vorpX 23.1.0 BETA

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Viewing 15 posts - 226 through 240 (of 297 total)
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  • #216088
    matteo39
    Participant

    if i don’t install beta, can i find and take any cloud profiles for the last of us, when created?

    #216089
    Ralf
    Keymaster

    Not possible, sorry. The Last of Us requires the DX12 changes mentioned in the release post above.

    #216091
    matteo39
    Participant

    But tlou can start in dx11?

    #216092
    Ralf
    Keymaster

    It’s DX12 only. The ‘-dx11’ start parameter tip floating around the internet is bogus. The game still uses DX12 when you add that. I encountered this with several games in the past already. Apparently some people try that for every game and then think games run with DX11 just because they added a launch parameter without actually checking whether it does anything. Or maybe just some AI bots are inventing nonsense-hints for clickbait sites. Who knows.

    You need the vorpX beta for The Last of Us. Even if there was a way to make the game run with DX11 (which is not the case), the vorpX profile would be DX12 only anyway.

    #216093
    matteo39
    Participant

    there is some problem for me:
    the only way to start tlou via the desktop viewer, is to open vorpx control, then vorpx desktop viewer, my flat screen turns off, and i have the desktop in my oculus, i start the last of us, the loading screen ( with the spinning coin) it goes fast, then to the menu where some 3d element is already loaded, it goes like 4\8 fps (while the fps of the viewer, vorpx shows that it is always at 90).

    I’m still reloading the shaders, but I don’t think this is the reason for these very low fps.

    In flat, the game goes to me at least at 30 fps…

    #216094
    Ralf
    Keymaster

    Let the game build its shaders before you launch it with vorpX. Compiling the shaders maxes out every core of your CPU entirely. Unless you have a highend CPU with many cores that will probably interfere with vorpX heavily.

    General hint 1: always keep in mind that both vorpX and the VR runtime use additional GPU memory. So with a mid-range GPU you may have to dial back graphics details in newer games compared to playing flat. Especially dialing down the texture resolution may help when GPU memory gets low.

    General hint 2: rendering games to the headset not only uses additional GPU memory, it also taxes your GPU in general. As a rule of thumb consider the additional workload similar to what Oculus/SteamVR/OpenXR require when they render their empty environments. Hence even with Z3D (which in itself doesn’t cost much) there is a considerable impact on FPS when you display games in the headset.

    #216096
    matteo39
    Participant

    after 2 minutes of good z-normal, start flickering and can’t go away…
    for now, for me, is not playable in z-normal…

    i’ve found:” TLOU has an ongoing bug on NVIDIA hardware with depth effects at the current moment. Haven’t heard of it’s been fixed “

    #216099
    Ralf
    Keymaster

    You did read what I wrote about TLOU depth buffer detection in the release post and/or the message that vorpX displays when you launch the game, did you?

    #216108
    matteo39
    Participant

    Ralf please don’t “erase” this message :)

    wonderful job, i’ve played 1 hour in tlou with z-normal, fantastic 3d effect with cinema mode and max screen curvature.

    When there is flickering, you must change % of resolution from 100 to 90 and viceversa (and don’t use dlss or amd dls), and flickering go away…every time there is flickering, you need only to do this.

    thank you

    #216115
    Ralf
    Keymaster

    I uploaded a new build that *may* improve the depth buffer flicker situation in TLOU. Haven’t test it much (Sunday), but you may want to give it a shot.

    #216116
    beatet
    Participant

    Where is the new beta download?

    #216117
    Ralf
    Keymaster

    The download link on the first post of this thread is always the latest.

    #216118
    dellrifter22
    Participant

    I tried Far Cry 6 briefly tonight (default settings, 4:3 windowed as you said) and Z3D is in fact working now, however it flickers on and off depending on the direction I am looking. Or light sources maybe?

    I am still at the very start of the game where you are sneaking through the city sewer tunnels, but I am not making much progress as the on/off 3D is already uncomfortably frequent. I haven’t spend a lot of time trying various settings yet, but wondered if you experience anything similar on your setup, or have an idea what may be causing this.

    I also mention this quickly in case there is any relation to the Last of Us Z3D hotfix – if that might be affecting other profiles by mistake.

    #216121
    Ralf
    Keymaster

    Please try to reset the game’s graphics settings to default. When I checked the FC6 profile and added the scalable HUD shader definitions I played for a while beginnining in the city (starting on a rooftop) without encountering this issue.

    That aside please keep this in mind.

    #216122
    beatet
    Participant

    Ok, thanks

Viewing 15 posts - 226 through 240 (of 297 total)
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