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mr.uu
ParticipantA follow-up to my above post:
It is actually alt-f to show the fps from Game/Headset in the top left corner. My fault 😂
I learned that because of alternative rendering the fps is always max. half of the refresh. So no wonder I was having max. 37/45 fps with 75/90 Hz of headset refresh. I am now at 120 and fps is almost steady 60 (lowered the graphics setting ingame to get there).
Still fpsVR reports terrible cpu performance but at least much better than before (was 40ish with 35% CPU demand). Now almost always 60 with 80% CPU utilization.
I think no new CPU needed, but let’s see… 🤪Turning smoothness is also much better than before, still not as smooth as turning my head only.
Overall a much better experience!
Now, I need a 5090. I will wait until they are in stock and prices go back to normal 🤪 – crazy days!mr.uu
ParticipantReally amazing how good Cyberpunk 2077 looks in VR with this free(!) mod.
I have a 3090/5800x3d/Pimax Crystal and if i check with fpsvr my CPU is limited to below 50fps? So my CPU seems to be the bottleneck? Also i get the stutters when turning with the controllers, just read that i have to check the fps ingame with ctr-F and watch the second number – will do that tomorrow.
Question: does an upgrade to a faster CPU like a 9800x3d eliminate the CPU bottleneck?
What CPU Performance do you guys with a faster CPU like an 7800x3d have? I do want to stick with my am4 platform as long as possible, but if this game forces me to upgrade…BTW., i have the vorpx quality settings at max, ingame most at med/high, no rt, dlss4 performance. Vorpx framerate cap at 50% and headset at 90Hz. Somehow the ingame aspect ratio is 16/9, so many pixel wasted. Should i set the i game resolution to a 4:3 one?
I really want that CPU limit gone and a smooth controller turning! Should i try to run via OpenXR and use Pimax eyetracking with quadview rendering to gain a few fps? Does it even work with vorpX DirectVR?
So much tinkering possible…but the result is breathtaking! Thank you Ralf!
mr.uu
ParticipantAny news about that issue? I tried many cloud profiles and to run vorpx as admin.
It simply doesn’t hook with the GamePass Version…mr.uu
ParticipantWell, then where is the error? Maybe in the FOV settings? Maybe you should include the FOV in the multiplier, too? Ingame FOV is @112deg.
Fact is, that the head rotation after a direct vr scan is off.
mr.uu
Participantunfortunately head rotation sensitivity is only accessable in menu if direct vr scanner is not used. (in the case of outer worlds it defaulted to .35). Changed it to around .45ish and head rotation was great.
Once direct vr scanner is used (and i prefer now to play with it, much more smooth), the multiplier is always same and not accessable in the menu. Some way to make it still accessable?
I had mouse speed ingame to 15%. I bumped up and down mouse speed ingame to 100% or 50%, it does only change the speed of the mousecursor, not the behaviour of the head rotation in game (if using direct vr scanner).
I play now in 1440p and g3d, much better immersion.
btw, in the vorpx menu there is a description error. In the KB/Mouse Tab it states two times “right stick X sensitivity”. The lower one should be “Y”.
mr.uu
ParticipantThe scale for the head rotation multi tops out at 1.0. If i set it to less, the rotation is even slower/less far.
I need more ingame rotation per head rotation. Not less…mr.uu
ParticipantJust tried it again and works flawless.
in steam add the command line parameters -dx9 (triggers g3d mode) and -nolauncher (if you want to get rid of the launcher)
Somehow i could not get rid of the headtracking overriding my xbox controller. But i was to lazy to track this “bug” down.
mr.uu
ParticipantSo, i tried various settings right now.
My direct VR FOV looks to be 128.5 – YES, between 128 and 129.
But of Course i can only enter whole Digit numbers in my Fallout 4 tweaker by Bilago.
Anyway, i doubt that the flicker goes away with direct VR active, because what i experience is exactly what Ralf said, a quick altering of the FOV of direct VR. so this will not be cured by the “right” FOV values.I play without direct VR.
Please Ralf, what is your opinion?
Thank you,
Wernermr.uu
ParticipantHmm, i play only in first person mode. But i will try 120/140 (120 1st person view, 140 3rd Person view?) and report back…
You do not experience FOV flicker while zoomin to aim?
What is your PipBoy FOV?
Could you post your entries in the inis?
Thank you!mr.uu
ParticipantThen they need support from all the game engines out there. This will not happen…
If it is so beneficial, why is there not one single test Software out there which shows the miraculous brainwarp?
I tell you it will work only in their test Software or probably via a hack for a couple of games (i doubt).Or if they work together with Ralf…
mr.uu
ParticipantPimax‘ feature called Brainwarp does not render in real 180Hz. The trick is to render each 90Hz panel with a slight timing offset, so that you perceive 180Hz. But each eye still has an update rate of 90Hz. It supposely can do that in 60/120Hz, too.
The problem for pimax is, that the game rendering engine has to support it to be in any way effecient to save processing power. By default a VR or 3D game always renders two views at once and delivers these to the compositor of the hmd ecosystem. How Pimax manages to render only one view in the gameengine needs to be seen.
Afai understand how vorpX works, it could propably alter the viewport for all games which support geometry 3D, but the slight timing difference for each panel must be supported by the HMD hardware.
I did tell Pimax more than once to get in touch with Ralf, but if they ever will…
I am a backer of Pimax 8k and 8kx on Kickstarter and i think we should wait for the first official test of this feature. Personaly i doubt that it’s more than marketing..
mr.uu
ParticipantASW (Vorpx-menu async render) setting to off even more reduces my fps.
Best performance i encounter when Liquid Sync is off and Async render is on.
In Borderlands 1,2,3 and Mass Effect (the ones i tested with yesterday) i see exactly the same result. If i turn Liquid sync on it gets choppy with 33-38fps and if i then also turn Async render off (directly above the liquid sync-setting) it goes down to 22-26fps.To turn liquid sync off made a BIG difference. It feels much more fluid, now i really enjoy Borderlands 3 (even though i have to disable the shadows in all the games because of different shadows in the two eyes), just looking around, feeling as if i was there on the moon…
Btw, any chance to get g3d in Ryse son of Rome? The game has very nice graphics and i would die to experience it in proper 3d. Fake 3d is somehow not working? I turned it up all the way to 2.0, but i somehow do not see a difference to off. Any ideas?
Ralph is obviously to busy to answer my questions about vsync/FXAA, which is fine to me. How is the opinion of the community? What settings do you use?
I use FXAA wherever possible and vsync mostly on.
What amazes me is, that even if i set vsync to off, i never ever experienced a typical vsync-tearing in any of the games i tried. But if vorpx takes the output of the game and applies it as a warped texture on the Rift, how come that i do not see tearing?I played a bit with the oculus debug tool and it gave me little insight in what is going on. Very interesting.
mr.uu
ParticipantRalf, thank you.
For some reason the Fluid Sync-Option did bring my fps down to jumping 33-38. Without it i play now happily with 42-45 stable.
Maybe your Setting is inverted somehow and off means on?
What about the vsync option ingame? On/Off? does it metter?
What about FFXA? On/Off? Do you see any noticeable difference?
What about pre-rendered Frames Settings in the nvidia-option? Does it matter?
BTW, i prefer to Play in Virtual Cinema Mode in 2560×1600, 0.8 distance and 2.0 curved. Hud i do minimize. so i see the Hud, can see Little to the side, too.
It is an awsome experience, thank you for your (hard) work!!!
mr.uu
ParticipantWhat about the ENB wrapper approach?
Certainly not so much fun than manipulating registers directly in assembler, but probably the “easier” way in making only a wrapper dll and so older games compatible?Thanks!
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