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RalfKeymasterThere haven’t been any changes to how vorpX functions with Oculus headsets within that timeframe. Try to ensure that vorpX’s headset submission thread runs at full rate. You can check that with the ALT+F fps counter. With Rift-S it should ideally show XX/80. The first number is the actual game frame rate, the second the headset submit rate. vorpX works best with the second number being the refresh rate of the headset.
As far as Quest is concerned also keep in mind that its internal latency is higher than with Rift due to the additional video compression/decompression (and potentially network latency if you use Air Link). Even if vorpX submits at full rate, the Oculus runtime may still apply some interpolation to account for that.
BTW, just in case: always use vorpX in native Oculus mode with a Quest, don’t use Virtual Desktop for streaming vorpX content to the Quest.
RalfKeymasterThe error message sounds suspiciously similar to one I’ve seen with RE2 mods that cause a conflict with vorpX by hooking into the graphics pipeline to display their settings GUI.
If you happen to have any mods installed, please check whether the issue also occurs without.
RalfKeymasterHave to look into that. If you want, you can disable the offending shader yourself with the shader authoring tool. Shader authoring can be enabled in the config app (main page).
RalfKeymasterThe DLSS FPS improvement is pretty much the same as without vorpX.
RalfKeymasterResolution:
With an nVidia GPU you can add higher resolutions to your PC than your monitor allows. The ‘Custom Resolutions’ section in the vorpX help has a step-by-step guide. With an AMD GPU you can enable VSR (Virtual Super Resolution) in the GPU control panel. Not as flexible, but in principle similar.
Image Zoom:
Please don’t change anything here. The default value ensures that the maximum game FOV matches your headset FOV. The game FOV can’t be set high enough to still match your headset FOV with a higher ImageZoom value. If you already tweaked this setting manually, please reset the profile to default.
RalfKeymasterAlmsost certainly your AV program. Some of the more annoying ones make it hard for their users to fully disable them and may require you to exclude the vorpX program folder in several places.
If you can’t figure it out, you may want to consider switching to Windows Defender instead, it gets enabled when you remove third party AV. Invasive third party AV programs aren’t really necessary on Windows 10. Windows Defender is more than good enough for several years now.
RalfKeymasterThere shouldn’t be any difference between OpenXR and SteamVR as far as the resolution is concerned. Games always render at the resolution that is set in their video options. If e.g. you have set a res of 1920×1080 in the game options, the game will be rendered at 1920×1080 regardless of OpenXR/SteamVR as VR API in vorpX. A good resolution for F1 2020 at default settings is 2650×1440 if your PC can handle that performance wise.
OpenTrack is not required. Since a few versions vorpX comes with its own TrackIR handling. Maybe that is your issue.
Jul 21, 2021 at 12:11pm in reply to: Shader authoring refuses to save and resets each launch of a game #205369
RalfKeymasterCan’t replicate that here with a randomly created profile, and the log doesn’t show anything unusual. Would be great if you could send me the profile in question to support at vorpx com. You can save it to a file by dragging it from the ‘Local Profiles’ list in the config app to your desktop.
RalfKeymasterInstalling a hook helper is mandatory for RDR2, vorpX should do that normally if none is found. Judging from the error message it sounds a bit as if vorpX can’t find the folder where RDR2 is installed, but I’m not sure. Have to see the whole error message for that.
Please send some additional information to support at vorpx com:
- The *complete* error message that is shown by vorpX when you try to install the hook helper.
- A trouble shooting archive (can be created in the config app under ‘trouble shooting’
RalfKeymasterIf you haven’t done so already, please first try to install a hook helper from the ‘Attaching To…’ dialog. That can often resolve hooking problems without getting to the bottom of the matter.
If that doesn’t help, please check for potential conflicts with other programs on your PC. Hooking issues almost always are caused by conflicts with programs that also hook into games. The trouble shooting guide on top of this sub forum has more details on the matter.
RalfKeymastervorpX doesn’t change the game’s resolution. Whenever vorpX can change the resolution of a game, you see an according hint in the top/left corner of the game window.
Maybe try running the game fullscreen if currently you are running it windowd or vice versa.
RalfKeymasterIf you have trouble with using your G2 headset in OpenXR mode, but it works with SteamVR, please use SteamVR. A G2 is used here most of the time for dev work currently without these issues, so there isn’t really anything else I can suggest.
Apart from that: if you happen to have the WMR developer tools installed, please make sure to reset everything to default there.
RalfKeymasterJust a heads-up that using this together with vorpX would have a very different effect compared to using it for a native VR game. Rendering with vorpX is a two step process where the game first always gets rendered at its own res. This mod would only affect the second step after vorpX has already processed/scaled the original image internally, which – even if it worked (unlikely) – wouldn’t really do much except costing performance.
Use vorpX’s built in sharpening instead, technically a more traditional sharpening kernel (with a twist), but works quite nicely.
I have have experimenting with CAS/FidelityFX during vorpX’s internal image processing on the radar, but can’t really tell when (or even if) that will actually happen.
Jul 19, 2021 at 4:51pm in reply to: Shader authoring refuses to save and resets each launch of a game #205333
RalfKeymasterYou have to save the settings from the authoring UI to also save the shader definitions, not the regular vorpX menu. That’s more or less the only thing I can imagine here.
RalfKeymasterDrawing the buttons etc. is done by the DotNet runtime, respectively the OS. The only thing I can really recommend here is checking whether you maybe have enabled some compatibility setting that may effect scaling. Under normal circumstances this does not happen.
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