Anatolij

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Viewing 9 posts - 16 through 24 (of 24 total)
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  • in reply to: Kingpin: Life of Crime #197098
    Anatolij
    Participant

    I decided to play this game again (I played recently), and then I was in for a surprise in the form of the “GLimp_EndFrame () – SwapBuffers Failed!” And the game did not want to start. What could be the matter, I thought? And I decided to try it from the VorpX program itself, rolled back to version 19.3.1.3, fortunately I archived it in advance, I knew that there would be any surprises with new versions, and it turned out. In general, on version 19.3.1.3, the Kingpin game started instantly and works perfectly. A question and a request to Ralf, why the compatibility with old games disappears in the new versions of VorpX? And where can you download older versions of VorpX? because they are really necessary for people who want to experience 2000 years. And make the option (this program needs it) to disable automatic updates, because new updates come with new problems, at least with old games for sure. Thanks in advance.

    in reply to: Anyone buying a quest 2? #197050
    Anatolij
    Participant

    I subscribe to the question. Will Oculus Quest 2 with Oculus Link work with vorpX ?

    in reply to: vorpX 20.3.1 Available Now #196473
    Anatolij
    Participant

    Thanks for the answer and for the advice, I assumed that this was a false positive. I decided to update SteamVR to the latest version, and allowed all the additions in it, including VorpX, and the problem is no longer there. Simply put, it was stupid Steam that transmitted panic (false alarms) to the antivirus, and he deleted this file for a long time. And as soon as Steam calmed down, then the antivirus too. I hope this bug will be fixed on Steam in the future.

    in reply to: vorpX 20.3.1 Available Now #196470
    Anatolij
    Participant

    Thanks for the new version, but as always, it only brought me problems, Dr. Web deletes the file vorpControl64.dat, and of course the program does not start, can you fix this problem? this was not the case with the previous version, and of course I will not change, disable, add vorpControl64.dat to the exception. Thank you in advance.

    in reply to: vorpX 20.1.1.2 Available Now #191207
    Anatolij
    Participant

    It is strange if the value is device auto = off, then why in the new version it began to feel when FluidSync off (the picture began to float), I had not noticed this before. The fact is, if you leave FluidSync turned on (as you recommend), then there will be no performance, the GPU will load no more than 50%, as you imagine playing the same Metro 2033 or The Witcher 3, in these games even 45 fps will not , in the FluidSync mode on, the FPS does not rise above 45 frames, even if there is a margin in performance, this is somehow not right, if possible, it should be aimed at 90 frames, as happened in the device auto (or off) mode.

    Well, I don’t know, I’ll try playing in FluidSync off mode again, if it is really bad, I’ll put it in auto mode or on, as you advise. Thanks again for your help, and a merry Christmas.

    in reply to: vorpX 20.1.1.2 Available Now #191205
    Anatolij
    Participant

    Thanks for the answer. That’s exactly what the difference is, before (on the previous version) I had FluidSync in Device Auto mode (and this was the best choice), FPS and GPU loading was optimal in this mode, but in the new version in the same mode, FPS drops to 45, and the GPU load does not exceed 30-50%, the only mode (when the GPU load is 80-90%) is FluidSync off, but then it really starts to vomit (in the truest sense of the word), in short I have a suspicion that you’re something changed the async method (Device on), and that is the reason for it. And playing in FluidSync mode, which is on and off, is now impossible. In the new version, the GPU stopped loading in FluidSync in (Device Auto) mode, but if you turn off FluidSync, then you can’t play, and this problem needs to be solved.

    in reply to: vorpX 20.1.1.2 Available Now #191203
    Anatolij
    Participant

    In the new version, performance has terribly decreased, this applies to synchronization methods (async, fluid), in the previous version of the GPU at least 80% was loaded, in this version 30-50% (and FPS not more than 45), the only mode when performance is restored is when turn off the fluid synch, but then it starts to feel sick from the picture, how can I return the previous version, and I don’t want it to be updated without my knowledge, give a link to the installer (not online) of the previous working version. Thanks in advance.

    in reply to: vorpx and SLI #190559
    Anatolij
    Participant

    P.S. I was very upset to learn that the driver itself does not support SLI. Indeed, at the moment there are so many games that even the RTX 2080ti cannot handle in the usual 2D mode, what can we say about the VR mode, which requires 2 times more performance. And currently, support for SLI, CF is a must. Otherwise, there’s no reason to use VR. I used to (before VR) play games in 3D vision mode from Nvidia, since this mode fully supported SLI, why not make the same support for VorpX?

    in reply to: vorpx and SLI #190558
    Anatolij
    Participant

    I want to add my experience about SLI + WMR (Dell visor). VorpX SLI does not work with the driver itself (only 1 GPU is loaded at 99%, GPU 2 is idle). But in vorpX Desktop Viewer mode, SLI works, and more specifically vorpX Desktop Viewer + ReShade with Depth3D (or Super depth3d) (SBS) + SLI. Desktop Viewer + TriDef 3D Ignition (SBS) + SLI also works, but not very correctly, there are constant jerks (lags). SLI also works great with the Virtual Desktop program, supports the same options as described above, and is also buggy with TriDef 3D Ignition.
    So the most optimal SLI mode is vorpX Desktop Viewer + ReShade with Depth3D (or Super depth3d) (SBS) + SLI filter, or Virtual Desktop + ReShade with Depth3D (or Super depth3d) (SBS) + SLI.
    That is why still can not make a VorpX driver that supports SLI? This is a question for VorpX developers, because the software for WMR headset + SteamVR, SLI fully supports.

Viewing 9 posts - 16 through 24 (of 24 total)

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