mr_spongeworthy

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  • in reply to: DLSS 3 Frame Generation #214450
    mr_spongeworthy
    Participant

    Thats an interesting find however I also like playing without any 3d reconstruction at all.
    Maybe its possible to at least add dlss 3 support for plain 2d and geometric 3d mode.
    According to this post by Ralf (https://www.vorpx.com/forums/topic/vorpx-is-it-worth-it/#post-104956) geometric 3d uses 2 individual cameras so if Im not mistaken a depth buffer is not needed.

    That would indeed be great. If that’s true, the DLSS3 frame generation would help offset the performance hit that comes with G3D. Downside, however, might be that the vast majority of modern titles just don’t work in any meaningful way with G3D. (Many rendering issues with shadows and lighting, other effects, even ambient occlusion. I’ve seen only a tiny selection of mostly-older titles that work well enough with G3D to use, and even those have some issues to surmount. This was true for other G3D solutions like TriDef towards the end. I think most modern game engines simply use rendering methods for eye-candy that makes them woefully difficult to produce good G3D profiles.)

    I would be all for it if Ralf has magic he can work, but I get the feeling it’s an extremely difficult thing.

    in reply to: DLSS 3 Frame Generation #214354
    mr_spongeworthy
    Participant

    I’m curious to hear more also. My tests so far make it appear to me as if there is no depth map in the generated frames. At least, so far in my tests the generated frames cause depth to go to zero, so the scene will flip continuously between stereoscopic and flat (making it unusable for anything doing stereoscopy). Hopefully this turns out to be something that is not inherent in DLSS 3, but rather an issue with the current software available to produce stereoscopy.

    in reply to: Witcher 3 Profile Update Hint #214250
    mr_spongeworthy
    Participant

    Very good news Ralf. Can’t wait to give it a try. Are you considering functionality that integrates with Gervant First Person mod? Or at the very least making sure you don’t preclude the use of it? It’s absolutely transformative. A PITA to get setup, but worth it.

    Side note: RT performance is behaving very strangely for me in this title; when I turn it on it’s as if the engine just gives up and refuses to give me 60fps in complex scenes. Settings don’t overcome this issue. I can dial all the way down to 1080p and even use DLSS on top of that, and it will just sit there in complex scenes at about 58 fps with my 4090 running at low usage. Cyberpunk does not behave this way so I think it’s some sort of driver or game inefficiency with RT. It does this as soon as I turn RT on; just the “global RT” is enough to do it. It’s proving extremely problematic as I need to hit at least 60fps for sync.

    in reply to: Witcher 3 Profile Update Hint #214225
    mr_spongeworthy
    Participant

    Oh bummer, hope you get dx12 working. It’s the RT that really makes this title shine, without it it is is not much different from the original release with texture mods and a handful of other mods. Turn on RT and *bam* it’s an entirely different world.

    in reply to: Witcher 3 Profile Update Hint #214212
    mr_spongeworthy
    Participant

    If we could edit posts longer it would be great. I could have appended this to the end of my previous post instead of multi-posting.

    The Gervant First Person mod is indeed working with Witcher 3 NG. Good news and hopefully something that will be incorporated into the vorpX mod (or similar functionality). Still need to get slow-mo working, as the animations are too fast to be able to tell what is going on in First Person mode.

    in reply to: Witcher 3 Profile Update Hint #214210
    mr_spongeworthy
    Participant

    I hope to try the Gervant first person update for Witcher 4.0 today. I’ll report back later if things work well.

    BTW, I *think* that with full eye-candy and RT on this title actually runs a tiny bit worse than Cyberpunk 2077. I haven’t tested extensively yet, but that’s my impression so far.

    in reply to: Witcher 3 Profile Update Hint #214200
    mr_spongeworthy
    Participant

    Gervant First Person has already been updated. Very early days, but good news!

    (Bad news though: it looks to me as if DLSS 3.0 frame generation provides no depth buffer to generated frames, making it unsuitable for anything that tries to do stereoscopy. Ralf?)

    in reply to: Witcher 3 Profile Update Hint #214177
    mr_spongeworthy
    Participant

    I was just popping in to mention that TW3 4.0 update is *beautiful* and that it definitely deserves special vorpX treatment. I can’t wait. Thank you!

    Any chance it will include first-person functionality? That would be pretty difficult as the combat system is not designed for it. I ran for quite a while using the Gervant First Person mod, along with a hot-key thingy (don’t remember which) that allowed for slow-motion combat. It worked very well that way, especially with many of the ‘spinny’ attack animations disabled.

    in reply to: Cyberpunk VR Update Thread #213795
    mr_spongeworthy
    Participant

    Thank you! That was indeed the issue. It’s a bit more complicated, but switching to Fast + the Multi-thread option resolved the problem. Currently I’m at 75hz at 1/2 Sync, 4K with RT (ultra) and It’s just about rock-solid. Also trying it with the PiTool Motion Smoothing (so vorpX smoothing off) and that also appears to be working, for now. (There are *huge* issues with Pimax smart-smoothing currently. They tried to implement a 1/3 rate, but provided no means to turn that rate off. So you can’t limit it to 1/2 rate. Instead it will auto-switch to 1/3 and back whenever it wishes to do so, which is often when it is unnecessary. It’s entirely over-aggressive when determining when to use the 1/3 rate. Also, the Pimax 1/3 rate is absolutely awful, making the entire Smart Smoothing “feature” useless most of the time. No idea why it actually seems to be working Cyberpunk+vorpX, but only more testing will tell for sure if it’s reliable or not.)

    Ultimately, at 90hz + 1/2 rate the only thing that got rid of microstuttering was the Judder protect mode, even though looking at the performance metrics I should have been fine. I’ll have to give it a try again later once the 4090 drivers are a bit more mature.

    in reply to: Cyberpunk VR Update Thread #213784
    mr_spongeworthy
    Participant

    A bit of feedback from me after updating to a 4090. I’ll put some other results in a different thread:

    The stand-alone vorpX CyberpunkVR mod absolutely refuses to push my GPU when I am sending to my Pimax 8K-X. CPU usage is fine; I’m not being CPU limited as far as I can tell. All is good when I’m pushing with main version of vorpX to my 3D display instead of my HMD. (I have yet to update my profile database – so I don’t think I have the latest profile for Cyberpunk however. I’ll try to find time to test that soon.)

    It does do a very smooth job of things in “Judder Protect” mode, but FPS is pretty low as I’m peaking at about 60% GPU usage. The result is that my performance uplift over my 3080ti is not as great as it should be. A number of settings also refuse to stick and/or seem to be ignored. It reverts to AFR each time for example. The GUI reads Z-Normal, but it isn’t actually using that. I have to flip it back and forth once and then it is fine. Not a big deal. The motion smoothing is also sticking “ON” even when I try to turn it off.

    At this point this looks to be specific to the full MOD. Everything I run through regular vorpX got a considerable performance uplift, and Cyberpunk itself got a considerable uplift except when running through your mod. Native VR games also got the expected uplift (mostly.)

    P.S. If you add an above/below mode to your 3D Display support, instead of just SBS, I will buy you a pint of Old Peculiar.

    in reply to: Profile path? #213783
    mr_spongeworthy
    Participant

    OK, understood. Thank you for responding; it’s saved me the trouble of trying to recover these on my own (they are not custom profiles.) Hope you figure a way through this issue.

    Would it be possible for you to add a warning to the update process (or even here on the website somewhere) about game support that may be removed during the update process? It would, at the very least, let us delay the update until we’ve done another playthrough or some such.

    in reply to: Profile path? #213753
    mr_spongeworthy
    Participant

    So there is no way to individually restore profiles unless I previously exported those profiles manually? Unfortunately I made my latest sector-clone of my boot drive before I realized these problems existed (missing profiles.) This makes it harder for me to revert to a prior revision of vorpX before these profiles went MIA. I understand the reasons for that happening, completely, but there should still be a technical solution on the user end to retain/restore what was already on my system (and still exists in my backups, just not in bootable form.) I now keep clicking the “do not update my profile database” because I’m worried I might lose more profiles I use.

    Since I keep a sector-cloned boot drive, I can pretty easily (without risking borking things up in an unrecoverable way) try reinstalling an older revision of vorpX and then exporting profiles. If I do that, then update vorpX again and import the profiles, will my imported profiles function?

    Thanks Ralf.

    in reply to: 3D TV setup Troubleshooting #213539
    mr_spongeworthy
    Participant

    I do exactly what you are doing with vorpX all the time. I will switch back and forth from my 3D Display or to my HMD, depending on my mood or the particular game (it’s a *LOT* easier to push the number of pixels I need to make my 3D Display sharp, as compared to my HMD, so the 3D Display works better for extremely demanding titles.)

    I’ve never had a single title work on my HMD and NOT on my 3D Display, so yes, something most is wrong somewhere in your setup (I can’t be completely sure, as I’m using vorpX for none of the titles you specifically mentioned.) vorpX offers only 2 generic 3D Display modes; SBS and Red/Green. Try resetting the vorpX profile to the default settings on one of the problem games.

    Another issue that comes to mind is that possibly these games are trying to use a G3D profile; having a single eye go completely black is a common issue with G3D profiles that aren’t actually working properly for a title. If you can bring up the vorpX menu in-game, try changing the 3D type and see if that helps.

    General tip: On both of the 3D displays I have used in the past I’ve found that running Super Sampling resolutions dramatically improves image quality. So on your 1080p projector, once you have other things working correctly, try pushing a 4K image instead (use the AMD Virtual Resolution – I thin that’s what AMD calls that function.)

    in reply to: Cyberpunk VR Update Thread #213536
    mr_spongeworthy
    Participant

    @Ralf – my issue may be limited to that specific location or at least a subset of locations. I have been running around elsewhere and not seeing the same problems. It’s still very odd though, so if you have a moment to look, just for kicks…


    @AtomicWalrus
    – It would be interesting to see how AFR works in a title that does not have forced TAA. I *think* AFR is largely analogous to the old “frame packing” 3D methods we used with shutter glasses, and that never produced issues like we see with AFR on our HMDs. I *think* a lot of the problems stem from TAA, but that’s hard to defeat in Cyberpunk for testing (defeating TAA causes other issues.) Maybe Ralf could add an AFR mode to other titles eventually, and we might know more then.

    in reply to: MOD VISOR 90º FOV @ 135º FOV (Change screen angles) #213513
    mr_spongeworthy
    Participant

    What a cool project. Let’s all hope other companies finally jump on the Wide FOV thing, as being stuck with Pimax kind of stinks (less than not having anyone doing it though, since if there wasn’t Wide FOV VR I wouldn’t bother with VR at all.)

    There is a VR compatible version of Reshade now; possibly you can utilize that framework to perform the image transforms you need?

Viewing 15 posts - 46 through 60 (of 243 total)

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