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Ralf
KeymasterI only need a Pimax headset to make sure things are working, no need for anything elese than what I have here. Gifts always come with expectations. The main issue with Pimax in conjunction with vorpX is the ‘brainwarp’ software layer. Unfortunately no way to turn that stuff off entirely.
Wasn’t entirely clear above, sorry. What I should have said is that the second number in the vorpX FPS counter should ideally always be the refresh rate of your headset. If you select 72 in PiTool, it should be 72, if you select 90 in PiTool, it should be 90 and so on. vorpX works best when it can do all interpolation from the game framerate to the headset refresh rate by itself.
Unfortunately that’s where ‘brainwarp’ gets in the way. Pimax headsets are much less liekely to stay solid in that respect than other headsets and thus are more sensitive to judder with vorpX than other headsets. They just can’t deal well with an application that wants to do the game to headset framerate conversion on its own, pretty much like WMR headsets behaved over SteamVR before Microsoft came up with their totally awesome WMR OpenXR runtime.
Ralf
KeymasterSince you only have this issue since a little while as far as I understand, and there haven’t been any changes to vorpX, there must have been some change on your PC that triggers the issue.
Like said above the only way for vorpX to change the game colors is the gamma setting in the vorpX menu, which is done via applying a pixel sader to the game image, so it’s nothing that could even theoretically get stuck unless you enable it in the menu. Maybe you changed some system wide gamma control that affects your headset or your game’s gamma settings. The issue certainly is not caused by vorpX itself since vorpX doesn’t do anything that could cause it.
Ralf
KeymastervorpX doesn’t change any colors aside from when you enable it’s gamma adjustment. All I can really recommend is double checking for HDR stuff I mentioned above in case oyu have an HDR monitor.
If you happen to have the Windows system restore functionality enabled (unfortunately off per default since Windows 10), go back to a system restore point from before the issue started occur.
Ralf
KeymasterI have a Pimax 5K here, which honestly is only ever used for making sure things work as they should in general. As you say, Pimax’ market share is just too low to justify more than applying some default values that I found working best for Pimax and considering the wider resolution while figuring out the automated resolutions in DirectVR games. That’s probably already infinitely more Pimax optimization than most other developers ever bother to do.
BTW: Requiring parallel projections is not such a big deal for vorpX as it is for native VR games. That only applies to the second render stage where the image is sent to the headset, which only costs a few milliseconds. Doesn’t affect the actual game rendering at all. Nothing you have to be concerned about performance wise. The only thing that really counts is dialing in sensible settings in a game’s graphics options so that the aforementioned second stage (the second number in the vorpX FPS counter) stays at 90fps whenever possible. Yes, yes, I know you don’t want to hear that. ;)
Ralf
KeymasterWhat game are you talking about? Difficult to say anything without knowing what game you have this problem with.
In general: If you happen to have a HDR capabable monitor, make sure HDR is turned off in Windows as well in the game. There currently are no HDR capable VR headsets, hence any game rendered with HDR on gets displayed with wrong colors in the headset with HDR, even if the monitor does support HDR.
Ralf
KeymasterWhenever possible for a game vorpX already stores found memory scanner addresses in a cache. That is only possible though when the addresses are at the same position after each program launch (e.g. Source engine games). If addresses are at random places in memory, the cache can’t be used and the scanner has to be run each time.
Ralf
KeymasterNot much to suggest here other than a factory reset (config app, trouble shooting page).
Ralf
KeymasterFirst things first: please keep in mind that the ‘Safe’ option exists precisely for the purpose of dealing with GPU overload caused by cranking up settings too high. That’s what it’s for: it sacrifices a few FPS for better stability when you overdo things.
That said:
Incidentally I just spent the entire Sunday night (it’s almost 5am here) checking exactly this. Quite successful. Not only will there be a full frame less latency with ‘FluidSync’ enabled, which is great in itself. Almost more imprtant: with the ‘Fast’ headset sync it’s now a lot harder to tank the headset framerate below 90, regardless of GPU utilization. That’s for the most part what made things go haywire when you overdo things. At stable 30/90 plus the better latancy even 30fps are not only bearable, but actually quite playable.
Caveat 1: This does not fully apply to ‘Alt. Fast’, which is what DX12 always uses (‘Fast’ and ‘Alt. Fast’) are currently the same for DX12. I’ll check later today after a few hours of good sleep whether I can do something about that. At least The better latency also applies to DX12 though.
Caveat 2: Haven’t checked Pimax yet. Pimax headsets usually are somewhat more problematic in this regard, so not sure how things will turn out for Pimax.
Ralf
KeymasterPlease send an e-mail to support at vorpx com with your vorpX settings as .vps file (drag and drop from the config app) and the Input Emulator settings as their respective settings file so that I can import them directly.
Ralf
KeymasterDecoupling walk and look is out of vorpX’s scope usually. That requires more in-depth per game hacking/modding than vorpX normally does as it needs to fundamentally change gameplay mechanics. Even DirectVR memory scanner headtracking can’t do that usually.
There are a few exceptions from the rule, either when games support decoupled aim themselves like Arma III or when I code game specific mods (GTA V, RDR 2), but for Halo none of these options apply.
I’d still be interested in checking whether what you did might be a useful addition to vorpX, even without decoupled aim. Would be great if you could send me both your vorpX settings for the game (you can drag them from the local profiles list in the config to the desktop) as well as your OpenVR Input emulator setup (no idea where that is stored though) to support at vorpx com. Didn’t fully get what exactly you did, being able to use your setup myself would help me understand it better.
Ralf
KeymasterYou can always use VR controllers and gamepads. literally in any game. If a game can’t handle gamepad and mouse input at the same time while vorpX needs to emulate a mouse for head tracking, you can still always use controllers as well as your gamepad in keyboard/mouse emulation mode.
Both the VR controller kb/mouse mapping and the gamepad kb/mouse mapping can be freely configured in the vorpX menu.
Ralf
KeymasterThere have been some changes to the vorpControl app that your AV software might not like. Don’t want to convince you, just wanted to point out that these days there is little benefit in using third party AV programs under normal circumstances while at the same they often are more invasive and pose a greater risk of having to deal with weird issues.
I’ll keep an eye on the matter. So far no other reports like yours, so at this point it’s reasonable to consider this an isolated issue somehow linked to your system configuration.
Ralf
Keymaster@ moarveer:
The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.
Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).
@ dellrifter:
Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.
There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.
Ralf
KeymasterWhen you run games windowed, you can have a headset mirror window open at the same time and record that with pretty much any recording app that is able to grab a specific window.
All major VR runtime apps let you open a mirror window. For SteamVR and Oculus you can either open it from their options or (with enabled expert settings) can open one from the vorpX menu (display page). WMR’s mirror window is always active.
Ralf
KeymasterThat’s the default since usually VR games works that way. You can change it on the DirectVR page of the vorpX menu.
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