is one of the most interesting game releases this year for many, I have been working on enhancing the profile for a while now with a dedicated vorpX connection mod. Providing additional features like DirectVR (AFR) 3D and a custom camera. There are still a few things to iron out, but as I had hoped the mod works fine with the new update in general, so expect an updated vorpX together with a hugely enhanced Witcher 3 vorpX experience shortly.

    Together with this comes a brand new update system specifically for profiles with game specific extra (mod) data, removing the need for full vorpX updates whenever a game update breaks connection mods. That will make handling special profiles like this one a lot easier for both me and you.

    #215107
    dlee
    Participant

    A few tips:

    Don’t like the extreme, crawly aliasing? You can force sparse-grid supersampling (SGSSAA) and it works with Vorpx. There is a performance hit but it’s less than I imagined it would be. It is extremely good at cleaning up aliasing. I would just disable the game’s ineffective anti-aliasing in the game’s menu.
    https://www.pcgamingwiki.com/wiki/Dishonored#Anti-aliasing_.28AA.29

    Eventually you will get to a NPC dialog that will not work properly in DirectVR mode. The dialog options will not appear. Disabling DirectVR for that conversation is a fix.

    Also, after a successful DirectVR scan you may still not be able to look around. Try climbing an in game object to fix that.

    MarcDwonn
    Participant

    Ralf, i just ran TW3 v4.01 in DX11 and it starts in G3D – it’s alternate frame rendering, and looks stunning, but i have low framerates and the stereo tearing is quite jarring.

    Tried to switch to Z3D (my favorite mode) but i have no stereo depth. Tried restart, but it switches back to DirectVR, even though i have saved Z3D into the profile. The Z3D doesn’t work with v4.01 & the vorpX profile.

    If i would install TW3 v1.31-33, would the old style Z3D work, or is the TW3 profile completely unusable with the old versions now? What about my own cloud profiles that i saved, would those still work with v1.31?

    #215023
    beemzy
    Participant

    @mr_spongeworthy is it perhaps hardware specific? I’ve had HAGS on but I’ve only been playing CP2077 (VorpX Standlone Mod) and HL2 VR Mod. These titles (fortunately) dont seem to be affected

    Seems only the updated CET needed for my CP2077 setup so VR working again. Unfortunately, turning on DLSS3 crashes the game (which is DirectVR) and doesnt allow it to start again without manually turning DLSS3 off by a direct edit to the the ini file

    #214925

    In reply to: vorpX 23.1.0 BETA

    DanThePman
    Participant

    I appreciate that among all available vr software programs only vorpx manages to provide smooth frames without those nasty micro stutters.
    One of many aspects why Im preferring it.
    Even with 100 fps+ other softwares cant manage to provide such a smooth experience.
    However in the past I also noticed that stuttering is only prevented when injecting into a game instead of using the desktop viewer.
    It would be great to also achieve smooth motion when using the desktop viewer so it maybe will be possible to combine it with dlss 3 frame generation in the future.

    Unfortunately Im still having having problems getting it work.
    Here is what I experienced:
    I installed the latest beta version, enabled the virtual monitor and started the desktop viewer.
    I tested The Witcher 3 (DirectX 11 version) with it in full screen mode while pausing the injection “watcher”.
    The ingame settings let me choose between 2 different monitors although only 1 physical monitor was connected.
    I tested the game with both “monitors” but the game felt equally stuttery trying both options while maintaining well over 100 fps ingame.
    I tested everything using the hp reverb g2 in 90hz mode.
    I disabled V-sync in the nvidia control panel and I also disabled directvr game optimization in vorpx as well.
    No custom resolution used.
    As a side note: The image recentering only began to work 5 minutes after starting the desktop viewer.

    #214893

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    The next beta is now available. You have to install it manually even if you are using the previous beta, there is no auto update. A bit rougher around the edges than I wanted it to be (see the hint below), but for reasons it was either now or in ten days or so.

    BETA DOWNLOAD

    Major Additions

    Major new feature is a virtual 8K! monitor that for one and most importantly replaces the need to manually add custom resolutions higher than your monitor allows to your PC.

    The virtual monitor comes with all resolutions predefined that the DirectVR settings optimizer may want to set for a given quality level or that you may want to set yourself in games without DirectVR settings optimizer support. As an added bonus this finally is a fully working custom resolutions solutions for AMD GPUs.

    Secondly the virtual monitor tremendously enhances the experience when using the vorpX desktop viewer, which has been rewritten from scratch.

    All VR desktop capturing normally suffers from a refresh rate mismatch between the monitor and the headset, introducing noticable micro-stutter when you play games using desktop capturing. That’s a thing of the past with the vorpX virtual monitor. Especially in FullVR mode with head tracking using the desktop viewer when vorpX can’t hook a game is now much more enjoyable.

    There are two ways to use the virtual monitor:

    1. Enable it from the vorpX tray icon’s right click menu. That way it becomes an (invisible) second monitor that you can select in most (newer than 10 years) games as an output.
    2. The super easy (and preferred) method: Launch the vorpX desktop viewer and switch off your physical monitor. The virtual monitor kicks in and all games automatically see it as the primary (and only) monitor. While not manadatory I’d encourage you to embrace this as your preferred way of using vorpX in the future. Aside from not having to care about selecting the virtual monitor yourself in games, it’s also a more seemless VR experience overall since everything after launching vorpX happens in VR.

    Important! Beta Hint

    Automatically turning on the virtual monitor when you disable the physical monitor may occasionally cause the desktop viewer to hang currently. That will be addressed before the final relase. To be on the safe side do the following for now:

    1. Turn on the virtual monitor manually from the vorpX tray icon’s right click menu.
    2. Launch the desktop viewer
    3. Turn off the physical monitor.

    Full changelog (since the last beta)

    • New virtual 8K monitor for an improved custom resolutions and desktop viewer experience.
    • Desktop viewer rewritten from scratch.
    • Some additions to the modding API.
    • Improved cleanup when vorpX happens to be closed while still hooked into a game.
    • New ‘View model/weapon’ shader type. Note that the ‘Weapon Handling’ authoring page that is required to further configure this currently is only accessible in advanced authoring mode. Don’t use unless you have an authoring key for the time being. Will be changed to fully work in user mode shortly.
    #214884
    Ralph
    Participant

    In the vorpx in-game menu, i can choose between Z3D or G3D in most dx9-dx11 games and Z3D or DirectVR in Cyberpunk and Witcher ? Why is it not shown as AFR3D instead of DirectVR ?

    #214883
    Ralf
    Keymaster

    If you mean DirectVR, that’s actually a lot more than AFR 3D. DirectVR is a term I introduced some years ago for various techniques vorpX can use in more complex game profiles that do more than ‘just’ stereo 3d and head tracking.

    In more than 150 games for example vorpX can automatically adjust FOV, resolution and other settings for a streamlined VR experience. Also there is the DirectVR memory scanner that provides direct access to a game’s internal camera for low latency 1:1 head tracking as in native games. That’t available for two or three dozen games. And so on. There even is an API for modders.

    As far as the games in your list are concerned, those are extra special in that they come with game specific mods that do even more than ‘normal’ DirectVR games. E.g. automatically switching to EdgePeek in cutscenes, optimizing camera positions in vehicles for VR and so on.

    TLDR: There’s A LOT more to vorpX than meets the casual observer’s eye. ;) I’m confident to say that it’s by a huge margin the most feature packed, advanced and versatile toolkit for bringing flat games to VR. A bit of a challenge to get that message across sometimes since what vorpX can do varies so heavily from game to game, but true nonetheless.

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