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mr_spongeworthy
ParticipantI too am really looking forward to this. I’ve been continuing to play Cyberpunk on my 3D display as I need something like 5% more GPU performance to actually pull off the resolutions I need in that title to get clarity to my HMD.
I have a feeling this may be the ticket, as it will hopefully allow me to drive a slightly lower native-game-rendering resolution and still get the clarity I’m looking for.
Thanks for taking a look at this and deciding to make it happen!
mr_spongeworthy
ParticipantSuccess in upgrading from v1.3 to v1.23 ;-) Game looks absolutely fantastic again.
Hoping your version that supports AMD’s ‘Super Resolution’ – I think that will probably be the final thing I need to get 45/90 reliably rather than 36/72. I can turn off RT Lighting only of course, and keep the other RT effects, that’s a huge gain, but I’m really hoping I can squeeze that last tiny bit of performance out of my GPU (without installing a liquid cooler and OCing even more. It’s already a pretty heavily factory overclocked 3080 Ti and it runs right over 2GHz most of the time at surprisingly cool temps. I would rather not push it.)
Out of curiosity; I have a LOT of trouble pushing Cyberpunk all the way to full GPU utilization (it’s not being CPU bound either, not even close). Especially in “Fast” or “Alt Fast” HMD sync mode it’s more pronounced, but in Safe mode of course even my base FPS is much lower. At as low as 85% or so GPU usage I’ll sometimes start getting mismatched images in the lenses, bad tearing, etc., and eventually the layer between Cyberpunk and SteamVR will crash, leaving the game running on my monitor so I can save, but forcing a relaunch of course.
But in other titles through vorpX I can push the GPU all the way to 100% and watch the FPS begin to take a hit, but everything will just continue to work. Greedfall is like this for me. I’ve got that setup so it runs basically between 90%-100% GPU usage in nearly all scenarios, and delivers a smooth 72fps with no tearing, flicker, or other weirdness. On the rare occasion I find a scene where I can’t maintain 72fps the fps drops a little, but there are no other ill-effects.
Is there anything I can do to make it so I can push Cyberpunk harder without these glitches? I’m leaving a fair amount of performance on the table.
mr_spongeworthy
ParticipantThanks for posting this. I never finished the Witcher 3 despite really enjoying it, largely because of the 3rd person view. I was continually trying to get the camera in positions where I could see what I actually wanted to see, rather than looking at our hero’s backside.
Are they still planning a re-release of Witcher 3 with RT etc?
I like the direction of having mods specific to the vorpX / VR experience like we’ve now seen with RDR2 and GTA V (not that I’ve played either of those titles. I might eventually give RDR2 a try though). That’s just a perfect idea; combine vorpX with a mod designed to make the experience work well. Cyberpunk desperately needs such treatment to resolve just a couple of issues that make it really difficult to work with in a full VR way (vehicle FOV, for example.)
mr_spongeworthy
ParticipantI’m actually going to try and downgrade to v1.23 of Cyberpunk despite having quite a few hours into playing after the 1.3 patch. I just can’t handle the visual degradation. It was a gorgeous game, now it just looks like ‘any other title you can name.’ Failing that I’m on to other titles until the devs actually fix it properly.
mr_spongeworthy
ParticipantYeah, typically I agree that upscaling stinks, but newer versions of DLSS are surprisingly good in a number of titles. What AMD is doing isn’t quite as good, but then again it supports a LOT more hardware and it’s Open Source (thus allowing you to use it; I’m really interested in seeing how that works out as I bet it gives me that final boost in clarity that I really need, but at a lower resolution. Currently I just *have* to push 4K per eye for full VR to look sharp, even with sharpening turned all the way to max).
Yesterday I had things running incredibly well at 45/90 at some weird resolution between 2880×1620 and 3840×2160; 33xx by something else. But no luck today; gotta love that! No idea what changed; nothing deliberate, that’s for sure. I’m back to 36/72 at any resolution I want to use, which is way too low for full VR anyway, and the RT is, to me, what gives Cyberpunk it’s best look; without, even at higher resolutions, it looks an awful lot like any other moderately capable engine. On the other hand, if the devs keep borking the quality, which degrades with every single major patch, I’m just going to bail on this title anyway, like so many other have already done – it’s the visuals and atmosphere that set Cyberpunk apart, that the devs seem set on destroying that in pursuit of better performance on older consoles is just baffling.
mr_spongeworthy
ParticipantJust noticed that you are actually working on implementing this! Very cool to hear.
Can’t wait to see the final results!
mr_spongeworthy
ParticipantThe latest vorpX update, combined with a couple other tweaks, has me running Cyberpunk at 3840×2160, Ultra Ray-Tracing settings, at “Balanced DLSS” at 72hz/36fps. It’s not great for full VR mode (although; certainly fun to hop into that mode occasionally), but it does look extremely good in Virtual Cinema mode. Super-crisp with vorpX sharpening set all the way to max.
A few things I’ve discovered along the way:
1) I believe vorpX originally set my screen mode to borderless windowed. When I went back to full screen mode my performance immediately increased by a fairly substantial amount. I’m glad I finally tried switching back to full-screen mode.
2) The Cyberpunk depth-map may be very strange. I’ve found that by placing the depth-balance all they way out and then turning down the overall depth scale I still get tons of ‘near’ depth, but now with excellent ‘far’ depth as well and much reduced distortion overall. This exact same trick works for SuperDepth3D BTW, where I’ve found settings that work well to be wildly different than I’ve seen for any other title.
3) I think we are down to only 2 issues that need fixing; the way specific Mods are now available for RDR2 and GTAV made me think it’s possible for Cyberpunk as well: A) We need to figure out what the UI overlay is for the help-keys, and then substitute the Controller UI elements for the Keyboard UI elements. That way when Cyberpunk flips between the controller and keyboard UI elements it will be flipping between ‘controller’ and ‘controller’ elements. It’s definitely a bit problematic to run this without being able to easily read what button you are supposed to use. B) Vehicle FOV changes make it essentially impossible to drive or ride in full VR mode, which is a real shame, as that’s the perfect place for full VR mode to work in this title. There is a Cyberengine Tweaks way to play with this, but like many things, getting that complicated mess to work with an already complicated mess could take countless hours. It would be great if vorpX had a way to fix this issue.
mr_spongeworthy
ParticipantThanks for the update! Don’t know if there were some across-the-board optimizations, but my performance in Cyberpunk definitely seems better.
mr_spongeworthy
ParticipantThanks Ralph, I appreciate you taking time to respond. That makes perfect sense.
Possibly I will be able to play the game in full VR with my Index motion controllers when they arrive, or just be happy with Cinema mode. TBH the one thing really going for CP77 is the graphics engine with RT; it makes little sense to sacrifice that in the name of forcing it into a VR experience.
Now, when the NEXT gen cards come along, I think I’ll actually be able to push enough pixels, even through vorpX, to play a game like this at the clarity I want in full VR mode.
For now, older games that I can push at 4K using a G3D profile (F03, etc.) look absolutely amazing in full VR, but modern games, ironically, with their newer-but-much-softer AA in the first place, and needing to use Z3D to push the frame rate I need: Even at 4K they often end up too soft.
Not a complaint, just an observation of the limits of technology. TriDef was always much softer in Z3D than G3D mode as well.
One thing that might help: Is there any way you could try to make ReShade work more consistently with vorpX? Right now it’s hit-and-miss. The error pops up, but with some titles it works just fine (Greedfall). With others it will cause an instant CTD (CP77 is one of these). I have LONG used AA, sharpening, and very importantly the Film Grain ReShade filters to manage games that otherwise look poor with various 3D techniques. A small amount of Film Grain, for example, can help to mask Z3D halos and will trick the eye & brain into perceiving a scene as being more detailed than it actually is (the brain interprets a certain amount of grain as added sharpness/detail for some reason, a trick photographers have used for ages to ‘fix’ photos that are too soft.)
If you can’t work to allow ReShade to work the normal way, is there any way you could set it up so that vorpX can handle ReShade itself and apply it to games that way?
Aug 21, 2021 at 4:58am in reply to: Steam VR Lock-ups when going vorpX -> HMD in a couple titles? #205767mr_spongeworthy
ParticipantA video card update pretty much answered this for me; I was definitely pushing more than the 8GB in the 2080 Super; I’m seeing 10GB to 11GB of VRAM usage immediately upon sticking in a 3080 Ti (tried to hold out for a 3090, but couldn’t wait forever and the 3080 Ti came along at MSRP, so I finally pulled the trigger.) I’m fairly sure this was what was causing SteamVR to just straight-up crash even when the GPU wasn’t pegged.
Aug 14, 2021 at 2:51pm in reply to: How do I disable the invisible avatar in RD2 and play it as normal? #205683mr_spongeworthy
ParticipantUsing a Pimax 5K+ here too. You might use the vorpX configuration app to reset the RD2 vorpX profile to default settings as a start, and possibly reset RD2 game settings as well (you can do this manually or restore them through the vorpX app) after telling vorpX NOT to change game settings for RD2 in the future.
From what I’ve found, since I play many games in cinema mode as well, is that most of the changes vorpX makes for VR games are not necessary for games you play in cinema mode, and depending on the results you may have to defeat or override a variety of settings, both vorpX and in-game tweaks like FOV that vorpX may have set.
For example if you know for sure you won’t be using VR mode then you can disable the Xbox controller overrides completely and vorpX will not do anything with the controller; it should just pass the controller along to the game basically as if you weren’t in vorpX at all.
I’ve also found it VERY useful to have the little keypad you can buy for the Xbox controller: That way you can set a bunch of vorpX hot-key functions to the keys you prefer and use that instead of having to find your actual keyboard. For example I turn off the function in vorpX that brings up the vorpX menu on the Xbox controller, and just use a keystroke for that, but I can reach the tiny little Xbox keyboard without ever taking my hands off the controller.
Hope that helps (a little).
mr_spongeworthy
ParticipantRalf says to my question of a DLSS option:
“Impossible to answer at this point, but I’m cautiously optimistic. If not, I’ll definitely check whether something can be done.”
DLSS support would be an second news article on roadtovr and uploadvr !
In what regards does DLSS not currently function? In my case I definitely notice improvements in performance (and slight degradations in clarity if I use aggressive settings, especially combined with a low native resolution) when turning on DLSS in Cyberpunk 2077 and running through vorpX. I have had vorpX totally drop out of stereoscopy a few times however, and it’s been crashing Cyberpunk 2077 like crazy, so maybe these are related to my use of DLSS?
Or are we talking about adding DLSS to vorpX *itself* somehow, so that it can be applied across titles regardless of whether they directly support DLSS?
Anyway, good to see vorpX in the news and getting a little attention. To date most of my favorite “VR” games are titles I play through vorpX.
mr_spongeworthy
ParticipantJust on the off chance you were not aware of this: you can mod Skyrim VR pretty much exactly as you can Skyrim SE. Yeah, it’s a PITA to have to do it all again, but in the end it’s a viable solution and that’s the route I took. You can install ENBs (some special ones for VR have very low overhead), DynDOLOD, textures, there is a sksevr, and pretty much all mods work with only a few exceptions. Just stay away from anything that impacts performance greatly and you’ll be fine. Or, if you are in the same boat I am I couldn’t hit 90fps consistently anyway at the resolutions I wanted to run, more like 80-85; so I had to settle for hitting 45fps all the time with frame doubling; this gave me a lot of performance headroom to increase resolution and install reasonably high-quality texture mods etc. It’s worth it.
mr_spongeworthy
ParticipantTo be clear, my initial point about was just hoping that we might get support for formats other than SBS at some point, as it’s not uncommon for 3D displays to look better in other formats.
In my case the difference between how poor my display looks in SBS as compared to Top and Bottom means that even though vorpX has some advantages (including better performance in Z3D mode than current revisions of ReShade) I end up using SuperDepth3D instead fairly often.
Jul 9, 2021 at 3:41am in reply to: AMD FSR in ANY VR game . can we get this running with vorpx ? #205131mr_spongeworthy
ParticipantYeah, this kind of thing is becoming important very quickly. The current state of video cards is very much tipping the ‘bang for the buck’ equation towards AMD, and I’m already seeing slightly better availability on AMD GPUs as opposed to NVIDIA. It’s starting to look more like AMD will be the preferred choice soon, and not only that but might be available at MSRP sooner than NVIDIA cards will be. I know I’ve been considering switching from my 2080 Super to AMD because the AMD cards often include significantly more VRAM at any given price/performance point and I’m often right at the edge of my 8GB already, so being able to purchase a card from AMD with 16, rather than an NVIDIA card with 10 or 12 makes a lot of sense to me.
Of course, this could all turn around again any moment, but at least for now it looks very wise for every developer involved with VR to be working as hard as they can for full AMD compatibility.
As for FSR in particular; in theory it should work through vorpX? DLSS does, and ultimately this type of technology shouldn’t really be that big an issue as it’s all handled in the game rendering itself (that’s why games have to support it. At least, that’s my understanding.) Although, I suppose if it automatically adjusts the resolution on the fly that could really mess with depth-maps?
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