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Aug 16, 2021 at 4:48pm in reply to: SBS game mirror, for recording 3D gameplay (->generic 3D disp.) #205708anDimeParticipant
All the solutions through recording the “VR-View” deliver faulty SBS.
I tested them throughly and made a reader article about it with some example GIFs why the solutions don’t work (it’s in german, but the OBS-Recording/GIFs explain themselfs: https://www.computerbase.de/forum/threads/vorpx-erfahrungsbericht-test-von-stereo-3d-aufnahmemoeglichkeiten-fuer-lets-plays.2037250/#post-25933717
Basically:
Oculus Mirror -> Screen jitter in the recording when moving the Head, even with Full VR which fixes the game window place in the VR-ViewSteamVR Mirror -> has a big black border between left and right eye, which messes with the stereo overlap when recorded. If you would add the window 2 times, and crop to left and right eye only, the eyes would be out of sync
OpenVR-OBS-Plugin -> I tried that with cropping, but due to the eyes being out of sync, while it is stereo 3D, it doesn’t work when the camera is moving
SurrealCapture -> only certain apps, not working for VorpX
So far the Generic 3D Display SBS is the option that delivered a good viewing experience, but then I can’t play in 3D myself.
anDimeParticipant@Minabe There is a video link above your comment, I made it myself. It’s a HOU video, the players like Play’A’ do the job of cropping/distoring/sewing the flat video to 360°. While 360° 3D doesn’t translate well in my opinion to a video of a fast paced game, it does work. SurrealCapture also has a channel with many examples.
https://www.youtube.com/channel/UCV-6pHsF2kqLrxlvLPyn60A
But for the experience, 3D SBS without 180 or 360° is better, because then there is no mismatch between the view of the viewer and the view of the recording.
anDimeParticipantHere, 360° OU actual 3D video, captured with surrealcapture by myself in aircar with a 3090 RTX and 5800X. I could watch it with Play’a’ and the HEVC add-on
https://mega.nz/file/sEgU3CjL#av5c0Ev3mEQtpcyxqyNArIBdsLwLg0Xzk83r4BuT7m8This is not a VorpX topic, but for VR games there exists surrealcapture. I tried the demo with aircar, and with a 3090 while it was technically possible, it is not an enjoyable experience. The way surrealcapture achieves this, is by adding like a new camera, so your game actually renders 4 different frames: 2 frames for you your current VR FoV, and 2x 360° frames.
First, even with the lowest settings, unplayable. Second, the extra camera fails to feel natural with a moving object. But, the video is actually a 360° 3D video. If you pause it, it looks exactly like being ingame, but the quality is worse, this video is 8k x 8k, I couldn’t go higher, but even that resolution, is pretty small for a 360° video.
May 6, 2021 at 5:41pm in reply to: HZD Z-normal flat artitfact, increased visibility from FHD to WQHD #203364anDimeParticipantUnfortunately that does not seem to be the case here. If you want picutres of proof (like the one above) with different settings, I can make them. FHD and UWFHD seem to behave here exactly the same, whereas higher resolutions regardless of aspect ratio sometimes “switch” the depth between the eyes including the depth mismatch for certain objects.
FHD and UWFHD with 0,01 pupil distance = good
Anything above 1080p vertically (the vorpx custom resolutions 4:3, and wide), 16:9 21:9, WQHD, UWQHD, 4k with any pupil distance = misalignment of single objects depth wise.May 2, 2021 at 12:45pm in reply to: HZD Z-normal flat artitfact, increased visibility from FHD to WQHD #202375anDimeParticipantEdit: Changing the resolution above 1080p introduced those depth artefacts, whereas 1080p looks “fine”, 2560x1080p also works for a wider picture. Biggest contributor was setting the focal distance to the minimum value 0.01, increasing it made the depths of the eyes misalign.
I shared my profile under the name Quest2(Air)_ingame2560x1080
anDimeParticipantEdit3 The problem seems to be theatre mode and HZD in general, because I could not get HZD to start in theatre mode, only with injecting through vorpx. I guess thats why no input arrives. But I could automate my workaround, adding -vr2dgames to the HZD launch options in steam, this somehow selects the desktop window, making it possible to use k/m/g. No performance hit, to my understanding we have both a desktop “singleview” window of the game and the injected VR view anyway.
anDimeParticipantEdit2: I tried to test it with Death Stranding through Epic, but unlike Rocket League, vorpx fails to attach. Maybe it is some problem with DX12 games in general? I used steamVR in Vorpx general settings.
anDimeParticipantEdit: To be clear, even DEL to open VorpX doesn’t work for me in HZD, except when I use the mentioned workaround. I tried to enable there keyboard/mouse or gamepad in the vorpx input settings and disable head tracking, but still don’t have any input after restarting the game without the workaround.
anDimeParticipantIt seems to be specific to HZD. Testing it with Rocket League in Epic games store, it works as intended, any input get’s recognized. In steam, I also tested a simpler game like Brawlhalla over Steam VR, which again, recognizes every input (k/m/gamepad/wands).
Now in HZD, I reset the profile, no input get’s recognized. Now, when I start HZD in SteamVR I -> then go to desktop, click on HZD (which looks like the window get’s mirrored to the desktop) -> and then go back to VR, I get k/m/gamepad input, but without wands, they are visible but they do have no influence in game. I guess this is because through this workaround, my input used the flat path, not the steamVR input path. Due to the HZD profile reset, the game doesn’t crash anymore with the workaround, but I still don’t know where the issue is.
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