ArniVR

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Viewing 15 posts - 1 through 15 (of 29 total)
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  • in reply to: vorpX 23.1.0 BETA #216253
    ArniVR
    Participant

    ResHade/Depth3D has the same problem with the memory working not properly in TLOU.
    I can play for about 2.5 hours if my settings to set: Vorpx, desctop/game resolution-1920×1080, texture in the game – normal. After 2.5 hours I have to restart the game. Total occupied 6.5Gb out of 12Gb

    in reply to: vorpX 23.1.0 BETA #216239
    ArniVR
    Participant

    It looks like something is not working properly with the memory of the video card. I set the texture resolution to low. Was able to play for over two hours. After that, the fps began to fall, and in the end the game crashed to the desktop. If the textures are set to high, the game starts to slow down and crashes after half an hour. Approximately.
    I have 12Gb on board.

    in reply to: vorpX 23.1.0 BETA #216219
    ArniVR
    Participant

    After about 30-40 minutes when playing The Last of Us in Z-3D mode, the frame rate starts to drop a lot. At first, the game runs at a stable 72 fps (Quest 2 \ 72Hz) and gradually drops to 20-30. As the fps drop intensifies, the game may crash to the desktop. (i7-12700, rtx3080ti)

    Uncharted 4 is absolutely stable.

    in reply to: jedi fallen order #195546
    ArniVR
    Participant

    In general, you need to add only two options to the CINEMA and immersive modes !!!
    1 – Something like (Real-world scale 1 to 1 = on / off). You have such a scale in Direct BP.
    This will remove all complaints about the quality of stereo 3D. An 1 to 1 scale is very important for immersion and realism.
    The Focal Distortion setting breaks shadows and lighting. It’s easier to replace it wit “Real-world scale 1 to 1 = on / off”
    2 – Add an option for Z3D normal – (Reduce the intensity of the stereo effect near the camera to reduce ghosting around objects = on / off) We should have a choice – Halo or better stereo.

    in reply to: No way to change screen size or move it lower? #195529
    ArniVR
    Participant

    The main problem of the CINEMA and immersion modes is the lack of focus in infinity. In these two modes, the effect of a huge TV is two or one and a half meters from the viewer. This makes the 3D effect puppet and flat. There is a setting FOCAL. If you move the slider to – 20, the scale becomes realistic. But, in many games this breaks some shaders, such as shadows and lighting. And in the Z3D NORMAL mode – the FOCAL setting cannot be moved to – 1 and beyond. That is, the effect of the puppet theater is impossible to fix.
    All these problems are not in Direct VR mode. But it is difficult to use it as a virtual screen, due to the fact that head tracking is always attached to the camera. I have to always turn off tracking completely. This isn’t very convenient, since I can’t inspect the screen with a head-twist as it is available in the CINEMA and Immersion modes.
    Here we have a dilemma

    in reply to: Does monitor type/size impact vorpx? #195526
    ArniVR
    Participant

    There’re two points that allow you to set up good 3D in VORPX:
    1 – Fov in the game itself, must match Fov to the size of the virtual screen!
    For example. If the game Fov is set to 75 degrees, and the Fov of the virtual screen is 90-100, you will see image distortions when the camera is rotated. (The so-called fisheye) This also negatively affects the stereo 3D effect.
    2 – The settings necessary for high-quality 3D have a number of not entirely clear limitations. I wrote about this several times earlier in other posts.
    I can only advise the most simple and optimal way to get the right 3D:
    Use only Direct VR mode. Reduce the size of the virtual screen to a minimum. So,the screen Fov will be equal to the Fov in the game itself. Then, adjust the 3D intensity slider to your liking.

    in reply to: jedi fallen order #195516
    ArniVR
    Participant

    You’re THE BEST Ralf!!!:-) But i’ve alredy finished this amazing game mainly in Z3D. The Z3D mode could be a very good alternative GEOMETRY 3D, if you add the option of disabling reduction of 3D effect near the camera.

    It is also necessary that in Z3Dnormal mode slider in the FOCAL setting could be shifted to minus (-1, – 2, -3 and up to – 20) This is necessary for 3D mode, when playing in CINEMA and immersive.
    Otherwise, everything looks small on the screen. Like a puppet theater

    in reply to: jedi fallen order #195499
    ArniVR
    Participant

    I sent the files in the support.
    White shaders and shadows are flickering everywhere in GEOMETRY 3D mode when i’m under open sky.
    In Buildings, tombs, and caves are everithing allright if these locations had been loaded separately from under open-sky locations!!!

    in reply to: jedi fallen order #195463
    ArniVR
    Participant

    I use oficial Fallen Order profile. I see some flickering white shaders when i’m in the street…
    So it’s always been? Or did the latest game updates break the official profile?

    in reply to: Question for Halo: Master Chief Collection owners #194808
    ArniVR
    Participant

    Geometry 3D in Halo: Reach works wery well! Even better then Halo 1. Blood, sparks, and some other effects are in 3D

    in reply to: Mirror’s Edge Catalyst G3D Support #194805
    ArniVR
    Participant

    Hi austin!
    In many games, the Z3D is practically useless. 3D depth and intensity almost at zero. I don’t know what it depends on. With any settings

    in reply to: Mirror’s Edge Catalyst G3D Support #194736
    ArniVR
    Participant

    Hi jjensson!
    In third-person games, where the character is far from the camera, the problem I described above is not so noticeable. The Witcher, just such a game. You’re lucky!
    However, in third-person games, where the character stands next to the camera, and you focus on objects close to the camera, reducing the stereo effect at a distance of two meters from the camera spoils the entire stereo effect, and makes the Z3D useless.
    For example in Resident Evil 2/3
    Also in first-person games, where you constantly focus on objects near the camera, limiting the intensity of 3D within two meters of the camera spoils the dive.
    As I understand it, this restriction was made so that we would not see ghosting around 3D objects close to the camera. But in my experience, this is not at all scary! We get a full 3D effect, albeit with some ghosting.
    Better quality 3D with ghosting around the edges then a flat image near the camera.
    Why do I think so?
    I ran games through 3D VISION in a similar Z3D artificial 3D mode in VR HMD. This mode is called (Compatibility mode) This mode has a much more unpleasant kind of ghosting than the algorithm created by Ralph. But there is no artificial limitation of the stereo effect near the camera. The 3D effect simply breaks off sharply at the level of the screen frame.
    And thanks to this, we have a very good result.

    Just one additional option that disables 3D reduction near the camera would make the Z3D more flexible and work fine in most games.

    in reply to: Mirror’s Edge Catalyst G3D Support #194703
    ArniVR
    Participant

    I did not immediately understand what was wrong with the Z3D in VORPX. I spent more than one hour trying to adjust the stereo effect. It turned out that the problem with Z NORMAL 3D is that Ralf made it so that when the camera approaches 3D objects, the stereo effect decreases. According to my feelings, in first-person games, the stereo effect begins to decline gradually about two meters from the camera. Everything that is further (approximately) two meters from the camera works in 3D absolutely correctly.
    I believe that the ability to (optionally) disable this effect would be a great blessing to everyone.
    But the creator has his own vision, and he does not want to make any concessions.

    in reply to: Question for Halo: Master Chief Collection owners #194685
    ArniVR
    Participant

    Sorry for double post

    in reply to: Question for Halo: Master Chief Collection owners #194682
    ArniVR
    Participant

    Hi, Ralf! I have some questions about Halo MC:
    1) Halo 2 Is there any way to begin this game in Geometry 3D? (It works in 2D) Maybe needs change something in config?
    2) Framerate in Halo: Reach. No smoothness when turning the camera. It doesn’t depend on performance.
    Playing in 2D, I have the same problems. Not only through the Vorpx. Through the native STEAM movie theater and Virtual Desktop, I have the same questions.
    Smoothness only appears if I play at 120 hertz in the Index.
    Halo 1 and Halo 2 don’t have these problems.
    Thanks!

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