Ralf

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Viewing 15 posts - 1,861 through 1,875 (of 10,010 total)
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  • Ralf
    Keymaster

    You can do a good chunk of it already by adjusting the sharpness amount on the image page of the vorpX menu, just as always. That does half of what ‘Super Resolution’ does already.

    The other half will follow with the next vorpX update. Haven’t decided yet how exactly it will be exposed in the menu. Would make most sense to add it to the highest preset of the ‘Crystal Image’ slider, which doesn’t really do much anymore these days anyway aside from affecting the headset resolution. Also that’s an equally silly name as ‘Super Resolution’ (in this case the dubious credit goes to me instead of AMD’s marketeers). That way I wouldn’t have to add another one. But since many people probably will expect the term ‘Super Resolution’ I might also add another silly named option. ;)

    Ralf
    Keymaster

    The headset res is computed by vorpX based on the game res and the ‘Crystal Image’ setting in the vorpX menu. The pic above shows a clipped region of an image that was taken at 1440p game resolution, the final headset res was about twice as high.

    Ralf
    Keymaster

    Two things worth mentioning:

    1. The most important ingredient of this “Super Resolution” (again congrats to AMDs marketing team for the fairly presumptuous name) really is good old image sharpening after upscaling. Since incidentally vorpX works that way anyway in the headset modes, you already can achieve good results with the sharpening option in the vorpX menu.
    2. The stuff done in addition to the sharpening filter is the icing on the cake and, contrary to my expectation, is worth it quality wise. But it doesn’t come for free. Better (read: more complex) upscaling means more work for the GPU. If the GPU usage is at 100% already, the added workload may have a noticable performance impact on slower GPUs. So whether the extra gain in clarity compared to default upscaling + sharpening is worth it performance wise, may not always be a totally clear decision. After all in VR any image processing has to be computed twice each frame, once for each eye, at high framerates of typically 80 or 90fps. That’s a lot more work for the GPU than doing the same at 60fps while playing in mono on a monitor.
    Ralf
    Keymaster

    I spent the last three days replicating what the AMD shaders do within the vorpX image processing pipeline. For the most part that meant adding a higher quality sampling algorithm that replaces the default GPU sampling for the headset render stage of vorpX. The sharpening kernel used on top of that is the same as before. It’s absolutely competetive, spent days finetuning its paramaters back then… AMDs dirty little mipmap trick, which normally only is available if game devs implement it in addition to the FSR shaders, can be forced by vorpX.

    Long story short: turned out noticably better than sharpening only as currently available in the vorpX menu. Also better than adding AMD’s method as an extra step in between, since adding an extra processing step would partially negate the prior gain in clarity later when the image has to be resampled again.

    But see for yourself. Skyrim SE is an ideal test case due to its super blurry antialiasing. Looks almost like being rendered at twice the resolution in the headset. I.e. at 1440p the image will look similarly crisp as 4K does without any processing, although (just like AMD’s method) in truth it’s really just traditional upscaling+sharpening. Unlike AMD I don’t have to compete with nVidia, so I don’t have to pretend it’s a direct substitute for their DLSS. ;)

    No enhancement vs. vorpX “Super Resolution”:

    CAVEAT: Note that this will only be available in the actual headset modes (Oculus, SteamVR, OpenXR). ‘Generic 3D-Display’ and ‘Generic Headset’ don’t involve any upscaling that could be utilzed for these improvements.

    in reply to: Mechwarrior 5 , Vorp X doesnt hook to the programm #206142
    Ralf
    Keymaster

    @ rzt99: Can’t really give you detailed instructions since the game is not officially supported. There are several cloud profiles available though, at least three of then apparently with G3D support. Try all of them. Game updates may break vorpX profiles, so maybe the one you tried doesn’t work anymore. With some luck one of the others still will.

    @ steph12: I have sent you two mails to the mail address you used to register here. (tagg…@hotmail.com).

    in reply to: shader authoring tool #206140
    Ralf
    Keymaster

    @ kurry: there is no video unfortunately, but it’s fairly straight forward to use. You basically flip through currently used vertex or pixel shaders with the ‘All Shaders’ option. When you found one that you want disable or handle otherwise you can add it with the ‘Add To Active’ button and then define what excacly should be done with it.

    Some of the options will sound like gibberish without knowledge about 3D-programming, but typical stuff like defining HUD shaders or disabling offending effects doesn’t require any of that. Not complicated at all.

    Also, like steph12 said, you can’t break anything, everything is reversible. If you have further questions, ask away.

    in reply to: Any Plugin/Driver SDK/API ? #206138
    Ralf
    Keymaster

    The API’s purpose is letting games (or usually mods for games) communicate with vorpX, it only works from ‘within’ a game that has also loaded vorpX. It is not intended for usage with external programs.

    While it would certainly be possible to provide head tracking data in some shared memory for access by external programs, that is not currently available. Maybe I’ll add a little DLL or so for that purpose, although that won’t get high priority. Not many use cases I can think of where that would make sense.

    Ralf
    Keymaster

    Can’t replicate that here, but in case you haven’t done that already, try to save the settings without vorpX first.

    On a sidenote: Make sure to run the DirectVR memory scanner for better head tracking and automated FOV setup. If you happen to use the Remastered version, try the original Bioshock if possible. DirectVR support is a tad bit better with the original version.

    in reply to: Mechwarrior 5 , Vorp X doesnt hook to the programm #206135
    Ralf
    Keymaster

    There is no official profile for the game, but I think some user profiles exist. if you haven’t done so already, you can download user profiles from the config app on the ‘Cloud Profiles’ page.

    in reply to: Any Plugin/Driver SDK/API ? #206113
    Ralf
    Keymaster

    That might not be necessary, vorpX can map head tracking to gamepad input (used e.g. in various racing game profiles). You can configure that on the input page of the vorpX menu. ‘X-Box Gamepad Override’ has to be off. When that’s the case, you can enable the ‘Headtracking As Gamepad’ option. Once it’s on, various configuration options become available that allow you to finetune the tracking > gamepad translation. Be aware though that games usually apply heavy filtering to gamepad input, so that’s fairly laggy. No way around that.

    If that’s not what you’re after, there is a fairly easy to use C API that among other things let’s you get the tracking data from vorpX. If you are programming in C/C++, that’s all you need. There is an API folder below the vorpX program folder with the required header and source file. Documentation incl. example snippets can be found in the help.

    in reply to: New update? #206105
    Ralf
    Keymaster
    in reply to: GTA5 on Steam, Valve Index Trouble #206094
    Ralf
    Keymaster

    You just need the latest ScriptHook and it should work. The vorpX update released today comes with the latest one, so if you don’t have ScriptHook installed, things should work out of the box again.

    In general my reply above applies:

    If ScriptHook complains about an update being necessary, please simply install it normally in the game folder.

    If you don’t use any other mods, you can alternativeley copy just the updated ScriptHookV.dll to C:\Program Files (x86)\Animation Labs\vorpX\Plugins. vorpX looks for the ScriptHook dll in that folder if it is not already loaded on start.

    in reply to: vorpX 21.2.3 Available Now #206088
    Ralf
    Keymaster

    21/09/06
    vorpX 21.2.3 has been released.

    This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.

    • Fixed: Delayed hooking did not work under some circumstances (e.g. Control).
    • Fixed: Saving shader definitions did not work under some circumstances.
    • Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
    • Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
    • Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
    • Improved: reduced CPU usage while checking for newly launched programs.
    • Improved: DX11 G3D authoring auto projection search can handle nested structs
    • GTA V: script DLL updated.
    • Red Dead Redemption II: hints were not shown on start, script DLL updated.
    • Vampire: Bloodlines: automated settings applied correctly for community patch.
    • Nier: Automata: support for Game Pass Edition added.
    • Dead Island: support for Definitive Edition added.
    • Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.
    in reply to: Fallout 4 on Oculus Rift S #206082
    Ralf
    Keymaster

    IIRC there is some issue with how DirectVR does positional tracking and the power armour, just can’t remember exactly what it was. If you use the power armour often, you might either want to play without running the DirectVR scanner or disable DirectVR positional tracking in the vorpX menu.

    in reply to: wmr and openxr issues #206081
    Ralf
    Keymaster

    vorpX works with SteamVR + WMR just like any SteamVR game does, that’s actually how WMR headsets worked per default until not too long ago OpenXR support was added to vorpX.

    OpenXR is quite a bit better than WMR over SteamVR, but if for some reason that doesn’t work for you, simply download ‘Windows Mixed Reality for SteamVR’ in the Steam shop and switch to SteamVR in the vorpX config app.

Viewing 15 posts - 1,861 through 1,875 (of 10,010 total)

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