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RalfKeymasterYour RE7 numbers sound pretty much in line with what you can expect. Keep in mind that everything has to be drawn twice for stereo 3D which roughly cuts the performance in half. For many games vorpX also adjusts (read: raises) the game’s camera field of view to match the FOV of your headset, which also costs some FPS since with a higher FOV more objects have to be drawn. On top of these two things there is a small extra overhead for rendering to the headset.
Your main options to deal with the matter are reducing graphics details or switching to Z3D, which doesn’t look as good, but is a lot faster. Some additional information can be found in the ‘Performance Optimization’ of the vorpX help.
vorpX creates interpolated frames below 90fps BTW. Unless your framerate falls below 45fps that typically works well enough, even 30 can be passable if only occuring occasionally.
RalfKeymasterIf you want to use your VR controllers, you can switch them to gamepad mode instead of mouse/keyboard. Unless this is one of the games that dislike mouse (emulated for head tracking by vorpX) and gamepad to be used at the same time, that’s easier than re-mapping the controllers.
Doesn’t work for all games though. If a game can’t handle mouse and gamepad input at the same time, you will have to use VR controllers in mouse/keyboard mode.
RalfKeymasterI checked the game after your initial post, but cannot replicate your issue at all unfortunately, so there isn’t really much help I can offer right away. Apart from the above you might want to try a factory reset (config app > trouble shooting), just in case there is some really odd issue, e.g. the cursor texture being missing for some reason.
If you want, you can also create a trouble shoot data archive in the config app and send that to support at vorpx com. I’d like to compare your log file with a working case. If your log file shows anything unusual, that might help to determine if there is some issue that can be addressed in a future vorpX version or not.
RalfKeymasterTried it a few weeks ago incidentally. Theoretically It would work great, but I got thrown out of the game after a few minutes each time and then had to wait for 10 mintues or so before I could log in again. Probably some anticheat measure.
RalfKeymasterThere are almost no dynamic shadows. You can safely play the game with G3D without having to fear that you miss anything or the game might look worse in any way. You would sacrifice a lot more in this case by switching to Z3D.
RalfKeymasterYou don’t have to tweak any vorpX setting at all to play Fallout 3 in FullVR except probably increasing the game’s resolution, which can be done on the DirectVR page of the vorpX menu.
3D is dialed in to provide correct depth/scale and there is perfect 1:1 DirectVR memory scanner head tracking, same for the game’s field of view. Nothing to tweak except choosing a resolution that fits the performance of your PC. The best tweak you can apply for an optimal Fallout 3 FullVR experience is resetting the profile to default in the config app.
My general advice to you would be to tweak as little as possible. Profiles don’t come with some random settings that you have to tweak, settings are typically dialed in to make games work as intended.
RalfKeymasterNo need to stop being grateful, I know you have good intentions. Like I said, everyone should of course thank user profile authors for their work. I’d just like to avoid that anyone starts to feel obliged and/or pressured. Consider that a little eccentricity of mine. :)
RalfKeymasterFor the most part the game uses precomputed lightmaps. I think you will be in for quite a treat. Black Mesa is vorpX at full capacity. Including basic roomscale (i.e. standing with two or steps freedom in each direction) if you want.
RalfKeymasterThat sounds way to extreme. I’ll have to look into into that to check whether something is wrong, can’t really say anything more specific. I’ll check the game.
On a general note it’s worth noting though that the overall CPU usage doesn’t really say anything. Your CPU has 6 cores (12 threads via virtual duplication). If just one of these threads utilizes a core fully, you are CPU limited even if several other cores don’t do anything.
For simplicity imagine an older game that only runs one thread and your PC has no other tasks running at all. In such a case your task manager would only show 8.33% (100/12) CPU utilization at max. speed since the game can’t utilize all cores/threads of your CPU.
Diablo III probably uses some multithreading, although probably not overly much, so your 17% don’t sound entirely unrealistic on a 12 thread CPU until being CPU limited.
RalfKeymaster>> It wasn’t until I cranked that all the way up to something like 3.0 that the scene had real-world-depth…
I obviously won’t tell you how to play games with vorpX, but you should be aware that this is objectively wrong. Real world depth and world scale (both are connected since “more 3D” makes the world appear smaller) in Fallout games means 1.0. That is more or less true for all official FullVR profiles. I’m not perfect and dialing in the base scale/depth usually involves some guesswork, so maybe here and there 0.8 or 1.3 might be fully right, but you certainly will never see an official FullVR profile where 3.0 means real-world depth/scale.
RalfKeymasterAll dellrifter’s work so far.
I’ll check whether it will be possible to do some DirectVR stuff for an official profile, but for those not afraid of configuring FOV etc. manually there is no reason to wait for that.
@ moarveer: You probably will consider the following a rather unusual request, I don’t mean ill: I’d prefer if you would dial back the applauding and encouraging of user profile authors a bit. I know you mean well, and obviously everyone should at least say thanks when using a user profile, but too much of that automatically puts a certain kind of pressure on people who are spending their free time. Maybe it’s just me, but somehow putting pressure on volunteers never feels quite right to me, even if done with kind words and good intentions.
RalfKeymasterThanks for confirming that. I only checked the beginning but that was also my impression. The actual game HUD is completely unaffected.
the next vorpX will be able to show the new DX11/9 hybrid menu (in one eye), but will also show a notification with a hint to use the -oldgameui launch option, which is more comfortable even if the menu isn’t really that important
RalfKeymasterResolution: That’s easy to address: change the resolution without vorpX.
Menu: Switching to EdgePeek (mousewheel click) helps, the menu gets scaled to full size in EdgePeek mode.I removed your other thread since the question was more or less a duplicate of your post above.
RalfKeymasterIf the value in your pass differs 4mm from what looks right to you, I’d probably get another measurement, just to be sure. For me my measured IPD matches with what I use for VR headsets, it’s also pretty much what I get with the Oculus calibration.
Regarding your sharp-edges-method: all headsets get blurrier towards the edges, Vive a bit faster than Oculus BTW, so using edge sharpness isn’t really a good metric to determine your IPD. Might well be that your optician’s measurement is perfectly right and that this is also the value you should use. Sounds unlikely to me that your headset is 4mm off.
RalfKeymasterOculus has a nifty calibration method in their software, vorpX also had a calibration method (and still has for the ‘Generic’ headset), but that is of no use for headsets that do IPD adjustment themselves, it’s also not perfectly precise.
No such thing for SteamVR as far as I’m aware, but your do-it-yourself-ruler-method should be good enough normally, probably most people do it that way. Beyond that: if you want really precise IPD measurement, go to an optician and let them measure it, in my opinion that’s the only way to do it right.
BTW: If you wear glasses, as a German you might have received a ‘Brillenpass’ with them, which typically contains the IPD (consisting of two values for the left and right eye).
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