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RalfKeymasterThe stutter after switching to DX11 is not related to vorpX, it’s related to the game’s DX11 renderer. Probably the game has to compile its shaders for DX11 after switching from DX12 to DX11. Should go away after a little while.
Keep in mind that the game doesn’t officially support DX11 anymore, so they probably didn’t care about any optimizations for the DX11 renderer.
RalfKeymasterTry to reset the game’s graphics to default then. Sounds like DLSS might be enabled. If that does not help, you’ll have to stick to Z3D and wait until the final profile comes with automatic settings in the next regular vorpX update.
Except for driving in vehicle cockpits and closely inspecting gear or vehicles you don’t really miss much anyway with Z3D. Z3D looks virtually identical beginning about one meter away from the camera.
RalfKeymasterFor G3D you will have to switch to D3D11 with the D3D11 .ini hack for the time being. The next vorpX version will handle that automatically.
Nov 30, 2021 at 5:40pm in reply to: How to turn off the whole 1/2 FPS vsync thing completely #207564
RalfKeymasterGeneral performance:
G3D costs about 50% of your 2D performance since everything has to be rendered twice (once for each eye). Sometimes the performance impact can be even higher than that, e.g. if a game engine uses lots of draw calls.
On top of the actual 3D performance impact rendering the final result to the headset also takes its toll, typically another ~10%.
Syncing:
Just leave these settings alone if you don’t really know what they mean. They all have default values custom tailored for the various headsets. IIRC there even are tooltips in the menu stating that for the most part the defaults are what you want.
If for your headset, or maybe just for a particular game, FluidSync (the ‘1/2 FPS vsync thing’) is enabled per default, then it is enabled for good reason.
BTW 1: The Oculus runtime may decide to throttle to 40 on its own, no matter how vorpX is configured.
BTW 2: Incidentally, in a galaxy very close to your own, just two weeks ago:
http://www.vorpx.com/forums/topic/a-little-heads-up-for-technical-minded-users/#post-207259
RalfKeymasterThe cloud profile has been updated. For G3D you will have to switch to D3D11 with the D3D11 .ini hack for the time being. The next vorpX version will handle that automatically. If you already downloaded the profile earlier, please also reset it to default once after importing the updated version.
Please also take the game restart hint seriously when switching from Z3D to G3D. Without a restart G3D will have several visual glitches after a Z3D > G3D switch.
A word of advice: the biggest advantage of G3D is positional tracking. Aside from that for the most part it only is more correct at distances closer than a meter or so to the camera, at least when dialed in realistically. So if you play seated and thus might not really need 6DOF tracking, think twice whether the G3D performance impact is worth it for you. Might make more sense to let your brain adapt to how Z3D looks at close range instead. Shouldn’t take too long.
RalfKeymasterThat’s definitely not right. First thing you might want to check is whether the issue also occurs in ‘Generic 3D-Display’ mode, wihich shows a SBS-3D image on your desktop. That way you could determine whether the issue is related to the actual game rendering (also occurs in ‘Generic’ mode) or to the headset rendering (doesn’t occur in ‘Generic’ mode).
In the first case primarily check whether you maybe have some tool installed that also hooks into games and by doing so could potentially cause a conflict with vorpX. The trouble shooting guide above (or in the vorpX help) has more details on that. That includes any FPS counter tools. Use the vorpX FPS counter instead (ALT+F).
In the second case also do the above, but in addition check whether maybe another headset type selection in the vorpX config app helps. Oculus headsets work with all three types, WMR headsets work with both OpenXR and SteamVR, native SteamVR headsets (e.g. Index, Vive, Pimax) also work with SteamVR and OpenXR, the latter with the unfortunate caveat that Valve seems to think noone needs 32-bit OpenXR anymore. At least they constantly ignore according requests since ~1.5 years now.
RalfKeymasterJust a heads-up that a DX11 G3D profile will be made available tomorrow. Works quite nicely, basically glitch free.
Some stuff like automated settings and TrackIR without breaking on-foot mouse based tracking will have to wait until the next vorpX update, but the actual G3D profile will be available tomorrow (Tuesday).
RalfKeymasterCan’t really recommend anything else than switching to SteamVR in such a case (or restarting the PC and hoping for the best).
There was an issue a while ago where OpenXR failed to init on WMR headsets entirely while native WMR (the WMR portal) still worked. I was able to track down the issue to the head tracking, so whenever that occurs now, instead of OpenXR failing entirely, only the tracking init fails. That’s probably what you are experiencing.
There is no real pattern to if or when this issue occurs, at least none I could detect so far, and personally I haven’t encountered it in quite a while, so at this point switching to SteamVR is really all I can recommend if you encounter this issue.
For better performance in SteamVR mode, try to disable ‘FluidSync’. However: WMR headsets over SteamVR are quite prone to judder, hence for this combination FluidSync is on per default. So if disabling FluidSync causes judder, you will have to live with the capped framerate.
RalfKeymasterApplying the DirectVR FOV in Portal 2 relies on constantly brute force overriding the game’s FOV in memory. If e.g. some invasive antivirus program slows down the overwrite process with a badly written memory monitor, that might cause some FOV jitter.
Judging from your description that might be the case here. So if you happen to use any third party antivirus program, consider switching to Windows Defender by removing the third party AV.
A similar effect may occur if you have a 2-core CPU (unlikely these days), where vorpX can’t occupy a whole core for the FOV override, or if you have a lot of demanding stuff (e.g. video encoding) running in the background.
RalfKeymasterFirst please try to recenter head tracking, either from the vorpX menu or with ALT+SPACE.
If that does not help, check whether you maybe have any peripherals like a flight stick or driving wheel connected. If so, disconnect them for testing purposes. Since on flight sticks and driving wheels some axes aren’t always centered (e.g. a throttle), vorpX’s gamepad > mouse/kb mapper with a bit of bad luck might translate such a non-centered axis to mouse movement.
RalfKeymasterI see. I’m 99% certain that what you mean is an unavoidable artifact of the depth buffer 3D method (Z3D), where the image is only rendered once (instead of once for each eye) and then the 3D effect is created afterwards based on the game’s depth buffer. This method introduces some shimmering around objects closer to the camera. Unfortunately F1 2021 does not have a DX11 renderer anymore and vorpX at this point does not support “true” Geometry 3D for DX12 yet. The upshot of the Z3D method is that it’s practically twice as fast.
If you find the artifacts extremely distracting, try to reduce the 3D-Strength. Another option would be to switch to a different camera position. With the ‘above-helmet-camera’ there isn’t anything directly in front of you that causes annoying artifacts. And last but not least you could revert to F1 2020, which has a DX11 renderer and a Geometry 3D vorpX profile.
RalfKeymasterNo, but as said just two posts above yours I’ll check the feasibility of D11 G3D shortly. Slowly I’m beginning to regret creating this preliminary profile to help you get started right after the game release… ;)
Thanks again for your patience.
RalfKeymasterOnce you successfully added them in the nVidia control panel, they should become available in the game options as selectable resolution.
While for some games vorpX can handle setting the res automatically via an option the in vorpX menu, the F1 games are not among them. So you’ll have to do that manually in the game’s video options.
With a 3090 your PC is well equipped for decent performance and resolution in F1 2020. I have a 3080 here in my main dev machine and at 2560×1440 was able to get almost steady 90fps with medium graphics details in F1 2020 using Geometry 3D. Looked and felt great.
RalfKeymasterYou can run games at higher resolutions for better image quality. If e.g. currently you run the game at 1920×1080, you might want to try to set 2560×1440 in the game’s video/graphics options, which should come close to the pixel density of your headset.
The higher the game resolution, the crisper the image. You have to find a balance between resolution and performance though. Higher resolution also means more work for your PC, so you may have to dial down details when you increase the resolution.
If your monitor does not support 2560×1440, please check the ‘Custom Resolutions’ section in the vorpX help. It explains step-by-step how to add unsupported resolutions to your PC.
RalfKeymasterWorks as intended with default settings, except (potentially) one thing:
Not sure if that’s still the default behavior, but if so the only thing you’ll definitely want to disable is the annoying automatic input switching when the headset gets activated. unnecessarily disables mouse/kb input, so you’ll have switch back to mouse/kb with a shortcut every time you launch a game with vorpX. Provided that’s still enabled per default, this behavior can be changed in the WMR options.
Not really necessary, but if you want you can check from game to game iwhether 90Hz or 60Hz provides a better experience. Solid 60fps for both game and headset might feel better than frame interpolation from, let’s say 70 game to 90 headset. vorpX usually interpolates nicely with WMR headsets using OpenXR though, so personally I rarely find that worth the hassle.
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