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RalfKeymasterPlease check whether TrackIR is enabled in the game options. For Arma III vorpX supports decoupled aim/walk utilizing the game’s TrackIR support. Normally vorpX takes care of that automatically, but maybe that failed for some reason, e.g. if you disabled automatic settings.
RalfKeymasterJust a heads-up that after getting sidetracked a bit by some unrelated bugfixing I finalized this today. An update that includes it will be out early next week. Got to say the time invested into the matter was well spent. I was sceptical before trying, but this is a clear step up from the current sharpening solution. Still, as said above: don’t expect miracles.
To keep things simple the ‘Crystal Image’ setting has been removed from the menu. Instead there is a new setting called ‘Clarity (FidelityFX)’ that combines what it did with the FidelityFX functionality in four steps (off, low, med, full). Mainly because ‘Full’ may cause texture shimmering in some games I opted for more fine grained control over what actually happens instead of just having an on/off switch:
- ‘Off’ unsurprisingly means no image enhancement at all.
- ‘Low’ means default scaling + sharpening.
- ‘Med’ means high quality scaling + sharpening.
- ‘Full’ is what you get when game devs implement FidelityFX directly in their games, i.e. high quality scaling + sharpening + texture enhancement.
The strength of the sharpening effect that is part of the process stays an extra setting like before to allow some additional finetuning. The default (0.5) is a bit conservative to account for edge cases, e.g. some sharpening already applied by the game itself. Typically a value around 1.0 should be fine without creating sharpening artifacts.
If you encounter a game with a sharpening option built in, it’s strongly recommended to not use that together with the vorpX Clarity setting.
RalfKeymasterMystery solved. The profile included in the last update uses a different method to hook DX12. Not sure why I changed that or what exactly causes the FPS drop with the other method, but the next vorpX version will come with the working profile again.
For the time being downloading the cloud profile does indeed fix the issue if anyone else encounters it.
RalfKeymasterOnly do that if you don’t care about the FOV being right. Under normal circumstances you don’t want to touch this setting. In FullVR mode the game FOV has to match the headset FOV (see above).
RalfKeymasterUnfortunately there is no margin for what the right FOV is in FullVR mode, there only is one. The game FOV has to precisely match the headset FOV, any deviation from that causes distortion, either in the form of a zoomed in image or the opposite.
First please make sure to run games at 4:3 resolutions (e.g. 1600×1200, 1920×1440, 2400×1800) in FullVR mode whenever possible. Or even one the ‘Narrow’ resolutions from the recommended custom resolutions list if a game works with them. Weapons being entirely out of sight usually is a sign of using a widescreen res, which in FullVR mode unnecessarily renders pixels that never show up in the headset.
If that doesn’t help and you are willing to live with the distortion mentioned above, you can apply an up to 20° FOV offset on the DirectVR page of the vorpX menu.
Alternatively use the ImageZoom option. That preserves the right FOV, but introduces black top/bottom bars.
Caveat: Depending on how vorpX handles FOV for a game, changing FOV related options may require a game restart, so make sure to read any notifications that might get shown in that respect.
RalfKeymasterIf you haven’t done so already, please first check the ‘Sharpen’ option in the vorpX menu (image page). That can help to reduce a good chunk of the slight blur that comes from the unavoidable rescaling of the game image vorpX has to perforam.
Apart from that: modern monitor games these days typically use antialiasing methods that are more blurry that good old multisampling antialiasing typically used in VR games.
If you actually consider that image not crisp enough, you might want to try turning off antialising in the game options altogether. However, turning off antialiasing will introduce ‘jaggies’, so you have to see what’s more important to you. Most people will probably opt for leaving AA on.
RalfKeymasterHas to be the latest version of the Visual C++ runtime, they get updated quite frequently by MS. Even if you already have a version of the 2015-2019 runtime installed, it may not be the one that is required.
Please either check whether you can resolve the download issue (probably some firewall/antivirus thing), or alternatively install it manually from the link below. You need the x86 and the x64 versions:
RalfKeymasterThe ‘Ultra’ settings sets a 2400p resolution, that should be more than enough (too much for your GPU BTW), probably higher than what the Oculus software sends to your Quest in the end. If that doesn’t look crisp enough, I’d assume something is wrong. Might make sense to also reset all game graphics settings to default and then try again.
Also please check whether you maybe have a file named commandline.txt in your GTA V install folder that enforces a lower resolution. If so, please delete it.
If e.g. you have a 1920×1080 monitor, at ‘Ultra’ the game window should be way larger than what your monitor displays. If not, something is wrong.
RalfKeymasterPlease reset the profile to default and don’t do anything except selecting a resolution quality on the DirectVR page of the vorpX menu that works for you performance wise. vorpX handles everything automatically.
Since a few versions it even comes with a dedicated mod for the game that provides perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car.
RalfKeymasterJust saw this. The option is on the DirectVR page of the vorpX menu.
BTW: probably of no interest for you, but there is also an option to *try* a vertical lock in games without DirectVR head tracking. That can be found on the Input page of the menu.
RalfKeymasterThat actually existed while developing the feature, but I ditched it in the end. Don’t really know why anymore, and I think it’s a good idea. Unless there is some technical reason preventing it, I’ll add that for the next update. I.e. no promises, but 90% sure that it will be implemented.
RalfKeymasterI didn’t mean your issue was a coincidence, solving it by downloading the cloud profile might have though. Normally the cloud profile should be the same as the one that comes with vorpX. I’ll double check the matter to see whether I can find the actual problem.
RalfKeymasterFound your order in the MyCommerce database. Never made it into our license database for some reason, possibly because of the strange payment delay. PayPal purchases usually are instant. That’s why no link was sent by the auto responder.
I’ll create an entry in the license database and send you a link within the next half hour.
Edit: Link sent. Let me know if it didn’t reach you.
RalfKeymasterProvided the server recognizes the mail address, getting a download link only takes a few minutes normally. That’s an automated process.
Please let me either know your MyCommerce order id or the mail address that you used to purchase vorpX. The one you used to register here on the forum is not in the license database, so I can’t check what might be going on.
No problem with the contact form captcha here.
RalfKeymasterHave AC:Valhalla still on the plate, but can’t promise anything. I’ll definetely take another look at the matter, which is a quite annyoing one unfortunately. Would love to solve that riddle myself.
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