mr_spongeworthy

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Viewing 15 posts - 181 through 195 (of 243 total)
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  • in reply to: Feature request #205098
    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    in reply to: How to get Fallout4 VR to work om Pimax #205051
    mr_spongeworthy
    Participant

    Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.

    You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.

    BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)

    in reply to: Mass Effect Legendary Edition (DX11) #205046
    mr_spongeworthy
    Participant

    https://www.nexusmods.com/masseffectlegendaryedition/mods/4?tab=description

    There is now a First Person mod for the LE trilogy and I’m currently trying to setup the best settings for Full VR. Anyone else try yet?

    Thanks for the heads-up on that. I hope it works well. I had one for MEA that worked pretty well, but I never finished MEA as I did not enjoy the game itself much. Even having exploration mode being first person will be great for use in vorpX. (At least for me, even if not in full VR mode, I find that I can play first person games in Z3D without much issue, but it’s very difficult for me to play 3rd person games in Z3D due to the constant distortion around ‘me’ being so distracting.)

    in reply to: Outer Worlds, head rotation multiplier >1.0? #204949
    mr_spongeworthy
    Participant

    Sounds good, thanks Ralf. Don’t know if I ended up liking Outer Worlds enough to give it another playthrough. Maybe. But I definitely liked it enough to get the sequel they announced and hopefully that will use the same engine, making any fixes you apply easier to carry forward.

    Out of curiosity, any progress on the G3D profile? I have too many issues with the current one to use it (one eye goes black during cut scenes, the usual light source issues, that kind of thing), so I’m using Z3D. Of course in a number of cases I don’t have the power to use G3D at an acceptable resolution on my HMD anyway, but I *do* when I game on my 3D monitor instead (I can go as low at 1080p on that without any problem) and of course at some point when the great GPU blight of 2021 is over I’ll probably invest in an upgrade from my 2080 super. So getting more G3D profiles that work 100% is actually something I’m very much looking forward to.

    in reply to: Feature request #204941
    mr_spongeworthy
    Participant

    BTW, if I haven’t mentioned it, thanks for making traditional 3D modes easy to access. It’s really nice to be able to just throw on my 3D glasses and play many games on my 3D display instead of my HMD. And TBH in many cases I just feel a lot of the games I play are better suited that way anyway (i.e. my racing Sims and first person games are fantastic on the HMD, but I would much, much rather play titles like Dragon Age on my 3D display.) This is a feature I already use and will certainly use a lot more.

    But since I’m here nagging about feature requests, I’ll stick this one here: any chance you might support other modes in the future? SBS is fine, but it’s only one of quite a few modes, and for some reason or another certain displays are known to look better in different modes even when they support an array of them. In my case my display is definitely a bit better in Above/Below aka Top/Bottom mode than it is in SBS mode.

    in reply to: Outer Worlds, head rotation multiplier >1.0? #204852
    mr_spongeworthy
    Participant

    OK, so I have this about 95% figured out and fixed. On my HMD (Pimax 5K+) the problem is between the FOV and the aspect ratio. Outer Worlds supports only 16×9 and 16×10 ratios even in windowed mode. I’ve found no FOV setting that feels correct with head tracking while using a 16×9 ratio. Using a 16×10 ratio at 3200×2000 pixels and a FOV of right around 110 feels pretty good. I haven’t quite gotten down to adjusting the FOV in 1% increments yet, but those settings have made a huge difference to me.

    So for those of you having similar issues with Outer Worlds, try different aspect ratios and different FOVs (just use the in-game settings controls) and you’ll probably be able to correct this issue or at least make it feel a lot better.

    in reply to: Outer Worlds, head rotation multiplier >1.0? #204838
    mr_spongeworthy
    Participant

    It looks to me like the issue is the FOV chosen by the DirectVR scan may not suit all users. I disabled letting vorpX change the FOV and I’m just tweaking in manually in the settings and I’ve definitely gotten things to feel a bit better already.

    in reply to: Outer Worlds, head rotation multiplier >1.0? #204836
    mr_spongeworthy
    Participant

    Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.

    in reply to: Mass Effect Legendary Edition (DX11) #204682
    mr_spongeworthy
    Participant

    I too would love to play ME Legendary Edition Trilogy through with a G3D profile at some point. It will save so much time trying to get all the originals working properly with graphics overhaul mods (plus the mods to enable game controllers too). I went through that entire process with TriDef and while the results were fantastic it was a long hard struggle to get everything right.

    It would be well, well worth it to me to be able to plunk down for the Legendary Edition and know I’ll get a good result through vorpX.

    in reply to: Windows update disables DirectVR Scan #193714
    mr_spongeworthy
    Participant

    Would be great if you could send me the savegames where it fails to support at vorpx com. I could then check whether I can reproduce the issue here and if so further check whether adjusting some scan profile parameters could potentially help.

    You wouldn’t want to bother, you would have to install every mod I’m using, not fun.

    It’s not the location anyway, that same location has worked just fine in the past and works again now, as long as I don’t use those particular saves. So it’s something specific to those two saves. Very, very weird. If it ever happens again I’ll try and track down if there is any pattern.

    in reply to: Windows update disables DirectVR Scan #193708
    mr_spongeworthy
    Participant

    I figured it out but I have no explanation for it that makes any sense in my head. The one thing I hadn’t tried was a prior game save. I went back two saves and everything works fine. But that’s utter nonsense as far as I can possibly tell. I tested it several times though, just to be sure I wasn’t going utterly around the bend, and yes, if I load up either of those two saves my DirectVR Scan will fail, even if I walk or use the Pipboy to travel to another area. If I load a prior save things are fine, even if I travel to the areas where the DirectVR scans were failing (around Megaton). Baffled.

    mr_spongeworthy
    Participant

    And just 5 minutes later I realized that I provided incorrect advice on one topic; it appears that Smart Smoothing does NOT work on an app-by-app basis. I had at some point turned it on as my default in PiTool and not realized it, so it was being applied automatically across all my titles. When I turned it off there it turned off in my vorpX titles as well, even when selected for that particular titles. Not a big deal since that’s so easy to turn on and off on a universal basis.

    Ralf. I know us Pimax users are a tiny minority, but any chance of getting some of these settings to work some day? FFR is really nice in some titles – an almost free performance boost. (In other titles it looks awful, and in others it doesn’t work at all, but hey, it’s great when you can use it). Overall my 5K+ is a very nice HMD – I really wanted wide FOV and almost zero screen door at something at least kind of slightly resembling “consumer friendly” pricing. Gotta admit, I hadn’t really counted on needing to push 4K resolutions as an absolute minimum for a full VR title; even 2560×1440 really doesn’t cut it – the blurriness is just crazy no matter how much resolution you push. I run my few true VR titles at around 120% SteamVR SS (so over 4000 horizontal pixels) and that’s where things finally get really crisp.

    Other thing that might really benefit Pimax users would be if you could figure out a way for your software not to require “Parallel Projections” enabled. That’s a huge performance drain. Easily a 20% to 25% overhead from what I’ve been reading/seeing.

    mr_spongeworthy
    Participant

    As far as I can tell there is no way to tell vorpX how to honor certain PiTool OR SteamVR settings. Other settings seem to work and can be set on a per-game basis IF you add the game executable to the PiTool. I think so, anyway. For example my Smart Smoothing is set to OFF as a default, but I have added my Fallout 3 executable to PiTool and set the Smart Smoothing ON. It is definitely working in that instance, so I’m assuming it would work for other titles as well, and that has proven true in Life is Strange 2 and Fallout 4.

    Things that have worked for me, usually in PiTool: Smart Smoothing, Parallel Projections (at least, if you turn that off it breaks things, so it must be honoring the setting). PiTool things that don’t work for me with vorpX titles: FFR, Rendering Quality. Likewise in SteamVR, nothing I do with the Steam SS setting does anything at all for me in titles run through vorpX – I can turn the Steam SS down as far as I want, or up as far as I want, and fpsVR will report that setting properly, but the game will look and run exactly the same as if I have SteamVR SS set at 100%. In-game resolution settings appear to be the only way for me to actually control the resolution at which my titles run through vorpX.

    BTW, much of this isn’t down to vorpX but to the entire VR ecosystem which is still a major fustercluck of over-complexity and incompatibilities. Personally I would invest in at least a couple true VR titles, learn everything you can there, and then try conquering yet another layer of complexity.

    in reply to: Windows update disables DirectVR Scan #193690
    mr_spongeworthy
    Participant

    Oh yeah, restarted plenty of times! Always, always a first step in troubleshooting.

    Still no luck. I’ve tried everything I can think of, it’s basically gone from close to 100% reliable as of yesterday save for that one instance I was able to fix, to 100% unreliable. Tried walking to different zones, etc. nothing.

    in reply to: Windows update disables DirectVR Scan #193686
    mr_spongeworthy
    Participant

    Wish this board allowed editing titles and content for a longer period of time, I would go back and title this correctly:

    Fallout 3 DirectVR Scan failures.

    This has once again happened to me, and this time I have not found a solution. The first time (as you can see) it coincided exactly with a Windows 10 forced update, but that turned out not the be the problem, at least not directly. This time no update. No Steam VR update either. No Pimax update. No Nvidia driver update. I have not made any changes to FO3 in any way (no mods, no ini edits, not even basic setting changes). Yesterday FO3 worked perfectly. Today the DirectVR scan fails every time. The prior solution of resetting the Fallout 3 profile to the factory defaults also does not work. I have also emptied the vorpX cache using the menu command to do so. (I have, or course, also restarted the system etc.)

    DirectVR scans seem to work OK in other titles.

    Are there any other solution you can think of before I try reinstalling vorpX?

Viewing 15 posts - 181 through 195 (of 243 total)

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