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RalfKeymasterTry to run the game windowed instead of fullscreen. There currently is an unfortunate bug where vorpX can lose connection to the headset if a DX11/12 game gets minimized (e.g. via ALT+TAB). Running games windowed helps. The bug will be fixed in the next update.
RalfKeymasterYou can safely ignore this message, vorpX will work just fine despite it. if you find it too annoying, disable the SteamVR desktop theater in the Steam options or the game properties.
RalfKeymasterNot really sure, but might be related to the scalable HUD, try to switch to EdgePeek by clicking the mouse wheel when you use menu screens, that’s more comfortable anyway.
RalfKeymasterThe best you can do is not overdoing it with the 3D-Strength. The default value usually tries to find a decent balance.
RalfKeymasterThat’s an inherent artifact of how Z3D creates 3D. When 3D is created from a 2D image some holes have to be filled, that’s what you see as ‘bubbles’ around objects close to the camera. The default values are usually chosen to find a decent balance in that regard.
RalfKeymasterThis link should help. Make sure to enter the same mail address that you used to activate vorpX originally.
I bought vorpX before but don’t have the web installer anymore.
Please request a new download link here.
Mar 12, 2021 at 10:24pm in reply to: Setup won’t run because I can’t install .NET framework 3.5 #201178
RalfKeymasterTry the offline installer from here
https://dotnet.microsoft.com/download/dotnet-framework/net35-sp1
If that also doesn’t work for some weird reason, please send a short mail to support at vorpx com.
RalfKeymasterCan’t really say anything specific to this game. Never tried it. Games have to support something like a ‘borderless fullscreen’ mode (might be worded slightly differently) though to work with the desktop viewer. True (exclusive) fullscreen does not work with the desktop viewer.
RalfKeymasterCan‘t really say much more to that than what I said above already. Apart from that try to disable FluidSync in the vorpX menu, 45 somehow sounds like FluidSync (caps at half the headset refresh rate). It’s on (or auto) for WMR headsets on purpose though. WMR headsets judder with uneven frame rate ratios, they either need fully stable 90/90 or 45/90. Something like 80/90 or so doesn’t work well on WMR.
BTW: Don’t run any GPU tools alongside vorpX. Tools like that hook the same DirectX functions that vorpX hooks. May work, but also may cause all sorts of problems. That’s pretty much actively asking for trouble. If you want to measure performance, use vorpX’s built in FPS counter, which is way more useful anyway since it shows both the game and headset thread frame rate.
RalfKeymasterIf I had the source code to all games, like the Hellblade devs have for theirs, yes. :)
Seriously: applying G3D like vorpX doesn’t allow for many optimizations that game devs can apply to their games with full source code access, so that’s an apples to oranges comparison unfortunately.
Like said above, with vorpX in G3D mode games can easily become CPU bound. In a CPU bound scenario adding more GPU horsepower doesn’t really do anything. Even with a GPU 10x as fast a game would still have the same framerate if CPU bound.
The best you can do is reducing graphics details in such a case, especially everything that reduces the amount of stuff that gets drawn to the screen. NPC/vegetation density, view distance, things like that.
Hope that answers your question.
Mar 12, 2021 at 8:51pm in reply to: Image zoom, g2 reverb No gasket. Can still see bounds in full VR. #201167
RalfKeymasterFor Reverb G2 (any WMR headset actually) the next vorpX update will bring a considerable improvement. WMR over SteamVR is a bit prone to judder and generally doesn‘t work that well in various situations, e.g. with uneven game/headset framerate ratios.
I recently added OpenXR support to vorpX, which will solve these annoyances, with OpenXR WMR headsets will finally work just as well as native SteamVR headsets do with SteamVR. OpenXR is a new, and by now largely stable, VR API that eventually all headsets will support instead doing their own thing. No more SteamVR necessary for WMR headsets from the next version on. Will be out towards the end of the month.
RalfKeymasterThe difference between desktop and Reverb/Z3D looks like vorpX’s hard FPS cap. It never goes above 300fps. Since vorpX circumvents VSync whenever possible this 300fps cap exists to avoid unnecessarily high CPU/GPU usage during menu screens etc.
G3D should normally be about half the Z3D framerate, in worst case scenarios maybe a third, so that looks really odd. Not really sure what is going there. Try a few other games and check whether you get a similarly odd result when switching beween G3D and Z3D, probably just this particular game (or engine) that *really* dislikes something vorpX does.
BTW: Are you sure you see 275fps with Z3D while using a headset? That shouldn’t really be possible actually, the game frame rate should never be higher than the headset refresh rate (half with FluidSync enabled). If you see a game frame rate higher than your headset refresh rate, that would be a fairly severe bug. If you used an external FPS counter, try the built in counter to double check (ALT-F). Maybe it’s just your FPS counter displaying garbage for some reason.
Mar 12, 2021 at 6:34pm in reply to: RTX 3080 Owners, what’s your Geometry 3d performance like? #201162
RalfKeymasterShouldn’t really matter if you see stable 60/120 with the vorpX FPS counter, but turning off SteamVR’s motion smoothing is worth a shot. vorpX works best when its own frame interpolation is left alone.
Mar 12, 2021 at 5:57pm in reply to: Image zoom, g2 reverb No gasket. Can still see bounds in full VR. #201160
RalfKeymasterIn Cyberpunk 2077 its capped for performance reasons. Maybe in a year or two when faster GPUs are more widespread the profile will be changed. A higher FOV can have a fairly huge impact on performance, especially in cutting edge games that draw a lot of things on the screen.
The way vorpX handles the setting of FOV and resolution for the game always ensures that the screen is fully utilized horizontically, just vertically a little bit is missing. The visible cutoff you experience horizontically is purely caused by your removal of the face gasket. Horizontically you simply see the physical screen edges, more zoom wouldn’t change that.
RalfKeymasterNo, the original Crysis works quite well though.
BTW: You can check whether a game is supported in the config app. All officially supported games are listed on the “Local Profiles” page.
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