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RalfKeymastervorpX 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.
RalfKeymasterFirst please try whether the issue goes away if you switch vorpX to another output mode. SteamVR, OpenXR and Oculus should all work with a Rift. With some luck the issue occurs just in one of them.
For gaming laptops it’s also of utmost importance that games run on the same GPU that your headset is connected to. Ideally disable the CPU graphics completely if possible to ensure only the GTX 1060 is ever used.
If the above does not solve the issue, check for anything on your PC that potentially might interfere by also hooking into the rendering pipeline of games. E.g. any GPU/CPU tool or chat applications, basically anything that can show an overlay in games.
RalfKeymasterDon’t really have anything specific to recommend in that respect, sorry. Never tried it, so I have no clue what might work best.
On a sidenote: for games with native SBS 3D support you are best off creating a new profile based on one that handles SBS input (e.g. Rise of the Tomb Raider for DX11). For a bunch of reasons directly hooking into a game is always better than using desktop capture later.
To make that easier I’ll add a profile template for games with native SBS 3D in the next vorpX update.
RalfKeymasterThat’s the strength of the sharpening filter. Go as high resolution wise as you consider yourself OK performance wise. vorpX determines its final headset res based on the game resolution. The sharpening filter is then applied at the (higher) final resolution, which happens to be the same basic principle that the AMD upscaler uses, although vorpX has less sophisticated scaling/sharpening. Most likely not quite as good, but also not too far away from what you could achieve with the AMD method.
A good approach is choosing the highest possible game resolution that still gets you half your headset refresh rate (or whatever you consider tolerable as minimum framerate). Then dial in the sharpening amount without overdoing it.
Note that the above only applies to actual VR modes (OpenXR, SteamVR, Oculus), not to the “Generic Headset” or “Generic 3D-Display” mode. In the latter modes vorpX doesn’t do any upscaling.
RalfKeymasterThat’s a surprising reaction. What I tried to say above means in a nutshell that the whole thing, although useful, doesn’t really warrent the current hype. Their marketing department is just as good as their engineers. I’m pretty sure some video players/renderers with support for higher-quality upscaling + sharpening that are available for more than a decade can produce fairly similar results.
This is “just” a better-than-bilinear upscaler combined with state-of-the-art image sharpening, topped with a pinch of smoke and mirrors (increased texture detail through a lower mipmap bias has nothing to do with their upscaling at all). Probably better than how vorpX currently handles scaling/sharpening when processing the image before sending it to the headset, but using vorpX’s built-in sharpening will already provide a result that shouldn’t be too far away.
If you never tried that before: depending on the resolution the game runs with and your personal tolerance for sharpening artifacts, values between 0.8 and 1.5 are usually good choices for the built-in sharpening filter.
RalfKeymasterJust checked the sample app AMD offers for download and can’t say I’m super impressed. This is nothing like nVidia’s DLSS and even that is really just good enough with the two higher quality presets. I wouldn’t go so far to call this a full blown marketing stunt, it clearly has its value. But very similar results could be achieved with any other high quality upscaling method and some sharpening. That’s what this actually is: upscaling + sharpening. No more, no less.
The method involves two shaders that are run after another. The first one is the actual scaler that upscales from the lowered render resolution to the higher target resolution. The second one is a sharpening filter that gets applied to the upscaled result. Their sample allows to run just the upscaler without sharpening, and guess what: for the most part the sharpening filter and their recommendation to render the scene with a lower texture mipmap bias are responsible for the crisper end result, not the upscaler itself. The upscale shader without anything else still does produce slightly better results than normal bilinear scaling, but after all it’s still just upscaling, unlike nVidia’s DLSS no detail can be added that isn’t already there in the lower res input image.
Funny enough in their documentation they even ask developers not to separately mention the sharpening in a game’s options menu. No comment on that… Also the lowered mipmap bias while rendering the actual game is fairly misleading, as that enhances texture detail regardless of the upscale method, i.e. with or without the AMD shaders.
Long story short: I’ll check this on some rainy weekend, but don’t really expect wonders. vorpX already can do a sharpening pass (‘Image’ page of the vorpX menu) on the higher res final image before it is sent to the headset, so it pretty much already can do half of what this methods does to enhance the image.
RalfKeymasterBethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.
Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.
RalfKeymasterYou probably are aware of that, so just in case: there are tooltips at the bottom of the menu with short explanations for most options.
RalfKeymaster@ RJK_
Had I known that a pip boy speeds up working on vorpX, I’d definitely had gotten the Fallout 4 collectors edition. BTW: your mug is in use here regularly, must have been a hideous plan to remind me of what I have to do every day. ;)
@ Demosthenes
I somehow doubt that there would be any serious demand for someting like that. Still: do you by any chance know of a way to sell small amounts of merch without having to take care of worldwide shipping? If there was e.g. some service where one could upload pre-made graphics templates, I’d be happy to do that. Wouldn’t want to make any money with it, but having an option to easily order a mug or t-shirt for those of you who want to would indeed be great.
RalfKeymasterYou can create an account directly in the config app under ‘Cloud Profiles’.
Sep 2, 2021 at 9:33am in reply to: Shader authoring refuses to save and resets each launch of a game #206000
RalfKeymasterThe shader authoring page will look just like before. The authoring key unlocks more pages in the authoring UI, you don’t have to touch any of that unless you want to.
RalfKeymasterJust a heads-up that dellrifter’s G3D profile for the game will work again with the next vorpX version.
Incidentally discovered today that it didn’t work right with the matrix array transform handling that was introduced a while ago. I implemented a workaround that will also get applied to all other profiles created before said feature was introduced, just in case there are more profiles affected in a similar way.
RalfKeymaster*MIGHT* work, I’ll have experimenting with that on the list. However: As always no promises.
Be aware though that it would work differently compared to having FideltyFX natively in a game. That’s important to understand for comparing FidelityFX on/off.
FidelityFX natively integrated into a game renders the game at a lower resolution, e.g. when you set 1920×1080 in the game options, it might actually get rendered 1280×720, and then upscales to 1920×1080 using FidelityFX. That’s where the performance increase comes from, at the cost of reduced image quality compared to actually rendering at 1920×1080.
With vorpX on the other hand the game would still be rendered at 1920×1080 and then upscaled to a higher resolution with FidelityFX before it is sent to the headset. If e.g. you would run a game at 1920×1080 with vorpX + FidelityFX, the result would be comparable to running a ‘native’ FidelityFX game at 2560×1440. So instead of gaining performance, you gain image quality when turning on FidelityFX without changing the game resolution. Hope that doesn’t sound too confusing.
For now that’s all theory though, we’ll see if and how things turn out.
Sep 1, 2021 at 12:35pm in reply to: Shader authoring refuses to save and resets each launch of a game #205983
RalfKeymasterFound the bug. There will be a maintenance update with a bunch of fixes early next week that will also address this issue.
In the meantime getting an advanced authoring key helps. To get one, please select one of your custom profiles in the config app, click ‘Request advanced profile authoring key’ and then follow the instructions shown in the window that pops up afterwards.
RalfKeymasterThe whole shader replacement stuff got stuck in ‘beta’ a while ago unfortunately since there always is so much else to do. I still plan to revisit and extend it, just have no timeline currently. vorpX is a beast of a project, the 3D-driver part is really just a quarter of it or so codewise. Many other, more VR-specific things also fighting for my attention all the time… :)
I’ll re-check the shader save bug within the next few days. Couldn’t replicate it the first time unfortunately and wasn’t sure how widespread it is. Seems fairly severe though judging from the number of reports in the meantime, so I’ll take a more in-depth look shortly.
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