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mr_spongeworthy
ParticipantBy any chance does this cause some glitches regarding shadows? I’m having some strange issues here and there, like a huge shadow suddenly overlaying things (and causing the fps to drop), and then going away in a second or so. Even half a second maybe.
If it’s a known artifact of using this I won’t bother trying to troubleshoot it. If it’s something only for me I’ll do a full clean-install of Cyberpunk (except for the save files) and see if that fixes it.
BTW, I vote for a hotkey that can switch between AFR and Z3D, just like the G3D/Z3D switch.
mr_spongeworthy
ParticipantI just tried it IRL, and haha not quite. Even with one eye I can still detect depth. Holding my hand in front of my face and peeking through my fingers with one eye i still need to focus closer and farther to see what I’m looking at.
You are talking about focal-distance, not depth-perception. True binocular depth absolutely requires 2 eyes. Our brains are simply smart enough to build depth out of flat images based on depth cues; for example our brains know that something which occludes something else must be in front of the occluded object. When in motion we also know through parallax that things which appear to be moving faster are closer than things that look like they are moving slower.
Our binocular vision doesn’t even work well at large distances; past a certain depth there is effectively zero true depth-perception; our brains just fake it for us. Here is a somewhat-interesting and very short overview to various ways we perceive depth and how it pertains to VR. http://www.hitl.washington.edu/projects/knowledge_base/virtual-worlds/EVE/III.A.1.c.DepthCues.html
mr_spongeworthy
ParticipantI would love to see something like this. Currently there are lot of custom profiles out there, but all I can rely on is the number of upvotes.
Personally, I would really, really like to see more G3D profiles that work properly; like 100% properly. So far I’ve seen zero of these. While I’m sure some of this is just bad luck of not playing games where G3D works 100% accurately, it’s still my only real disappointment with vorpX, which otherwise I get happier with every time I use it. Even the best profiles I’ve used (Fallout 3, for example) have issues with certain elements (bring up the Pip-Boy and you’ll see what I mean). The vast majority of other titles I’ve tried have issues with shadows, lighting, or both.
Even though G3D take so much overhead, in the vast majority of cases I would choose G3D mode in Virtual-Cinema way down at 30fps over Z3D in VR at 90fps (also, many of the games I play aren’t suitable for VR anyway.)
Maybe a program like this would promote more G3D authorship.
(And, as I’ve mentioned before, I don’t think it would be a bad idea for Ralf to charge a nominal fee for full G3D support. I would happily, no, I would JOYFULLY pay a few dollars per game for perfect G3D.)
mr_spongeworthy
ParticipantFor reference I’m currently managing the following on my 3080-Ti:
Native game res: 3325×1871 (one of my easily-accessed DSR factors as my primary screen is a Sony Playstation 3D display, which is only 1080p).
Graphics: Close to maxed across the board, but with all features that are actually handled by RT turned all the way down. That should not matter, but I’m paranoid that the game engine doesn’t really know that (for example) shadows are being handled by RT and may be wasting cycles drawing non-RT shadows anyway.
DLSS: Quality
RT: ON -> UltraThe is providing an extremely crisp display for me in Cinema or Immersive mode. It’s not enough for full VR mode. But I’m very happy with those results. I’m getting 50+ fps, with the average right around 60. That’s also not sufficient for VR, as Brainwarp’s motion-smoothing is basically unusable in this title (it’s really great where it works well; such as Skyrim VR, but in some titles it’s just awful.) The nice thing is, with the HMD SYNC settings I mentioned above in anther post, there is zero stuttering or other issues. It just pushes my GPU to about 98% and pegs it there, smoothing rendering as many frames per second as it can without problem. It’s some of the smoothest performance I’ve ever seen out of vorpX.
mr_spongeworthy
ParticipantRe: Disabling TAA.
I’ve found that using CET to disable it does not always work. You can google for instructions for disabling it by creating a new .ini file containing specific lines. Like RALF says; there is no other form of AA available in Cyberpunk, so it looks pretty awful. DLSS also won’t work, so you are probably looking at 1080p resolution to get the frame-rates needed for VR. As bad as TAA is, there currently isn’t anything you can do except use it in this title. In pancake mode you might be able to use ReShade to add AA, but again, can’t do that in this case as Cyberpunk will CTD with vorpX + ReShade.
mr_spongeworthy
ParticipantAfter some more playing-around I was able to get 1.31 to look as good at 1.23, and was able to transition and really dig into this.
I have to say, the results are very good most of the time. There are random times when you’ll get extremely obvious artifacts, which I now understand are due to TAA. It’s a real shame that even with direct VR we have to have these artifacts, because it’s really the only thing getting in the way at this point.
A quick tip for Pimax users (at least, my 8K-X, but I suspect other Pimax HMDs should behave the same way): In playing around I discovered that *by far* the smoothest and best performing HMD-sync parameters were: Custom: Sync = Fast, Frame Rate Limit = Yes -> Small Delay or OFF (but you’ll have to reset it every time if you choose OFF). HMD Multithreading = ON. Just the HMD Multithreading alone nets me 15fps. I’m running my HMD at 75hz in this case. I get very smooth overall performance that varies between approx. 50 and 75fps, but with zero stuttering or other issues.
mr_spongeworthy
ParticipantTurning off TAA (ini tweak) does indeed eliminate (or at least greatly reduce, there is then so much aliasing it’s hard to be absolutely sure) the halos that direct VR brings to the table. It’s also *vastly* sharper at any given resolution of course, although the decrease in resolution necessary to run without DLSS means that distant detail suffers greatly as there just aren’t enough pixels to work with. Combined with
Unfortunately turning TAA off means DLSS won’t work, as it is for some reason tied the the single worst form of AA ever invented. I think TAA simply stands of Terrible Anti Aliasing.
I was also unable to turn the in-game AMD upscaling on, although I have not really tried to troubleshoot that issue yet. It may be that it won’t work with RT on, I seem to remember reading something about that.
No doubt cyberpunk is a tough nut to crack. At this point I could almost certainly achieve sufficient performance to run Direct VR 3D in cinema mode with TAA and DLSS off, but with no way to inject a different AA method it’s unplayably aliased and shimmery.
Solution (again) that comes to mind first is working to make sure vorpX plays well with ReShade. It’s just the simplest solution out there for fixing recalcitrant games.
mr_spongeworthy
ParticipantVery cool Ralf. You’ve given us all a nice Christmas present! Also, why aren’t you taking the day off? (also, why am I typing this today? :)
As often happens my initial question may have mostly been due to misunderstanding what this should be doing for me.
I guess I’m down to two questions for the time being, especially as if I can’t get v1.31 to look as good as v1.23 it looks like I’ll be sticking to the main vorpX method anyway.
1) Am I supposed to be seeing a G3D option? Direct VR is clearly not the same as G3D as it still products halos. If I’m supposed to see G3D then I have something wrong on my end.
2) Is there a config file where I can reduce the total amount of depth? Am I somehow missing it in the vorpX menus? As lovely as this is, I will often go with less depth to reduce halos and other artifacts.
Please do NOT answer those question until after the holidays!
mr_spongeworthy
ParticipantCan you enable us a longer editing window on wordpress? I would go in and edit that post after I had some unexpected time to play with it more:
1) It does not work at all with v1.23, which is a bummer.
2) I totally misunderstood what Direct VR would bring; I thought it was a form of G3D, but it’s got so much distortion. It is wonderful to have that much accurate overall scene depth, but I would either need to turn it way down (which I can’t seem to do currently) or just switch back to Z3D – I actually get far *less* edge distortion with Z3D. Yes, the depth is no longer a bit wonky with Direct VR, but it halos so badly with this much depth. Is there any way we can turn that depth down?
3) Performance appears to be exactly the same as Z3D; switching to Direct VR gives me more depth, more distortion, and no change in performance.
I expect it would be a lot of fun to play with Index controllers, but unfortunately I won’t be able to push the frame-rate for that at anything resembling a high-enough resolution for me to tolerate, so it’s Cinema mode for me anyway.
mr_spongeworthy
ParticipantI did notice that DAI is not supported with a G3D profile? Are all frostbite games only Z3D? Would be nice to have at least G3D, and that should be possible (TriDef had G3D for frostbite, so it’s been done before, indicating that it should be able to be done again.)
mr_spongeworthy
Participant1) For those detecting Malware, I’m running only MS Defender and it detected nothing wrong.
2) Played with it in v1.31 for a few minutes and it looks pretty good. I’m surprised the performance is as good as it is. So far this doesn’t impact performance as much as I expected it to. BUT, I do still notice a lot of artifacts around NPCs. I double and triple checked to be sure I was on “Direct VR” (or whatever it’s called). It also doesn’t get quite as much sharper as I expected at lower resolutions. Compared to, say, Fallout 3 or Fallout 4, where the Z3D -> G3D is blindingly obvious, it’s more subtle here. Is this due to the Direct VR mode, or do I have something wrong? I will also have to push 90Hz because the right/left interlaced rendering becomes glaringly apparent at lower refresh rates.
3) Is there any way I can make it respect my hotkey assignments from vorpX settings? I have things like ‘Reset VR view’ configured to different keys than usual. Most important would be the vorpX menu buttons, which I map to keyboard strokes only (I have an Xbox controller and I’ve added the little keyboard, so I can access all these right on my controller.)
I’ll try it with v1.23 once I get a full backup of that directory completed. Keeping my fingers crossed that it will work.
Thank you Ralf! What a great piece of work.
mr_spongeworthy
ParticipantHope to have time to give the G3D a test soon!
Out of curiosity, I see some references to older game versions possibly being an issue? I’ve rolled back to 1.23 and stayed there because the visual degradation in 1.3whatever were just awful. Even after they fixed the ‘water isn’t wet’ bug, it still just looked awful compared to 1.23. That’s been a consistent issue with Cyberpunk, each ‘upgrade’ brings worse graphics and in many cases doesn’t even improve performance (on anything other than the consoles I guess).
I hope this will work with v1.23, or if the entire thing won’t, I hope at least the G3D portion will.
mr_spongeworthy
ParticipantAlthough it looks like G3D is now just days away for Cyberpunk specifically, it would still be very cool to at least get ReShade compatibility. I just last weekend finally sat down and really conquered SuperDepthVR (as opposed regular version) through a new update to Virtual Desktop that provides vastly better performance. It’s still not as fast as vorpX, and of course that method doesn’t provide anything but a virtual-screen plus Z3D, but it’s one place you can really see how good SuperDepth’s Z3D output has become.
Ralf: Let me know what tool you suggest I use and I’ll record a short stereoscopic vid for you using that method, so you can see just how good Cyberpunk+Z3D through Reshade/SDVR looks. I’m still very keen on talking you into somehow integrating this as an alternative Z3D method.
mr_spongeworthy
ParticipantWow, this sounds amazing. G3D is so much crisper than Z3D that running at a bit lower resolution will certainly be possible.
Out of curiosity, will the G3D portion of this also work in Cinema mode?
mr_spongeworthy
ParticipantI was actually looking for a good set of story-rich games and was going to purchase a 3-pack of games from this Dev, including Becoming Human, but on checking it doesn’t look like it’s vorpX compatible?
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