Ogrescar

Forum Replies Created

Viewing 15 posts - 166 through 180 (of 333 total)
  • Author
    Posts
  • Ogrescar
    Participant
    in reply to: Help getting Ys Memories of Celceta to work #199953
    Ogrescar
    Participant

    I tried a handful of additional profiles and the only one’s I’ve found so far that do z3d are too low strength – essentially flat, if you compare them to tridef. Must be something strange with the depth buffer, maybe it’s logarithmic or something – I dunno.

    in reply to: Help getting Ys Memories of Celceta to work #199934
    Ogrescar
    Participant

    The unity engine profiles do z3d but the effect is so weak you can hardly tell the difference. Some Unreal engine profiles try to reconstruct the 3d but it gets split down the middle of screen. So it’s kinda try the other profiles one by one.

    I had a lot of trouble getting it to hook early on but the only things I think I changed was fullscreen to borderless and turned off antialiasing, so maybe it needs to be in a windowed mode.

    in reply to: Help getting Ys Memories of Celceta to work #199917
    Ogrescar
    Participant

    I took another look at this and what I said about the game being hook-proof apparently was a problem in my system at the time, since vorpx doesn’t have any issue hooking it. I tried a few dozen profiles and a lot of them hook but none reconstruct the 3d.

    I tried Tridef again and it works with the generic profile. There’s probably a vorpx profile that’ll do z3d as well, I just didn’t find it.

    Ogrescar
    Participant

    It may work with vorpx but I seriously doubt it – anything that messes with headset synchronization is probably going to make vorpx nauseous. Also doesn’t work with Rift or WMR headsets so probably isn’t worth the effort to make it compatible.

    Quake 2 RTX uses the vulkan api, which vorpx doesn’t currently support. As far as ray tracing in general, I don’t think there’s a GPU in existence that can do G3D and RTX at the same time at a reasonable frame rate and resolution.

    in reply to: Everspace 2! #199847
    Ogrescar
    Participant

    Distant objects look flat of course but up close your ship, the other ships, asteroids, space debris, etc. look pretty good. Given the type of game, I’m not sure that G3D is going to buy you much except for a resizable HUD and a 50% performance penalty.

    in reply to: Hitman 3 (DX12 only) #199845
    Ogrescar
    Participant

    None of the dx12 profiles work. They either cause the game to crash on startup, or don’t render the video to the headset or monitor.

    in reply to: Everspace 2! #199841
    Ogrescar
    Participant

    Unreal engine, dx12 by default but dx11 can be activated with a command line switch or maybe in the steam launcher (I have the GOG version). RDR2 profile works for dx12, I tried Conan Exiles with dx11 and got G3D, but there was a lot of shader flickering. Probably a different profile would work better, but I haven’t had a chance to look any further.

    Ogrescar
    Participant

    I think you need to set your preferred processor to the nvidia gpu if you haven’t already done that.

    in reply to: Witcher3 with Quest2 link performance #199800
    Ogrescar
    Participant

    You could try setting vr prerendered frames in nvidia control panel to a value higher than the default (1). It may help with link latency, might make it worse – can’t test it myself.

    in reply to: Witcher3 with Quest2 link performance #199768
    Ogrescar
    Participant

    That’s close to the performance I get with my RTX2060 on ultra settings. Given that a 3080 is supposed to have an effective speed around 2.2 that of a 2060, I’d expect better performance too.

    I use a Rift-S, not Quest2 so maybe an issue with the Link or the GPU is not being utilized fully.

    in reply to: How to G3D and hit 80+ FPS and High Definition #199725
    Ogrescar
    Participant

    AFAIK, supersampling in an hmd is just setting the render target to a resolution higher than it’s 1.0 pixel ratio. If you want to invoke supersampling from vorpx, you have to set your in-game resolution high enough to exceed that.

    Tweaks via SteamVR or Oculus Tray Tool or whatever may be reflected somehow in Crystal Image – you’d have to ask Ralf about that. Vorpx has the final say in the render target size, irregardless.

    in reply to: Jurassic Park: Evolution VR #199717
    Ogrescar
    Participant

    No problems hooking, but I’m seeing shaders flashing on and off on the map. Not sure if it’s the game or the profile.

    in reply to: How to G3D and hit 80+ FPS and High Definition #199715
    Ogrescar
    Participant

    The last time I checked, Vorpx ignored SteamVR supersampling. Have you checked your pixel density to verify your changes are working?

    in reply to: Metro 2033 redux series #199705
    Ogrescar
    Participant

    Epic Games are evil, so I’ve heard. Locked up tight.

    I could be wrong – no personal experience.

Viewing 15 posts - 166 through 180 (of 333 total)

Spread the word. Share this post!