Forum Replies Created
-
AuthorPosts
-
Ralf
KeymasterWhith clarity off vorpX works precisely as before without sharpening.
The new method is not just sharpening, but uses the full AMD FSR algorithm, i.e. Lanczos upscaling + CAS sharpening + texture detail enhancement. Low means sharpening only, medium means sharpening + Lanczos, heigh means all three components (provided texture detail enhancement is possible for a game), otherwise high does the same as medium.`
Ralf
KeymasterThe dektop viewer only works in in OpenXR, Oculus and SteamVR modes. Since ‘Generic VR Headset’ displays its output on the dektop, the desktop viewer wouldn’t really make sense for it.
Ralf
KeymasterNice try. ;)
Please understand that I can’t comment any further on potential future development. The confusion caused by even the small reply above explains by itself why that is never a good idea.
Ralf
KeymasterPlease check whether you have set a 4:3 resolution like e.g. 1600×1200 or 1920×1440 as suggested by vorpX. That is not only vital for a flicker-free image, but also for the weapon hide feature in Black Mesa.
Ralf
KeymasterRumor control: you got somehow confused indeed. :) To avoid entirely unnecessary confusion like this, it would be great if in the future you could only quote something you think I said when you can provide the actual quote.
What I actually said was (two years ago), in a nutshell: I can’t tell before I checked.
Vulkan is definitely something I will look into with future games in mind. DX12/Vulkan hand a lot of control to developers though, making things potentially harder for vorpX, so what will be possible for these APIs in terms of 3D remains to be seen.
Please understand that I can’t comment any further on potential future development. The confusion caused by even the small reply above explains by itself why that is never a good idea.
Ralf
KeymasterJust checked this again today, there were too many reports of issues like this recently for the (very rare) bug I had in mind when I answered above, so I thought it might be worth a closer look.
Turns out that currently some parts of profiles that I added recently aren’t handled at all when updating the database, i.e. not all settings in a profile are transferred correctly during the process. Will fix that for the next release.
Unless you actually encountered the odd bug I had mind originally, things should work again as intended beginning with the next update. Just in case it still makes sense to make a backup of important profiles as described above. That works correctly regadless of the database update issue.
Ralf
KeymasterUnfortunately there are some games where for this or that reason the cursor may have different coordinates than a scaled HUD. Switching to EdgePeek while using menus helps in such cases. In EdgePeek mode HUDs and menus aren’t scaled.
Ralf
KeymasterNot sure what else to say than what I said above already: you probably just overload everything by cranking up settings too high. vorpX has to handle two things in parallel: the game rendering and its own render thread, which feeds the image to the headset. When you overdo it on the game side, it gets impossible for vorpX to maintain a solid framerate for the headset render thread. Unfortunately there is no way for normal application developers like me to reserve GPU resources in a way that can guarantee a desired target framerate for the headset thread no matter what you do on the game side.
When you encounter a juddery/low headset framerate, you either have to find a balance between graphics fidelity and performance that works with the fast modes or switch to safe sync. That’s what it’s for.
BTW: Use vorpX’s built in FPS counter (ALT+F). It shows both the game and the headset framerate, ideally the headset framerate would always be your headset refresh rate (i.e. 90 for most headsets).
BTW2: In my experience a Pimax headset doesn’t exactly help with this matter due to the extra image processing/scaling they do in their own application, which essentially adds yet another rendering stage before the image finally reaches the headset.
Ralf
KeymasterPerfectly normal. There have been no changes to the config app, the actual version number is shown in the bottom/left corner of the game window.
Ralf
KeymasterThere seems to be an unfortunate bug since ages that I just can’t wrap my head around. The bug occasionally makes the profile database update fail for unknown reasons, resulting in a reset of all custom profiles and settings. There are already a bunch of safety measures in place during the database update, but apparently there is still some issue that I can’t replicate here.
If you have profiles/settings that you spent a lot of time on, please upload them to the cloud, so you can redownload them later in case something goes wrong. Would be great anyway since that way others could also try them. If you don’t want to upload them to the cloud, you can alternatively make local backups in the config app, either with the ‘Export to file’ button or via drag/drop to the desktop.
Ralf
KeymasterHow odd. I get more or less 100% GPU utilization with CP2077 here with Fast Sync. (measured with nVidia Inspector). Don’t use the Windows task manager, the GPU usage shown there is often garbage. Also just in case: NEVER EVER run external GPU tools (e.g. Afterburner or similar tools) that hook the graphics pipeline alongside vorpX as that may cause performance issues itself. nVidia Inspector is the best tool to measure GPU utilization since it doesn’t hook the graphics pipeline.
BTW: ‘Safe’ leaves more GPU resources for the headset render thread at the cost of reduced framerate. That’s not an issue, it’s the purpose of the method. If you crank everything up to max, so that there aren’t enough GPU resources available for the headset render thread to run reliably in parallel, the fast sync modes can cause judder. Switching to ‘Safe’ may help in such a case.
Ralf
KeymasterWon’t happen. vorpX hooks too deep into the graphics pipeline. Basically all 3d functionality (even more so the memory scanner) can be misused for creating cheats.
Ralf
KeymasterIt’s just the full setting that can be a bit janky in some DX11 games either when switching to full or changing the texture enhancement option. Shouldn’t be an issue anymore after the next update. Low and medium aren’t affected anyway.
Ralf
KeymasterThat is already the case.
It’s FSR, but just in case you fell for AMD’s marketing and thus expect some miracle, please keep your expectations in check. FSR is actually CAS + Lanczos like upscaling + a dirty lttle mipmap hack. Together that makes a pretty good upscaling technique, but not more. There is nothing miraculous about it at all.
Note that FidelityFX works kind of the other way around than it does usually in games. Instead of rendering a game at a lower resolution to gain performance, vorpX uses the method to improve the image clarity while rendering the game at the same resolution as before.
Ralf
Keymaster@ onetoo:
Thanks for the heads-up. There will be a maintenance update within the next 10 days or so that handles changing the texture detail enhancement smarter for DX11 games. That should help with the crash you encountered.
@ ziopao:
Not sure why you would want to do that, but you can disable the RDR2 mod that comes with the latest vorpX version by renaming vpxRDR2.dll in [vorpX Program Folder]\Plugins. That obviously also disables all other functionality the mod provides though, so you will limit yourself to how RDR2 worked before the mod was added.
-
AuthorPosts