senoctar

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  • 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.

    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.

    senoctar
    Participant

    Hmm, so maybe bigscreen improved a bit since I tried it. I stopped using it altogether after they started geo-blocking all content.

    In vorpX Cinema mode you can adjust the distance to the screen but not it’s size. A closer screen take up more of your FOV but might not give the impression of a big screen. There is however “Immersive Screen” in which the screen should be bigger by default and it also has a “screen scale” setting.

    Personally I find the default screen size to be OK. I generally use cinema for top-down or side-scroller games which are usually called 2.5D, whereas for first/third person games I use immersive.

    But there is an item for the next release of vorpx:
    Improved immersive screen size default and range. The default values now provide a more natural world scale at typical game FOVs while at the same time you can adjust the screen size/distance even more to your own liking than before.

    https://www.vorpx.com/forums/topic/vorpx-21-2-0-preliminary-changelog

    senoctar
    Participant

    Ignoring the 3D part, my experience with hooking was better than desktop viewer.
    Most of the issues have to do with G3D/Z3D not working or causing artifacts, with hooking the biggest issue is, well, not being able to hook.

    When using a VR desktop app it’s difficult to sync the frames. Depending on whether the game is configured in windowed/borderless/exclusive or has vsync on/off, the frame rate is either matched to your monitor or is unbounded. When it is lower than your HMD refresh you will usually experience blurr, when it is higher it can either be OK or take up so much GPU that the VR rendering stutters.
    For best results you will have to use a frame rate limiter. But even so there won’t be a perfect sync and will get the occasional stutter.

    When hooking vorpX will automatically sync the game with the HMD. Even if the automatic part doesn’t work, there are settings within vorpX so no need for an additional tool.

    As for VR desktop apps the best one in terms of performance overhead is Virtual Desktop. I checked bigscreen, vorpX desktop viewer and Depth3D VR companion app. vorpX is the next one so if you really want the ambience mode it should be ok. The Depth3D app is decent, it stands out with the reshade integration, but if you don’t care about 3D there should be no reason to use it over VD or vorpX. I wouldn’t touch bigscreen, unless it improved in the last months since I used it.

    The performance overhead when hooking is about the same as with the viewer, but the syncing makes games so much smoother than even Virtual Desktop.
    To reiterate, even for plain 2D viewing, not “as intended” :), I find hooking to be easier and better performing than the desktop viewer for me.

    in reply to: Avatar (SBS) Profile Settings #201464
    senoctar
    Participant

    Yeah, “native” just means without a framework, but doesn’t necessarily mean SBS.

    I just tried Trine 3 (which is DX9) with the Avatar profile and it works. The official profile is not SBS, shadows are disabled and there were some minor glitches. With the SBS profile these issues are not present. Trine 3 has in-game setting for separation, convergence and UI depth, but not for FOV and height.

    For some games it might be worth trading some settings and horizontal resolution (essentially all of them are Half-SBS) in exchange for less graphical issues and usually better performance.

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