Ralf

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  • in reply to: vorpX 20.3.1 Available Now #196468
    Ralf
    Keymaster

    @ Eychimo: No aspect ratio forcing of any kind. The screen auto-adjusts to the game aspect ratio as it always did. The only thing that has changed in regard to the screen is that you can scale it now in addition to changing its distance. Please try a factory reset in the config app. Just in case.

    in reply to: Horizon Zero Dawn – Aug 7th #196467
    Ralf
    Keymaster

    OK, thanks for testing. As suspected some SteamVR related issue then.

    Like said above I’ll take a closer look to check whether I can replicate the issue here somehow or whether it’s something individiual with your setup. Just not today, now is weekend for me too.

    in reply to: Horizon Zero Dawn – Aug 7th #196463
    Ralf
    Keymaster

    Probably some weird SteamVR related issue.

    Please check what happens when you set “Crystal Image” to “Low” in the vorpX menu. That would reduce the super sampling factor that gets applied when vorpX renders the game to the headset.

    Would also be great if you could check whether the same thing happens when you run the game in side by side mode on your desktop with vorpX (can be set in the config app). Just for comparison.

    in reply to: Horizon Zero Dawn – Aug 7th #196459
    Ralf
    Keymaster

    Sounds definitely off. I’ll take a closer look, but not today.

    in reply to: Horizon Zero Dawn – Aug 7th #196452
    Ralf
    Keymaster

    Doesn’t really sound normal.

    I have 65-75fps here in the first open area after leaving the tutorial cave. Without vorpX I see 80-90fps in the same spot. With vorpX in desktop mode (not rendering to a headset) about 70-80. Default settings, GTX 1080Ti.

    If you happen to use a WMR or Pimax headset, vorpX may enable FluidSync per default, which would limit the framerate to half your headset refresh rate.

    in reply to: vorpX 20.3.1 Available Now #196446
    Ralf
    Keymaster

    Should work out of the box. I forgot to give the profile a ‘friendly name’ hence it doesn’t show up in the list. Should still work. Will be fixed ASAP to avoid confusion.

    in reply to: VorpX Ver. 20.3.0 Released? #196444
    Ralf
    Keymaster

    The new (potentially faster) headset sync is included, you can switch back to the original method any time in case of issues with it.

    The third hooking method only comes into play when vorpX can determine that hooking into a game failed (e.g. due to some conflict). In such a case you will now see a trouble shooter that among other options let’s you install the new hook helper.

    In case of Read Dead Redemption 2, where it is known to be required since an nVidia driver update some weeks ago, the helper will be installed automatically on first launch.

    Full release notes here:
    http://www.vorpx.com/forums/topic/vorpx-20-3-0-available-now/

    in reply to: Horizon Zero Dawn – Aug 7th #196434
    Ralf
    Keymaster

    Both require the next vorpX. Will be out later today (provided I don’t encounter any show stopper on the finishing line).

    in reply to: Horizon Zero Dawn – Aug 7th #196432
    Ralf
    Keymaster

    Just a heads-up that the game is working (Z3D + scalable HUD). Looks awesome, probably one I’ll play myself.

    Interesting enough the DX12 changes required for Death Stranding are not required for this one, despite the same graphics engine being used. Makes the anti-cheat/anti-tampering theory in regard to Death Stranding even more likely.

    Ralf
    Keymaster

    I’d gladly make your hack an official feature if it didn’t have the unwanted side effect I mentioned several times above.

    However, the only way to adjust the depth/scale without the unwanted side effect of potentially making your eyes diverge is using the according option in the vorpX menu, which directly affects the game’s stereo rendering. When you change the headset IPD either with the IPD slider or via software with a tool, you ‘only’ move the final images apart.

    Whenever you raise the headset IPD beyond your actual IPD, you will always cause some parts of the scene to be farther apart than your eyes. Within a small range that has a similar optical effect as changing the actual game camera distance, but making the headset IPD larger than your actual IPD always comes at the price of some scene parts being farther apart than your eyes, which is something you do not want to do since forcing your eyes to rotate outwards causes eye strain and discomfort. This never happens in normal life. The same applies to the focal offset expert setting in vorpX, which can have a similarly unwanted side effect.

    No harm in trying, of course, if you are one of the lucky ones with a high tolerance in that regard. Just be aware that with your hack you turn the IPD setting of your headset into the opposite of what is supposed to do, which mainly is ensuring that the above does not happen at any time.

    in reply to: Ralf: HP Reverb G2? #196406
    Ralf
    Keymaster

    Just saw your question regarding controllers: not sure, but apparently their layout largely resembles Oculus Touch now. Since vorpX has a dedicated SteamVR setup for Touch with some luck that will work until I add something for WMR gen 2 controllers specificallly.

    in reply to: Ralf: HP Reverb G2? #196403
    Ralf
    Keymaster

    WMR headsets work typically fine, with two caveats:

    1. Vive/Index/Oculus behave better than WMR at very low framerates below half the headset refresh rate. That’s something you should ideally avoid anyway though, so not too much of a deal.

    2. Vive/Index/Oculus behave better than WMR in regard to uneven framerate interpolation, so per default FluidSync is enabled for WMR headsets. Whether an uneven framerate interpolataion (e.g. 70>90) works or not you’ll have to check from case to case. More often than not FluidSync (45>90) will probably be the better choice for WMR.

    That’s the current state of affairs, whether the above will still be true for the G2 I can’t tell as Microsoft is obviously working on their runtime/drivers. So with some luck the above things might improve with their second gen.

    in reply to: Performance Issues using G3D & Valve Index #196401
    Ralf
    Keymaster

    We already had a beta for this feature in particular, which is closed now, sorry. Just have a little more patience. In week or so the next release will be out.

    Edit:

    70% is definitely not right. Just checked the game here and had the expected ~15% difference between Generic and SteamVR using the original method. If you want, please run the game in both modes an then send me a trouble shoot data archive, which you can create in the config app, to support |at| vorpx com. No promises, but I’ll take a look at it.

    Edit 2:

    Same result with the current release build, just to be sure. Tested in the first hub/village/whatever with a big ship after the introduction.

    in reply to: Performance Issues using G3D & Valve Index #196398
    Ralf
    Keymaster

    Thanks for the kind words! A lot has changed since 2016 when you bought vorpX originally.

    There is some additional overhead involved for rendering to the headset compared to using vorpX in generic (desktop) mode. Typically that should be in the range of 10-15% on top of the G3D performance hit, but there are cases where it can even be more than that.

    Incidentally there will be a new faster headset sync option in the next vorpX that can help with the matter. Typically it will yield about 10% or so, largely eliminating the aforementioned overhead. To my own surprise I saw even larger increases occasionally during testing, there were a handful of 20-30% cases. That’s not something to expect in general though, the typical increase will about 10%. If the GPU is already maxed out there may also be no change at all. Also your mileage may vary, a lot depends on the game and individual settings. So hope for the best, but don’t expect anything.

    I may decide to leave the old method the default for a couple of reasons, in that case I’ll add instructions how to enable the new one in the release notes for the next update (second half of next week).

    As far as Monster Hunter World is concerned: that’s a tough one performance wise. If currently you don’t have more than 15% difference between ‘Generic Headset’ and SteamVR all is well. With the new sync method that difference should largely disappear.

    in reply to: New to VORPX and need some help please! #196394
    Ralf
    Keymaster

    That should only happen once or twice normally until vorpX has figured out the right FOV and written it to the game’s config file.

    Please check whether maybe any of the files in [Documents]\ArmA 2 happens to be write protected on your machine. vorpX needs access to this folder to write its calculated FOV to the config file.

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