Ralf

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  • in reply to: Features request: hotkey to toggle head tracking #197873
    Ralf
    Keymaster

    Seems to be something extremely weird issue with your mod setup. The whole purpose of the X-Box gamepad override is disabling any native gamepad input and translating it to mouse/kb instead, which under normal circumstances solves any conflict when a game does not allow both gamepad and mouse together.

    Granted, you’ll lose analog stick-steering in exchange for head tracking if just partially overriding the right stick doesn’t work, but that should be pretty much the only ‘problem’ when you use the mapper. Might make sense to reset the profile to default in the config app if you did a lot of tweaking.

    The head tracking on/off behavior incidentally will change in the next vorpX version BTW. Instead of turning the whole tracking system off, it will only affect game camera tracking. I’ll consider your suggestion for the hotkey, I’m just always a bit hesitant to add yet another hotkey for stuff that (like this one) would only be useful under extremely rare circumstances, especially if there is a whole subsystem pretty much just for dealing with the matter at hand in a much better way.

    in reply to: Question for other Generic 3D users #197865
    Ralf
    Keymaster

    Out of curiosity: what do you need this double wide SBS output for? Strikes me as rather unusual, all SBS content I personally came across in the past looked like what vorpX does.

    in reply to: Question for other Generic 3D users #197815
    Ralf
    Keymaster

    vorpX SBS output works like typical movie SBS. Double wide output isn’t supported currently. If for example you play a game at 1920×1080 the resulting SBS image will also be 1920×1080, just horizontally squeezed. That’s what most devices that consume SBS as input expect usually, at least I think so. More unusual output modes including double wide SBS *might* follow at some point, but I don’t really have a timeline for that.

    However, internally each eye gets indeed rendered at full res with vorpX, so while you lose some sharpness from the squeezing/re-stretching, it’s not as bad as rendering each eye at half res. In the 1920×1080 example you essentially get 960×1080 per eye with 2×1 supersampling.

    in reply to: AC: Valhalla #197814
    Ralf
    Keymaster

    As always, no promises, but this will of course be looked into. Hav’t done so yet though.

    in reply to: Putting my $$$ where my mouth is… #197812
    Ralf
    Keymaster

    That’s a nice gesture guys. Thanks! I haven’t set up anything for donations myself, but some user profile authors have, and as it’s almost universally the case with volunteer work, they have received very little in return as far as I’m aware. So if you you want to make a donation, those are the places to look for.

    Small disclaimer: whenever you make a donation to a profile author, do so as appreciation for their past work, never expect them to do more than they already did.

    in reply to: Features request: hotkey to toggle head tracking #197792
    Ralf
    Keymaster

    The solution to conflicts like the one you describe is the gamepad mapper. Turning head tracking on/off all the time doesn’t really sound overly desirable to me TBH. What issues did you encounter with the gamepad mapper?

    Ralf
    Keymaster

    On a general note: when you want to play the latest, graphically intense games with G3D, cranking everything up to the max and choosing super high resolutions isn’t the best approach usually. The right balance between graphics fidelity and framerate is important for a good experience.

    That said: you will certainly enjoy a 3080 (and upcoming similar GPUs) with vorpX. With G3D at fairly high 2240×1680 and default ingame graphics settings I get solid 50-70 fps in a typical location in KCD (checked around ‘Neuhof’). At the start location where you can look quite far above a village with people etc. still 40+, so all in all pretty much perfect for playing with smooth 45fps using FluidSync. Z3D provides super solid 90, of course.

    That is with rendering to the headset and all DirectVR bells and whistles including a higher FOV, which (oviously) causes a higher workload than rendering with the game’s default FOV. For reference: raw vorpX stereo 3D performance (side by side image on desktop and default game FOV) is about 25% higher at the same resolution.

    Ralf
    Keymaster

    vorpX needs the game/app you want to show in the headset to run on the same GPU that the headset is connected to. To make the vorpX desktop viewer work on a gaming laptop you would have to make sure that the Windows desktop also runs on the dedicated GPU, e.g. by disabling the internal GPU entirely.

    in reply to: Stucked with Screen “attached” to the headset #197768
    Ralf
    Keymaster

    Sounds more like a general tracking issue than something vorpX related. Does tracking work in other VR apps?

    Ralf
    Keymaster

    I have a 3080 here since a little while. Even got it for the original price, just had to wait a month after ordering directly on launch day… Great GPU, I’d wait until the current price gouging stops though.

    Overall personal impression: great for vorpX, largely overkill for monitor gaming.

    That said: there is no simple one-size-fits-all answer to your question. A 3080 can improve framerate tremendously over a 1080 Ti whenever the GPU is the limiting factor, which is the case in many more graphically demanding (read: newer AAA) games with G3D. However, games can also be CPU limited. That can be the case e.g. for less demanding/older games, engines with unusually high draw call counts or some FullVR games where vorpX raises the camera field of view way above a game’s default to match the FOV of your headset. In a CPU limitied scenario framerate wouldn’t improve, instead you’d have more leeway for higher resolutions and/or maxed out detail settings, which is also nice.

    On a sidenote: if you get numbers that low in Kingdom Come Deliverance with your rig, you either overdid it with graphics details/resolution or something is severely off. With a reasonable resolution (1200p selected on the DirectVR page of the vorpX menu) the game should run at 45fps without much of a problem on a 1080Ti using G3D.

    in reply to: Z3D performance vs. no VorpX? #197753
    Ralf
    Keymaster

    As far as raw 3D performance is concerned usually less than 10% for Z3D and about half for G3D. On top of that rendering to the headset costs another 5-10%.

    However, these are not scientifically precise numbers as things can vary from game to game and also depend on factors like resolution. If for example you overload our GPU by playing demading games in G3D/4K framerate can tank completely. Also in rare cases there might be one or the other inexplicable external effect (e.g. SteamVR causes a framerate in drop Horizon: Zero Dawn for unknown reasons).

    Ralf
    Keymaster

    Others are using VD with vorpX in SteamVR mode on a regular basis, so this is not some general issue. I’ll try myself on occasion and see whether I can replicate your problem somehow, but this is the first time I hear something like this since the Quest was released 1.5 years ago. vorpX uses SteamVR just as any other SteamVR app, there is no reason on vorpX’s end that could/would prevent VD from capturing SteamVR with vorpX.

    Alternatively you could use vorpX in ‘Generic 3D-Display’ mode, which displays a side-by-side stereo image that you can stream via VD. That would disable all VR specific vorpX functionality, most importantly head tracking and everything DirectVR related, but otherwise might be a suitable workaround for your issue.

    Link is still the best option though, not sure whether I would want to tolerate 30ms of extra latency, that’s a lot. I think there is some tweak that allows you to raise the resolution Link uses for streaming, so that’s something you could look into. Also a good USB 3 cable might yield better results than a USB 2 cable, although that’s just a guess.

    in reply to: Vorpx desktop instead of virtual desktop? #197725
    Ralf
    Keymaster

    You can use vorpX just fine via Oculus Link. VD is only necessary for wireless streaming to Quest.

    Ralf
    Keymaster

    I don’t have any experience with that setup myself, but numerous others talked about this working in the past. Maybe there is some option that has to be set in Virtual Desktop to make it capture SteamVR. Just a guess though.

    If you can’t make it work on your machine, Oculus Link would be another option, which is probably better in terms of latency anyway.

    in reply to: Outer Worlds, head rotation multiplier >1.0? #197708
    Ralf
    Keymaster

    Works perfectly fine here, sorry. Also no other reports like this at all. The scanner figures out where the game stores the camera rotation in memory and then overwrites these values with the head tracking data. provided the scan succeeded there is no margin for error in that regard.

    FOV is handled via DirectVR too, but in this case via an ini tweak. In this particular game you have to set a 16:9 res though for that to work (as suggested by the message shown in the top left corner of the game window).

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