Ralf

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  • in reply to: Bad performance with Metro 2033 Redux + Rev G2 #201597
    Ralf
    Keymaster

    Just realized that MS released a new version of the ‘Windows Holographic’ component yesterday, which also updates their OpenXR runtime.

    Perfect timing, all working now without the dev OpenXR version. Making sure your Windows 10 is up-to-date is enough now.

    Caveat: I’m not entirely sure whether there might be differences between the Windows 10 feature release versions that are still supported. If in doubt make sure you have the latest one, dubbed “20H2” (you can check that by typing winver + ENTER while the start menu is open).

    in reply to: Elder Scrolls Online with Vorpx #201595
    Ralf
    Keymaster

    Just a little heads-up that unless you managed to somehow raise the game’s actual camera FOV above its maximum, your profile will make the game look slightly zoomed-in and introduce some warping when you rotate your head.

    If you are OK with that, all good, of course. Just be aware that the default settings that vorpX provides are dialed in on purpose to make sure the game and the headset FOV match correctly.

    in reply to: Bad performance with Metro 2033 Redux + Rev G2 #201592
    Ralf
    Keymaster

    You don’t need it, but it also can’t hurt to have the dev tools installed. I have made sure that vorpX also works without by temporarily disabling vorpX’s automatic headset supersampling calculation for WMR/OpenXR since that only works right with the latest cutting edge OpenXR dev version from Microsoft.

    So you should be good if you don’t want to install the dev tools. I’ll re-enable said feature once the current dev OpenXR version becomes the official one, of course.

    in reply to: Remnant from the Ashes User Profiles G3D #201568
    Ralf
    Keymaster

    Since you suggested there might be in issue with vorpX and UE4, trying the profiles you mentioned with the games they were made for was useful to determine whether there is such an issue or not.

    Since that’s not the case the only remaining option is that there have been some changes to the game that broke the exisiting user profiles. I’d love to tell you something more helpful, but since the game is neither supported nor did I ever even check it myself, I just can’t. Sorry for that. I’m pretty sure I have it sitting in my Steam library though, so if time permits I might take a closer look later.

    in reply to: Remnant from the Ashes User Profiles G3D #201564
    Ralf
    Keymaster

    Just checked Hellblade, What Remains of Edith Finch and Mordhau for you with the currently released vorpX version. No problems with these games, so the profiles are OK. I can only assume that there have been some changes to Remnant of the Ashes, that invalidated the existing user profiles as well as making the game fail with other UE4 profiles. Can’t really say anything more specific though since I never tried the game.

    Apart from that a full factory reset might be worth a try, just in case some settings changes you made caused the issue. You can do a factory reset in the config app under trouble shooting. That’s a bit of a long shot though in this case.

    On a sidenote: if you have a soft spot for sad stories (and don’t despise ‘walking simulators’), What Remains of Edith Finch is well worth the 2-3 hours it takes.

    in reply to: Poor performance in F1 2020 #201561
    Ralf
    Keymaster

    Did you follow the recommendation in the top left corner of the game Window about setting the game’s graphics details to low or medium? With a GPU as fast as yours you should be able to play the game with largely stable 90fps with G3D at a reasonable resolution (1440p) if you don’t crank everything up to ultra.

    in reply to: Bad performance with Metro 2033 Redux + Rev G2 #201551
    Ralf
    Keymaster

    Even if you’ll still encounter the framerate dips into the 30 range after the update, that will feel a lot better. Framerates below half the headset refresh rate (so everything below 45 in your case) are really bad with WMR over SteamVR. Heavy judder guaranteed. Thats’s precisely the situation where OpenXR is much, much better for WMR headsets.

    vorpX is built to deal with framrates that low gracefully, but WMR headsets in SteamVR mode only really work right at either exactly 90fps or 45fps, hence the FluidSysnc option always has to be on for WMR in the vorpX menu. With OpenXR WMR finally behaves like it should (and other headsets do with vorpX).

    in reply to: Why is reinstalling vorpx such a pain in the ass? #201550
    Ralf
    Keymaster

    You only need a new key when the request code changes after reinstalling Windows or changing hardware in your PC. Since that isn’t the case here as far as I understand, the key you got earlier should still work. You can also keep the activation on uninstall, so that you don’t have to re-enter the key when you do a reinstall. The uninstaller asks about that.

    in reply to: vorpX 21.2.0 Preliminary Changelog #201539
    Ralf
    Keymaster

    @ dborosev: I might already have uploaded the fixed profile to the cloud, can’t remember currrently. If you downloaded it manually recently, you may not see the issue anymore. Should be easy enough to spot with G3D enabled otherwise. Pretty much any scrubs/bushes look completely out of whack.

    in reply to: Bad performance with Metro 2033 Redux + Rev G2 #201532
    Ralf
    Keymaster

    Yes, you have to wait until the next update. The current vorpX version only supports the Oculus and the SteamVR APIs. OpenXR support is the major addition of the next update.

    The message in the WMR portal means that WMR is currently not set up as OpenXR runtime, you should definitely confirm that prompt. WMR over SteamVR is a translation layer that translates SteamVR calls to native WMR. You only want to do something like that if you can’t avoid it. Whenever a game/app supports OpenXR or WMR natively (few do currently though), use that instead of SteamVR.

    BTW: Worst thing you could do is activating SteamVR‘s OpenXR runtime instead of WMR‘s own. That would mean OpenXR calls get translated to SteamVR calls get translated to native WMR…

    in reply to: Bad performance with Metro 2033 Redux + Rev G2 #201528
    Ralf
    Keymaster

    Worth a shot to try again with OpenXR instead of SteamVR once the next vorpX is out (will be soon). WMR via SteamVR has always been fairly prone to judder in various situations. Totally different experience in that regard with SteamVR out of the way. I’m almost inclined to say that WMR jumped from last place straight to the top as far as recommended headsets for vorpX are concerned just by getting rid of the SteamVR detour.

    Wouldn’t really do anything if your issue is a problem with the game itself, but if it’s related to the less than ideal game/headset syncing with WMR over SteamVR, you’ll be in for a pleasent surprise. Either way I’d be glad to get some feedback once you tried with OpenXR.

    in reply to: Now reshade works in vr #201523
    Ralf
    Keymaster

    Please do not use the VR version of Reshade with vorpX if you care about performance. It gets applied at the headset render stage at the full headset rendertarget resolution and headset framerate, which is very costly. If you ask me, I’d say actually don’t use it with any VR app/game.

    Applying a reshade shader chain to VR is in the ballpark of 6-12 times (depending on headset and supersampling) more costly pixel shader wise than doing the same to mono 1080p/60fps gaming. Two images per frame at a higher resolution and a higher framerate. Wasting a GPU’s pixel shader throughput in such a way is a fairly questionable idea in VR in general and an outright bad one with vorpX in particular.

    Really important things like sharpening and gamma correction can be applied directly in the vorpX menu in an optimized fashion.

    in reply to: Vorpx no longer hooks properly: Valve index #201501
    Ralf
    Keymaster

    Please also double and triple check that you really didn’t accidentally switch vorpX to “Generic VR Headset” in the config app under “Device Selection” on the “General” page. Your image looks a bit like that.

    Also please try a vorpX uninstall/reinstall, just in case the settings got messed up in some really weird way.

    Last but not least check the game folder for any d3d11.dll or dxgi.dll that might have been put there by the other product. If there are any files with these names in the game folder, remove them. Normally vorpX should complain automatically about that, but just in case.

    in reply to: Death Stranding #201497
    Ralf
    Keymaster

    As any cautious developer I can only answer that with: hope for days, but prepare for decades. :)

    Seriously: if all goes well it will indeed just be a few days, but don’t get too disappointed if it takes until after Easter. I’m currently in the testing stage, always possible that some last minute show stopper comes up that causes a delay.

    in reply to: Vorpx no longer hooks properly: Valve index #201490
    Ralf
    Keymaster

    Maybe nVidia 3DVision is still enabled, just a guess. Can’t really suggest more than above.

    vorpX itself only shows two images side by side if set to one of the ‚Generic‘ display types. Could be the case judging from your image, but of course I believe you that you have selected SteamVR. No way on earth (or elsewhere) that vorpX itself can generate two side by side images while running in SteamVR mode.

Viewing 15 posts - 2,416 through 2,430 (of 10,066 total)

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