DanThePman

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  • in reply to: vorpX 23.1.0 BETA #215938
    DanThePman
    Participant

    So besides sending a crash log I’ve actively been trying to reproduce the crash to find out if there is a special order of events that triggers it.
    Unfortunately I could not find any particular order.
    Sometimes vorpx just decided to crash right after booting the operating system while no special software like overlays / anti virus programs or special services were running.
    However I found out that restarting the vorpService manually through the task manager is a reliable way to ensure that the next startup of vorpx is successful on my system.
    Every time vorpx closed itself after 2 consecutive starting attempts I restarted the vorpService and the next startup was garantueed to work.

    in reply to: vorpX 23.1.0 BETA #215919
    DanThePman
    Participant

    I managed to recreate the issue when vorpx beta randomly exits and I created a log file right after it.
    I can send it as an email if you want but the main log file is really short and doesnt seem contain any useful information.
    Here it is:
    INF: VorpControl: Starting (32bit, version 23.1.0).
    INF: VorpControl: Starting elevated (32bit, version 23.1.0).
    INF: WinHelper: reported version: 10.0.22621.1344
    INF: VorpControl: Starting elevated (64bit, version 23.1.0).
    INF: vorpControl: Profile database updates disabled.
    INF: VorpControl: Exiting.
    INF: VorpControl: Exiting 64bit.

    Regarding the attaching issue Im not aware whether vorpx *always* tries to attach to itself when starting the desktop viewer as I can only tell if the message box sometimes appears where it says “Attaching to vorpDesktop.exe”.
    I obviously dont know what happens in the background but every time this message appears the desktop viewer doesnt start and the hook also fails.
    I didnt run any anti virus software when that happened.
    I try to also recreate the issue and provide a log file but it may take some time because it does occur more rarely.

    in reply to: vorpX 23.1.0 BETA #215916
    DanThePman
    Participant

    Whenever I start the desktop viewer, I get it is trying to attach to vorpx. It then says it is taking too long and should not happen. should I put on excluded list? Or should this not be happening?

    I also noticed that. When starting the desktop viewer sometimes vorpx is trying to attach to itself (vorpDesktop.exe). Adding that process to the excluded list seems to get ignored.

    I sometimes also experienced some random process exits recently even after only starting vorpx beta without doing anything.
    After hitting the Apply & Close button vorpx minimizes to the system tray and exist afterwards immediately.
    Reinstalling did not help.
    It does not occur at every start up though.

    in reply to: DLSS 3 Frame Generation #215725
    DanThePman
    Participant

    To reiterate this topic it is possible to use both dlss 2 and frame generation at any resolution with vorpx’s latest beta version (version 23.1.0).
    However one has to use the new desktop viewer with it instead of injecting into the game.
    Furthermore some settings tweaking is needed for a smooth experience.

    Here are the steps needed:
    1. Launch Nvidia control panel and enable vsync globally
    2. Inside the control panel also set the frame rate limit to your headsets refresh rate (e.g 90hz)
    3. Launch vorpx desktop viewer
    4. Disable the vorpx injection watcher
    5. Start the game

    A more detailed description can be found here: https://www.vorpx.com/forums/topic/vorpx-23-1-0-beta/page/9/#post-215678

    As a side note using dlss 3 is more valuable than pitool’s frame interpolation or oculus aws because it produces clearer images and is solely calculated on the gpu instead of the cpu.
    So in case you are running into a cpu bottleneck then dlss 3 is the way to go to achieve 90hz+ vr.

    in reply to: vorpX 23.1.0 BETA #215680
    DanThePman
    Participant

    Glad you got duplication working that way. Obviously completely defies the main purpose of the virtual display, which was getting rid of having to tinker with custom resolutions. But of course a valid option for everyone who doesn’t consider that too annoying.

    The virtual monitor comes with many advantages not only comfort because it is not dependent on profile updates, it does not have to deal with injection issues and works well with dlss 3 which helps nicely to remove the cpu bottleneck. Thats the main reason why I use it.
    In order get stable 90 fps in vorpx vr I generally need to achieve 140+ fps natively without dlss 3 and that is often not possible in modern games because of the cpu bottleneck due to bad core usage and other optimization flaws.

    in reply to: vorpX 23.1.0 BETA #215678
    DanThePman
    Participant

    Thanks to Ralfs hint I successfully got the video output of the virtual monitor duplicated onto the physical monitor even tough its a bit tricky.
    Duplicating the native resolution of the physical monitor is quiet easy as that can be achieved using windows’ screen duplication feature in the windows display settings.
    Obviously the virtual monitor has to be loaded and detected as a seperate screen by windows when doing that.
    Duplicating higher resolutions is also possible but required my physical monitor to match the higher resolution of the virtual monitor.
    I created a custom resolution in the nvidia control panel for that and duplicated the screen afterwards.

    Theres another note I want to leave here regarding nvidias frame generation in combination with the virtual monitor.
    In general for a smooth virtual monitor experience in games its necessary to enable vsync in the nvidia control panel as Ralf wrote some posts ago.
    However using frame generation together with vsync enabled on a physical monitor that does not have gsync/freesync support is generally tricky but possible.
    I tried that in the past in non vr but noticed that even if the frame rate is correctly capped at my monitors refresh rate, many games will skip certain frames or create a very high input latency (even higher than expected using frame generation without vsync).
    I figured out the simple solution is to additionally set a frame rate cap in the nvidia control panel that matches the desired refresh rate of the output device.
    On one of my older 60hz monitors I tested I therefore enabled vsync in the nvidia control panel and also set the frame rate limit to 60 when playing in non vr and frame generation worked perfectly fine using 60hz vsync on a phyisal monitor device.
    Now using the virtual monitor of vorpx Im enabling vsync and set the frame rate cap to the refresh rate of my vr headset (90hz).
    This trick also stopped skipping frames and creating high input latency in vorpx vr.

    It would also be nice if there is a checkbox that disables the watcher when using the virtual monitor as Im not really interested in using game profiles anymore since the virtual monitor works that nicely.

    in reply to: vorpX 23.1.0 BETA #215666
    DanThePman
    Participant

    The new virtual monitor is an absolute game changer and for me it basically makes using game profiles obsolete.
    It works very smoothly now as no ingame stuttering appears anymore and the frame rate is correctly capped at the headset refresh rate (90 fps in my case).
    It even works with dlss and frame generation.

    It would be nice to still be able to duplicate the video output to the regular monitor though without making it turn off.

    in reply to: DLSS 3 Frame Generation #215272
    DanThePman
    Participant

    But the good news is that Hogwarts shows that if the issues with the halo artifacts can be resolved then it will likely be possible for this to work. Still have the HAGS issues to deal with as well of course.

    Thats interesting. Unfortunately I couldnt get vorpx to inject into hogwarts legacy. I tried all cloud profiles as well as the Grounded profile but the game crashed everytime.
    Did any game run with vorpx and frame generation enabled for you or did it crash as soon as you enabled frame generation?
    I would also like to know whether dlss 3 works when using no 3d reconstruction at all (no z3d, no g3d).

    in reply to: vorpX 23.1.0 BETA #214925
    DanThePman
    Participant

    I appreciate that among all available vr software programs only vorpx manages to provide smooth frames without those nasty micro stutters.
    One of many aspects why Im preferring it.
    Even with 100 fps+ other softwares cant manage to provide such a smooth experience.
    However in the past I also noticed that stuttering is only prevented when injecting into a game instead of using the desktop viewer.
    It would be great to also achieve smooth motion when using the desktop viewer so it maybe will be possible to combine it with dlss 3 frame generation in the future.

    Unfortunately Im still having having problems getting it work.
    Here is what I experienced:
    I installed the latest beta version, enabled the virtual monitor and started the desktop viewer.
    I tested The Witcher 3 (DirectX 11 version) with it in full screen mode while pausing the injection “watcher”.
    The ingame settings let me choose between 2 different monitors although only 1 physical monitor was connected.
    I tested the game with both “monitors” but the game felt equally stuttery trying both options while maintaining well over 100 fps ingame.
    I tested everything using the hp reverb g2 in 90hz mode.
    I disabled V-sync in the nvidia control panel and I also disabled directvr game optimization in vorpx as well.
    No custom resolution used.
    As a side note: The image recentering only began to work 5 minutes after starting the desktop viewer.

    in reply to: DLSS 3 Frame Generation #214491
    DanThePman
    Participant

    Hi !
    With DLSS 3 coming out in few days with the new 4000 RTX GPU, i was wondering if it should work out of the box for VorpX, or if the interpolated frame generated by the IA between each real frame could messup something ?

    Dlss 3 is already available by the rtx 4090 and 4080 cards and is supported by a handful of games.
    I assume you refer to the release of the 4070.
    The witcher 3 didnt work with directx 12 for me using vorpx so the only game I could test with frame generation support so far was plague tale using the cloud profile of the user xray3.
    After enabling it the game immediately quit even though I disabled any 3d reconstruction.
    I used the beta version of vorpx (23.1.0).
    Havent tested G3D.

    in reply to: DLSS 3 Frame Generation #214449
    DanThePman
    Participant

    Thats an interesting find however I also like playing without any 3d reconstruction at all.
    Maybe its possible to at least add dlss 3 support for plain 2d and geometric 3d mode.
    According to this post by Ralf (https://www.vorpx.com/forums/topic/vorpx-is-it-worth-it/#post-104956) geometric 3d uses 2 individual cameras so if Im not mistaken a depth buffer is not needed.

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