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  • #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.
    mr_spongeworthy
    Participant

    After a relatively long hiatus and a long series of hardware and software updates I have a VR rig that’s working extremely well.

    However, at some point a problem crept-in with vorpX that I’ve yet to solve:

    Fast and Alt Fast Sync used to work just fine to my Pimax 5K+ for me on my older rig, but on this one neither of those methods is working reliably. I’m getting flickering scenes, lack of sync, different frames in each eye, and that kind of thing. And while it’s somewhat related to overall GPU usage, it’s not any kind of a direct correlation (see below).

    Important rig details: Ryzen 5900X and RTX 3080 Ti, 32GB ram. I’m on PiTool v.1.0.1.272_20210917, which I believe is a release-version (non-beta; or at least as non-beta as anything out of Pimax is!) Video drivers are up-to-date (and this issue has survived several updates thus far.)

    I have excellent performance in native VR titles and things run nice and cool. I can push the GPU to nearly 100% all the time and it generally won’t even hit 80 degrees c. CPU likewise stays nice a cool (of course, it’s often sitting there not doing a whole lot in GPU heavy games anyway.) For example Alyx runs at 200+ Steam SS in Wide FOV totally without issue and often sees GPU usage clear up at 95+%. Cyberpunk (on my 3D display) will again run at 95%+ for hours. So I’m convinced this is a software issue, possibly an incompatibility between vorpX and my PiTool version? I’ve also tried manually under-clocking my GPU, just in case. Made no difference (beyond reducing my performance.)

    More info: This issue *does* depend on the title: I’m having zero issues with Greedfall for example – I have it running at 72hz in virtual cinema mode with no motion smoothing. GPU is often pegged way up above 90% in this title, and everything remains perfect. In FO3 however, I’ve had to switch to “Safe” sync mode. Same for Cyberpunk. The problem worsens with either kind of motion-smoothing (vorpX or Brainwarp) enabled, but is not completely related to motion smoothing. It’s also somewhat related to total GPU usage, but it’s again not completely related to total GPU usage (see Greedfall example above). Both Fallout 3 and Cyberpunk are good examples of titles where I’m seeing this behavior, and I’m having to leave a huge amount of GPU power on-the-table now to get these games to display properly as I’ve now got both of them in Safe sync mode. In Fallout 3 I was pushing 4K, G3D, 45fps/90Hz using vorpX motion smoothing, on my 2080 Super with no issues. Now, on my 3080 Ti those exact same settings result in sync-glitches. (I currently have it running safe Sync mode, 64Hz, no motion smoothing). In Cyberpunk I’m having to leave tremendous GPU overhead in order to maintain a properly synced experience, since Safe mode causes the FPS in the game itself to drop considerably and either of the faster HMD sync modes causes significant sync issues. I can push the GPU usage a bit higher with motion-smoothing off before this issue presents itself. For example, in Cyberpunk, Fast or Alt Fast sync mode, motion smoothing ON, I might start to see this clear down around 50% or 60% usage. With motion smoothing OFF and still in Fast or Alt Fast sync mode I might be able to push as high as 70% GPU usage before I start to have problems. In Safe sync mode all is good but of course my overall frame-rate suffers greatly. I haven’t tested Fallout 4 yet (I have the VR version now, so I’m not really using vorpX for F04 at this point.) I’ve picked-up Life is Strange True Colors recently, so I’ll test that soon.

    Sorry for the incredibly long post, but it’s a weird issue and varies considerably title-to-title.

    Is there a specific PiTool version I should be trying to use? Any other info on how I might try to get Fast or Alt Fast sync modes to work correctly again?

    Thank you!

    #206573
    mr_spongeworthy
    Participant

    Fallout 3 is definitely one of my top, if not my very top vorpX game. It just looks great and it runs very well in G3D at high resolutions. Thanks for the tip about the multicore fix. I’ll take a look at that. I’ve got a thread here somewhere that covers using the Fallout stutter remover etc, which may be necessary for many (Fallout 3 and NV had major stuttering issues when run at frame-rates other than 60 or 30, if I remember correctly). Other issues to avoid are frame-rates greater than 60, which will break the physics and can cause all kinds of problems (this issue persist through at least Skyrim and FO4). So you’ll want to use motion smoothing to double your frame-rate and lock your actual fps to 45/90, or 60/120 (for example). I lock it to 45/90 and that’s plenty smooth enough for me even in full VR mode (and it allows me to use UGRIDS=7, as that makes a HUGE difference to FO3’s otherwise extremely short draw distance.)

    #206554
    Ralf
    Keymaster

    Glad you like it. Setting the option to full enables a hack that AMD recommends game developers to implement in addition to the upscale/sharpen shaders. Didn’t cause a problem for me in Bioshock Infinite, but whether the hack is an actual improvement or not in general depends a bit on the game and the resolution it runs with.

    The hack basically tells the GPU to load a more detailed version of a texture from memory than it normally would for the current pixel. When game devs implement FidelityFX they are supposed to do that in addition to the upscale/sharpening. vorpX can enforce the hack for every texture read (if available for a game). In some cases it doesn’t make much of difference at all or even introduces some shimmering instead of improving anything, but in other cases it does actual improve things. Easily spottable examples that probably everyone has available to try are trees/shrubs/gras in Fallout 4 or Skyrim.

    #206525
    RJK_
    Participant

    Very well done Ralf !

    To me the new filter makes distant objects more detailed and a little less sharp on close objects compared to the old one, but the overall view is definately better to many degrees. Way less artifacts compared to the old filter. Hair also looks more detailed now. (Fallout 4)

    Then i freaked out on Fallout 3. Using a good texture pack and the new sharpening feature insanely boosts the image quality to an never before known state. Perhaps the new filter has even more impact on older games then expected.

    Interesting detail about my Vive Pro. VorpX now seems to almost wipe out the screendoor effect. At least i had that impression on Fallout 3, i was trying so hard to find my pixels , but i just couldn find any. The image was “too clear” for it :-)

    #206480
    RJK_
    Participant

    Additional hints if you want to use this https://www.nexusmods.com/fallout3/mods/12056 maximum texture pack and run in crashes.

    This https://www.nexusmods.com/fallout3/mods/21888/ Multicore fix seems to make the game more stable. I tested this with resolutions at 3840×2880 and it seems to work.
    I recommend changing your ini files manually in order to keep your FOV settings, just add the additional lines mentioned in the 4gB fix. Good luck.

    #206425
    RJK_
    Participant

    I am currently playing Fallout 3 with VorpX. Even after the awsome FO4 experience i must say this game (2008!!!) looks so incredibly nice with vorpx, especially with the Fellout mod which removes the greenish lighting in favor of crisp colours and a blue sky. These ini settings my be helpful on random crashes. These settings will also improve FPS and minimize studder. Dont go too high in resolution though which may result in crashes or freezes. I found a resolution of 3600×3700 (Gtx108ti) working well. Push the VorpX sharpness slider all the way up to 2 makes the image look very clear. In my eyes no need for texture mods etc.

    The Game (Game of the Year) with 5 add ons is currently 86% off Here

    #206395
    RJK_
    Participant

    These are my favorites so far:

    Fallout 4
    Avatar
    Hellgate London
    Titan Quest with Camera Mod
    Torchlight 2
    Tombraider 2013
    Game of Thrones
    Bioshock 3
    Outcast Second Contact
    Dungeon Siege 3
    Remember Me
    Silverfall
    Turok 2008

    #206211
    Ticlon
    Participant

    Hello community,

    I am experiencing issues with running a freshly installed (Steam) copy of GTA V with vorpX 21.2.3 and Valve Index controllers. I did not change the default profile, as such I assume I use the new profile with the vorpX connection mod.

    The game crashes shortly after starting the game when my Valve Index controllers connected to SteamVR already. If I connect one of the controllers with the game already running it crashes shortly after. Both crashes occur without error message nor crash report.

    The crashes also happen if I change the default controller type in the vorpX settings.

    Running another DirectVR game (Fallout 4) works fine, including using the Index controllers. Starting GTA V and beginning the story works fine when my controllers are not connected, too, though I cannot use mouse and keyboard controls to control my character. Both work fine in the GTA V menu/settings/map, so I assume locking the controls during playing is intended?

    Has anyone a hint how to fix this problem or how to go on troubleshooting?

    Thank you in advance!

    #206039
    Ralf
    Keymaster

    Bethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.

    Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.

    #206037
    Ralf
    Keymaster

    @ RJK_

    Had I known that a pip boy speeds up working on vorpX, I’d definitely had gotten the Fallout 4 collectors edition. BTW: your mug is in use here regularly, must have been a hideous plan to remind me of what I have to do every day. ;)

    @ Demosthenes

    I somehow doubt that there would be any serious demand for someting like that. Still: do you by any chance know of a way to sell small amounts of merch without having to take care of worldwide shipping? If there was e.g. some service where one could upload pre-made graphics templates, I’d be happy to do that. Wouldn’t want to make any money with it, but having an option to easily order a mug or t-shirt for those of you who want to would indeed be great.

    #206032
    PointlessSpike
    Participant

    I’ve been using Fallout 4 on the Rift S and have found some issues. I used to play it a lot on the original Rift, but now it’s getting to be an old game (with a full VR game too) so I’m guessing it’s not been looked at recently.

    Anyway, here are my observations thus far, if they’re useful:
    – rotation works, but positional tracking doesn’t, except if you’re in a chair.
    – 3D doesn’t seem to work except in Geometry mode, where it’s very slow.

    Other than those issues it’s the same as the original Rift. I have Fallout 4 VR but couldn’t get it to work while sitting down (along with other issues like swimming and weird workshop interface) so this is a good substitute.

    #205212
    Dave
    Participant

    Even the 3D of many “nativ” VR Games is not good enough to get the maximum immersion. For example in Asgard’s Wrath and Fallout 4 VR. It depends subjective how many hours i play in vorpx every week. I play often 4 Days a week for 4-5 hours per day, and that weakens the 3D more and more, and you don’t take that into account. I’m no hostile of vorpx, on the contrary i’m one of the biggest fans and i use it many hours every week. But I’m very impatient in the progress of vorpx and also stereoscopic gaming in general. But I’m a nice guy, and that is why I’m looking like a please guy. I exercise my constructive criticism with gentle pressure, but in a nice way. You don’t respond well to criticism either,not even if she is meant nicely. I’m not your hostile, i love your vorpx. But i want the progress of vorpx faster, because I’m impatient ! You like your Z3D like it is, thats your opinion and that’s perfectly fine. We don’t have to argue about that ! To mention that in RE8 or CP77 thread was a mistake, i also had other older game profiles in mind.

    #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    #205051
    mr_spongeworthy
    Participant

    Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.

    You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.

    BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)

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