Ralf

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  • in reply to: vorpX 21.2.3 Available Now #202200
    Ralf
    Keymaster

    The second solution would be the one without any downsides. I never used Ansel myself either, but maybe someone wants to, so I’d like to avoid disabling it if possible.

    in reply to: vorpX 21.2.3 Available Now #202198
    Ralf
    Keymaster

    I see, that might very well be the issue. vorpX works better if you don’t force reprojection. Either set it to off, which I think is the WMR default without the developer tools installed, or to auto, but don’t force it on. With auto you will get reprojection when you enable ‘FluidSync’ in the vorpX menu.

    Typically it’s best to have the headset thread running at the full refresh rate though, which works as good as one could hope for with WMRs OpenXR implementation.

    That’s actually the major advantage of OpenXR for WMR headsets in contrast to WMR over SteamVR, which was extremely finnicky in respect to game/headset syncing. Not anymore with OpenXR. Uneven framerate ratios (e.g. 70/90) or game framerates below 45fps that both were a juddery mess with WMR over SteamVR now work as intended. vorpX is designed to handle that, just didn’t work right with WMR over SteamVR.

    in reply to: vorpX 21.2.3 Available Now #202195
    Ralf
    Keymaster

    @ Picdeleg

    Just checked the game for you. No problem here to keep up stable 90fps for the headset thread even if everything is set so high that the game itself only runs with 20fps. Please try the following: 1. Reset the game’s profile to default, 2. Make sure the game runs in DX11 mode (normally vorpX takes care of that). 3. Try to enable/disable ‘Hardware Accelerated GPU Scheduling’ in the Windows options. Didn’t make a difference for me, but worth a shot. Usually I have it enabled these days, but whether or not that is better may be system dependent. 4. If you happen to have the WMR dev tools installed, also check whether you maybe accidentally forced reprojection, which would make WMR cap itself to 45fps.

    @ senoctar

    I’m already testing a solution for the Ansel issue. There are two potential ways to deal with it. The easy one would be to add the Ansel dll to the list of overlays vorpX tries to block. The other one is initializing the headset later. That has far reaching consequences in several ways though, so it will need rigorous testing before I can decide. Ideally it will be the latter in the end, but should testing show that breaks other things, it will be the Ansel block.

    in reply to: Nier Automata not working? #202181
    Ralf
    Keymaster

    Just a heads-up that theoretically the Game Pass edition should work, but unfortunately crashes on launch with vorpX. The Steam version is working perfectly fine, so something is different here.

    I’ll try to figure out what is going on, but no promises. Just briefly checked so far, so I don’t know whether the issue is fixable.

    in reply to: F1 2020 super pixelated and blurry #202179
    Ralf
    Keymaster

    You can run games at any resolution with vorpX. The higher the resolution, the better the pixel density in the headset. That works pretty much in the same way as it does when you play games on your monitor.

    2560×1440 is a good resolution for the game. You can select the resolution in the game’s video options. Caveat: if you “only” have a 1080p monitor, you will have to add that res to your graphics driver first, this guide has a step-by-tutorial: click.

    Ralf
    Keymaster

    Finally checked the Game Pass version today. No dice hooking into it, unfortunately indeed a case where the game has been transformed into a Windows Store app for Game Pass.

    Ralf
    Keymaster

    Just to second senoctars post: that is indeed what happens when vorpX hooks into a game without a profile. 2D only, but otherwise all options available. A new profile is created when settings are saved.

    That is still better than playing a game via the desktop viewer, which is mostly useful for actual desktop tasks.

    in reply to: Quest 2, Vorpx and TimeWarp #202173
    Ralf
    Keymaster

    Compared to actual PCVR headsets with Quest you always have a few extra milliseconds of latency that will be compensated with interpolation (‘Timewarp’) on the Quest itself due to the involved video compression/decompression. Probably a bit more with Air Link than with wired Link, depending on your Wi-Fi network. At 90fps that typically shouldn’t really be noticable though unless you turn around your head very quickly. What you set in the PC debug tool doesn’t affect what happens on the Quest.

    BTW: To minimize latency on vorpX’s end switching the ‘Headset Sync’ to ‘Safe’ is worth a shot. Will cost some game FPS, but in turn yields the best possible latency as far as vorpX is concerned.

    in reply to: vorpX 21.2.3 Available Now #202171
    Ralf
    Keymaster

    When the headset framerate becomes unstable, there is very high load on the GPU. That’s actually what the safe sync is primarily for. With safe sync some GPU resources are shifted from the game rendering to the second step when vorpX pushes the image to the headset.

    Your other option instead of switching to safe sync would be reducing the GPU workload if possible, e.g. by lowering graphics details and/or game resolution until there is enough room again for the headset rendering step to be stable. That’s what I would recommend to do. More straight forward than tinkering with the sync option.

    BTW: vorpX is designed to handle game framerates below 45fps gracefully, that just didn’t work right with WMR over SteamVR. With OpenXR even dips into 20fps territory should work judder-free now. Before with WMR over SteamVR any game framerate below 45fps would have been an unplayable, juddery mess.

    BTW2: There are two fast options, try both.

    in reply to: vorpX 21.2.3 Available Now #202166
    Ralf
    Keymaster

    Or just wait a bit. I’ll check the game sometime next week and if necessary will update shader definitions. Sounds like that might be the issue here. Now is weekend for me too though, so you’ll need a bit of patience. One thing you could check on your end is trying all shadow options the game has. With a bit of luck the shadow shader definitions work with one of the settings.

    in reply to: vorpX 21.2.3 Available Now #202164
    Ralf
    Keymaster

    In Portal 2 you shouldn‘t even have to run the scanner, the profile comes with an updated cache for the latest Portal 2 version, it should just work normally. Please try a full factory reset in the config app. If you continue to have this problem afterwards, switch either to mouse and keyboard or VR controllers in mouse/kB mode. Under normal circumstances the gamepad should work though, don‘t recall to ever have heard of this issue before TBH.

    If you happen to have any mods installed for the game, please also check whether the issue occurs without.

    Aliens: Will look into that. I‘m not 100% sure, but IIRC shadows can be disabled in the game‘s graphics options.

    in reply to: vorpX 21.2.3 Available Now #202162
    Ralf
    Keymaster

    That’s actually a feature, almost all native VR games work in the same manner.

    In most cases you can disable the y-axis lock on the DirectVR page of the vorpX menu though. BUT: the locked y-axis keeps the horizon where it supposed to be, so unless there is some game breaking issue caused by the lock, you typically should leave it enabled for better comfort.

    in reply to: Nier Automata not working? #202160
    Ralf
    Keymaster

    Incidentally the Steam version has been fixed for this release, so I’m 100% sure the profile itself works. There are two potential issues with Game Pass games:

    1. They might have been compiled as UWP (Windows Store) apps. In that case there isn’t really anything that can be done. UWP apps run in a sandbox and can’t be hooked.

    2. They might indeed just be different editions. Implications of that may include anything from profiles failing to load (e.g. if the .exe is named differently) over important tweaks not being applicable due to changed config paths to shader definitions not working since shaders have been changed.

    In other words: trying a Game Pass version of a game is pretty much a lottery. Although with better chances than your typical actual lottery.

    I check Game Pass games occasionally, at least those that seem to be more popular to me, but not every Game Pass related issue is resolvable. Those under 2) usually are, UWP apps however are a lost cause. If in doubt, grab a game in some Steam sale. The Steam editions always are those with the highest priority.

    in reply to: Suggestion for controller re-center option #202148
    Ralf
    Keymaster

    Incidentally there will be some changes in that regard shortly. Instead of directly opening the vorpX menu with a left thumbstick click you will see a little menu first e.g. with the entries vorpX menu/DirectVR scan/recenter/VR hotkeys that can be selected by looking at them. Similar to the gaze based game hotkey system that currently can’t really be used at all with a gamepad.

    In the meantime there still is a more comfortable option for doing both with a gamepad than using the keyboard shortcuts: the vorpX menu currently has recenter and DirectVR scan (if available) buttons on the main page for quick access.

    in reply to: no real vorpx positional tracking with quest 2 #202142
    Ralf
    Keymaster

    Whether a game has 6DOF or 3DOF tracking depends on two factors: for one by design only G3D games or games with dedicated DirectVR positional tracking can have 6DOF. Z3D can’t (aside from the aforementioned DirectVR exception). Also 6DOF is only unlocked in G3D games where it’s known not to cause too many/heavy glitches. You can however unlock 6DOF in every G3D game in the vorpX menu under ‘Headtracking Options’ and check yourself whether you are OK with the glitches it potentially may introduce.

    That works the same with Quest as it does with other headsets, at least if the Quest is used in native Oculus mode via Link/AirLink. Not sure about Virtual Desktop. I suspect that would also work, but never tried myself.

    One thing I noticed with Quest is that occasionally (e.g. under bad lighting conditions) it falls back to 3DOF in general. That has nothing to do with vorpX though. If you are sure a game definitely should have positional tracking, but doesn’t, it’s worth checking whether you currently have 6DOF tracking at all with your Quest, e.g. in Oculus Home.

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