senoctar

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 65 total)
  • Author
    Posts
  • in reply to: Feature request #205129
    senoctar
    Participant

    I managed to grab some screens from Generic Display, Depth3D and the game’s built-in SBS as well. The first two are pretty much the same (Depth3D also renders a full frame since it’s just a Reshade filter). Both of them look better than the game’s built-in SBS which renders at half resolution (in line with what Ralf’s point).
    sbs comp
    The issue still stands that there is a loss from the full frame in all cases. So using vorpX to render directly to the HMD is better in terms of image quality than Generic Display SBS + Virtual Desktop.

    in reply to: Feature request #205120
    senoctar
    Participant

    The issue isn’t with Generic Display itself. With Full-SBS you would get the “super” image without “sampling” so there is some loss in Half-SBS, however it’s barely noticeable on a 3D screen, at 1440p you might not even be able to tell.
    However when that is rendered on an HMD there is one full screen for each eye (or equivalent on a very wide screen). The VR software has to upscale the sampled halves back to the original size. This is where some aliasing is likely being introduced.
    I didn’t mention the images are of the left HMD screen taken though SteamVR. The full images are here: https://imgur.com/a/dVszJSV
    Now that I think about it there might also be some issues with Depth3D’s sampling. I’ll test some more with vorpX Generic Display and with a game’s built-in SBS support.

    in reply to: Feature request #205110
    senoctar
    Participant

    (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Yeah, that is the bare minimum for a decent experience.

    In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    With G3D rendering at half horizontal/vertical resolution there shouldn’t be much quality loss compared to a full frame. However with Z3D there is some added aliasing because rendering is done at full resolution, then AA is applied, then the image “cut” in half.
    This is clearly visible in these screen grabs from Depth 3D taken while I was testing Super3D (a color-space 3D format between Depth3D VR effect and the VR Companion App).
    s3d-aa
    For me in some games it’s quite annoying while in others I can barely notice it.

    in reply to: Feature request #205059
    senoctar
    Participant

    There are two issues with going through Generic Mode.

    One is as mentioned the format to provide stereoscopy. This tends to be a mess and almost all formats have compromises and limitations. Half-SBS will reduce the horizontal resolution. Depending on the source this can be more or less of a problem. Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    The other has to do with FPS limiting and synchronization. This only applies to an HMD where there is a separate render task for VR which takes quite a bit of resources. vorpX will adjust the game FPS based on performance and synchronize frames to allow stutter-free VR rendering. When using vorpX Generic Display + Virtual Desktop this does not happen. It will work fine for something like INSIDE, but anything heavier on the GPU will result in a stuttery mess.

    in reply to: VorpX seems to work with Bitdefender now #204853
    senoctar
    Participant

    Just to note excluding vorpX folder fixes the issue with the update (and should apply to any future vorpX updates).
    The main issue prior to this was that exclusions did not work at all. Ignoring the discussion of whether you need “advanced” detection or not, the inability to whitelist an app/folder from ALL types of checks was a defect in Bitdefender.

    in reply to: VorpX seems to work with Bitdefender now #204738
    senoctar
    Participant

    It depends how familiar you are with technology.
    Windows defender is primarily a classic black list scanner. If you are a target of phishing attack it won’t help you. If you get infected by a novel ransomware it won’t help you. If there’s some 0-day vulnerability it might not help you in time. If there’s a complex worm which can mutate very effectively chances are it won’t detect it.
    More complete AV solutions like Bitdefender employ multiple techniques to cover most of these. They have browser add-ons and block most phishing domains, they have a long experience in responding to 0-day exploits, they employ detection mechanisms for ransomware encryption and other behavior based scanning to prevent issues from worms before they are actually found or if they’re hard to fingerprint.

    Personally I’m aware of all of these and like to think I can’t fall for them. I mainly bought it for my parents and since it’s a multi-device licence I might as well use it.

    senoctar
    Participant

    I also made a tutorial once but it was removed. I was suggesting modifying vorpX’s database which can easily break stuff beyond repair for those blindly following the steps without understanding what they do. Those who would understand don’t need a tutorial.

    So I agree not everyone should go about tinkering with stuff when there’s no official support. But I don’t agree with the reasoning for the lack of it. Sure some might end up using a custom profile that is not up to date, but a pop-up warning when starting the game should suffice. By now I think it took more time explaining why re-assigning executables is blocked than it would have to set expectations that your are on your own with custom profiles.

    User defined shader settings are a good thing when they will be available, but it doesn’t solve all of the issues. Sometimes I want to use Z3D or SBS but most official profiles only support G3D. For others I would like to use DX12 instead of DX11 or vice-versa. In some rare cases vorpX can corrupt the game’s settings after updates.

    In the end though I can fix all of these for myself, and I don’t find that difficult to do. So I can’t complain. Managing the community and user’s expectation is mostly on Ralf’s shoulders and he choose to do that as he sees fit.

    in reply to: Does monitor type/size impact vorpx? #204479
    senoctar
    Participant

    When VSYNC is turned off (either in-game or through the driver) the FPS is completely de-coupled. However it’s not always possible to de-couple resolution. In theory the monitor refresh rate should be less important than resolution.
    I wouldn’t worry too much about either though, unless you have some odd monitor that has issues with custom resolutions. At most you will need to change the resolution prior to starting the game.

    in reply to: Can We Get a Response About Kingpin? #204477
    senoctar
    Participant

    They are re-implementing the whole thing because the original source code does not exist. However they chose to reverse engineer the code. This is good as it would preserve much of the gameplay however they are also preserving the graphics engine. So yes, the end result won’t be much better, it’s just the original game using newer build tools and graphics APIs.

    Kingpin Reloaded Steam Updates

    in reply to: VorpX seems to work with Bitdefender now #204413
    senoctar
    Participant

    I can confirm bitdefender now works for me as well. I mainly got it for my parent’s PC but it includes multiple devices so I’ll be using it as well. Just have to keep in mind in case of issues that it might be the culprit.

    in reply to: Unbox #204336
    senoctar
    Participant

    I can’t seem to find the profile in the cloud.

    in reply to: vorpX 21.2.3 Available Now #203823
    senoctar
    Participant

    @ apollon01

    Things might change in WMR/OpenXR and vorpX as well. I would say your best bet is to enable FPS display in vorpX via Alt + F. It will display both the game FPS and headset FPS. My understanding is the uprate/reprojection from game to headset is handled by vorpX and from headset FPS to headset display refresh rate is handled by WMR.
    Suppose your HMD is set at 90 Hz (which is fixed since there’s no adaptive sync) this is what the values should mean:

    • Game: 90, Headset: 90 – great, no reprojection
    • Game: < 90, Headset: 90 – vorpX reprojects
    • Game: 45, Headset: 45 – WMR reprojects
    • Game: < 45, Headset: 45 – vorpX reprojects from game to 45, WMR reprojects from 45 to 90

    The headset FPS can potentially drop below 90 or 45 but this hadly ever happens over OpenXR (it used to a lot with SteamVR).

    With the OpenXR update however I don’t find WMR Motion Reprojection to be that useful. I was using it sometimes to lower GPU usage and avoid stuttering when it felt better than FluidSync. Now I can just let the game render at whatever it can and feels better overall.

    in reply to: vorpX 21.2.3 Available Now #202194
    senoctar
    Participant

    I can confirm someskunkfunk’s issue with hooking into games that use Ansel. SWBF2 does not hook with OpenXR, while working fine in SteamVR/Generic. Initially I though it’s due to the Origin launcher which has to start before the game, but then I tried the suggestion to rename AnselSDK64.dll and it worked.
    Maybe this can be fixed in a future version or added to the troubleshooting page. It’s an easy workaround but not everyone will read this thread.

    Other than that the update is indeed a major improvement for WMR. Many thanks!

    senoctar
    Participant

    Isn’t that what happens with no profile?
    Most games should hook even without a profile but won’t have depth. They still play in VR with the benefits of hooking.
    Otherwise you can try copying a profile for a game with the same engine.
    I’ve almost never had to use the desktop viewer.

    in reply to: Profiles demand #201957
    senoctar
    Participant

    Note that the first three are primarily online competitive games. These generally employ anti-cheat mechanisms that can block hooks like vorpX. Even if you manage to hook chances are you will get banned.

Viewing 15 posts - 16 through 30 (of 65 total)

Spread the word. Share this post!