mr_spongeworthy

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Viewing 15 posts - 196 through 210 (of 243 total)
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  • in reply to: Fallout 3 Controller Bug #193599
    mr_spongeworthy
    Participant

    Ugh. OK, thanks for the prompt response. I appreciate it. Can you give me a run-down on what a Direct VR scan sets? Does it set values I can set using the vorpX menu manually? If so I would just go ahead and set all those values (maybe FOV using the fallout .ini). That should work, if that’s the way Direct VR works (easier if there would be a way for me to see the values Direct VR sets when it scans).

    in reply to: doom eternal engine #193494
    mr_spongeworthy
    Participant

    Yeah, it’s rough going backwards, or downright impossible. I grabbed a FFB wheel the moment GT4 came out and supported it, and there is simply no way I can enjoy any kind of a racing game or sim anymore without good FFB. Then I started stereoscopic gaming with GT5 on PS3 and simultaneously on PC through third-party software (there were essentially zero stereoscopic PC games at that time). I haven’t played any “flat” games since except a handful of classics that have been ported to portable devices (Baldur’s Gate etc.)

    I don’t know if ReShade will work with Doom Eternal, but you could try alternative methods of forcing stereoscopic play if you don’t mind it being z-buffer only and not full VR. Worth a shot if you are tenacious and absolutely determined to dive into Doom Eternal as soon as possible.

    in reply to: Official Pimax 5K/8K Recommendations #193396
    mr_spongeworthy
    Participant

    Yeah, same thing happens with other titles as well. I’ve reported it on the Pimax discussion thread for the 258 release of PiTool. From what I’m seeing people are overall NOT happy with 258. I’ll be clean-installing an older version in the next couple of days if they don’t push out a fix.

    in reply to: Idea for VorpX #193383
    mr_spongeworthy
    Participant

    This is actually one way that vorpX already shines; the sharpening filter. It’s fantastic. It makes such a difference. Fallout 3 is hands-down the best looking “VR” game I’ve got because I can run it at high resolutions with 4X REAL Anti Aliasing (no useless stuff like TAA) and then use the vorpX sharpening filter. FO3 ends up having almost zero aliasing, and being very crisp.

    in reply to: Idea for VorpX #193374
    mr_spongeworthy
    Participant

    I think it would be great if you somehow implement ReShade within the vorpX interface. Nothing, and I mean nothing, would be as useful for fixing games. Take games with poor AA options (looking at you Fallout 4) – you can fix that in a matter of minutes with virtually zero performance loss using ReShade. It’s also helpful for fixing games coded by dingbats that think “HDR” means crushed blacks and blown out whites (looking at you Skyrim) when HDR actually means the opposite (proper HDR lets you see more detail in both the darkest and brightest portions of scenes). Then add the plethora of fantastic filters that let you correct unusual aesthetic decisions, like the overly colorful and soft “this is a video game!” look of FO4 (use ReShade to decrease the saturation and add film grain, glorious!) There is thread or two over at the Pimax forums trying to get Pimax to implement a way to force ReShade to work on their HMDs, which has gotten quite a bit of attention.

    in reply to: Official Pimax 5K/8K Recommendations #193367
    mr_spongeworthy
    Participant

    As of PiTool version 1.1.258 I’ve been unable to continue using the vorpX motion smoothing functions. Figured I would post here in the Pimax thread as it is specific to Pimax. Regardless of the settings I use for a new “GPU Catalytic Function” I have ghosting and sync issues. Like many Pimax options, this function is largely undocumented, but it provides a slider which appears to offer some sort of a trade-off between GPU and CPU usage, or at the least reserves additional GPU overhead so that you can tune your system to avoid sudden valleys in performance in trade for a bit lower performance overall. This setting dramatically effects vorpX’s motion smoothing; with the slider set to 0 it *almost* works (but FPS suffers greatly), any setting above that, even 0.25, and problems compound quickly. The issue appears to me to be out-of-sync frames; where there are moments of extreme ghosting, or where it appears that I’m getting two very different frames, one in each eye. However, the Pimax version of smart smoothing (under “BrainWarp settings) does appear to work well now with vorpX, and I’ve successfully switched to it. The only problem with that method is that BrainWarp seems to aggressively try to get back to 90fps in many circumstances (more so through vorpX than native titles like Steam VR), which can cause the frame-rate to throb considerably. I ended up using Riva Statistics Tuner to limit FO3 to 46fps, so that BrainWarp gives up and stops trying to boost back to 90 and accepts 45fps (if you set Riva to 45fps you get some visual stuttering, but 46 works perfectly).

    At this point I’ve only tested FO3. I’ll try to find time to test FO4 or Life is Strange 2 this weekend.

    mr_spongeworthy
    Participant

    Just a quick note that for quite some time now AMD has had an equivalent function to the DSR function. They call their VSR and it’s effectively the same thing but for some reason they don’t offer as many resolutions. I’ve used in the past and it works quite well.

    in reply to: Windows update disables DirectVR Scan #193277
    mr_spongeworthy
    Participant

    In case anyone else has a similar issue here is what I eventually discovered:

    The windows updated either caused a problem with that one specific profile or it was complete coincidence that DirectVR scans stopped working immediately after the update. I checked and found that DirectVR scans were still working in other titles, so I simply reset the Fallout 3 profile to factory defaults and DirectVR scans immediately started working again in Fallout 3.

    in reply to: Every single game running like crap in vorpx #193148
    mr_spongeworthy
    Participant

    As a general rule I’ve always found that using G3D *at the same resolution* will result in 1/3 your fps in worst-case-scenario parts of a game (hence, the important bits since it is your minimum FPS that matters the most). Want a minimum of 30fps? Then your rig needed to be able to play that title at 90fps minimum. As others have pointed out, HMDs also need a HUGE resolution in order to fill your entire FOV, so now you have to add that on top of everything else, and things get even worse.

    It does get a bit better as you figure things out, but you’ll have to make quality concessions of one type or another. The vorpX Z3D is pretty good as such things go, and you may simple have to use that for some titles.

    in reply to: Problems with official vorpX profiles #193129
    mr_spongeworthy
    Participant

    Had no problems manually editing FO3 resolutions in the ini. Looks really, really crisp once I get up around 4800×3000 (16×10) resolution, but that would probably mean switching to 72hz/36fps.

    Anyway, I’m glad you talked me into resetting the profile. Looks bad (to me) in Lounge mode now, but in full VR it is indeed pretty much perfect right out of the box. Thanks!

    Only real problem I have with the FO3 profile is the pip-boy screen, either having to switch to edge-peek (with no 3D) or set one eye dominant and close the other eye. Still do hope to see such items fixed, and like I mentioned, I wouldn’t mind paying a few bucks for each completely perfected profile I actually use. I also think it would be perfectly fair of you to ask for that (although, I expect others may not feel the same way).

    in reply to: Problems with official vorpX profiles #193127
    mr_spongeworthy
    Participant

    Done and… Done!

    Gotta admit, that works brilliantly. The depth is fine in full VR mode, so that’s definitely related to something going on in Lounge mode on my end. It’s extraordinary how many pixels we have to push to get decent image sharpness on these HMDs. I may have a little more performance to spare, so I’m wondering if there is a way to increase the resolution beyond your “2400” setting? I’ve also tried putting FO3 back in full-screen mode and using 3840×2160 (4K 16×9), which also looks great. I don’t mind manually editing .ini files; just don’t want to waste time doing trial and error.

    in reply to: Problems with official vorpX profiles #193107
    mr_spongeworthy
    Participant

    You don’t have to tweak any vorpX setting at all to play Fallout 3 in FullVR except probably increasing the game’s resolution, which can be done on the DirectVR page of the vorpX menu.

    3D is dialed in to provide correct depth/scale and there is perfect 1:1 DirectVR memory scanner head tracking, same for the game’s field of view. Nothing to tweak except choosing a resolution that fits the performance of your PC. The best tweak you can apply for an optimal Fallout 3 FullVR experience is resetting the profile to default in the config app.

    My general advice to you would be to tweak as little as possible. Profiles don’t come with some random settings that you have to tweak, settings are typically dialed in to make games work as intended.

    I’ll give that a shot after I make a record of all my existing settings. I have things looking so good in Lounge mode that I admit I’ve been very reluctant to change things.

    in reply to: Problems with official vorpX profiles #193096
    mr_spongeworthy
    Participant

    >> It wasn’t until I cranked that all the way up to something like 3.0 that the scene had real-world-depth…

    I obviously won’t tell you how to play games with vorpX, but you should be aware that this is objectively wrong. Real world depth and world scale (both are connected since “more 3D” makes the world appear smaller) in Fallout games means 1.0. That is more or less true for all official FullVR profiles. I’m not perfect and dialing in the base scale/depth usually involves some guesswork, so maybe here and there 0.8 or 1.3 might be fully right, but you certainly will never see an official FullVR profile where 3.0 means real-world depth/scale.

    I would definitely NOT take offense if you told me how to play games with vorpX. (I’m here, usually, to find out exactly that!) Fallout 3 is the only game I’ve had this problem with so far – remember though that I’m playing it in Lounge mode, so that might make a big difference. (I have started the process of getting it all working well in full VR mode, but I’m not there yet. Seems like a good game to try since it runs so well. I’m easily maintaining 45fps at 4K resolution and 2XAA. Looks really good! Lots of work to do mapping controls, getting the head-tracking spot on, etc. I usually just give up and switch back to lounge mode.) I’ve also heard that maybe the Pimax HMDs don’t “pop” the stereoscopic effect as much as some other brands. Anyway, with F03 in lounge mode the scene had very little depth, so little that my brain kept insisting that objects at any distance should be, focus-wise, much further away than they were and caused a lot of eyestrain (in camera-focus terms, my brain knew that everything past a certain point in a scene should be at “infinity” but it wasn’t actually there.) Once I got that figured out all has been fine and the few other titles I have so far haven’t caused the whole eyestrain issue I was getting with FO3.

    in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193082
    mr_spongeworthy
    Participant

    One thing I found with FO3 (same engine as FNV) is that you have to install *all* the proper fixes to correct the horrible problems those games had with stuttering in the first place, before you have any chance of getting them to work properly in vorpX/VR. Look for the FO3 Stutter Remover (requires FOSE). You’ll also have to cap your game to less than 60fps OR find some other fix for physics issues (don’t know if such a fix exists for FNV). Running Bethesda engines above 60fps causes all kinds of issues. (Amazingly, they didn’t even fix this with SVR! If you are running above 60fps you’ll still get the “random flying objects” bugs, to the extent that if you enter an area (especially noticeable in taverns) you’ll actually hear stuff in other rooms flying around! There IS a fix for SVR available on the Nexus).

    in reply to: Problems with official vorpX profiles #193081
    mr_spongeworthy
    Participant

    Fallout 4 should look pretty well that way, also with default settings its world scale will be correct.

    I know nothing about vorpX profile-authoring at this point, but I did a LOT of work on TriDef profiles over (approx) a ten-year period, and I’m fairly sure I was the person who first figured out what FO4 was doing with light-sources and managed to get a fully-working G3D profile (the official profile had light-source-depth issues – same problem as vorpX currently has). The F04 engine was rendering certain (not all) light-sources at the same depth as the sky, AND, the only way to get them to display properly was to set both the “Percent in Front” and the “Sky Depth Allocation” to 50%. As long as those two settings were left at 50% you could then adjust overall depth of the scene and most other settings until things looks right, and your light-sources (and sky) were all rendered at the correct depths. I don’t know if you have a way to look inside TriDef profiles, but you can find my old profile (and screen-shots of the critical settings) buried down in the “Old Files” download on this Nexus page: https://www.nexusmods.com/fallout4/mods/21902?tab=files – Unzip it and look inside the “Fallout 4 TriDef Profile (True 3D)” folder. Maybe something there will point you towards how to fix this issue in the vorpX profile as well.

Viewing 15 posts - 196 through 210 (of 243 total)

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