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apollon01Participant
Oh great. I will give it a try this evening.
Thank you.
apollon01ParticipantHello RJK_
I am ressurecting this thread to ask whether the new profile is available in vorpX cloud? I can see only the old one requiring DGVoodoo2.
Thanks.
apollon01ParticipantThanks Ralf.
Most likely I will go the Custom route only to end up with the worst possible experience X-)
But seriously, I appreciate progress in this area.
apollon01ParticipantThanks Ralf, can’t wait to check all the new goodies out!
apollon01ParticipantCool, thanks.
I hope it will turn out well in the end.
apollon01ParticipantFingers crossed with the FidelityFX, Ralf.
apollon01ParticipantGreat news Ralf, thanks!
vorpX is getting better with every update
apollon01ParticipantBtw just to check:
I suppose you meant FluidSync ON in vorpX, right?
apollon01Participant“One a sidenote: did I mention that the developer preview runtime is a developer preview runtime? :)”
Yep, got it :-)
I am using the OpenXR dev tools for the MSFS 2020 as it allows also the 22.5 fps reprojection (yes, with the latest preview enabled) and it runs very well. So it is unlikely I will uninstall it completely.
But I understand that for vorpX, I need just to disable the latest dev preview and with the reprojection on audo and with the FluidSync it should work.
That’s what I was after. Thanks Ralf!
apollon01ParticipantHi Ralf and thanks for the OpenXR update. It works very well on my end (HP Reverb G2).
Could you, if you have a minute, provide some light-tech info on the following topics, as I feel a bit lost and would appreciate understanding a bit more of what goes on under the hood?
Say the game runs at 35 fps.
Scenario 1: OpenXR (non-latest dev built) set on “no reprojection”
Do I understand correctly that it is vorpX who does the full reprojection work to get the headset run at 90 fps using the 35 fps from the game?Scenario 2: OpenXR (non-latest dev built) se on “auto reprojection” – so able to reproject from 30 fps (mind the game runs at 35 fps)
Who does the reprojection to the 90 fps on headset end? Is it the OpenXR that takes the 35 fps from the game and makes it 90 fps by its reprojection tech? Or does vorpX play its role here too?Scenario 3: What if the game runs below 30 fps and therefore the OpenXR (non-latest dev built) is not able to reproject?
Based on the above, what approach do you actually recommend as for the setting in OpenXR and vorpX?
In this thread I read you stating that OpenXR should either be on auto or no reprojection. Is there a preference here?
And how to change the vorpX FluidSyinc setting in relation to the reprojection setting in OpenXR?Sorry for a long question but I am trying to figure out the best playing field between these two applications.
Thanks!
apollon01ParticipantCheck your SteamVR super sampling settings. Out of the box for the G2 it is set insanely high like 3000x3000pxl even though it reads 100%. This is to make up for the distortion but really taxes the GPU an overall performance of course.
Mine sits around 60% or so, slightly above the G2’s native resolution of 2160x2160pxl. And it is OK.
apollon01ParticipantFantastic gallery, RJK_
Thanks for your work.apollon01ParticipantSame here. It works fine out of the box.
I start first the WMR portal, then SteamVR, vorpX and the game in the end. Just a habbit. I am not sure whether it matters at all.
apollon01ParticipantOr just wait for native implementation.
By the time you fiddle with the settings so that the sim looks half good and not feeling completely odd, it will offer VR natively :-)
apollon01ParticipantAren’t you in EdgePeek mode once you enter FullVR?
Try to press middle mouse button to disable / enable EdgePeek (default key binding).
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