Boblekobold

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Viewing 15 posts - 16 through 30 (of 203 total)
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  • in reply to: Brand New User – Help Needed #221650
    Boblekobold
    Participant

    Hi, I never played this game but when I had crashes with VorpX, it was usually because :
    – I used a wrong profile
    – I used an imcompatible graphic option (only had problem with DLSS in some games, which anyway was always worse in VR so I stopped using it because it removed too much details)
    – I chose a DX10 option with a DX9 only profile or something like that (but it’s probably not your case)

    I guess you can also use a wrong version of VorpX in some rare cases (I mainly used V23 then V24 and never had this problem but as far as I know it may happen).

    Of course a game could also crash if you use too much VRAM, etc. So start with a low resolution (like 1080p) and graphics options, and then try 2.7k, 4k, 2880p or more (probably not very useful with a Quest 3 but it is with recent games and a displayport)

    Or simply try another game if you just want to learn how to use VorpX. You may have more luck with an official profile. It may be easier if it’s your first try.

    in reply to: AFR or DirectVR with AFR #221596
    Boblekobold
    Participant

    I guess most DX9 games (except very beautiful ones like Metro 2033 original) should be Ok. Maybe Dishonored 1 (excellent game), probably F.E.A.R 1 (great AI), Dark Messiah (best sword combat and emergent gameplay), Clive Barker’s Jericho (probably very good in VR), etc.

    in reply to: Dying Light 1 #221595
    Boblekobold
    Participant

    It only works with Oculus and I play on Reverb G2. It’s great to not have compression in this game (it has some of the best LOD, so it’s very realistic and you can see every details miles around). There is no problem with cutscenes using VorpX’s edgepeek (but the first one is prerecorded so it’s not very high res).

    in reply to: AFR or DirectVR with AFR #221572
    Boblekobold
    Participant

    Some games have great G3D, are quite amazing in VR and aren’t very demanding. You could try Bioshock 1 Original & Infinite. I played them in 2880p with a GTX1080 (but I had a Reverb G2). Maybe Bioshock 2 original (I already had my RTX4090 so I don’t know).

    in reply to: Quest 3 low anchor #221571
    Boblekobold
    Participant

    I’m wondering if I need to launch VorpX Viewer first to play only in VR, or is it not necessary?

    It’s useful to launch VorpX Desktop Viewer if you want to play with a resolution you could not choose with your physical monitor. So yes you probably should.

    I can see you are playing in 1920×1080. It’s a 16:9 resolution. First of all, you would get a better result with a 4:3 resolution. I would recommand at least 2160p (2880×2160) or 2880p (3840x2880p) if you play in full VR.

    You didn’t raise ClarityFX and Sharpness sliders in your video. Maybe you should try (VorpX ingame menu page 2). It could give you a better image quality. There is also a Texture Enhancement slider sometimes (with G3D profiles).

    100 FOV is a bit low to play in full VR (it’s Ok, but it’s not perfect). Did you try Immersive Screen display mode ?

    in reply to: Quest 3 low anchor #221509
    Boblekobold
    Participant

    Are playing in 4:3 with 112 FOV ?
    You can use Virtual Monitor with VorpX V24 if your physical monitor isn’t 4:3.
    If you can’t unzoom enough to feel Ok, raise FOV a little more until it’s perfect.

    Boblekobold
    Participant

    I have “Enable Expert Settings” in “Miscellaneous”. You have to scroll down.

    in reply to: Dead Space remake, anybody tried it ? #221483
    Boblekobold
    Participant

    I used to simply do that :
    https://www.reddit.com/r/pcgaming/comments/11xwfjy/change_the_exe_name_of_any_steam_game_very_useful/

    In this case use this kind of launch option with Steam :
    “C:\Program Files (x86)\Steam\steamapps\common\Dead Space Remake\DeadSpaceNewProfileName” %command%

    in reply to: Arma 2 OA help please #221447
    Boblekobold
    Participant

    I never tried this game, but from what I can see in the VorpX Config app, there is an official profile.

    You can know if you hooked in the starting room and/or by checking if you have 3D in “3D reconstruction” inside the ingame menu (Geometry is the best type of 3D, or Z-normal / Z-adaptive).

    Concerning zoom, you can of course unzoom like in this video at 7m15s :

    (I’m not recommanding to use the same settings as him appart from that, in particular concerning aspect ratio…)

    But your problem probably isn’t because of zoom only. It’s because you need to raise the FOV (usually 112 horizontally, or 84 vertically).

    I suppose you can adjust the FOV this way :
    https://www.reddit.com/r/dayz/comments/ug6wu/how_to_adjust_your_fov_aka_how_to_cure_arma2/

    If this game has DirectVR, you can just use it like in this video at 4m44s :

    It will configure most things for you.

    Don’t forget to use the virtual monitor (launch VorpX Desktop Viewer with VorpX V24, then your game). It will allow you to use any resolution you want (usually a 4:3 one like 3840×2880).

    You should also increase image quality with the options in the second page of the ingame menu : ClarityFX, Sharpness, Texture Enhancement, etc.
    Lower gamma in VorpX if needed but not too much in the game.

    Concerning headtracking, you can change headtracking speed (and you can enable/disable it). It should work when you have the Full VR display mode selected. You can also use it in Immersive Screen.

    Use edgepeek shortcut during cutscenes/menu.

    Boblekobold
    Participant

    All the games I tried on UEVR had no issues with raytracing or graphical settings tbh… I haven’t tried a lot of them though. I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol

    UEVR doesn’t handle raytracing with Unreal Engine 4. There are a lot of other visual glitches in most beautiful games. Anyway it’s nearly impossible to have max settings with most AAA games from the reviews. A lot of people, including me, have constant crashes depending on the game.

    But as I already said, it’s really good if the game isn’t too ambitious, and I understand why you like it with third person game (I personnaly prefer to not have a true full VR view in TPS because I feel less immersed in the character I play).

    But I enjoy UEVR with some minor games.

    I definitely have had more issues with VorpX, but I’ve been using VorpX for like almost a decade, so its only logical lol

    At worse, if G3D isn’t perfect, Z3D never really disable anything important, as far as I know.

    ??? what do you mean? It isn’t broken, automated or unused…?
    It works pretty well and its nicely integrated into UE.

    It’s unused because the developper of the games didn’t use this to create a clean VR game. They didn’t care or relied on UEVR.
    It’s broken because of a lot of reasons (raytracing doesn’t always work, 3D can be strange, it’s blurry at medium/long distance), but most of all, there is camera clipping, animation problems, HUD issues, cutscenes issues, etc.
    Most of the time it feels like beeing the developer of an unfinished game when you play a first person shooter. You didn’t experience it because you mostly play third person games.
    It’s automated because unless you use a profile, it is.
    Without a profile, the gameplay isn’t adapted to VR. And even the camera doesn’t work well in a lot of cases.
    Even with a profile, when it doesn’t crash, it’s usually far from perfect and you can feel the game wasn’t designed to be played in VR.

    VorpX may be less close to exclusive native games, but it relies more on the base game gameplay and animations, so it’s a much cleaner experience from a flat gamer perspective (especially with first person games and if you play seated).

    I’m a gameplay programmer, and my role is to ensure games aren’t like UEVR conversions…

    Also, didn’t UEVR build its own stereo views by intercepting DirectX drawcalls instead than using the two camera tricks, and thus becoming more “native”? That would be waaaay more performant, don’t quote me on it tho.

    I just mean both programs do two renders. I have no way to know how and it doesn’t really matters. VorpX probably use several ways depending on the game.

    in reply to: Higher resolutions? #221439
    Boblekobold
    Participant

    Sorry for the legend, this was supposed to be the first screenshot with relatively high FOV :

    So I posted the same image twice…don’t look for a FOV difference haha (it’s interresting to see it in low FOV because high FOV is strange on a monitor, and if you play in immersive screen, you see a lower FOV because you don’t see the whole picture).
    But in fact a properly configured game is always high FOV (usualy higher than that).

    You can’t use a higher FOV than 105 in this game so I guess it’s only perfect with a Low FOV VR headset (it’s Ok with mine). Most games don’t have this problem. I really don’t know why recent games sometimes limit FOV like that…

    in reply to: Higher resolutions? #221438
    Boblekobold
    Participant

    Vegetation – Close-up full VR :

    Arches High FOV full VR :

    The arche in the background is already quite clean on the screenshot. It’s better in the G2 with VorpX’s magic. It’s what I like the most in VorpX with a displayport headset. Things don’t get blurry even if they are very far from you. With Metro Exodus it’s a lot better. It depends on the the game engine.

    Trees medium distance Edgepeek :

    Ikran (dragon) Edgepeek Full VR display mode :

    A few limited volumetric clouds (not lucky with the weather yesterday).

    Clouds Godrays Edgepeek :

    This one is not so beautiful but it’s funny with the godrays.
    (This area is less beautiful except sometimes there is some amazing volumetric clouds / fog but I had no chance yesterday).
    It’s interresting because you can see the outlines of the 3D objects.

    in reply to: Higher resolutions? #221437
    Boblekobold
    Participant

    I don’t know if it helps but I tried to capture VorpX the last time I played Frontier of Pandora.
    I’m sorry : it’s not the best game to show large outdoors environements because LOD and textures aren’t the best at long distance (compared to Metro Exodus for example), but I’m playing this game right now.

    It feels actually a lot more realistic in VorpX because I hide some textures defects with AMD Fidelity FX at max quality (without removing too much details on close environments).

    It’s quite impressive even if it’s not as photorealistic and perfectly detailed as Metro Exodus. Anyway you don’t really know where to look because of the insane amount of objects so it works very well if you want to instantly forget about reality for a while !

    Pandora Moutains in VorpX full VR Without upscale, enhancement filters and 3D :

    It’s a lot better in VorpX. I think this is because you can’t see VorpX’s enhancement filters (upscale, sharpening, maybe supersampling, etc.), even without considering there is no 3D here.

    If I look at these screenshots in a VR viewer, I have to imagine something twice as detailed, sharp&clear (and with 3D) to be close to the quality of VorpX (even in 2880p without FSR/DLSS).
    Even if those are 3840p screenshot without noticeable aliasing.

    Lower FOV :

    Boblekobold
    Participant

    I have to partially disagree.

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.

    This is objectively false.

    So why people go to the cinema ? It’s easier to notice details on a giant screen.
    Ok you can be very close to your 4k monitor, but I really don’t like that, and it’s not curved properly (vertically and horizontally) so it’s not as immersive as VorpX.
    If I don’t use VorpX, I prefer video projector because comfort matters and 1080p is enough for me in this case, as long as the display is 2m60 large and not too close I’m happier than with a monitor.

    But I always play FPS/TPS with VorpX. It’s so good to be in the game, and it’s so much more detailed and beautiful ! And as my G2 is afocal, it’s like looking at a very long distance.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.
    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

    Yeah, we agree there, it is also an absolute crazy waste of performance unless you have a way to cull the polygons you aren’t looking at directly though, which is why UEVR is so neat, it is able to use the native software built-in UE to show the game not as AER, but its full proper VR version, with all the software boosts that that means.

    It should be a (little) waste of performence (because you still have headtracking). But in fact, in my experience with AAA games, UEVR’s performences and image quality are so much worse that VorpX is still better, whatever display mode you use (full VR or immersive screen).

    And it’s not a waste of performance, because it’s very useful (for example if a first person camera is partially locked because for example your character is seated in the original game, it avoids clipping and broken animations you would have in UEVR, and it also avoids to rotate the entire world around you).
    It also allow you to clearly see the HUD and to switch instantly between display mode with edgepeek.
    It’s a great way to play ! Even if I usually prefer full VR, some games (or some part of them) would be too altered.
    It’s the best compromise, and you can only do that with VorpX.

    Anyway, VorpX always do that, even in full VR (if you don’t want to see borders…)
    The game is rendered at high resolution with high FOV and you look at a part of this render (most of it of course if properly configured).

    VorpX does so too in its VR form I believe, but don’t really know much about how @Ralf does his black magic on it. The fact it works in so many different engines is flatout baffling.

    I guess there are several methods. It’s not AER (except Cyberpunk), It’s true 3D stereo in hundred of games (it probably adds an additional camera and move the original one, exactly as UEVR does, except with VorpX it’s not a broken/automated/unused feature from Unreal Engine and it actually performs better in some games, especially DX9 ones).
    It’s great to be able to configure 3D settings and it’s more comfortable in a lot of cases (and accurate/immersive in first person games because UEVR can break easily when something is close to your head).

    But in my opinion, when G3D can’t be perfect, a good Z3D is better than a bad G3D, at least in large outdoors environments, so VorpX’s Z3D options can be the best choices sometimes (even better than UEVR’s G3D in some games because it avoids a lot of glitches and incompatibilties with raytracing, etc.)
    And anyway with the most beautiful games if you want good graphics settings, you have no choice. G3D can be too demanding, even when it doesn’t break effects.

    Boblekobold
    Participant

    PPD isn’t everything (It doesn’t actually improve graphics and as I said, it’s even not noticeable for a lot of people). Even actual resolution isn’t really useful above a certain limit depending of the game (because of textures).

    And in my opinion, some games are actually more beautiful when they are a little bit blurry (because there can be details you don’t want to see).

    Concerning details in VR vs monitor : if used normally, most people don’t really see pixels and details on a 4k/8k monitor.
    You see a lot more details in VR because it fills your entire field of view.

    If you play in immersive screen, the displayed game can be larger than your FOV so it can be more detailed than a monitor with the same resolution than your VR headset.

    It’s the difference between an hemispherical Imax theater (with headtracking and 3D in this case) and a monitor.

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