Ralf

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Viewing 15 posts - 3,511 through 3,525 (of 10,052 total)
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  • in reply to: Division 2 fix? #194558
    Ralf
    Keymaster

    Can’t really answer that, sorry. Neither The Division 1 nor the The Division 2 are supported, I never have tried them. If a user profile for part 1 exists, it’s definitely worth a shot to try that profile for part 2. Online games in general might not be hookable due to ant-cheat measures though, so there is a ceratin chance that vorpX can’t attach at all.

    in reply to: Need some help GTAV (Keyboard issue) #194557
    Ralf
    Keymaster

    I don’t have any additional ideas either unfortunately. As said above, I never heard of such an issue before, so this almost certainly is some individual issue. The only general thing I could potentially imagine is the the game loses input. That can happen occasionally with some games when they run windowed. In such a case clicking in the window switch input focus back to the game.

    in reply to: Why is VorpX limiting GPU usage? #194556
    Ralf
    Keymaster

    Unless vorpX’s FluidSync is enabled, it’s the headset runtimes that decides when to throttle to 45fps, not vorpX. Headset runtimes can throttle down to half the headset refresh rate if 90fps can’t be reached, which isn’t really a problem though since in that case the missing frames are artificially interpolated.

    If for some reason you can’t live with that: vorpX has a performance friendly post process 3D mode (Z3D) that is less taxing than G3D.

    General G3D performance info:

    With Geometry 3D you typically see a ~50% performance hit from creating stereo 3D since everything has to be drawn twice (once for each eye). On top of that there is a small overhead (about 10%) from rendering to the headset. Also in many games vorpX can raise the field of view to match the FOV of your headset (that is a good thing), which also impacts performance since with a higher FOV a game has to render more of the scene.

    And as if all that extra work wasn’t enough already, depending on the game there may be situations where an even bigger performance drop can occur with Geometry 3D due to the game engine ‘maxing out’.

    Long story short: especially with Geometry 3D there is a lot more work to do compared to what happens when you play a game on your monitor. That’s just the nature of the beast and also the reason why most native VR games look as if they were made 10 years ago.

    in reply to: Need some help GTAV (Keyboard issue) #194544
    Ralf
    Keymaster

    I don’t have any other reply than in your other thread regarding the same matter a few days ago, sorry.

    BTW: I have merged this post into the original thrad. Please don’t open multiple threads regarding the same issue. Thanks. Doesn’t help to solve your issue in any way, all it really does is making the forum harder to use for everyone else.

    in reply to: Streaming RDR2 to Quest via Virtual Desktop #194540
    Ralf
    Keymaster

    Damn, didn’t think about that. Unfortunately DX12 currently indeed requires vorpX to run in SteamVR mode, which is no problem for other Oculus headsets. For now the only solution might be to get VD streaming working correctly.

    Pretty much all other games will work in native Oculus mode though. RDR2 currently is the only officially supported DX12 game, DX9-11 and OpenGL are not affcted by this.

    Since I’m not really sure whether you are speaking of the vorpX cinema mode, or Steam’s VR cinema, you might also want to try a factory reset in the vorpX config app. Just in case you changed the vorpX settings to cinema mode earlier. Per default the profile is using the ‘Immersive Screen Mode’ play style (recommended), but also works with ‘FullVR’. You can change that in the vorpX ingame menu.

    in reply to: Shadow of The Tomb Raider profile missing #194539
    Ralf
    Keymaster

    Indeed, missing in action for reasons unknown. Thanks for the heads-up. Next time you launch vorpX it should install a database update that brings the profile back. Alternatively grab it from the cloud.

    Ralf
    Keymaster

    This feature would require a huge effort, and TBH I’m not really sure whether it would work at all. vorpX runs directly inside a game (or the desktop viewer), it doesn’t just capture the window. So it’s either the desktop or a game, not both at once.

    To do what you want, vorpX would have to detect that you have switched to the desktop, detach from the game, attach to desktop viewer and vice versa when you switch back to the game. There are way too many things that can go wrong doing that, starting with reliably detecting that you have switched to the desktop.

    You could pause the vorpX watcher after opening the desktop viewer and play games windowed in 2D using the desktop viewer, but of course that would pretty much defeat the purpose of using vorpX.

    in reply to: Resident Evil 3 Remake #194537
    Ralf
    Keymaster

    3d-vison: that is flatout not true. Its compatibilty mode has the same artifacts, just as any other depth buffer 3D-method. For my taste 3DV looks actually worse in that regard, the method they use to fill in the missing parts of the image most of the time seems to involve some odd looking stretch algorithm.

    Second question: vorpX’s main focus (pun intended :)) aren’t stereo 3D enthusiasts who want to tinker with settings that have no meaning for any normal user, sorry. vorpX is primarily meant for people who want to play games in VR, thus stereo is created like done right in VR. There are already way too many settings in this regard. As you are probably aware VR apps typically have no settings at all related to stereo 3D creation.

    in reply to: DirectVR Option Missing #194527
    Ralf
    Keymaster

    From the three above only game with memory scanner support is Bioshock. If it is missing, try a factory reset in the config app.

    Borderlands 3 is officially supported, but no memory scanner.

    Doom 3 is not officially supported. There *might* a user profile with working scanner support, but I wouldn’t know. Would also be a surprise.

    in reply to: DirectVR Option Missing #194523
    Ralf
    Keymaster

    I assume you mean the DirectVR memory scanner? Not every game has this option. Whenever it is available you see a message prompting to run it in the headset and the top left corner of the game window. If you don’t see such a hint, the profile in question does not support the memory scanner.

    BTW: if you haven’t done so already, check the ‘Essential Hints Guide’ in the vorpX help. Among other useful info it explains how to calibrate head tracking (if necessary) in games without memory scanner support.

    in reply to: Resident Evil 3 Remake #194522
    Ralf
    Keymaster

    Base Z3D paramaters are dialed in so that with the max 3.0 Z3D strengh typical artifacts are still bearable. More would be too glitchy. All Z3D implementations have the same inherent artifacts. However, in vorpX individually chosen base values in profiles take care that you can’t overdo it. That will not change, more isn’t automatically better here.

    Hint: The 3D-effect looks typically more pronounced with ‘Z3D Normal’, ‘Z3D Adaptive’ has its advantages, namely ‘auto focus’ and depth of field, but ‘Z3D Normal’ typically provides more pronounced stereo.

    in reply to: Divinity:OS2 – question and issue #194504
    Ralf
    Keymaster

    There should be an option named ‘vorpX Gamepad Buttons’ where you can switch between ‘Thumbstick’, ‘Start/Back’ and ‘Off’. Below that one are two more options that define what button does what if the prior isn’t set to ‘Off’.

    in reply to: Divinity:OS2 – question and issue #194495
    Ralf
    Keymaster

    I don’t recall the glitches to be unusually bad at all TBH, otherwise the profile would not have been included. Also didn’t hear any complaints regarding the game so far and the profile isn’t exactly new. I only played the very beginning though, so maybe things get worse later.

    Like said above, I’ll check the profile. Not now, but in the next days. Unfortunately game updates sometimes can break shader definitions. Maybe that’s the case here. In such a case shadows etc. have to be re-defined again.

    Not sure whether Z3D would make much sense in this case, in top-down games the effect mostly isn’t too convincing. I’ll check that too.

    As always no promises though.

    in reply to: Divinity:OS2 – question and issue #194493
    Ralf
    Keymaster

    Try to reset the profile to default, my guess would be that the default shadow setting is ‘No S3D’.

    I’ll check the profile whether maybe some game update broke shader definitions. I can’t really remember anymore how things were exactly with this profile, but in general you should get accustomed to slight shadow glitches in G3D. I know how hard that is for you. :)

    in reply to: Divinity:OS2 – question and issue #194491
    Ralf
    Keymaster

    1) You can find the according settings on the ‘Input’ page of the ingame menu

    2) Make sure to leave the ‘3D-Strength’ at its default value 1.0. As is is often the case with G3D, shadows will be slightly off, but that should be largely OK at default settings.

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