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Feb 17, 2020 at 9:28pm in reply to: Will G3D DX12 ever be possible in a future version of VorpX? #192562
RalfKeymasterOnly time will tell. That’s the only answer you will get at this point.
On a side note: IIRC as with so many other games Control’s DX12 performance is slightly worse than DX11. Being able to cook one’s own render stream for developers also means having to keep track of a lot of stuff that prior DX11 kept track of for them, making DX12 a rather double edged sword in many ways and a far cry from being automatically better.
Feb 17, 2020 at 9:12pm in reply to: VorpX Disabling VR VSync doesn’t work (Async Render/Fluidsync) #192560
RalfKeymasterNot sure about the tray tool, IIRC it applies some registry hack. Who knows whether that still does anything. My Pimax experience is rather limited to some short pre-release tests whenever a new vorpX version comes out TBH. So I can’t really make any qualified statement here.
The best I came across in the above regard lately is Index. In demanding games you will still occasionally see vorpX’s headset thread dip below 90, resulting in a mixture of vorpX/SteamVR interpolation, but that doesn’t really matter. What it never does is cutting its frame rate in half despite plenty of performance headroom for vorpX’s own timewarp like Oculus.
RalfKeymasterSounds as if maybe the DX9 font texture can’t be loaded. There is a bug currently in that regard that affects 64bit applications, but neither Dragon Age nor Borderlands 2 are 64bit.
Try to reinstall vorpX, maybe the texture is missing in your install for some reason.
RalfKeymasterPlease check the reply to your e-mail.
RalfKeymasterBoth are generic values.
For the FOV enhancement it might be possible to switch to real world units. Slightly more complex than you probably think since various vorpX settings (e.g. Image Zoom) have to be factored in. But the required formula already exists and is used by DirectVR FOV calculations. Good idea to also use that for the FOV enhancement slider, I’ll think about that.
Switching the 3D-Strength/Scale slider (that would be the distance between the virtual ‘eyes’) to real world units doesn’t really work though since for the majority of games only the game devs know exactly how game units translate to real world units. Exceptions are a few well documented engines, although even for those individual developers might have done things differently for their game. In case of official profiles an internal factor gets dialed in to ensure largely consistent behavior between games, but despite this effort using for example centimeters as a real world unit here would insinuate a level of precision that just doesn’t exist in most cases. Except for the exceptions doing so would mean trying to derive a precise value from an assumption, which inherently doesn’t really make sense.
RalfKeymasterIf you use anything else than Windows Defender, try to uninstall your Antivirus for testing purposes. Some more invasive AV programs make it quite hard to really disable them.
Windows Defender will kick in on Windows 10 as soon as you uninstall your third party AV program, so you don’t risk anything doing that. Third party AV isn’t really necessary on Windows 10.
Feb 16, 2020 at 10:37am in reply to: VorpX Disabling VR VSync doesn’t work (Async Render/Fluidsync) #192512
RalfKeymasterHeadset runtimes may decide to throttle to half your headset’s refresh rate at their own discretion although vorpX would be perfectly able to maintain the full framerate on its headset thread. The Oculus runtime does this notoriously early for example since about a year or so after the CV1 start.
I’d rather have full control back either, but on the other hand it’s not really a huge problem since at that point the headset runtime’s interpolation/timewarp/whatever-they-call-it takes over. The only real drawback is that instead of for example 70 interpolated to 90 like vorpX would do without FluidSync if left alone you always get 45/90 when the heasdset runtime decides to throttle to 45 and does the interpolation.
If you are severly bothered by this behavior, getting an Index would be a viable solution, which for the most part let’s vorpX do its own timewarp/interpolation without getting in the way.
RalfKeymasterAll tools that like Afterbuner have the ability to display an overlay in games hook into the same Direct 3D functions that vorpX also hooks into. While that doesn’t necessarily have to cause problems, it’s a scenario that should best be avoided to be on the safe side.
CPU/GPU tools of any kind and FPS counters are the obvious candidates, less obvious are various messenger apps like Skype etc. and generally anything that can show ingame notifications and/or grabs/records/streams games. Always better not to use such tools together with vorpX unless you really have to for some reason.
Feb 15, 2020 at 5:53pm in reply to: Vorpx running in system tray but will not attach to the programs #192498
RalfKeymasterThe best advice I can give is pretty much the the same I gave you in your other thread. Remove redundant third party AV software. At least uninstall it for testing purposes and see whether that helps. You don’t risk anything doing that. Windows 10 comes with its own AV solution that will kick in the moment you uninstall your third party AV program.
Unfortunately stuff like this happens all the time with trigger happy AV programs when new vorpX versions are released, which was the case just yesterday. The most reliable way to deal with it is switching to Windows Defender, which only very rarely caused any issues in the past.
RalfKeymasterDo not download a cloud profile, that overwrites the updated profile that was just installed when you updated vorpX. There is no need to use a cloud profile, the vorpX update comes with a new one that works.
Afterburner and similar programs should always be disabled since they hook into games in the same way as vorpX. That’s never good, even if you think it doesn’t cause any issues.
Also get rid of BitDefender, one of the worst known offenders in regard to AV programs that cause hooking issues with vorpX. It has a feature, ironically named “Advanced Threat Protection” or something similar, that rather unadvanced flatout blocks Windows functions that vorpX uses to hook into games. Even if you “disable” BitDefender this feature will still be enabled. You have to disable it separetely.
If you are on Windows 10, just uninstall it. Windows Defender will kick in instead, no real need to use any invasive third party AV on Windows 10.
Feb 15, 2020 at 11:19am in reply to: Any chance of a non VR version of Vorpx now that 3d vision support is dead? #192485
RalfKeymasterOpenGL will come to the Generic 3D Display mode with the next regular vorpX update 20.2.0. Stereo 3D is still limited to fairly old ‘fixed function’ OpenGL though. Maybe someday I’ll tackle newer, shader based OpenGL too. It’s at a point now where starting with that might make sense, but don’t hold your breath. Time has to be spent wisely, and there is always something that seems more important.
RalfKeymasterSounds as if the update didn’t get installed properly as that is pretty much what happened for the last two days due to the changes Valve made in the latest Steam release. Works here again with an Index, should also work for you.
Try a factory reset in the vorpX config app (trouble shooting page) and if that also doesn’t help, do a full reinstall.
Also still get rid of any unnecessary background processes, particularly things definitely also hooking into games like Afterburner that you mentioned above.
On a general note: while it’s too late for you in this particular case, it’s usually better to get games that need another DRM client on top of Steam DRM directly from the game publisher if possible instead of Steam. Avoids potential issues like this one in the first place.
Feb 14, 2020 at 9:14pm in reply to: another vorpx update, but resident evil 7 has the same bugs #192473
RalfKeymasterA lot more time has been spent on the issue than you probably imagine. The glow had been fixed for a while but the fix caused other glitches, e.g. some objects disappearing, making at least one puzzle unsolvable without switching to Z3D, which not everyone had the idea to do in the right moment. As far as I’m aware unfortunately it’s impossible to have both glitches fixed, it’s either one or the other. In the end the weapon glow was the lesser evil.
I’m not 100% sure, but I believe you can holster the weapon, which should largely mitigate the issue unless I’m mistaken. Also the camera height modifier (under ‘More 3D Settings’ in the vorpX menu) is always worth a shot to get weapons out of sight.
RalfKeymastervorpX 20.1.1.2 is available now. The Steam version of Red Dead Redemption II is working again.
Note that Oculus users will have to switch vorpX to SteamVR in the vorpX config app for it to work. This only affects the Steam version, the Rockstar version still works in native Oculus mode as always.
RalfKeymasterYou shouldn’t have to do any .ini renaming for the original Ethan Carter, the game has a dedicated profile that will work a lot better than using the generic UE3 profile. IIRC it even has DirectVR memory scan head tracking, using mouse based tracking is quite laggy in this game.
Not sure about the Redux version, never tried it. Just use the original, highly doubtful that you will notice any difference in regard to texture resolution anyway in a VR headset unless you stand directly in front of a wall/tree/whatever.
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