Ralf

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Viewing 15 posts - 4,141 through 4,155 (of 10,043 total)
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  • in reply to: Bought a Rift S… question about framerate #190412
    Ralf
    Keymaster

    I didn’t encounter any crashes myself, but I could imagine that the currently released DX12 code may cause some graphics driver crashes occasionally, especially if you max things out like you do. The new code will cost a few FPS in CPU bound scenarios (almost certainly not affecting you as you probably are GPU bound already), but that’s a small price to pay for the added judder/crash safety.

    in reply to: Bought a Rift S… question about framerate #190404
    Ralf
    Keymaster

    I would consider even medium settings a tough choice for this game in VR, doing my tests with a 1080Ti here. Go with a performance preset, start with the lowest (but texture detail set to high) and don’t overdo it with the resolution. Game still looks gorgeous and you will be much happier performance wise. I get solid 60fps+ at 2560×1440 (no FOV mod) in the Horseshoe camp, 70fps+ in the surrounding wilderness that way on my 1080Ti dev machine.

    Unless you have a real beast of a machine with a 2080Ti and some seriously overclocked CPU, that’s clearly what makes most sense for playing in VR. And even if you happen to have such a beast, you can’t expect wonders. The game is just highly demanding, with or without vorpX.

    BTW: Incidentally I did an overhaul of the game/headset syncing last week, with that there will generally be less DX12 judder. I was bit too optimistic in regard to how that is done in DX12 before.

    in reply to: Bought a Rift S… question about framerate #190394
    Ralf
    Keymaster

    Considering that you are you: don’t crank everything up to ultra, especially combined with super high resolutions. You can easily overload even the fastest PC with this game. As always with new games the best method to find the ideal graphics settings is to start with a reasonable resolution and the lowest detail preset (texture detail can usually be set higher) and than start raising detail settings from there.

    in reply to: Bought a Rift S… question about framerate #190392
    Ralf
    Keymaster

    From my experience I would recommend always to turn FluidSync on with WMR headsets. All other headsets work fairly well without it these days, but WMR always judders heavily in almost any game here unless it either runs at full 90 or 45. Fairly odd. Overall I spent at least a full week to get to the bottom of that, another day just last week, but no dice. I will default enable FluidSync for WMR again with the next update.

    Guess at some point I have to get a Reverb, just to check whether it does anything better than the first gen WMR headsets. The software/driver comes from Microsoft though and is the same for all WMR headsets, so I consider that relatively unlikely.

    Bottom line: Enable FluidSync with a WMR headset.

    in reply to: Bought a Rift S… question about framerate #190387
    Ralf
    Keymaster

    I think the latest game update, which I received yesterday, made things considerably worse. Just four days ago I had things running better in every aspect compared to the last released vorpX: better frame rate, yet still less prone to judder. With yesterdays update however the game suddenly runs far worse than before.

    Happens with or without vorpX BTW. If that is some general issue with this new RDR2 update, and not just an odd problem over here, that’s probably what you are seeing too.

    Apart from that:

    The Oculus runtime is harder to convince to stay at the full refresh rate, it tends to automatically throttle down to half the refresh rate when it thinks that makes sense. Not much that can be done about that except ensuring you GPU isn’t maxed out. Typically Oculus headsets work better than WMR though, at least in my experience. I don’t have an Odyssey, but the WMR headset I have here is fairly prone to inexplicable judder without FluidSync enabled. Rift(S)/Vive/Index typically are far better in that regard than WMR.

    in reply to: Read Dead Redemption 2 HTC Vive problem #190385
    Ralf
    Keymaster

    Pöease reset all GAME settings to default. If you tweaked some graphics settings in the game, you might have changed something that leads to vorpX not finding the the right depth buffer. Can’t really recommend anything elase.

    in reply to: Requested New link via form, no email #190333
    Ralf
    Keymaster

    Please make sure to enter the same mail address into the download form that you used to activate vorpX. The system will ignore unknown e-mail addresses. Please also check your spam folder.

    If you did both, and still did not receive an e-mail, let me know.

    in reply to: question to Ralf. #190301
    Ralf
    Keymaster

    If you could do that before, you encountered a bug. Official profiles for a number of reasons can not be overwritten. I understand that as a long time user you may consider that an unnecessary restriction. As a workaround you might be able to rename the game’s .exe and create a new profile that uses the renamed .exe. Doesn’t work for every game though.

    in reply to: Using Vorpx Theater Mode With Emulators Question #190299
    Ralf
    Keymaster

    vorpX tries to hook into the emulators directly, which may work for some, but not for others. You usually will need an emulator with DirectX or OpenGL rendering for that. But even than hooking the emulator may fail.

    You can however play any windowed (or ‘fullscreen windowed’) application directly in the desktop viewer if you disable the vorpX watcher (tray icon right click menu) before launching the app or by adding the .exe of the emulator to the exclude list in the vorpX config app.

    in reply to: Rdr2 screen scrambled #190297
    Ralf
    Keymaster

    Please try to reset the game settings to default, just in case vorpX can’t find the right depth buffer due to some settings not matching what the profile expects.

    in reply to: Virus Heads Up #190296
    Ralf
    Keymaster

    As always:

    This is a false positive. Please report the issue to your AV vendor so they can fix the problem with their software, and/or exclude the vorpX program folder from your AV scanner to avoid future problems with the failing guesswork of your AV program.

    Alternatively consider switching to Windows Defender, which is less invasive than some other scanners. And in the worst case Microsoft at least reacts fast when they are made aware of a false positive. Windows Defender kicks in automatically when you uninstall redundant third party AV software.

    in reply to: A couple quick questions and observations #190260
    Ralf
    Keymaster

    Just for clarification: vorpX does change the .ini, but not that particular seting. What vorpX does is setting the resolution and disabling motion blur and DOF, which both look bad in VR.

    in reply to: A couple quick questions and observations #190256
    Ralf
    Keymaster

    Config app: you should be able to solve that by using by one of the High DPI compatibility options Windows provides. Right click the .exe > Properties > Compatibility.

    vorpX does not change the bLoadFaceGenHeadEGTFiles option in Fallout 3. Some mod managers or similar tools may also change .ini files. So if you are using something like that, that’s a potential candidate. The .vpxbak file is not used unless you restore settings in the vorpX config app.

    PipBoy: IIRC shaders in the game are used in multiple places, so enhancing/scaling the PipBoy breaks other things. EdgePeek is you best friend here. The save an extra mouse click you can bind the EdgePeek key to your PipBoy key.

    in reply to: Fallout 4 VATS issue #190254
    Ralf
    Keymaster

    It’s either VATS or DirectVR, sorry. Personally I don’t think VATS makes much sense in VR, but if you have to use it, DirectVR has to be disabled. IIRC the memory scanner FOV causes the issue, not 100% sure though, might also be the memory scanner head tracking.

    in reply to: Flickering on the screen of Red dead redemption 2. #190225
    Ralf
    Keymaster

    There will be an update sometime next week that is safer in regard to potential judder issues. I was a bit too optimistic with some related code in the DX12 implementation.

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