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dagonbeerParticipant
Thanks for the replies nieda113 and Ralf! I tried playing with directvr off and just tinker with the FOV, but I still get the flickering. I’m assuming it’s some odd interaction between my video card and vorpx, no matter. I like G3D better, but Z3D is fine too.
The other problem I mentioned with Z3D was because I had the vorpx super sampling on, and it’s working flawlessly now.
dagonbeerParticipantHeh, last post of the night. Unless someone has some insight, I’m out of ideas in terms of fixing geometry 3d. So I tried Z-adaptive. The 3D effect is not as pronounced, no flicker, but I get these weird bars. Any ideas?
dagonbeerParticipantHere’s one more picture to illustrate the issue. This one’s in potato quality, since I lowered the resolution and tried full screen to see if it has any impact.
dagonbeerParticipantI did some more research and tried the following things:
– Disable all shadows
– Try to alleviate z-fighting by changing fblocklevelxdistance settings
– cap framerate
– enable/disable vsyncNone of which worked. What happens is that whenever you turn, anything that is over/near? transparency/fog? or water, the edge kind of drags and stays there. See this image:
The edge of the boat gets kind of a shadow image when I turn; if I stop at the right time,t hat shadow image stays there until I turn some more.
This only seems to happen with geometry 3d; I tried adaptive Z and the problem went away (instead I get kind of a blurry, messy area at the bottom of my view; but I really want geometry 3d anyway.)
Any help would be appreciated!
dagonbeerParticipantFor an older game like Skyrim, which is more efficient, to have a lower base resolution (ie. 1280×1440) and then up the super sampling in vorpx menu, or is it better to have a higher base resolution and lower/no super sampling?
Does the same apply for newer games?
Thanks!
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