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  • #208778
    mr_spongeworthy
    Participant

    For reference I’m currently managing the following on my 3080-Ti:

    Native game res: 3325×1871 (one of my easily-accessed DSR factors as my primary screen is a Sony Playstation 3D display, which is only 1080p).
    Graphics: Close to maxed across the board, but with all features that are actually handled by RT turned all the way down. That should not matter, but I’m paranoid that the game engine doesn’t really know that (for example) shadows are being handled by RT and may be wasting cycles drawing non-RT shadows anyway.
    DLSS: Quality
    RT: ON -> Ultra

    The is providing an extremely crisp display for me in Cinema or Immersive mode. It’s not enough for full VR mode. But I’m very happy with those results. I’m getting 50+ fps, with the average right around 60. That’s also not sufficient for VR, as Brainwarp’s motion-smoothing is basically unusable in this title (it’s really great where it works well; such as Skyrim VR, but in some titles it’s just awful.) The nice thing is, with the HMD SYNC settings I mentioned above in anther post, there is zero stuttering or other issues. It just pushes my GPU to about 98% and pegs it there, smoothing rendering as many frames per second as it can without problem. It’s some of the smoothest performance I’ve ever seen out of vorpX.

    #208557
    Pophicless
    Participant

    Hi,

    just wanted to know, whether there is ANY other/new way to play Amnesia TDD with Radeon GPU (RX6700XT with HP Reverb G2), since it’s been a few years.
    The (basically) immersive screen variant is nice, but is there a fix for the “eye switching” and stutter to play it in Geometry 3D, yet?
    I basically got the same problem as quoted below, but sometimes one eye goes just dark and another shows (part of) the image.

    (anyway, Happy New Year everyone!)

    I cannot play Amnesia Dark Descent at all. Both eyes get flashing flickering of the game and the frame rates is so low it would be less than 1 frame per second. Im running win 10 64 bit. AMD fx-8350 Black edition and an R9 390x video card. Quake 2 does the exact same thing. I have tried many settings to no avail. Games like Skyrim and fallout 4 run just fine. It seems to be a possible issue with Open GL not really sure. Any help would be greatly appreciated.

    #207427
    haints
    Participant

    I was trying to play Observer today (original not Redux) with Vorpx and my Xbox One gamepad and it was just an absolute exercise in frustration. Sometimes the gamepad would seem to work fine. And then–without me changing anything at all–all the buttons on my gamepad would just stop working. I could move with the joysticks but couldn’t interact with anything. Then other times, the joysticks would also stop working, and I couldn’t even move. I was just completely stuck.

    I understand that this is probably related to the fact Vorpx uses mouse controls for headtracking and sometimes games get confused between m/keyboard input and gamepad input … but what is the solution for me as a Vorpx user? How am I supposed to get around this problem? Do I just need to disable head tracking completely or is there another way to fix it?

    Whether there is or is not a solution, I feel like there should be a stickie in the forum about this issue because it seems to be a long standing one that isn’t limited to just me. A google search for “vorpx gamepad controls seem broken” will get you an endless series of hits like those below:

    Was something changed with gamepad settings?

    Gamepad unusable with VorpX. Switches to keyboard controls

    Skyrim gamepad Y-Axis broken after VorpX update

    Head Tracking breaks when using a controller in some games

    Update broke input?

    Etc.

    Ralph can we get a stickie on potential work arounds for this problem?

    #207084

    In reply to: Cyberpunk 2077

    steph12
    Participant

    back in 2016 fullvr mode was G3D with headtracking, 6dof, automated fov with directvr scan, looks like things changed.

    full VR mode cant be with Z3D when you dont have 6dof.

    there are plenty of full VR enabled game, like skyrim, fallout 3, bioshock 1,2, infinite and many more but i have hard time understand why some games are listed as full Vr mode while they arent, i know for sure cp2077 is not, as defined since 2016 was fullVr mode was and is supposed to be.

    #207034
    coppermine64
    Participant

    Shadow Warrior 1 & 2. Intense, need Good VR legs.

    Skyrim (played as mini g.i joe mode..Fantastic) Seriously try it. https://www.youtube.com/watch?v=a11VBm7ux44&t=2s

    Half Life 2

    Dark Messiah of Might and Magic.

    #206788
    Smoils
    Participant

    It is possible but only g3d, z3d will be overridden by other shaders.

    This however has more impact on performance than desktop use and you will need the vr hacked reshade dll to use (I only know reshade works, though there was vr enb for skyrim)

    As for d3d9 conflict sometimes vorpx complains about it but works, sometimes it makes a game crash, sometimes you are able to rename it to any other dll to work. There is a list of dll names that windows applications load by default and with these post effect tools you can use those to make game hook post fx tool while not having vorpx complain.

    All in all you have to try it yourself and success can vary per application and your dedication on trying to make it work.

    #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.

    Ralf
    Keymaster

    I spent the last three days replicating what the AMD shaders do within the vorpX image processing pipeline. For the most part that meant adding a higher quality sampling algorithm that replaces the default GPU sampling for the headset render stage of vorpX. The sharpening kernel used on top of that is the same as before. It’s absolutely competetive, spent days finetuning its paramaters back then… AMDs dirty little mipmap trick, which normally only is available if game devs implement it in addition to the FSR shaders, can be forced by vorpX.

    Long story short: turned out noticably better than sharpening only as currently available in the vorpX menu. Also better than adding AMD’s method as an extra step in between, since adding an extra processing step would partially negate the prior gain in clarity later when the image has to be resampled again.

    But see for yourself. Skyrim SE is an ideal test case due to its super blurry antialiasing. Looks almost like being rendered at twice the resolution in the headset. I.e. at 1440p the image will look similarly crisp as 4K does without any processing, although (just like AMD’s method) in truth it’s really just traditional upscaling+sharpening. Unlike AMD I don’t have to compete with nVidia, so I don’t have to pretend it’s a direct substitute for their DLSS. ;)

    No enhancement vs. vorpX “Super Resolution”:

    CAVEAT: Note that this will only be available in the actual headset modes (Oculus, SteamVR, OpenXR). ‘Generic 3D-Display’ and ‘Generic Headset’ don’t involve any upscaling that could be utilzed for these improvements.

    #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.

    #205689
    Ogrescar
    Participant

    Well, at this point I feel like a total idiot. My initial assessment was correct – it was the Oculus Client messing things up, not Vorpx. I realized this after the problem occurred again last night and I tried to repair it with the game console, which failed miserably because it was already gamepad-enabled.

    For some reason the Oculus client was hiding the controller and sending keystrokes and mouse inputs (sounds a bit far-fetched on the keystrokes, but I opened up the console, moved the left stick around, and saw it fill up with WASD’s). I checked some other games (Bioshock Infinite for example) and they also had the same problem, while other’s didn’t (Borderlands 3 and Witcher 3). Even some native VR apps had this problem, whereas Virtual Desktop was unscathed.

    Anyway, I had to re-install the Oculus software 3 times and re-pair the controller a gazillion times before it took, so I’ll be getting a new hmd soon. If you’ve got any recommendations for anything that doesn’t have Oculus or Facebook written on it…

    So…I was really having fun in Skyrim – I’d lost interest in the game before Vorpx, but now I’m back at it again. Vorpx was what I got my headset for, I just didn’t realize it at the time, so thank you very much (I found that with few exceptions that native VR games are {expletive deleted}, IMO).

    #205680
    Ralf
    Keymaster

    vorpX doesn’t touch this setting at all. Skyrim is being played that way for years without anyone ever bringing up such an issue. As mentioned above, I also played it myself many hours. Plus the game actually still is one of my regular test titles. I’d love to tell you something else if I could, but this is not an issue that occurs under normal circumstances.

    #205672
    Ogrescar
    Participant

    Whatever directvr is doing, it has the effect of setting bGamepadEnable to false in SkyrimPrefs.ini. That’s not native support, it’s the opposite, and a controller that was once working fine suddenly becomes useless in the middle of the game. All of your input prompts get changed from xbox icons to keyboard prompts even though the keyboard is disabled, controller buttons no longer work or are remapped to different functions, and the mouse cursor is suddenly back even though the mouse input is disabled.

    I’ve renamed vorpscan64.exe, and tried the steamvr client instead of oculus, and while both attempts worked initially, the controller still gets remapped sooner or later.

    I’ll use my Virtual Desktop workaround if you aren’t going to fix the buggy implementation – I get better fps at the cost of image quality, but that’s better than trying to play the game with the limited controller support that vorpx keeps insisting on, when it should just leave things alone. Disabling the gamepad override in vorpx should actually disable it.

    No one (except you maybe) plays Skyrim with a controller in the emulated keyboard mode you call native. It is a horrendously bad, default configuration. Maybe I can find a mod that will undo the stuff that vorpx is doing – I dunno.

    #205606
    Ralf
    Keymaster

    Never heard of anything like that before, sorry. The main point of the DirectVR scan is enabling 1:1 headtracking via accessing memory addresses, so after sucessfully running the DirectVR scan vorpX doesn’t have to emulate a mouse anymore and auto disables the gamepad override, which prior to the scan is necessary since the game can’t handle simultaneous mouse and gamepad input. When the override gets disabled after the scan, the game’s native gamepad handling kicks in. Played many hours of Skyrim myself that way.

    You can see also see that in vorpX menu. While before running the scan the override is enabled, after a successful scan the setting is named slightly differently and should show ‘Off’.

    The only two settings in the vorpX menu you’ll ever want to touch for Skyrim (DX9 as well SE) are the resolution quality on the DirectVR page and optionally the sharpening amount.

    #205605
    Ogrescar
    Participant

    I reset the profile, did a directVR scan, and insured that the override was enabled. The net result of that is it goes into the emulated mouse/kb mode that I was complaining about. That is NOT native gamepad support; it is a mode where it recognizes that a gamepad is plugged in and provides limited support, but to get true controller support bGamepadEnable must be set in SkyrimPrefs.ini. The difference in functionality is fairly obvious – when set, the game will no longer accept keyboard input at all (except for the console key) and the controller map is enabled.

    I can work around the issue by setting vorpx to output to the generic display and using Virtual Desktop to send it to the headset. I don’t want to do that because there’s a small impact on image quality and fps, but apparently what vorpx thinks is native controller support is not really native support at all, and I don’t see why it can’t just pass things through without interfering.

    On the topic of DirectVR, it always ends with fov success and rotation success or failed. I can set the fov with a console command and rotation will never work when the gamepad is truly enabled because there’s no mouse control, so a directVR scan is rather pointless.

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