Forum Replies Created
-
AuthorPosts
-
May 5, 2020 at 3:05am in reply to: Trick to get really demanding games working in VorpX with great FPS in G3D #194408
RalfKeymasterThanks again for testing. None of that looks how it should look. Normally you would see a 10%, maybe 15% in some cases, difference between ‘Generic Headset’ and ‘SteamVR’.
Might be worth a shot to reset your vorpX settings as well as your SteamVR settings. I don’t really have a idea what might cause this for you, but your results are not how it should look. Also check whether maybe some performance related parameters have changed when switching between SteamVR and ‘Generic Headset’, e.g, the game resolution, that might for example be the case in Fallout 4 where vorpX sets the resolution and FOV automatically.
If you have all graphics settings cranked up to the max in the games you tried, it’s also worth a try to reduce them for testing, just in case your GPU runs out of memory with game+vorpX+SteamVR.
I’m moving this thread to the technical support sub-forum, I think it fits better there. Looks more like some technical problem than a performance enhancing trick.
I’ll check this and let you know if I can replicate the behavior somehow.
May 4, 2020 at 11:30pm in reply to: Trick to get really demanding games working in VorpX with great FPS in G3D #194405
RalfKeymasterLike I said your results look pretty unusual, normally the difference should be about 10%. vorpX doesn’t just let the game and SteamVR fight for resources. That would be a fairly naive approach.
Thanks for the report though. I’ll check both games later this week, maybe something is wrong all of a sudden. I think I should have noticed that already, but who knows. If there is one thing I learned about VR runtimes since their first iterations, then that nothing is ever certain.
May 4, 2020 at 10:38pm in reply to: Trick to get really demanding games working in VorpX with great FPS in G3D #194400
RalfKeymasterNormally the difference between SteamVR/Oculus and ‘Generic Headset’ mode should be about 10%, mainly due to the involved 2-step rendering with a custom ‘time warp’ (frame interpolation) implementation. Especially with lower framerates that has some advantages over sending the images directly to the headset from the game’s render thread.
So what you posted above looks fairly unusual to me.
BTW: Is Monster Hunter World still working for you? Another user notified me recently that the game has some hooking protection now, and I also couldn’t make it work anymore when I checked that prior to the last vorpX update (Steam version). Didn’t investigate further since I assumed it was the reported hooking protection that made it fail
RalfKeymasterIt’s not really possible to do this with the FullVR play style, but you can sort of get close to it in Immersive Screen mode. Probably not entirely what you have in mind, but with the screen moved close towards you and a relatievly low head tracking sensitivity the experience isn’t too far away from how native third person games work.
RalfKeymasterProabably your AV program. It’s one of those that are known to cause trouble on a regular basis.
vorpX “injects” other programs which some av programs may classify as malicious behaviour without really being sure about it
Try to disable it ad if that helps exclude the vorpX program folder from scanning.Alternatively you might want to consider switching to Windows Defender, which provides excellent protection without being as invasive as some other AV scanners. Windows Defender gets enabled automatically on Windows 10 when you uninstall redundant third party AV programs
RalfKeymasterI still don’t know what program you are talking about, so I have no way to check whether there actually is some issue unfortunately. I didn’t rule that out, I just consider it not very likely since the hooking method hasn’t changed. Maybe try the ‘Alternative Hooking’ checkbox in the config app.
I would take a look at it, which is more than I usually can do for unsupported applications, but to be able to do that you have to tell me what app we are talking about.
RalfKeymasterCan’t replicate this guys. I had an issue that resembled what you seem to experience one time when I raised the resolution, but the next time I booted up the game all worked again. Checked with vorpX in Oculus and SteamVR mode.
No black screen, all supported DirectVR functions fully working. It should be pretty much just launching the game, raising the resolution in the vorpX menu for better quality, restarting the game once to let vorpX adjust some stuff, and then running the memory scanner when in the game for better head tracking.
So nothing I can really recommend except some general basics:
- Reset the profile to default in the config app and/or do a factory reset.
- Try to disable the Uplay overlay. I didn’t have to do that, but I can’t entirely rule out that such an issue occurs depending on whether vorpX or the overlay hooks first, so I might have been just lucky.
- Check for potential other conflicts on your PC (e.g. tools that can show overlays in games)
If you can’t make it work, it would be great if you could send me trouble shoot data archives to support at vorpx com. Please create those in the config app (trouble shooting page) after trying to launch the game. No promises, but I’d like to take a look at your logs and configurations to check whether I can find something unusual.
RalfKeymasterI’m not even sure whether I fully understand the problem. From what I get it sounds a bit as if you might have head tracking disabled?
Might be worth a shot to do a full factory reset.
Apart from that: what Minabe said. Knowing what headset you use etc. would help tremendously to understand your issue. If for example you use vorpX to drive phone based VR, there would be no head tracking without another tool to handle that.
RalfKeymasterSorry that I’m not able to answer within 45 minutes 24/7. :)
I’ll check the game and let you know if I can find something.
RalfKeymasterYou can, and the profile defaults are setup so that the FOV looks exactly right when you do that.
Unless I forgot to take care of some very old ones, all official FullVR profiles have working defaults. With official profiles meant for FullVR mode it never should be necessary to tinker with FOV related settings in the vorpX menu. The most that might have to be done is changing the game FOV to a value shown by vorpX if that can’t be handled automatically one way or the other.
In early beta versions users had to figure out stuff like this by themselves. That’s not necessary anymore for years as far as official profiles are concerned that are meant for FullVR mode. Ideally all is automated, in the worst case you have to follow brief game specific instructions shown by vorpX.
A huge amount of work went (and still wents on a per game basis) into ensuring that as much as possible ‘just works’. Not just FOV related, but that’s one important point.
RalfKeymasterFirst and foremost: use purchased games. Who knows how your cracks work and what they do. Some may for example use different .exe names than the legit game or call some other .exe that vorpX is unaware of. Both cases would prevent vorpX from working correctly since it would not be able to recognize a game. And there are almost certainly more potential issues a crack could cause that I’m unaware of.
That said:
Please try a full factory reset in the config app. There is no cloud profile required for Fallout 4.
Apart from that in case of hooking issues most likely there is a conflict with some other program. In the vast majority of cases that is the problem. You can find more detailed information on the matter in the trouble shooting post on top of this sub forum.
Also checking the ‘Alternative Hooking’ option in the config app is worth a shot. Caveat: even if it helps with a particular game, don’t forget to switch back. It’s not better per se, and some games definitely require the defauzlt method.
RalfKeymasterAlthough your Second Life viewer is not officially supported, if you let me know what program that actually is, I’ll promise to take a look at it and see whether something is wrong. Without knowing what program you are talking about unfortunately I can’t check whether this actually is an issue related to the new vorpX version.
Sounds rather odd though since nothing has really changed in terms of how vorpX attaches to OpenGL games. Only the G3D implementation is different. To rule out that this isn’t an unrelated issue that coincidentally occured together with the update, you might want to check the trouble shoot post above, especially the part about conflicts with other programs.
RalfKeymaster@ peteski
Forgot about that, I think you mentioned it before. I can’t really imagine why that should be the case, but I’ll check it. In case it’s some hooking issue due to a configuration change on your system, you might want to check for potential conflicts with some other program on your machine. Ideally disable any program running in the background for testing purposes. Also the alternative hooking method might be worth a shot (config app).
@ JESUSTAYS
In Halo:MCC, similar to other games that dislike simultaneous gamepad and mouse input (a mouse is emulated by vorpX for head tracking without DirectVR tracking), using a gamepad natively only really works well after running the DirectVR scan.
You should see a message stating that in the top left corner of the game window alongside some other game specific hints. Checking these hints, as well as any notification vorpX may show in the headset, often can help to avoid unnecessary trial and error.
If you want to use your gamepad without running the DirectVR scan (e.g. when playing the Reach campaign), you can enable the gamepad override in the vorpX menu, which switches on vorpX’s gamepad to mouse/kb mapper.
RalfKeymasterI haven‘t played through the whole game, but I‘d be surprised if you would run into serious performance issues while using Z3D. I don’t think you will have to take care of anything special with Z3D.
RalfKeymasterWith 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’ (see above). That’s probably what is happening here in the more taxing city sections of the game.
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.
vorpX has a performance friendly post process 3D mode (Z3D) to deal with that. If you want to play the latest games and reducing graphics details is still not enough when using Geometry 3D, Z3D is your best friend.
-
AuthorPosts
