Ralf

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  • in reply to: VorpControl64.dat crashing #204760
    Ralf
    Keymaster

    Update time, annoying antivirus issue time… Probably yet another issue caused by some third party antivirus program. If you happen to use anything else than Windows Defender, please check whether excluding the vorpX program folder from your AV program helps.

    You might also want to consider switching to Windows Defender, which is more than good enough for years now. Not entirely without occasional false positive alarms either, but unlike others, Microsoft at least always reacts fast and reliable in such a case.

    in reply to: VorpX seems to work with Bitdefender now #204758
    Ralf
    Keymaster

    TBH my personal sympathy for antivirus vendors that intentionally break stuff to “score higher” in some unrealistic tests has worn rather thin. They break more and more things to “score higher” simply because Windows Defender has become so good over the years that noone really needs third party AV anymore.

    I could live with that if at least these people had the decency to tell their users that what they really do is guesswork, instead of flatout calling perfectly fine software malware based on nothing more than a guess. Sometimes I’m almost tempted to wonder what the actual malware is here…

    in reply to: vorpX 21.2.3 Available Now #204755
    Ralf
    Keymaster

    You should be able to turn with the left stick. The right stick still does turning too as it does normally, but you don’t need it.

    in reply to: vorpX 21.2.3 Available Now #204753
    Ralf
    Keymaster

    @both

    The “visual epilepsy” at low FPS is why noone does alternate frame 3D normally. It really just works well enough at high frame rates. Where exactly the threshold lies before things become too uncomfortable is pretty subjective, but I’d say anything below 60fps (i.e. 30 per eye) starts to look decisively odd in motion. Some of the oddities the method introduces by rendering each eye at a different time can be tricked away during frame interpolation in VR, but not everything.

    You should ideally shoot for 90/90 in the ALT+F fps counter (or 80/80 with Rift-S, 72/72 with Quest). That means the images get submitted at full rate while each eye gets rendered at half of that. At least the second number should be your headset refresh rate. That improves things a lot since it allows vorpX to factor in gamepad/mouse rotation into the frame interpolation, not just head rotation.

    The slightly unusual controls are a side effect of how the cameras are implemented. Takes a bit of time to get used to, but in the end I found it actually quite nice this way since walking and turning with just one stick is actually closer to natural movement than your usual shooter strafing. That said, I’ll see what I can do about that, can’t promise anything though.

    The 3D-Strength is actually physically correct, or at least almost. The beauty of doing 3D within a game engine with known scale is that there is no guesswork involved in that respect. The virtual eyes are 6.4cm apart. This distance is what defines the perceived scale. The fully correct way would be to bind it to the dialed in headset IPD, which will definitely be done. I’ll think about an additional customizable offset, would like to keep it simple though.

    Res: 3:4 is a bit too narrow. I would suggest a 4:3 res instead, which is a bit more than required horizontically, but that’s actually helpful – especially with AFR 3D – since it leaves a bit of wiggle room on both sides for vorpX’s ‘Timewarp’ (frame interpolation) before black slides in from the sides when rotating your head. For a few extra FPS go for one of the ~8:9 resolutions from the Custom Resolutions recommendations on top of this sub-forum.

    in reply to: vorpX 21.2.3 Available Now #204744
    Ralf
    Keymaster

    Did you try to install the hook helper?

    Apart from that:

    There have been a few cases recently where a mod loaded through one these loaders caused a conflict. The warning message is pretty much just a reminder to always take things like that into consideration when something unusual occurs with a modded game.

    vorpX now switches to that hooking method when a DLL loader is detected to allow mod UIs that also hook the graphics pipeline to show in the headset. That solved an issue someone had with mods in Resident Evil 2. I pretty much suspected that might lead to some issue with some other mod elsewhere. There was no way to find out except trying though…

    Would be great if you could figure out what mod in particular causes your problem and send me that info to support at vorpx com.

    Ideally just don’t use any mods that also hook the graphics pipeline unless they are absolutely essential for you. That’s always actively asking for trouble.

    in reply to: vorpX 21.2.3 Available Now #204737
    Ralf
    Keymaster

    Doing mostly profiles was the original plan for the release, got distracted by the GTA and RDR DirectVR/modding stuff. That’s not quite finished yet, still some planned features missing, but the next release will also bring a bunch of new profiles, promise.

    I’m not the type of guy who boasts all day about how great he believes to be, but I can tell you that there wouldn’t have been a chance to do even one more thing for this update unless one happens to be a robot that neither needs sleep nor food. :)

    in reply to: vorpX 21.2.3 Available Now #204731
    Ralf
    Keymaster

    Somehow I knew that would be the first question popping up in that respect.

    I’ll check whether I can resolve that somehow later, for now that’s how it works, sorry. I perfectly understand your desire to tinker with everything, but I have to weigh that against my desire to not break the profile system. Sometimes you only get 99% of what you want. :)

    You still always have the option to rename the .exe and create an entirely new profile for the renamed .exe if that doesn’t suffice.

    in reply to: vorpX 21.2.3 Available Now #204729
    Ralf
    Keymaster

    The AFR compensation in vorpX’s frame interpolation does indeed also factor in controller/mouse rotation, not just head rotation. Caveat: as you noticed this currently requires the headset thread (the second number in the FPS counter) to run at the full headset refresh rate. The actual game FPS (the first number) can be much lower though.

    It’s definitely worth to tweak performance a bit until this condition is met. Feels almost like native 90fps despite the AFR 3D once the controller rotation handling kicks in.

    in reply to: Red Dead Redemption 2 FullVR with FOV mod #204691
    Ralf
    Keymaster

    Thread closed. vorpX now comes with a dedicated mod for the game that adds first class FullVR support out-of-the-box, so the instructions in the original post are obsolete.

    More details in the vorpX 21.2.1 release post.

    in reply to: vorpX 21.2.1 Preliminary Changelog #204690
    Ralf
    Keymaster

    Thread closed, the update is now available. Please continue the discussion in the release thread.

    in reply to: vorpX 21.2.3 Available Now #204689
    Ralf
    Keymaster

    21/06/17
    vorpX 21.2.1 has been released.

    Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.

    The connection mods implement 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 for both games 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 or mounting a horse.

    They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.

    Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.

    Full changelog:

    • Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
    • The shader authoring tool can be used on top of official profiles now.
    • Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
    • Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
    • Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
    • ‘Loft’ cinema environment (finally) finalized.
    • Some textures were blurry in cinema scenes since earlier this year.
    • OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
    • DirectVR memory scanner caching didn’t always work as intended.
    • D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
    • Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
    • Some Epic Launcher and EA Desktop related improvements
    • Elder Scrolls Online: HUD shader fixed for latest game release.
    • Fallout 4: Lightning shader fixed (thanks RJK)
    • Skyrim SE: Some effect fixes (thanks RJK)
    • Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
    • MPC-HC/VLC: some default settings tweaks,
    in reply to: vorpX 21.2.1 Preliminary Changelog #204685
    Ralf
    Keymaster

    @ dborosev: Just a heads-up that the sole purpose of these mods is providing a great FullVR experience. While they do work in immersive screen mode, that’s not what they are meant for.

    in reply to: vorpX 21.2.3 Available Now #204683
    Ralf
    Keymaster

    Had to cut the weapon hide authoring UI from the 21.2.1 due to time constraints unfortunately. (Hopefully) it will be in the release after that.

    in reply to: Elex, steam version. flashing white dots ? #204672
    Ralf
    Keymaster

    There is nothing you could tweak about that. The glitches are caused by a deferred rendering technique the game uses, which subdivides the image into many small rectangles for applying various effects (e.g. lighting). Unfortunately this technique can’t be perfectly stereoized.

    Please leave the 3D-Strength at default. I tested the game for quite a while and considered the glitches acceptable at the default 3D-Strength (1.0), otherwise I would have chosen Z3D as default for the game. The glitches get worse when you raise the 3D-Strength.

    The other option you have is switching to Z3D.

    Ralf
    Keymaster

    There is an issue currently that can cause heavy glitches in GTA 3/Vice City. Possible that GTA:SA is affected by the same problem. The GTA 3/Vice City glitches will be fixed in the vorpX release later this week. Let me know if the GTA:SA glitches still occur after that.

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