Reaver Shadow

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Viewing 12 posts - 1 through 12 (of 12 total)
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  • Reaver Shadow
    Participant

    UPDATE: Virtual Desktop usage

    Last few days I’ve been using Virtual Desktop, rather then Quest Desktop App to run game w/vorpX. Here is an account of my experiences, which is overall GREAT!

    Re-fresher on steps:
    (1) In Virtual Desktop Streamer APP, set to VDXR (I haven’t attempted automatic yet)
    (2) In VorpX Config app, Set to OpenXR

    Observations:
    – So far nearly flawless.

    – IMO Image Quality is slightly better then Quest app. I suspect better automatic encoding bitrate adjustment, and probably 10-bit HEVC helps. (I manually set HEVC in oculus diagnostic tool, but doubt it’s 10-bit).

    – Major ability I prefer/enjoy, is being able to take off Headset (or lift), and put back on with near zero issues. AirLink is just awful for this. When the AirLink connection is stopped, it causes chaos, and my only resort is restart entire PC. (Workaround is double tap oculus to turn on pass through)

    – Enjoy that I can adjust setting/make tweaks to stream within Virtual Desktop App rather then needing Oculus Diagnostic tool via desktop.

    – Virtual Desktop Performance Overlay provides additional information, at least about the stream, which is helpful for overall optimization.

    – I haven’t done any concreate tests, but it does seem like Virtual Desktop is more Energy efficient then AirLink. Headset seems to get less hot, and seemed like I was on battery for @ least 30 min longer.

    VD Streaming Settings:
    I had to disable these settings in order to have VorpX run smoothly.
    – Synchronous SpaceWarp (SSW); caused the 3D image to be “delayed” (or lack of better wording), when moving, and seeing two images.
    – Video Buffering; there was a choppiness or shuttering, as if the framerate was dropping to single digits.
    – Snapdragon Game Super Resolution; Caused pixel artifacts when moving head.

    Other VD settings:
    – increase color vibrance” = off. This is personal rather then image quality or performance, because to me it makes the image more warm white/yellow. I like cool white.
    – VR Graphics Quality = Medium (GPU = RTX 2080Ti), I’ll test with High soon.
    – VR Frame Rate = 90fps, I may test with lower frame rate for VorpX Immersive Mode.
    – VR Bitrate = 150 Mbps (I can be on other side of apartment, 3 ways and fridge in between direct path with Tp-Link Archer A10 Router [WiFi is Quest 2 only], and no quality or fps drops)
    – Sharpening = 75% (default)
    – Increase Video Nominal Range = off, this feels like a personal thing. I need to figure out how it works, feels like they’re stretching the color space, rather then using what the Devs (game or mod) creators intended. But it does make things darker, if you are playing something horror/scary/creep.

    On another note: would like to retract my comment about keyboard in Quest App. Initially, it’s height was at mouth level, and interfering with desktop interactions. I have since learned you can move it where ever you like.

    in reply to: Feature Request: controller double tap keybind #219351
    Reaver Shadow
    Participant

    @Ralf, thank you very much for giving consideration to my request, and letting me know you’ll consider it. It’s not often you hear a dev say they think about your suggestion.

    My thoughts on the possible confusion.
    – I would leave it up to the user to do the mapping, rather then have defaults. This way should a game have tap+hold default functions, it wouldn’t cause an issue and its up to user to assign. (Star Trek online for example has this hidden in the game engine, and you have to setup through console commands). Alternatively, as an example to demo this feature to users, use something like the Fn Keys (or use AI to search if there is some keys which no game has used as tap+hold).

    – I can also see how double_tap could cause confusion, because if the single_tap is assigned to a game function that’s used frequently (God forbid someone assign a punch, or fire function), then double_tap could get triggered more then desired. This again is why I would simply have no default key binds assigned to these advanced functions, its a great available advanced feature, available to users/games that would benefit from it. If a button is not assigned either of these advanced functions, it disabled,

    – There are a few keybinding software, such as reWASD,( and I believe SteamInput), which has the ability to add tap+hold and/or double_tap to controller. You can review how they implemented the feature. (Don’t believe I can use these with VorpX)

    -LOL, it actually just occurred to me, that The Witcher (and STO) both implemented double_tap and press+hold (although not as a secondary function trigger). WASD. Double tap either and you preform a roll/dodge. (Although it doesn’t work so well when WASD is assigned to Thumbstick)

    in reply to: Keybinding: Access VR Hotkey menu w/o mouse #219350
    Reaver Shadow
    Participant

    @Ralf, I actually was able to figure out a way to do this. I tried it initially but it didn’t work, think I forgot to hit apply.

    1) On Desktop, open VorpX config App, go to, in-game key bindings, changed “VR Hotkey Menu” from ‘Shift+Middle_mouse’ to ‘p’.

    2) In the game, open VorpX Menu

    3) Go to Oculus Hand Controller Menu. At bottom, click into Change Button Mappings.

    4) here I mapped the Oculus ‘Y’ button to keyboard ‘p’.

    Then it worked at least in Immersive Screen Mode.

    in reply to: How to find out if a game supports Z3D or G3D? #219349
    Reaver Shadow
    Participant

    Sorry @MarcDownn, don’t mean to hijack this thread/question, but was curious if you could share your insights why you prefer Z3D over G3D? I know it personal preference, so purely curious perhaps it’s an aspect I haven’t considered.

    in reply to: General Game setting to turn off /test with VorpX #219314
    Reaver Shadow
    Participant

    @MarcDwonn, now i’m very curious. The nVidia AO, does work with the witcher, when not using VorpX (I’m assuming any Stereo3D). Can you elaborate on what you mean by “older games with lightmaps don’t need this anyways?”, for example is there just personal preference, or did the way of generating the image change over time, and thus AO was needed?

    in reply to: Feature Request: controller double tap keybind #219313
    Reaver Shadow
    Participant

    Sorry, i may have confused my request with last statement. For clarification in my request, i will use an example with Game bindings (will use The Witcher, as that’s what I recently attempted to plan out a key mapping for).

    For the most part, the game binds are single press (single_tap, push, press, etc.), except movement WASD. As far as i can tell, the game as no built in key mapping ability for press+hold or double_tap key mapping. Using the “A” button on the Quest Motion Controller, here is a description of the feature request (again using default The Witcher key binds):

    Quest Motion Controller ‘A’ | Keyboard key | Game Function
    ——————————————
    Single_tap | Spacebar | Pause
    Tap + Hold | Z | Quen Sign Magic
    Double_Tap | Q | Draw Steel Sword

    These are in addition to using the VorpX MAP_SHIFT key, so potentially a total of 6 key mappings to a single Motion Controller button. Although, I’ll admit, i likely wouldn’t use MAP_SHIFT with more then Single_tap (Tab | Sheath Weapon, for those curious).

    While I can’t currently access the cool VR Hotkey “gaze menu”, via motion controller, I did plan it out, and without additional inputs, such as this feature request, there are still 4 key i would like to have access to without being able to look at keyboard.

    in reply to: Keybinding: Access VR Hotkey menu w/o mouse #219312
    Reaver Shadow
    Participant

    @Ralf Thank you very much for the reply, and for moving the desired functionality up a few slot.

    in reply to: General Game setting to turn off /test with VorpX #219292
    Reaver Shadow
    Participant

    Can confirm, The Witcher Mods (mostly textures) worked. Actually, I used the collection from Nexus Mods, “the witcher best experience LOREPLAY”, and I don’t know if it was simply the increased texture quality or what but it make the stereo effect really pop and absolutely beautiful. Big thanks to the VorpX dev for making this possible. (I suspect it’s something to do with shadows).

    But, it’s not all glory, turning on AO via the nVidia Inspector caused glitching. I didn’t realize at first as there was rain, but once it stopped it was very clear, and if you look at corners of houses and windows, you’d see blinking of like a light shadow. The Inspector profile I used, which came with the mod collection, could possible be tweaked. There was a “antialiasing fix” enabled, perhaps that caused issues. But I’ll like leave as is as it’s beautiful and I believe good enough for a play through.

    Reaver Shadow
    Participant

    Bit of an aside, but before I forget, I want to compliment this great feature of Desktop Viewer (via AirLink). I tested out VorpX Desktop Viewer, and launched my game from it, to see if it would load as expect. Sure enough it did. But the feature which was great and unexpected, was once i exited the game (proper not a crash or forced exit), VorpX Desktop Viewer immediately and automatically launched.

    Not sure if same behavior would occur if using Virtual Desktop

    Reaver Shadow
    Participant

    Can confirm, VDXR OpenXR Runtime in Virtual Desktop WORKS with VorpX [i.e. VorpX + Virtual Desktop(OpenXR aka VDXR)].

    BUT not without hiccups/issues ;(

    VorpX: v21.3.5
    Oculus Quest Desktop Software: Rendering Resolution 3712 x 1888 / 90Hz
    Virtual Desktop Streamer: v1.30.1 / VR Graphics Quality: Medium / 90Hz
    Headset: Meta Oculus Quest 2
    Game Resolution (The Witcher, Nexus Mods Collection: “best experience LOREPLAY”): 2560 x 1600 (16:10), ~55FPS (seems to be frame caped at 60, 1080p is same)

    Report
    – [PSA] Start VorpX after your streaming within Virtual Desktop, or VorpX tries to hook it (I know i can exclude it, but i’m lazy).
    – [Minor] I have Virtual Desktops Performance Overlay on by default. As soon as it click both sticks to turn off, I lose the mouse. Found no way to get back outside of quitting everything and running again. So disable Performance Overlay prior to starting game.
    – [Major] I’m not sure what to call it other then artifacts. I would have random, not sure if individual or groups, of pixels in my peripheral be sparkling/shimmer/be wrong colour briefly. At first i thought it was dead pixel, but this same behavior did not occur with AirLink, or was not apparent when running game in flat mode. ( I believe it was both the virtual screen and in the lounge.) Unfortunately, this was too distracting for me, and I when back to AirLink.

    Side Experience Notes
    – IMO the UI and User Experience of Virtual Desktop is levels beyond AirLink (The virtual keyboard alone in AirLink is just inconvenient/dumb).
    – In my testing play the witcher, VorpX + AirLink, the combo does NOT recover AT ALL from any type of disconnect, (WIFI related, PC/VorpX error, or the WORST simply removing the headset for a washroom break. This is EXTREMELY frustrating. Where as Virtual Desktop recovered 3 out of 3 times.

    Side Technical Notes
    – Rendering Resolution != Game Resolution. (It’s complicated)
    – As best as i can figure, in Virtual Desktop Streaming Menu (within Headset), VR Graphics Quality, is the equivalent to Oculus Quest Desktop Software Rendering Resolution.

    Questions
    – One thing i haven’t figured out for sure, hoping someone can verify. For Virtual Desktop flat screen/AirLink desktop/VorpX Desktop Viewer, you are simply cloning the Monitor, including the refresh rate and resolution, so they matter and should match. But when running in “VR mode”, your physical monitor res and refresh rate don’t apply. (My current theory is a sort of virtual monitor is created. Your physical monitor can display a limited portion, like reduced resolution and refresh rate, aka with safer perimeters for your physical monitor, of that virtual monitor???)

    Reaver Shadow
    Participant

    Thank you for the prompt reply. I’ll start with Quest AirLink, and if it’s not great, hopefully I have a USB3 type C somewhere (kind of annoying meta cheap’d out on that one). I’ll add some feed back in a few days.

    In terms of VD, yes, you can choose VDXR from the OpenXR runtime selection menu on the Streamer Program Desktop side. I did try once, and i wasn’t able to get it to work. would need to look into it more. It might require one of the dev to do recognize the other.

    in reply to: General Game setting to turn off /test with VorpX #219259
    Reaver Shadow
    Participant

    Thanks very much for the prompt reply. Totally didn’t realize the profiles modify the games INI.

    Some follow-up questions;

    So the community over at HelixMod put a lot of effort into tweaks for Glasses Stereo3D (Mostly for slightly older stuff when Glass 3D was a bit more hyped), to improve the Stereo effect/realism and improve shadows. My understanding is some of these aren’t simply graphic settings changes. I’m guessing it wouldn’t make sense to you their “mods” with VorpX? (I’ll try down the road, but looking for thoughts)

    Actual, I guess that’s a good question. So the VorpX profiles adjust graphics settings (via INI), and probably the VorpX 3D driver settings, but are there specific game tweaks as well?

    Also, any experience with other mods, from like Nexus Mods for example? I’m going to be starting with Witcher 1 (un-modded in VorpX), but i do see one of the collections on Nexus Mod for TW1, adds Ambient Occlusion (forces via Nvidia inspector), and another mod (shader?) improves lighting sources, on top of higher quality Texture. Any idea if these types of mods conflict with the profiles provided via VorpX?

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