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RalfKeymasterNo, sorry. I have considered that, but overall the all AMD solution is the better one. Trust me, I didn’t make that descision lightheartedly.
I understand that occasionally it can be a bit of a nuisance to get used to some detail that is slightly different than before, but in this case having to maintain two things in parallel would have so little benefit that I decided to keep it simple instead. It’s just a new sharpening algorithm after all, others force a whole new OS user experience upon you every five years. ;)
RalfKeymasterTheoretically it would have been possible to combine the FidelityFX high quality sampling with vorpX’s original sharpening, but in the end a few small nuances made me lean against that.
My original custom sharpen method had a heavily fine tuned edge detection that focused on edges while not entirely leaving out areas with less contrast. The AMD sharpening also tries to find a balance between both, but uses a different approach.
I did a lot of back and forth testing and my conclusion was that the AMD sharpening sometimes provides the more balanced overall output, hence it won in the end. Considering that the main selling point of the AMD sharpening is its ability to enhance fine structures without oversharpening, my original custom method comes extremely close, I literally spent days finetuning the edges vs. fine structures balance when I implemented it originally. So it wasn’t an easy decision to ditch it, really just nuances that made me lean towards replacing it in the end.
RalfKeymasterJust a heads-up that this will be fixed in the upcoming vorpX release later this week.
For the time being please switch your VR controllers off if you encounter this problem. The issue onyl occurs while VR controllers are enabled.
RalfKeymasterSounds as if the scanner might have picked up a wrong address. Please try to empty the cache in the vorpX menu (‘DirectVR’) and run the scanner again.
RalfKeymasterPer default controllers VR operate in keyboard/mouse mode, which may override gamepads. You can switch them to gamepad on the VR controller page of the vorpX menu. That way the won’t interfere with native gamepad handling.
However, for some games they have to work in kb/mouse mode. Whenever a game does not allow mouse and gamepad input at the same time (quite a few games work that way) and you want mouse emulated head tracking, vorpX can utilize it’s built in gamepad to mouse/kb wrapper to resolve the conflict.
RalfKeymasterPlease create the archive in the vorpX config app (‘Trouble Shooting’) and send it to support at vorpx com.
RalfKeymasterI know, that’s what I had here too, turned out to be the issue I described above.
You can check whether it’s the same for you by saving a trouble shoot data archive to the desktop (config app/trouble shoot). The logfile in question is called vorpX.log.
RalfKeymasterMaybe I should better have said pretty stunning for upscaling/sharpening. ;) Seriously, please keep your expectations in check. This is not something magical.
I’m shooting for early next week, but can’t 100% promise it.
RalfKeymasterJudging from my own experience with CP2077, I’d say that sounds a bit unrealistic at this point, after all it’s pretty the much the most demanding you can find. If the highest possible resolution is your main goal, dial down details a bit. Super high resolutions and everything on ultra is something to aim at with the next generation of GPUs in CP2077, at least at 45fps and better.
RalfKeymasterPersonally I think for CP2077 in FullVR mode 2400×1800 (DLSS at ‘Auto’, i.e. the game originally renders a res below that) is the sweet spot on a high end machine if you aren’t willing to dial down graphics detail and still want a crisp image. An RTX3080 is able to maintain almost stable 60fps that way incl. raytracing, so there even is a bit of headroom. With the clarity setting cranked up that looks quite good even on a headset with high pixel density (e.g. Reverb G2), on headsets with lower pixel density (e.g. Index/Rift S) it’s already borderline overkill.
RalfKeymasterI made some changes a few days ago in that respect. Provided your issue is the same as the one I had here, vorpX will be able to deal better with it. I.e. you’ll get an image, although due to the invalid headset poses tracking won’t work. For me simply restarting the WMR portal seems to do the trick whenever that happens. I’ll probably add some hint recommending that if tracking doesn’t kick in after x seconds.
Really weird issue. Never had that even once while implementing OpenXR earlier this year. All I can assume is that there must have been some changes to the WMR OpenXR runtime that trigger it.
RalfKeymasterThat will be the case from now on. I think you’ll enjoy the AMD sharpening, it creates an overall more visually pleasing effect than the current filter kernel. You can pretty much crank it up to the max almost without any ringing artifacts or similar annoyances usually.
Combined with the other two components of the method, the higher quality scaling (a more subtle improvement), and if possible for a game the texture detail enhancement, the overall result can be pretty stunning in some cases. Varies from game to game though.
RalfKeymasterCan’t really say much since the game is not officially supported. I have the game, but didn’t have a chance to check it yet.
However: F1 2020 and 2019 are supported and work very well. Almost fully automated setup and decent head tracking utilizing the game’s TrackIR support. With a fast GPU (RTX3080) and medium deteil you’ll be able to run them at almost stable 90fps.
I know, playing with last years drivers and cars is lame, but currently that’s the best recommedation I can give if you don’t won’t to tinker. I’ll take a look at 2021 in the not too distant future.
RalfKeymasterNo idea, never tried PES. Wild guess: since it occurs after a game ends, it *might* be related to a resolution switch. Running the game windowed may be worth a shot. That’s really just a wild guess though.
If you’d like, it would be great though if you could send me a troubleshoot data archive. If it shows something useful that might help me with development. Please create the archive in the vorpX config app (‘Trouble Shooting’) and send it to support at vorpx com.
RalfKeymasterProbably of no interest for most of you, but just in case anyone occasionally wonders how incredibly exciting a programmer’s life can be. ;)
I had already more or less concluded the matter yesterday, but then had a thought that did cost another one in the end. Since the sharpening part of the algorithm is done as the very last step in the vorpX rendering pipeline at headset resolution (to avoid losing some of its effect by resampling the image again afterwards), it seemed like a good idea to use slightly different sharpening parameters depending on how large a game pixel ends up in the headset compared to an actual headset pixel.
A day later vorpX now is always precisely aware of that no matter what, and whenever you do something that affects how large a game pixel is drawn in the end, e.g. change the game resolution, the ImageZoom setting in FullVR mode, the screen distance in immersive mode, or just move a bit forward in cinema mode, etc., the final sharpening pass is fed with accordingly optimized parameters. I.e. you always get the best possible sharpening and I can sleep well again. :)
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