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onetooParticipantI like the floating HUD personally. As long as it tracks with your view to a degree. The content is too difficult to see with the current VorpX HUD implementations, unless the game HUD adjusts to the resolution. I only like using Edgepeek if I’m in a Menu
onetooParticipantThat’s some fast work! I’ve been trying to wait this one out a bit and finish a few other games instead, while Cyberpunk actually becomes a finished product. This is all *so* tempting though, dang it! (Note, I’ve looked-up a couple YouTubes comparing the two latest patches already, and it does look at this point as if the 1.5 update has dramatically impacted frame-rates. People might want to consider making a backup of your 1.31 install just in case. Example https://youtu.be/CVHAInmcSfM?t=82 ).
Looks like it’s down to Raytracing and Ralph said to disable that.
Comments from the video.
“Performance decrease is due to the add of extra shadowing through raytracing (the one that is used for the next gen consoles).”
“Yes, you are correct. In the past RT shadows were casting only from the sun and moon, right now all shadows are raytraced.”
onetooParticipantWill I be able to use a normal wheel while these gestures are active?
onetooParticipantRalf, you are an absolute madman. lol. I’m glad you decided to finally give motion a chance unlike some that will not even consider it. Your app is about to eliminate all naysayers. Well maybe not all, but a lot more.
onetooParticipantI noticed a issue with the game slowing when rotation was confused until I realigned. It was part of the reason my initial reaction was adverse. Another reason was the game not saving my resolution settings after restart, so I thought there were even more issues graphically.
onetooParticipantIs there a way to change the color of the crosshairs?
onetooParticipantI got it working. DLSS was getting in the way. Looks good and stable so far at nicer though I have occasional frame drops.
onetooParticipantI could only get it to run with SteamVR or OpenXR for some reason. That could have a big impact. I’m getting a crash with Oculus mode. I tried it with Airlink.
Oculus runtime erorr:
LibOVRRT signature check failure. (-3021)
onetooParticipantI have a 3060ti. It’s running sluggish. Maybe it’s something with my system. I turned everything down. Turned off all I could.
onetooParticipantThis isn’t it. Maybe it’s time to refocus on older games instead of trying to make these already high resource behemoths work in VR.
Nov 18, 2021 at 12:23pm in reply to: AMD FSR in ANY VR game . can we get this running with vorpx ? #207367
onetooParticipantWould you consider adding NVIDIA’s Image Scaling (NIS) solution as an alternative option? Looks like it delivers better results.
onetooParticipantI tried Bioshock Infinite. There is a noticeable improvement in sharpness, reflections, and detail with FSR set to medium @ 3200×2400. Setting FSR to High causes a game crash. I also set sharpening to 1.20 which is adequate, but going too high also causes a crash. If the menu and Hud clarity could be improved, the game would be perfect.
onetooParticipantThat sounds nice Ralf. I have to take a look at those features. I forgot that you added something similar.
onetooParticipantIt’s not pointless if you appreciate the screen adjustability of that weird tool as i pointed out. But i get your point.
onetooParticipantI tried the Generic 3D Display option with Virtual Desktop (PC version). The Virtual Desktop screen is so much more flexible. So far, i’ve finished INSIDE with that method. Too bad it’s not an officially supported mode.
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