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RalfKeymasterI’m starting to wonder whether maybe the Reverb G2 behaves somewhat different than other WMR headsets. Guess I have to get one sooner or later. With your rig you should be able play GTA V with G3D. Probably not at the native 4K res of your headset, but something like 1440p at medium graphics details should work fine normally.
Same suggestion that I made in another thread: if you are already on one of the latest Windows 10 versions (20/04 or 20H2) it’s worth a shot to check whether maybe enabling hardware accelerated GPU scheduling in the Windows display options makes a difference for you.
Also in the vorpX menu trying all three ‘Headset Sync’ options (Fast, Safe, Alternative Fast) is always worth a try.
RalfKeymasterSomehow your issue doesn’t really sound right. Checked F1 2020 with a WMR headset today (on a RTX 3080 though) and was able to play with G3D at 1440p and medium graphics details without any problems and without having to use the safe headset sync. Judging from that I’m pretty sure a 2080 Super under normal circumstances should behave way better than what you described above, WMR or not.
If you are already on one of the latest Windows 10 versions (20/04 or 20H2) it’s worth a shot to check whether maybe enabling hardware accelerated GPU scheduling in the Windows display options makes a difference for you.
RalfKeymasterLike said above you have to make a copy of existing profiles first. You can only assign the an .exe to the copied profile.
Check the help section I recommended in my last reply. It explains how to create custom profiles.
RalfKeymasterTo create a custom profile from the Unity 5 base profile you have to make a copy of it and then assign the .exe of your game to the copy.
The vorpX help has a user profiles section that explains how to create custom profiles.
RalfKeymasterSounds a lot like some antivirus program running amok. Try to exclude the vorpX program folder (usually C.\Program Files (x86)\Animation Labs\vorpX).
If you happen to use anything else than Windows Defender, consider getting rid of it. Windows Defender automatically kicks in instead. There is no need for invasive third party AV on Windows 10. Windows Defender is a reliable and good AV solution for several years now.
RalfKeymasterLuckily not every game on GamePass is a Windows Store (Universal Windows Platform or UWP) game though. Whether a GamePass game is hookable largely depends on whether it is a classic Win32 program or was programmed as UWP app. Most of Microsoft’s own games for example are UWP apps and thus protected against hooking into them while most third party games aren’t.
On a sidenote: things *might* improve for future UWP games. I don’t follow the whole topic overly closely, but my impression is that MS recently is changing course a bit as far as UWP is concerend. Many developers (and game developers in particular) never were comfortable with the restrictions it brings. So at least there’s some hope that future UWP games might not be sandboxed as restrictively as they are now.
RalfKeymasterLike said above vorpX has its own FPS counter (ALT+F), which is way more useful anyway since the one you use doesn’t even show the FPS the game runs with but only the FPS of vorpX’s headset thread. vorpX works not like native VR games where game and headset framerate are the same. With vorpX game and headset framerate are usually two different things.
In general: avoid running any external tool alongside vorpX that also hooks into the graphics pipeline. With a bit of bad luck your FPS counter might even be the reason for your issue.
RalfKeymasterYou can ignore that. The factory reset does a bunch of things, the message probably just means that there was nothing to reset at some point during the procedure. The really important things like resetting all profiles and other settings almost certainly where done correctly.
The underlying issue with WMR is what I wrote above: WMR headsets just make it harder for vorpX to maintain the full headset frame rate than other headsets. if FluidSync alone does not help to stabilize things in a particular game, you can also set the ‘Headset Sync’ option to ‘Safe’ (costs FPS but frees up GPU resources) or further reduce graphics details. There isn’t really anything that can be done.
BTW: The fluctuating headset framerate most of the time isn’t really a problem. If things feel right, all is well. If you used an an external VR FPS counter, use the vorpX counter instead (ALT+F). The more important framerate is the game framerate (the first one). An external VR FPS counter only measures the headset framerate (the second one you see with the vorpX FPS counter).
RalfKeymasterWindows Mixed Reality is not as good as Oculus or native SteamVR headsets like Vive or Index in regard to keeping the headset framerate stable. to account for that vorpX per default enables FluidSync on WMR headsets. If you disabled it, please switch it back to either ‚On‘ or ‚Device‘ (which means on in case of WMR).
Alternatively try a full factory reset in the config app (trouble shooting page). That makes sense after switching headsets anyway.
RalfKeymasterSwitching to G3D may require a game restart in games with more complex renderers. If that is known to be the case, you see an according hint directly below the 3D option in the menu. Just in case: make sure to press OK&SAVE in the menu before you restart to ensure G3D is active on start.
Feb 3, 2021 at 6:56pm in reply to: SteamVR’s New Frame Throttling Motion Smoothing Feature (And RTX) #200214
RalfKeymasterShort remark regarding senotcars post two posts above: It almost correctly describes what FluidSync does, but the part about the ‘Headset Sync’ setting is not correct at all.
Headset Sync
That’s a rather technical setting which defines which method vorpX uses to synchronize the game and the headset thread. Always leave this setting at ‘Fast’ unless you encounter situations where the headset frame rate can’t keep up (usually a sign of GPU overload). The noticeable effect of ‘Safe’ is more leeway for the GPU on the headset thread at the expense of game frame rate. Don’t use unless necessary.
The ‘Headset Sync’ setting does not affect the motion smoothing behavior in any way.
FluidSync
The noticeable effect of this setting is capping the game frame rate at half the headset refresh rate. There’s a bit more to it behind the scenes, but that’s what you should be aware of. Depending on the headset it may also cap the headset thread frame rate (but usually doesn’t).
General Remark
I’ll take a look at the new SteamVR smoothing shortly, but unless it solved inherent artifacts that so far plagued each and every video smoothing technique, I’d recommend to not use it with vorpX. Just as your TV’s ‘soap opera mode’ VR motion smoothing is more or less bound to fail in situations where there either are conflicting motion directions within a small space (obvious examples: legs of running people, galloping horses, cars crossing each other etc.). Same for static elements in front of fast moving stuff (e.g. TV station logos or in case of games, even worse, crosshairs or HUD elements directly in the center of your view). Situations like these often cause pretty ugly artifacts when a motion estimation based frame interpolation algorithm takes its guesses.
vorpX per default tries to always keep its headset thread frame rate at the full refresh rate and maps potentially lower game frame rates via head rotation interpolation to the higher headset frame rate. That doesn’t interpolate the whole image, but it interpolates what is most important for comfort in VR (head rotation) without any artifacts at all.
RalfKeymasterNo, it was marked as spam for whatever reason (see above).
RalfKeymasterI checked the spam folder directly after reading your post above and am pretty sure the post in question should be there (again). Let me know if not. Maybe the author edited the post, which sometimes can be enough (see above) or the spam detection disliked the formatting for some reason. I can only guess, no clue how it works exactly.
RalfKeymasterSometimes I move posts to a better fitting sub forum.
The only posts that are removed occasionally are download/key issues once the problem has been resolved. And spam of course. the latter happens mostly automatically based on some heuristics WordPress (Akismet) runs on each post. Despite the need to solve a captcha there are is still a substantial amount of spam accounts created on a regular basis unfortunately.
If a post you made disappears e.g. after editing it (apparently sometimes considered posting the same content multiple times by the spam detection), or because it has (too many) links or some other formatting tags the spam detection dislikes, shoot me a mail. I can restore false positive spam posts for about a week or so before they get deleted for good.
RalfKeymasterGTA V is much more demanding than The Sims 4. With your rig you should be able to get a decent framerate by reducing graphics details though. Can’t remember currently whether the game has presets to choose from. If not primarily try to reduce settings that have an impact on how much stuff gets drawn on the screen: draw distance, NPC/vehicle density and similar things.
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