mr_spongeworthy

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Viewing 15 posts - 151 through 165 (of 243 total)
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  • in reply to: Fast and Alt Fast Sync not reliably working anymore #206709
    mr_spongeworthy
    Participant

    Yeah, it’s certainly possible I’m just expecting too much out of my 3080 Ti, but it just seems strange to me that I could push my 2080 Super to very high GPU usage in, for example, Fallout 3, in fast mode, with no tearing or other issues and have to leave a much higher percentage of available GPU time ‘on the table’ with my 3080. It would not be the first time Pimax pushed a firmware and/or PiTool update that caused sync issues, that’s for sure.

    And yes, I’m not a fanboy of Pimax and I’m quite aware of the limitations and foibles. Unfortunately my brain really doesn’t agree with the limited FOV of all other available HMDs, so I’m basically stuck with Pimax and seriously considering upgrading to the 8K X. I can’t wait for a better-established company to come out with a high-pixel-density wide FOV HMD (preferably one with a secondary processor in the HMD so that the HMD itself does the transformations necessary for wide FOV (i.e. ‘Parallel Projections’) and takes that load off our GPUs.)

    Out of curiosity, with CPUs getting so fast now, is there any part of the process you could offload the the CPU?

    mr_spongeworthy
    Participant

    Thanks Ralf, I went through and double-checked for these types of apps and then fully uninstalled every single *anything* that potentially mucks around with GPU functions or overlays in any way. Even FPSVR, which I’ve long used with no ill-effects. (Amusingly, now that I’ve reinstalled FPSVR it has returned to functioning properly in native VR games but has stopped working in anything that uses vorpX; it just no longer displays. Oh well. Tackle that one later.)

    No luck, I still get very poor HMD sync in Fast or Alt Fast modes and I’m worried at this point it may be one of the later HMD firmware updates from Pimax. There have been two of those fairly recently. I’ll run through installing some older versions of PiTool itself first, but I’m not hopeful.

    I’ve got plenty of old SSDs just hanging around unused, so what I’ll do sometime soon is a complete clean-install test-run; Just Win10, PiTool, GPU drivers, vorpX & Steam/VR. It’s not a scenario that I look forward to, because if it works it’s going to mean countless hours manually migrating only my essential settings back to an otherwise clean install, but unless you have other ideas I think I’m at that point.

    in reply to: Easy Anti Cheat is ruining my gaming LIFE!! #206668
    mr_spongeworthy
    Participant

    Agreed that this type of thing is absurd. First, people who really want to cheat will always find their ways around it. All this type of thing does is make life difficult for persons who are legitimately trying to make their games better.

    There is also a tremendous level of hypocrisy as the playing-field is inherently uneven anyway. Ask them if having better hardware and software is ‘cheating’ in their eyes, and then suggest that they demand that all players have exactly the same hardware and software setup on every machine. “What, your rig has a 5% faster CPU? Cheating! Newer GPU? Cheating! Keyboard and Mouse controls? Cheating! Good keyboard vs. bad keyboard? Cheating!”

    In the end, I’m convinced these companies don’t really give two-flying-squirrels about actually having an even competition, because that’s nearly impossible. Look at how the racing-sim companies like Polyphony Digital run their ‘become a real racer’ competition. 100% identical hardware and software for every competitor. No, I think most studios just want to cover-their-bums; implement this type of thing and they can say “look, we use xyz Anti-Cheat, so we are doing our best to prevent cheating.”

    in reply to: Cyberpunk depth-map wonkiness #206667
    mr_spongeworthy
    Participant

    Oh good grief, it was the Color Precision option! I never guessed that would muck with the depth-map and hadn’t changed it.

    Thanks for answering Ralf, you were correct of course; I turned off vorpX’s ability to change my game settings as it kept setting a couple thing I did not want changed. I’m sure it’s annoying to have to tell people over and over to turn that function back on. In the future I’ll try to remember to do so. Like a lot of gamers doing this type of thing, I’m heavy on game-tweaking and have a *very* hard time letting any software automatically adjust anything. I’ll just have to get used to it!

    I’ve got one last new issue to resolve with vorpX that I’ll post in another thread as it’s not specifically Cyberpunk related.

    Thanks again.

    in reply to: Cyberpunk depth-map wonkiness #206622
    mr_spongeworthy
    Participant

    I sat down last night for a good hour just twiddling settings to try and correct this issue, with no luck. I’ve gone through just about every vorpX and Cyberpunk setting I can think of that might have any effect – RT, DLSS, Standard Z3D vs. Adaptive Z3D, different resolutions, different motion-smoothing techniques, no motion-smoothing at all, immersive screen vs. virtual cinema vs. full VR mode, you name it. Nothing helped.

    I can make it happen by just activating any of a variety of UI elements; walk up to a container, UI element kicks-in, and things go bad right away. Use a Netrunner skill and it’s the same thing. Sometimes it will fix itself afterwards, but often it leaves my game rendering in a distorted state.

    It will also get into a state where there is a line about 40% of the way up the screen (it’s jagged, the right side and left side are slightly different heights); below that line 3D is still working, above that like it’s reverted to 2D.

    Any thoughts at all? I would *love* to start using vorpX for Cyberpunk now that it’s sharp enough for me, but these glitches make it effectively unplayable.

    If vorpX can create a log file of some kind that might help figure this out just let me know how to do so and I’ll send it to you.

    in reply to: Tip: Fallout 3 with VorpX #206606
    mr_spongeworthy
    Participant

    Thanks again for pointing out a couple of fixes I had not yet discovered. It looks like there are now ways to push the engine beyond 60fps without breaking the physics (caused issues, for example, with items flying about excessively, making it easy to lose quest items since they might fly off and become unfindable).

    in reply to: Tip: Fallout 3 with VorpX #206599
    mr_spongeworthy
    Participant

    Just a quick note on the UGRIDS setting. The game crashed when saving with uGridsToLoad=7 and loading a savegame after resetting uGridsToLoad to 5. A value of 6 seems to work though.

    Yes, that’s a know issue with UGRIDS; you can find a fix through console if you really want to, it’s not too hard. uGrids must be odd numbers, 5 works, 7 works, but 6 is actually the same as 5, that’s why you can have uGrids=6 and still load those saves if you set it back to 5. IIRC anyway. Bethesda games require so much tweaking to really get them right that it’s hard to keep track! uGrids can also cause other random problems, so if you aren’t used to that then probably don’t set it to anything other than the base 5.

    Are you using G3D?

    in reply to: Official Pimax 5K/8K Recommendations #206596
    mr_spongeworthy
    Participant

    Just a quick update. Over various PiTool and vorpX releases I’ve had issue both with vorpX motion-smoothing not working, and with PiTool motion-smoothing not working. Luckily they were never both broken at the same time…

    As of version v272b of PiTool and 21.3 of vorpX things are looking to be working reasonably well again. I still have ‘issues’ but they are often surmountable (for example I might have to launch a game twice before PiTool smoothing turns on. Or in the case of testing FO3 using a G3D profile the PiTool smoothing causes the game to shimmer continuously in a horrible way between two scenes that are a few pixels apart – I haven’t been able to resolve that one.)

    Overall the vorpX motion smoothing works with greater clarity, and with zero in-scene distortion, but has more whole-scene ghosting. The PiTool smoothing feels smoother overall, but causes partial scene-distortion (i.e. your gun or UI elements get all wobbly when you move or turn). I try both types with a title and then decide which I prefer to use on a case-by-case basis.

    in reply to: Tip: Fallout 3 with VorpX #206573
    mr_spongeworthy
    Participant

    Fallout 3 is definitely one of my top, if not my very top vorpX game. It just looks great and it runs very well in G3D at high resolutions. Thanks for the tip about the multicore fix. I’ll take a look at that. I’ve got a thread here somewhere that covers using the Fallout stutter remover etc, which may be necessary for many (Fallout 3 and NV had major stuttering issues when run at frame-rates other than 60 or 30, if I remember correctly). Other issues to avoid are frame-rates greater than 60, which will break the physics and can cause all kinds of problems (this issue persist through at least Skyrim and FO4). So you’ll want to use motion smoothing to double your frame-rate and lock your actual fps to 45/90, or 60/120 (for example). I lock it to 45/90 and that’s plenty smooth enough for me even in full VR mode (and it allows me to use UGRIDS=7, as that makes a HUGE difference to FO3’s otherwise extremely short draw distance.)

    in reply to: vorpX 21.3.5 Available Now #206564
    mr_spongeworthy
    Participant

    So far the results I’ve seen remain excellent. There is a bit of difference game-to-game; CP77 is absolutely amazing and much better than previously but it didn’t really change the clarity of Outer Worlds much (built-in AA is sooooooo soft-focus in that title that I think the problem is that are very few crisp edges for the sharpening effect to find and then do anything with.) Thanks again, being able to reduce the resolution just a couple ticks while still retaining a clear image can make all the difference in some titles.

    in reply to: Pimax Motion Smoothing not working with vorpX #206516
    mr_spongeworthy
    Participant

    Uhhhhhh. It seems to be working with your very latest update, sooooooooooo nevermind.

    Come to think of it, this is also a new version of PiTool that has forced smoothing as an option. I don’t think I had tried it yet with that version of PiTool. So it could be vorpX, PiTool, or both, but it’s suddenly working for the first time in about a year for me!

    in reply to: vorpX 21.3.5 Available Now #206512
    mr_spongeworthy
    Participant

    Thank you Ralf! This is a significant improvement in clarity. I’ve only spent a few minutes with it in CP77 so far, but with max sharpening things look much better at moderate or lower native game resolutions than before. I’ve seen a little texture shimmering here and there, but I haven’t played with it long enough to see if that’s related to other settings.

    Thank you again, this really makes a huge difference, especially for those of us who prefer a really crisp display.

    in reply to: What are your TOP VorpX experiences? #206446
    mr_spongeworthy
    Participant

    Fallout 3
    Greedfall
    Outer Worlds

    But I’m *really picky* so my list of ‘best experiences’ is going to probably remain very short.

    mr_spongeworthy
    Participant

    Judging from my own experience with CP2077, I’d say that sounds a bit unrealistic at this point, after all it’s pretty the much the most demanding you can find. If the highest possible resolution is your main goal, dial down details a bit. Super high resolutions and everything on ultra is something to aim at with the next generation of GPUs in CP2077, at least at 45fps and better.

    Yeah, I know. It really is very, very close however. If the new upscaling/sharpening method is somewhat better I might be able to squeeze what I want out of it; as it stands I’m frustratingly close to perfection. I’m “this far” (imagine my fingers held 1″ apart) away from being able to push 45fps at 2880×1620 with DLSS factors that still look great and running it RT Ultra mode. That’s sufficient resolution for Virtual Cinema mode for sure. I only tested it at 64/32 to see how great I could make it look if I was totally unconcerned regarding the performance.

    mr_spongeworthy
    Participant

    Personally I think for CP2077 in FullVR mode 2400×1800 (DLSS at ‘Auto’, i.e. the game originally renders a res below that) is the sweet spot on a high end machine if you aren’t willing to dial down graphics detail and still want a crisp image. An RTX3080 is able to maintain almost stable 60fps that way incl. raytracing, so there even is a bit of headroom. With the clarity setting cranked up that looks quite good even on a headset with high pixel density (e.g. Reverb G2), on headsets with lower pixel density (e.g. Index/Rift S) it’s already borderline overkill.

    I could probably do that if I didn’t need to turn Parallel Projections on with my Pimax for use with vorpX. Parallel Projection causes a huge overhead. Unfortunately I’m also super-sensitive to blurriness; just massively prefer an extremely crisp gaming environment. Im running a 3080 Ti (factory overclocked, so it runs right over 2GHz out of the box), but because I can see a huge difference, even in Virtual Cinema mode, between 2880×1620 and 3840×2160 in every title I send to my HMD through vorpX, it leaves me really struggling when it comes to performance in some titles. It’s just my unfortunate preference for sharpness getting in the way (well, plus the need for PP). I tell you what, CP2077 at 4K with DLSS at Balanced 64hz/32fps looks, well, it looks incredible (I moved back to CP2007 v1.23). It’s essentially unplayable at that low frame rate, but WOW, just WOW.

    I’m very excited to try the FidelityFX enabled version when you release it. Even if it doesn’t help this particular usage scenario, I think it’s going to be great overall.

Viewing 15 posts - 151 through 165 (of 243 total)

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