Forum Replies Created
-
AuthorPosts
-
RalfKeymasterIncidentally I have Death Stranding fully working since about an hour or so with a different strategy in regard to hooking D3D12 functions internally. I’m not completely happy with that since having to maintain two different hooking strategies obviously means more work down the road, but on the other hand having a fallback option is a good thing anyway.
RalfKeymasterIf you are using a Rift S or a Quest via Link cable that’s perfectly normal. The Oculus software always opens when you start a program that uses the Oculus runtime. Nothing vorpX can do about that. The best way to deal with that is minimizing it to the taskbar whenever it pops up.
RalfKeymasterDoes the game have gamepad support at all? For me there is no gamepad even without vorpX.
Either way you should be able to get your gamepad working by setting the ‘X-Box Gamepad Override’ option to ‘Full’. That way vorpX will emulate mouse/kb with your gamepad.
RalfKeymasterCould you send me a savegame of the original Metro 2033 (via mail to support at vorpx com) from the location where the DirectVR scan failed for you? I’d like to take a look at that and see whether I can replicate the issue here. Would be great, thanks in advance!
RalfKeymasterPlease check the pinned FAQ post on top of this sub forum. let me know if it doesn’t answer your questions.
RalfKeymasterMy guess is that it just takes a day or two until your Giropay bank transfer is finalized. They’ll probably get back to you once the transaction is complete.
You can avoid such delays with PayPal or credit card purchases. Those are finalized instantaneously.
BTW: Hopefully you approached them in a slightly more civilized manner. Whenever you ask someone for help/support, that’s usually a good idea. :)
RalfKeymasterThe most important point here is that you don’t get twice the framerate with alternate eye rendering in the first place.
A game’s FPS counter will show twice the framerate, but that’s highly misleading. Since each eye only gets updated every other frame the actual framerate per eye is half of what the FPS counter shows. Alternate eye rendering has more or less the same framerate per eye as single frame stereo, just with added glitches due to both eyes not being rendered at the same time, which can be fairly brutal if either you or stuff in the game moves fast.
For a developer it’s way easier to implement, but from a user’s perspective there isn’t really any advantage over proper single frame stereo except for a minor FPS boost since it has a little less overhead. There probably would be some exceptions in games with high draw call counts, which might benefit more performance wise. But considering all the inherent issues introduced by the left and right eye being drawn at a different time alternate eye rendering is nothing to get excited about in general. Quite the opposite actually.
RalfKeymasterWe don’t handle sales ourselves, I have no insight into the actual MyCommerce/ShareIt financial transaction. Some paymant methods aren’t instant though. That’s probably the case for the method you chose. In such a case you would receive an e-mail from MyCommerce once the transaction has been finalized.
The only thing I can see is that your order currently has the status ‘Payment status unknown’. Whether that means it failed or that the money just didn’t reach MyCommerce yet, I can’t tell.
PayPal and credit card purchases are typically best since they are processed instantly.
If you have more detailed questions regarding the MyCommerce transaction, try their shopper support. I can’t see more than the current order status mentioned above unfortunately.
RalfKeymasterConsidering the inherent glitches due to both eyes being rendered at a different time, the fact that it falls apart completely with any framerate below the headset refresh rate and the incompatibility with some headsets don’t make the approach look overly intriguing to me TBH. The only real “advantage” is that it’s way easier to implement than proper single frame stereo.
Don’t get fooled by the framerate a game’s FPS counter might display. The effective stereo framerate is just half of that since each eye only gets updated every other frame. 90fps shown by an FPS counter with alternate eye stereo means 45fps per eye. In other words: performance wise proper single frame stereo at 45fps is the same as alternate eye stereo at 90fps. The actual performance gain after factoring out the misleading doubled framerate you see with an FPS counter would be about 10% in most cases since the method has slightly less overhead.
Might come at some point as an option, but weighing the potential 10% effective performance gain against the inherent issues doesn’t really make it a priority.
RalfKeymasterNot sure what you consider abandoned about a tool that get several updates per year since seven years. Also a forum isn’t dead just because you don’t get an answer to a question you have within a few hours on a Saturday. Others have weekends too, you know. :)
vorpX works fine below 80fps. Half the headset refresh rate works still well. Unlike most native VR apps with vorpX you can even go below half. Whether that still is comfortable for you depends on you though.
4K resolutions are a bit of a overkill. More resolution is always better, but you don’t need 4K.
RalfKeymasterYou should have received a reply to your e-mail now. Let me know if it didn’t reach you.
RalfKeymasterDeath Stranding doesn’t work with the current public build. I have the very basics (game in 2D in the headset) working internally with an alternative approach, will know whether more is possible within the next few days. Fingers crossed.
My guess is that the game uses some anticheat/anti-tampering measure that is bound directly to Direct3D. vorpX can hook the game and stays hooked while it doesn’t really do anything, but as soon as even only the D3D debug layer is active (vorpX itself still doing nothing D3D related), the game quits. Doesn’t even crash apparently, just quits. Would be a bit odd for a single player game, but that feels suspiciously like some anti-tampering stuff.
RalfKeymasterYou shouldn’t really have to setup anything for Crysis 1 normally. Under normal circumstances vorpX adjusts the FOV automatically for this game. Maybe that failed for some reason with your setup.
If you haven’t done so already, first and foremost please check the ‘Essential Hints Guide’ in the vorpX help. Among other things it explains how to deal with FOV if vorpX can’t do it automatically. Generelly checking the help will save you a lot of trial and error.
BTW: if a game feels uncomfortable in FullVR mode, ‘Immersive Screen Mode’ is always worth a shot. Another option would be switching to Z3D mode, which is a lot faster and thus helps with discomfort due to a potentially low framerate.
RalfKeymasterConfirmed. Unfortunately games that are updated regularly tend to break vorpX profiles occasionally. As always no promises, but I’ll take a look at it.
Edit: The next vorpX update in about a week will come with a fixed profile.
RalfKeymasterSome games don’t allow mouse and gamepad to be used at the same time. Whenever vorpX has to emulate a mouse for head tracking in such a game, you will encounter issues like the ones you experience. You have three options two deal with such cases:
1. Play with keyboard/mouse input instead of using a gamepad
2. Play with your VR controllers in keyboard/mouse emulation mode.
3. Use the gamepad override (Input page of the vorpX menu) to emulate mouse and keyboard with your gamepad.
Both the VR controller mapping and the gamepad override are freely configurable.
-
AuthorPosts
