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RalfKeymasterThe key is to find the right balance between image quality and performance, which depends on the game as well as your personal preferences. What you consider OK in both departments is up to you. Some favor a crisper image over framerate, for others it’s the other way around. Try something like 2560×1440 and see how that goes performance wise. Considering the image zoom value of 0.65 that should be relatively close to 1:1 pixel mapping on your headset in this particular case.
Aspect ratios similar to your screen aspect ratio only make sense for games that allow to set the FOV high enough to fill the entire screen vertically. That is not the case anymore for the most recent Star Citizen version as far as I’m aware. Since you will need ImageZoom to account for the missing FOV, 16:9 is the right choice in this case.
If that all (understandably) sounds like mad gibberish to you, just trust me.
RalfKeymasterBefore I answer the question the usual Star Citizen disclaimer: the game is not officially supported due to its ever changing alpha status. The provided profile is meant for those you like to try the game nonetheless.
That said: a square resolution would only make sense for the ‘FullVR’ play style with perfectly matched FOV, I’m not sure whether that is still possible with the latest SC version since unfortunately it doesn’t allow to set the FOV via ini/console freely anymore.
The easiest way to get it working in FullVR is sticking to a 16:9 res, max out the FOV in the game options, and then use an image zoom value of ~0.65 (at the expense of a reduced vertical FOV). That’s what the profile does per default. Not perfect, but super easy. For a perfect solution you would have to find a way to raise FOV beyond the max value in the enu like it was possible in earlier SC versions.
BTW: Never use exact square resolutions, even for FullVR games with a high enough FOV. That can partially mess up G3D heuristics in some games. Always add about 5% or so horizontically.
RalfKeymasterThe profile should work with the current Steam and GOG versions, which already come with the updated DX9 renderer.
IIRC there is no DirectVR head tracking for the game, DirectVR adjusts the FOV and resolution in this case. If the game is displayed on a screen either the settings aren’t at default or the game isn’t recognized correctly. Try to reset the profile in the config app and check whether your game’s .exe is named either ss2.exe or shock2.exe.
RalfKeymasterGenerally As high as as you can go without sacrificig too much performance.
Typically 1440p roughly yields 1:1 pixel mapping on normal headsets, but if you can afford it performance wise, even higher resolutions are worth a shot. Running games with higher resolution does for vorpX what enabling supersampling does for native apps.
RalfKeymasterThe profile has full DirectVR support and the game works great. The only thing you may want to change from the default settings is the game’s resolution.
RalfKeymasterPlease do a full factory reset in the config app (‘Trouble Shooting’) and then stick to games in the “Good FullVR Games for Beginners” list for now that I linked above until you have a better understanding how things work. For all games in this list vorpX adjusts the FOV automatically to exactly match your headset FOV without you having to do anything besides pressing a button if vorpX prompts you to do so.
If the FOV is handled by the DirectVR memory scanner, make sure to run the scanner after entering the actual game, not in the menu.
If the FOV is handled by auto adjusting a game’s ini file, make sure to restart the game when vorpX recommends that to apply the changed FOV.
BTW: Just in case, not suggesting anything: also make sure to always use official game versions. In rare cases pirated versions may store game settings not where they are supposed to be, so that vorpX may not be able to locate the config files to change. Also the memory scanner may fail in some cases with pirated games if it has a significantly different memory layout compared to the legit version.
RalfKeymasterI’m not really sure what you mean by “upscaled” feeleing. If you find the image to blurry, you can run games at higher resolutions.
The “Custom Resolutions” section in the help explains how to add resolutions to your PC that it cannot display normally, including a step-by-step guide. Once you added the custom resolutions you can select a quality preset on the DirectVR page of the vorpX menu.
if by “upscaled” you mean that the FOV is too low then stick to games from the beginner’s list linked above for now and make sure to follow all instructions vorpX may display on start. In these (and more) games vorpX adjusts the FOV automatically one way or the other. Until you have a better understanding of the various options you have to deal with FOV yourself that’s probably better.
RalfKeymasterYou shouldn’t have to adjust the FOV manually for Bioshok (or any other game in the beginner’s list). vorpX does that automatically for Bioshock and about 150 more games.
For the original version the FOV is adjusted by the DirectVR memory scanner. For the remaster by auto editing the game’s ini file.
Reset the profile to default in the config app and afterwards make sure to follow any instructions that vorpX might display when you start the game.
BTW: The best way to play Bioshock with vorpX is the original version using DX9.
BTW2: Always read all messages that vorpX displays in the headset and the top left corner of the game window! These messages usually contain vital information, e.g. the above hint regarding the memory scanner if supported for a game.
RalfKeymasterI can’t replicate the issue here, so there is nothing specific I could recommend.
All I have are general hints that red as a fairly experienced user probably tried already: running the game windowed/fullscreen, with or without antialiasing, reseting the game’s graphics settings to default, resetting GPU driver settings to default, resetting the vorpX profile to default and/or doing a factory reset.
RalfKeymasterTwo of the three games (Soma and Crisis Warhead) aren’t officially supported. Unsupported games always open in ‘Immersive Screen Mode’ per default. vorpX does not automatically turn every game you throw at it into a perfect VR game.
If you haven’t done so already, check the ‘Essential Hints Guide’ in the help. It explains a few basic concepts. Reading that saves a lot of unnecessary frustration.
You may also want to check the ‘Good FullVR Games for Beginners’ list, which contains a compilation of games that vorpX has profiles with a high degree of automation for. Good for hopping right into the action without understanding how to make unsupported games work yourself in the best possible way.
RalfKeymasterSome games change/recreate the depth buffer texture during gameplay, which can be diffiult to detect. I don’t recall FFXV to be such a case, but I’ll check it. No promises though, such issues can’t always be reliably fixed.
What you could try on your end is checking whether running the game windowed/fullscreen makes a difference. Same for with/without antialiasing.
RalfKeymasterYou can change the brightness (gamma) on the image page of the vorpX menu.
The game is not officially supported, but with some luck you may find a user profile in the cloud.
If noone did a profile yet, you can try to create your own by making a copy of a profile that uses the same 3D engine. No guarantee that it will work, but worth a shot. If you don’t know which engine your game uses, check the game’s Wikipedia page. It might contain this info in the fact box.
If you have a basic profile working, you can then try to isolate the HUD and make it scalable using vorpX’s shader authoring tools.
Doing so requires basic understanding of how 3D games work. If you already have that or aren’t afraid to learn a bit, check the ‘User Profiles’ section in the vorpX help. The second part of this section explains briefly how to get started with shader authoring.
RalfKeymasterI can’t really answer this question yet. A lot depends on how the VR runtime vendors will handle their Windows 10 only transitions in the end.
Jan 19, 2020 at 11:03am in reply to: Double screen rendering on monitor, but not in headset? #191984
RalfKeymasterA reinstall should fix that. If you kept your web installer, you can simply use that to reinstall. If you didn’t keep it, you can get one here: http://www.vorpx.com/request-new-download/
RalfKeymasterAt some point you will get left behind if you want to continue to use a 10 years old OS that not even its manufacturer supports anymore. That’s just the nature of things, sorry.
From a VR developer’s perspective supporting Windows 7 doesn’t make too much sense anymore. The latest Oculus hardware survey shows only 0.4% of VR users are still on Windows 7, a number that doesn’t really justify the extra work for testing and potentially applying Windows 7 specific fixes. So if you want developers to provide you with the newest versions of their software, at some point you finally will have to say Goodbye to Windows 7.
Can’t say yet when exactly that will happen in case of vorpX, but it sure will.
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