senoctar

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  • in reply to: Radeon 6000 series very low FPS on some games #216500
    senoctar
    Participant

    I did try lower resolutions but it shouldn’t matter for the issue.
    Both the 6750XT and 6800XT have more VRAM and are more powerful than the 1080ti, yet they perform considerably worse in some games. I understand running stereo on an HMD is demanding, but that is the case for all GPUs.

    Temperature is a reasonable assumption, as power consumption tends to increase per generation, but all GPUs run below 65*C, with hotspot around 80*C. The PSU meets the requirements for all cards.

    in reply to: Current state of VR #210389
    senoctar
    Participant

    Native VR isn’t that finnicky. There was a bit of a rough start for some headsets, but now it’s mostly smooth sailing.

    I believe we see things differently on this forum. There were a couple more threads on this topic, but we see the potential of VR headsets to be much more than swinging your hands around in some low-budget VR experience. We see that they could bring into VR much of “classic” gaming, movies and working. But the industry at large doesn’t see that. There is a lot of effort needed for a smooth experience and the industry is only focusing on native.

    Maybe that could change if some of the light-weight headsets like the Vive Flow are adopted. These are more focused on media, replacing your monitor with something more immersive. Maybe there will be a realization that these could improve on the movie watching and gaming experience.

    Time will tell. All we can do is share our experiences and recommend content creators in this space.

    in reply to: Vorpx as standard for games in future? #208913
    senoctar
    Participant

    The native VR scene seems to be very much alive. My VR time is also almost entirely vorpX, but we are sadly somewhat of a niche. I’m still subscribed to various VR youtubers and there are a lot of new native games coming out all the time.

    Anyway for the question itself, vorpX has an API for game developers so on PC it is already possible. I don’t know of any game that uses it though, and what would be the licensing options (i.e. whether a game could bundle core vorpX functionality).

    As for PlayStation there are two problems. One is that PS has its own rendering and VR APIs so a lot of work would be needed for a port. The second problem is PS is a locked system, it’s not possible to develop an app that hooks into games. So the only way for vorpX to be viable is for developers to adopt it as a library (which hasn’t really worked out on PC).

    I guess there would also be an upside, not for vorpX but for hybrid games. A locked system also means Sony has a lot of control. They could implement their own VR screen feature and even push developers to fix any issues.

    This topic comes up every now and then on forms here. Playing games on a VR screen seems like a missed opportunity. For many games it adds a lot to the experience, for relatively little effort, but for some reason it’s not gaining a lot of traction among developers and VR users.

    in reply to: Whats the smallest pixel an eye can spot #207068
    senoctar
    Participant

    While latest HMDs almost or fully eliminate the SDE through high resolution, the SDE itself is not caused by low resolution, but by gaps between pixels.

    resolution vs SDE

    Another approach of eliminating SDE would be for pixels to fill a bigger area. There were various attempts with using different sub-pixel arrangements, micro lenses, etc.

    Even without these the gaps are significantly smaller than pixels. They’re also washed out by light scattering in the lenses. So in order to eliminate the SDE you don’t need to match the eye’s “resolution” in terms of pixels, you only need to make the gaps disappear.

    I would bet that even with something like Varjo Aero, Pimax 8K etc., even if there’s functionally no SDE, you’re still not able to resolve some details that you would be able to in real life, for example on far away objects.

    in reply to: Best game for VORPX? #206315
    senoctar
    Participant

    These are some games that look much better in VR, like they’re completely different games. Noting that I mostly play in immersive/cinema screen mode.

    Bayonetta – a game that is praised on its own and looks amazin in VR. You’d never guess it’s more than 10 years old.
    Star Wars: Battlefront II – flying missions are particularly breathtaking.
    AER: Memories of Old – was free on Epic, not a great game but well suited for VR.
    Everreach: Project Eden – again not a great game to start with, but much better in VR.
    Devil May Cry 5 – it’s almost like playing an action movie in VR. It has performance issues though, would be amazing it it worked well.
    GRIS – given it’s a 2D side scroller you wouldn’t think VR adds much, but it surprisingly does.
    ABZÛ – another one tat seems made for VR, but doesn’t have native support.
    Vanquish – made by the same developer as Bayonatta, not as great but still good and much better in VR.

    in reply to: DirectX 12 and VorpX #206305
    senoctar
    Participant

    There are a handful of supported DX12 games. Some that I know of: RDR2, Cyberpunk, Deus EX MD. But they’re either flat or Z3D.

    For games that support mods there is a workaround to get G3D by using AFR (alternate frame rendering) where the mod changes camera position on each frame to match each eye. But since the game does not stop between frames each eye will see a slightly different scene (unless the mod can also hack timing). Still it’s a lot of work for each game. RDR2 is probably the only DX12 title with such a mod.

    Other than that it might be possible if the game itself has built-in SBS support. However there is no SBS profile for DX12 that I know of.

    So there is quite a lot of effort going into DX12. However my understanding is that G3D is not possible (at least not in the same way as for DX9/10/11). But you can hook into DX12 games and at the very least you get a flat screen in VR. For some you’ll also get Z3D or AFR (and maybe SBS in the future).

    senoctar
    Participant

    vorpX doesn’t work like a native VR game.

    Yes, I was not thinking of a native VR game but a flat game with built-in FSR rendered through vorpX (which is possible even today, but I don’t have any of them in my library).

    If I understand correctly vorpX should actually do better. With built-in support there would be an upscale internally in the game from ex. 1970×1108 to 1440p at ultra setting, then another one to whatever is needed in the HMD. If instead vorpX applies FSR there would be a single upscale from the game’s resolution ex. 1080p to the HMD.

    senoctar
    Participant

    Upscaling/sharpening is done at the final stage before the images are sent to the headset, which is the best point in time to do this.

    This is a bit counter-intuitive to me. I assumed applying sharpening after the depth effect would worsen the inherent artifacts (for example making edges more visible on the “halo effect” for third person games).
    If applying FSR right at the end is better it would mean vorpX should yield better results compared to enabling it in-game. At least for quality since the game would process one image instead of two.

    senoctar
    Participant

    For Z3D would the process be applied only once on the source image (before depth effect)?

    senoctar
    Participant

    I’m wondering what target resolution is used internally for scaling. Is it determined automatically by vorpX based on the HMD’s resolution or could it be user defined in vorpX settings?

    in reply to: Steam Store Question #205811
    senoctar
    Participant

    You are not forced to use Steam if it’s made available in the store.
    On Steam there’s potentially a wider reach, however there’s a 30% cut that goes to Steam on each sale, there are probably changes needed to the DRM, and there will be a drop in the average “expertise” of users.

    in reply to: Anyone use a Reverb G2? #205534
    senoctar
    Participant

    There was a thread a while back before OpenXR support was added: https://www.vorpx.com/forums/topic/ralf-hp-reverb-g2/

    For performance in particular there isn’t something specific to the G2, other than using OpenXR.
    The vorpX VR app does not take up significantly more GPU compared to the Rift S for example. With no background or with Ambience mode it seems to be around 25% of the GPU on a 1080ti. I don’t remember the exact percentage when using the Rift S but it’s no more than 10% difference.

    The bigger resource hog will be the game’s resolution. On the Rift S there wasn’t much visual improvement above 1080p (in cinema mode), but the G2 at 1080p feels like crap so you need at least 1440p. Depending on the game you’re looking at 30-40% more GPU needed to keep the same frame rate at 1440p compared to 1080p.

    One of the obvious things would be to use Z3D instead of G3D for games where it’s available and looks decent. Other than that maybe disable some post-processing that might not add much in VR like motion blur, depth of field and film grain. I also find anti-aliasing to be less of an issue in VR, definitely disable things like MSAA, but TAA, FXAA should be ok. Maybe lower model details if possible, these should also be less evident in VR as long as the textures are ok.

    senoctar
    Participant

    Is there any chance FidelityFx FSR could be integrated in vorpX?
    The render resolution needs to be different than display resolution so there probably can’t be a generic solution for native SteamVR or Reshade like there is for CAS. But maybe for vorpX since the VR display is separate from the game’s viewport? There’s also the issue of applying FSR before effects (ex. film grain) and the HUD.
    So I was wondering if it’s even technically possible.

    in reply to: do you play flat games #205348
    senoctar
    Participant

    An HMD isn’t always the better option compared to a monitor. It depends on the HMD itself, mostly the resolution, the PC hardware, whether you are susceptible to motion sickness, if you are playing competitively etc.

    There are some games for which 3D on a big screen adds so much to the experience that using a monitor would be missing out. Most RPGs fall in this category, lifelike characters add a lot to the story and the interactions. Some unexpected ones like GRIS which is a 2.5D side-scroller. Various others that for some reason look like a different game in 3D, Bayonetta, Everreach and DMC5 come to mind. Colorful settings or generally great environments tend to work well in an HMD, ex. ABZU, Planet Alpha, AER: Memories of Old.

    Then there are some for which 3D either doesn’t work or doesn’t add much. Many FPS titles probably fall here, especially the fast-paced ones. Classical 2D/2.5D/Isometric games with no depth information or no underlying 3D models. You would still get a big screen so it depends whether you are willing to trade in some clarity and maybe performance for that.

    There are also some for which the experience takes a big hit. Controls for example, not all games play that well when you cant see the keyboard. In Ghostrunner chapters I played though with a controller took twice as much compared to the average. Then there might be performance. Even in plain 2D the VR environment will take quite a chunk of GPU time, on a 1080ti it seems to be around 20-30%. You might not be willing to trade in some quality just for the bigger screen.

    Personally I only use my HMD for gaming ever since I got the G2 which has a decent resolution. But mostly because I’m currently skipping most games that don’t work well.

    senoctar
    Participant

    I’m not sure how you intend to use a keyboard in VR for games.
    Is it just a keypress now and then or is it central to the gameplay?

    If used rarely you could try a SteamVR overlay like OVR Toolkit. If you’re on WMR you might be able to use the built-in overlay. Note this would require using the controllers to point at keys.
    You might also try to learn touch typing so you can find the keys without looking.

    If it’s central to gameplay there isn’t a good option. There are some overlays that can use a camera to display the real keyboard and hands in VR but they don’t seem to get the best of reviews. Maybe use a keyboard with raised gaming keys or a mouse with 9-12 extra buttons.

    Personally I use a mouse with 8 function buttons and the typical keys around WASD that I can press without looking.

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