Ralf

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  • in reply to: Bioshock or Bioshock remasterd? #192978
    Ralf
    Keymaster

    The original version with DX9 (-dx9 added to the game’s launch options in Steam). Same for Bioshock 2. Better performance and the original versions have better DirectVR support.

    In my opinion two of the best games to play with vorpX. Full DirectVR, 6DOF tracking, and an atmosphere that is perfect for VR. Not to be missed.

    One caveat: If you happen to have antialiasing forced in your GPU control panel, make sure to disable that. Forced AA tanks Bioshock’s framerate with vorpX for unknown reasons.

    in reply to: Did DX12 support for SOTTR go away? #192974
    Ralf
    Keymaster

    vorpX can’t fully block the Steam overlay anymore since a recent Steam update and for some reason the combination DX12, Oculus native and Steam overlay loaded (even if it’s disabled) doesn’t work.

    Later this year, with a new DX12 backend, you will get DX12 SOTTR back.

    Ralf
    Keymaster

    vorpX calculates the optimal headset target size itself, taking the current game resolution into account. All that you can potentially achieve by raising the SteamVR setting is messing up this calculation.

    What you want to do for better image quality / supersampling with vorpX is running games at higher resolutions. If necessary vorpX will adjust the headset target res accordingly, so you don’t have to care about that at all.

    Ralf
    Keymaster

    Thanks for sharing. I’m usually a bit hesitant about investing time into older games, but in case of San Andreas, which even required an individual shader parser to make it happen, that was more or less a no brainer.

    in reply to: Half Life 2 update, Breaks VorpX #192966
    Ralf
    Keymaster

    Better not to dismiss any of these messages, the restart hints also aren’t just shown for fun. They are shown whenever vorpX makes changes to game config files. In most cases such changes aren’t applied immediately since games aren’t really aware of them until they reload the config file in question. Hence the restart notifications.

    in reply to: Did DX12 support for SOTTR go away? #192964
    Ralf
    Keymaster

    For now it’s DX11 again. Due to the recent Steam overlay changes DX12 in general only works with SteamVR currently. To avoid additional friction for Oculus users, who would have to switch to SteamVR for the game, DX12 for the time being is limited to games where no other option exists.

    I’m reasonably confident that you don’t really miss anything. I checked three different locations in DX11/12 before switching the game back to DX11 without noticing substantial differences.

    A new DX12 backend that works natively with Oculus again will be available later this year.

    in reply to: Problems with official vorpX profiles #192962
    Ralf
    Keymaster

    The best advice I can give you is leaving the 3D-Strength at the default value. With default settings such glitches often aren’t overly distractive. Fallout 4 should look pretty well that way, also with default settings its world scale will be correct. vorpX is not about as-much-3d-as-possible, it’s about VR. TBH sometimes I truly regret the far too huge range of the 3D-Strength slider, which might understandibly be tempting for stereo 3d enthusiasts, but doesn’t really make sense for VR.

    Also Z3D, which never has these kind of glitches, often looks better than you may think unless you permanently look at objects very close to the camera, which shouldn’t happen too often while normally playing a game.

    Apart from that adiitional advanced shader authoring options that would allow to re-program shaders are still in the works, but not ready for prime time yet.

    in reply to: Official Pimax 5K/8K Recommendations #192955
    Ralf
    Keymaster

    What settings do you think have changed? Incidentally my last Pimax check has been about 10 days ago or so.

    Edit: I think the SteamVR resolution manual override is called differently now, I’ll look into that. Apart from that everything should still be set as described in the guide.

    Ralf
    Keymaster

    My last Pimax check has been just 10 days ago or so. Unless Pimax have changed their software pipeline since then, the guide is still valid.

    Edit: I think the SteamVR resolution manual override is called differently now, I’ll look into that. Apart from that everything should still be set as described in the guide.

    Gsync/VRR would have to be supported by headset manufacturers, that’s nothing that can be implemented by application developers. vorpX has a custom ‘timewarp’ mechanism though that can create intermediate frames. While not really related technically that also serves the purpose of keeping things smooth at low framerates.

    in reply to: Performance issues… need some help/advice #192947
    Ralf
    Keymaster

    No problem.

    in reply to: Performance issues… need some help/advice #192943
    Ralf
    Keymaster

    Copypasta from above:

    The ‘3D-Reconstruction’ option which let’s you switch to Z3D can be found on the main page of the vorpX ingame menu. To access the menu, presss DEL on your keyboard.

    in reply to: Performance issues… need some help/advice #192937
    Ralf
    Keymaster

    Displaying the game on your monitor has no noticable impact at all. The three major factors that affect performance are: 1. Stereo 3D, 2. higher game field of view to match the FOV of your headset and 3. some overhead for rendering to the headset.

    The ‘3D-Reconstruction’ option which let’s you switch to Z3D can be found on the main page of the vorpX ingame menu. To access the menu, presss DEL on your keyboard.

    BTW: If you haven’t done so already, you might want to check the ‘Essential Hints Guide’ in the vorpX help, which explains a few basic concepts.

    Ralf
    Keymaster

    Is there still some way to play the game with DirectX (either 11 or 12)? I have it in my Steam library, but never checked it since I read it’s Vulkan only, which vorpX currently does not support.

    in reply to: Performance issues… need some help/advice #192929
    Ralf
    Keymaster

    it’s more complex than that, vorpX isn’t a mere stereo driver. For many games (including FO4) it not only renders the game in stereo 3D, among a lot of other things it also automatically adjusts (i.e. raises) the game’s camera field of view to match the FOV of your headset. Doing that costs additional performance since with a larger FOV more objects have to be rendered. On top of that there also is a certain overhead for rendering to the headset.

    You will have to make some compromises in regard to image quality. What you see seems extreme though, you probably have cranked up everything to ultra high in the game’s options menu. Playing the game with medium detail settings should provide solid performance unless there is something really wrong with your setup.

    Alternatively you can switch to Z3D in vorpX which for the most part takes the stereo rendering out of the performance equation. Except for objects very close to the camera that looks just as good in Fallout 4.

    If you happen to be an .ini tweaker, also make sure to revert any .ini changes with a heavy impact on performance (e.g. uGridsToLoad). Same for any potential mods that may have a performance impact.

    And last but not least make sure to let vorpX handle the game resolution, just in case you disabled that feature.

    in reply to: Half Life 2 update, Breaks VorpX #192922
    Ralf
    Keymaster

    Please exit SteamVR before launching the game. There should be a message about that in the upper left corner of the game window normally if SteamVR is already running.

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