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senoctarParticipant
The same happens for Devil May Cry 5 which uses the RE7 engine. I have a 1080ti and get the same performance as another forum member that has a 3080.
In general with G3D you should expect 35-45% the FPS of “2D” rendering, but with this engine it’s more like 15-20% sometimes.
I ended up using Z3D because G3D wasn’t fluid enough even with FluidSync/reprojection.Feb 3, 2021 at 11:16pm in reply to: SteamVR’s New Frame Throttling Motion Smoothing Feature (And RTX) #200224senoctarParticipantI confused Headset Sync with Direct Mode Async Render. I played around with async some time ago but did not find it necessary to change the default. So I never used it and forgot which one it was.
Since posting I’ve been testing the settings again and realised most of what I wrote is wrong. Should have done that before. Thanks for highlighting this in the post.
As for reprojection itself it seems rather subjective and depends on context. In FUll VR with G3D I find it worse than just FluidSync. In Cinema with Z3D I find it better, and with G3D it’s a coin toss.
It also depends on the headset. There’s a point where increasing resolution/details has diminishing returns due to the headset’s display. With the Rift S my GPU could maintain a decent frame at that point, with the Reverb G2 it can’t.Feb 3, 2021 at 1:24pm in reply to: SteamVR’s New Frame Throttling Motion Smoothing Feature (And RTX) #200200senoctarParticipantReprojection with more than 1/2 frames should work with vorpX because it’s managed by the VR platform.
While most games should work well by default, there can be some issues due to synchronization. If you notice stuttering try to set “Direct Mode Async Render” to “Off” (in vorpX display settings).
For fixed 1/2 reprojection the better option is to keep async mode On and set FluidSync to On as well. Again, if you notice stuttering (with default settings vorpX will adjust frame rate by itself and should be fine most of the time).
Feb 2, 2021 at 10:40pm in reply to: SteamVR’s New Frame Throttling Motion Smoothing Feature (And RTX) #200192senoctarParticipantThe issue with any kind of interleaving reprojection is that the VR framework interacts with vorpX and is largely unaware of the game. When the framework limits frame rate (ex. half the display refresh) in order to interleave synthetic frames, vorpX itself will be limited but the game is not. This induces a larger and variable delta between a frame render time and display time. The GPU is also overloaded with frames that are just dropped.
Fortunately vorpX has two settings to help with this:
Headset Sync
When set to “Safe” vorpX will sync game frames with the VR rendering. I presume this isn’t possible to do perfectly. There’s always going to be some overhead in syncing and the VR distortion/render itself. So the game FPS will be lower than needed for smooth motion even if the GPU could push more frames. In my experience this is better than nothing but still exhibits some stuttering.
Direct Mode FluidSync
When set to “On” vorpX will limit the game frame rate to half the display refresh. It’s important vorpX uses the display refresh rate not the VR framework limit. With 1/2 synthetic frames the frame rate that vorpX requests from the game and the rate the framework requests from vorpX will be the same.
Thus leaving Headset Sync as the default “Device (Fast)” and changing Direct Mode FluidSync to “On” will work great with 1/2 reprojection. At least if your GPU can keep a stable FPS.
Personally I’m more susceptible to stuttering and low FPS than to reprojection artifacts. So I’m using this setup for most games. I haven’t noticed a quality difference between vorpX and native VR games. This is on the WMR platform. My understanding is reprojection in SteamVR and Oculus can also use depth information so there might be some difference there.Just to note some platforms have “auto” reprojection which enables when the framework detects the game can not keep up with the device’s refresh. This won’t work with Direct Mode FluidSync because vorpX duplicates every frame and the VR framework will think the game is doing just fine.
For 2/3 or more synthetic frames I don’t think there is an ideal solution with vorpX right now. We could lobby Ralf to add additional options for Direct Mode FluidSync like “On 1/2”, “On 2/3”.
I don’t have this on WMR but I hope it’s implemented at some point and vorpX will be able to use it.[developer remark: Unfortunately the above descriptions of the two vorpX settings aren’t fully correct (largely correct for ‘FluidSync’, not correct at all for ‘Headset Sync’. To avoid confusion please see the post below.]
senoctarParticipantI’ve been having some luck with OVR Toolkit. It’s a SteamVR overlay to display and control windows or desktops in VR games.
You can add the game’s desktop and adjust it so overlaps the vorpx screen in immersive/cinema modes. Then set it at 5FPS/eco, 0% opacity (with a small hack) and disable touch mode in general settings.
This is the result I got with The Witcher: https://www.youtube.com/watch?v=rS_eaBgu9PEA few words of caution:
Games meant to be used with a mouse can have small UI elements. If you ever used controllers to point in VirtualDesktop or WMR/SteamVR desktop viewers you know they are not ideal.
OVR Toolkit is a paid app, I use it for other things and consider this use case a bonus. The experience might not be as expected and future updates might make it unusable since it’s not an intended purpose.senoctarParticipantIf you have a high resolution headset I recommend adding a custom resolution, depending on your monitor. 2560×1440 seems ok on a reverb G2.
This is already part of the hints in vorpX and there’s also a tutorial in the configuration app. But I find it really improves the experience for games like GRIS because there’s lots of details and smooth shapes. Also your GPU has a better chance of being able to push the frame rates with this game.Just note that you need to change the actual resolution of your monitor before starting this game. Even in full screen the resolution option in GRIS does not seem to change the actual monitor resolution, it just renders at a lower resolution and upscales. So it does not show resolutions higher than the current resolution of the monitor it’s running on.
senoctarParticipantThe general use case of what @HTMadge described seems to be for games that have two or more mechanics that are very different.
For example RPGs can be very different in exploration vs. combat. When exploring it’s nice to look around, but in combat the camera can follow a target. With head tracking there are two sources trying to orient the camera resulting in a janky experience.
Shooters can also have very different mechanics for example switching from first person to third person when entering a vehicle.Another issue is with games that display kb+mouse hints when the mouse is moving, even if the control option is a gamepad. For the most part this is just a minor nuisance. But during some scripted interactive action sequences the mechanic itself is that you need to press some buttons the game tells you to.
Jan 20, 2021 at 12:30pm in reply to: How to create Custom resolution for Laptop Razer Blade 15 #199824senoctarParticipantWhat version of the driver is installed? Do you have a screenshot?
There should be a customize button like this:
senoctarParticipantSerious sam TFE, TSE and BFE have versions with native VR support (ex. TFE VR on Steam).
But each game is more than twice the price of the non-VR version and there’s no discount if you have that. I can’t recommend them at the current price.In any case they should be great in cinema mode as well, especially if you already have them lying around or get them cheap.
senoctarParticipantI just tried Seasons after Fall. It’s also a relaxing puzzle parallax side scroller with great drawn animations.
There’s no official profile yet, but I created one based on GRIS (they both use Unity) and it works quite well. It’s published in cloud profiles so you can simply import it.senoctarParticipantI’m getting glitches all the time in G3D at any 3D strength (except 0) with both the official profile and steph12’s cloud profile. Z3D isn’t available.
I tried various resolutions, windowed/FS etc.
Maybe the game was updated recently. I’m using the Microsoft Store version.
Glitches are things like differences in brightness, light bands and missing background objects in one eye:
senoctarParticipantI can confirm it works in windowed mode now. I could swear that before the update it used to be the other way around.
senoctarParticipantSteam just updated DMC 5 and now the game crashes.
It fails creating the swapchain: https://imgur.com/a/pDAi7HI
This is with the official profilesenoctarParticipantThe solution for me was to use SteamVR instead of Oculus in vorpX settings as it was proposed by Ogrescar here: https://www.vorpx.com/forums/topic/genshin-impact-free-to-play-freezing-on-startup-with-vorpx-2/
Note you still need teh firewatch profile.senoctarParticipantSame here. I don’t know if this is something to be expected. There are several could profiles with downloads so there should be plenty that tried this game. It’s odd no one else complained about the frame rate.
I spent a couple of hours with various settings but they don’t seem to make much difference.
In the end I just used Z3D instead of G3D. But even for that, because program association buttons are disabled on official profiles you have to jump through some hoops to get it working, mainly discussed here: https://www.vorpx.com/forums/topic/devil-may-cry-5/ -
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