Ralf

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Viewing 15 posts - 1,846 through 1,860 (of 10,010 total)
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  • in reply to: Frame rate plummets in Death Stranding #206311
    Ralf
    Keymaster

    Probbaly just a conincidence. The cloud profile should be the same as the one that comes with vorpX. I’ll double check to be sure.

    in reply to: shader authoring tool #206291
    Ralf
    Keymaster

    Uh yeah, just realized this modifier isn’t exposed to the authoring menu. Sorry for the confusion. I’ll put that on my to-do-list. No promises though, I’m swamped with stuff ATM.

    BTW: Also just realized that the game is an Unreal Engine 4 game. The option would be useless in that case anyway, BUT: Normally it should be no problem to find a shader that affects just the HUD and nothing else, at least I never came across any UE4 game so far where defining a HUD shader wasn’t possible.

    in reply to: shader authoring tool #206280
    Ralf
    Keymaster

    That sounds odd indeed. There may be cases where shaders used for the HUD also affect other parts of the scene, but the whole scene becoming flat when defining some shaders as HUD is not something I recall to have experienced so far.

    There is an alternative HUD method that may be worth a try, doesnt’ really work for many games though: set the modifier to ‘Special Matrix’, the sub modifier to ‘HUD Transform’ and ‘Special Matrix Detect’ to 1. That treats 2D matrices as HUD, while 3D matrices are transformed normally – provided it works.

    in reply to: Resident Evil 5 [rjkole] black screen #206273
    Ralf
    Keymaster

    I had a weird issue with the G2 two or three days ago too, where games only worked every 3rd time or so because apparently OpenXR wasn’t initialized correctly. When the issue occured, the vorpX log got flooded with OpenXR error messages concerning invalid headset poses. Not sure what to make of that. Was gone the next day for me…

    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.

    A potential workaround might be switching to SteamVR instead of OpenXR.

    in reply to: Vorpx blocked by Windows security when updating #206270
    Ralf
    Keymaster

    No problem here with the latest Defender definitions, but you can get a new download from the link below.

    http://www.vorpx.com/request-new-download

    BTW: You can find answers to common questions like this one in the support FAQ.

    in reply to: Resident Evil 5 #206253
    Ralf
    Keymaster

    Important: The game takes up to a minute to load with Vorpx.

    That might very well be another Windows 7 problem. Don’t have the game installed, but experienced the same earlier today with a bunch of games when checking your other Win7 issue.

    Contrary to what it may look like on first sight Windows 10 is not just a Windows 7 reskin that sends more data to MS. Windows 7 and VR are a no go at this point. After essentially begging you half a dozen times for three years now to at least build a Win 10 dual boot system, from now on please don’t report anything anymore that you haven’t double checked on Win 10. I can’t beg for another three years, sorry.

    Edit: On Windows 10 at least the Steam version launches just as fast as without vorpX.

    in reply to: Error code: 6 when starting the vorpX client #206252
    Ralf
    Keymaster

    Please send an e-mail to support at vorpx com.

    Ralf
    Keymaster

    …would be a single upscale from the game’s resolution ex. 1080p to the HMD.

    That is the case actuallly because it’s done how it’s done. Upscale, Z3D, draw to headset target (or cinema screen) all one operation instead of two (or three). That’s what I tried to explain above.

    in reply to: VorpX update. #206237
    Ralf
    Keymaster

    All good. The config app is still 21.2.1. The actual version number is displayed in the bottom/left corner of the game window.

    in reply to: A couple Cyberpunk Issues #206226
    Ralf
    Keymaster

    IDK, maybe I’m unusually sensitive to upscaled vs. native, but even DLSS at its highest settings clearly doesn’t look like the same res rendered natively.

    Incidentally I just ran around Night City to check how the new vorpX scaling works together with DLSS. DLSS without a doubt works well for faking 4K on a monitor or TV, but with vorpX it all depends on how large the final pixels are in the end. In FullVR mode at ‘reasonable’ vorpX game resolutions like, let’s say 1440p or 1600p, artifacts and imperfections are fairly obvious, even with the highest preset the difference to native is easy to spot.

    At higher resolutions or in cinema mode, i.e. with smaller pixel sizes, DLSS becomes more useful since the benefits begin to outweigh the inherent imperfections.

    AMDs ‘Super Resolution’ really just is a Lanczos-like upscaler combined with a fairly good sharpening algorithm and a dirty little mipmapping trick. Some PC video players/renderers, e.g. MadVR (VR means video renderer in this case!) do that – minus the mipmapping trick – since ages, just not for games. That’s really nice upscaling and it was a good idea to add it to any game developer’s toolbox, but they would have done everyone a favor by choosing a more modest marketing name.

    in reply to: Error code: 6 when starting the vorpX client #206225
    Ralf
    Keymaster

    That is a fairly severe error and could mean that your PC is somehow messed up. Please try to uninstall vorpX, then delete the entire “C:\Program Files (x86)\Animation Labs\vorpX” folder and reinstall vorpX.

    If you have any antivirus program other than Windows Defender running, please also try whether the issue still occurs when you uninstall it. Windows Defender will kick in instead, so there is no risk involved in trying that.

    If the issue still occurs afterwards, contact support at vorpx com.

    Ralf
    Keymaster

    Consider these things a nice way to gain an extra bit of clarity (or performance when used the other way around), but don’t expect them to do miracles.

    Sorry for being such a party pooper here all the time, but none of these upscale methods (nVidia’s DLSS included, and that does a lot more) can truly recreate a natively rendered 4K image from a lower resolution. If you want true 4K, run a game at 4K. If you want a really nice upscale/sharpening filter applied to a lower res image then use what AMD very unfortunately chose to call ‘Super Resolution’, raising expectations the method cannot fulfill. It can upscale a 1440p or 1600p image to come partially close to how an uprocessed 4K image would look, but overall the result is not a true 4K image rendered natively at 4K. This is a traditional upscale/sharpening algorithm. A good one with a twist, but still just an upscaler.

    Why do I insist on this so obstinately instead of trying to sell you some magical 4K creation method? Because in a headset pixels are larger and thus more visible than on a monitor or TV two meters away, making it way more obvious that what you get is an upscaled image. I don’t want to see you disappointed when you realize that.

    How good it works also varies quite heavily from game to game BTW.

    TLDR: This is a really nice upscale/sharpening method, but not more than that. It does not magically create true 4K images out of considerably lower resolutions.

    in reply to: A couple Cyberpunk Issues #206195
    Ralf
    Keymaster

    There is a weird issue with the game where sometimes the framerate can drop to single digits after changing some game or vorpX settings. Typically flipping through the ‘Play Style’ option will help. If not a restart should do.

    For vehicles I’d recommend to switch to 3rd person mode. FullVR is too impressive in Cyberpunk for switching to immersive screen mode just because of first person driving.

    Probably a fight against windmills, but: instead of cranking up all gfx options to the max and having to live with DLSS, disable Raytracing and enjoy a higher, natively rendered resolution instead. Looks better than Raytracing with a lower, DLSS-butchered resolution. Especially in FullVR mode, where individual pixels are relatively large.

    Ralf
    Keymaster

    vorpX doesn’t work like a native VR game. There are two stages: first the game gets rendered, then in a second step the image from the first step is rendered to the headset. Now when you sharpen the image between step 1 and step 2 and then resample the upscaled result again while rendering it to the headset later (or drawing it to the cinema screen), part of the prior gain in clarity would get lost.

    Since the process basically involves rescaling the original game image anyway when it is drawn to the headset render target, it would have been foolish to not utilize that. Hence I didn’t just use the premade shaders AMD provides, but instead use the upscaling algorithm as a sampler replacement for the headset render stage. Z3D also is created during this very pass BTW., keeping the number of image resampling steps at the unavoidable minimum.

    TLDR: Less resampling, crisper image.

    Ralf
    Keymaster

    @ Lawrence1962:

    Yes and yes. DLSS at ‘Quality’ will work perfectly fine together with this. However, upscaling of any kind (DLSS included) always comes with imperfections, so be careful. The lower ‘Performance’ presets usually don’t work that well. Doubly so in a headset where pixels appear way larger than on a TV or monitor. Garbage in, garbage out.

    Consider these things a nice way to gain an extra bit of clarity (or performance when used the other way around), but don’t expect them to do miracles.

    @ senoctar:

    No. Upscaling/sharpening is done at the final stage before the images are sent to the headset, which is the best point in time to do this. Adding it as an extra step in between at an earlier stage would partially negate the gain in clarity later when the image has to be resampled again.

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