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RalfKeymasterThat doesn’t seem to be in the current non-beta PiTool yet. It’s worthless for vorpX anyway though since it wouldn’t affect the actual game rendering. The second pass that sends the image to the headset, which would be affected, wouldn’t gain anything substantial.
The f***ing new ‘Compatible With Vive Only Game’ setting however is a real problem. Not only is it on per default, it gets reset every time PiTool is started.
If you happen to be active on the Pimax forums, please complain about this nonsense. A headset should not pretend to be another brand, especially not if it’s as different as Pimax 5K/8K are.
I’ll add an according warning for the next vorpX version if a Vive is detected but PiMax software is running. That’s far from ideal though as it will also affect users with both headsets that are currently using an actual Vive.
RalfKeymasterShort update: The latest PiTool has a new setting on the ‘Brainwarp’ page called ‘Compatible With Vive Only Game’. Make sure to uncheck this and your Pimax will be a Pimax again to applications.
Whoever at Pimax got that idea should be fired immediately…
RalfKeymasterIf you can’t solve the issue with your headset being detected as Vive, make sure to set ‘Render Async’ to ‘Off’ on the ‘Display’ page of the vorpX menu.
While for all other headsets ‘On’ is better in most cases, for Pimax ‘Off’ is the right choice. vorpX does that automatically when it can correctly detect a Pimax, but in your case it can’t.
Apart from that DirectVR supported games won’t work as good as they can if your Pimax can’t be detected correctly.
So you should definitely fix that.
RalfKeymasterNot for me, but I’ll use a Pimax for developing in the next few days and see whether something odd occurs.
You definitely should see whether you can fix the wrong headset identification. Won’t completely break vorpX, but there are various things that vorpX does different when it detects a Pimax.
RalfKeymasterJust tried my 5K+ with the latest non-beta firmware (2.1.255.212) and PiTool (1.0.1.132) and the latest non-beta SteamVR (1.4.18). For me the headset shows as Pimax in both SteamVR and vorpX.
Unless you have some special 5K version that is supposed to identify itself as Vive (unlikely) I would say there is something wrong with your setup.
You should get this sorted out since vorpX does a few things different when it detects a Pimax.
The slightly blocky looking menu at low game resolutions however is unrelated to this issue and a side effect of the render target size optimization, which just does what it is supposed to do. It should go away when you run the games at resolutions that are better suited for your Pimax (>1440p).
You have to raise the actual game resolution for vorpX, not the supersampling in SteamVR/PiTool.
If you haven’t done so already, you might want to add custom resoutions higher than your monitor allows. The ‘Custom Resolutions’ section in the vorpX help has a step-by-step guide.
RalfKeymasterOdd, I’ll check whether that is normal now and let you know.
RalfKeymasterOne more thing: did you create the log files with a Pimax or a Vive? The headset identifies itself as “HTC Vive MV” according to the log you sent. Last time I checked a Pimax 5K it identified itself as Pimax. Would be quite a surprise if they changed that.
RalfKeymasterJudging by the numbers in the logfile everything looks OK.
Alice: game: 1366×768, final headset: 1797×1536 reduced from 6144×5250
Alan Wake: game: 1440×900, final headset: 2106×1800 reduced from 8192×7000In both cases the original final sizes would have been excessively large, probably due to your supersampling settings in SteamVR, which doesn’t really make sense considering that the game resolution is 4x lower. Looks pretty much as if the new safety check did what it is supposed to do.
I’ll still try both games with a Pimax later and check whether I find something odd despite the numbers looking right.
RalfKeymasterPlease create a trouble shoot data archive in the config app and send it to support |at| vorpx com. Since 19.2.0 there is a new safety check for the final headset resolutions to avoid excessively large render target sizes that negatively affect performance. However, the final size should never be smaller than the actual game resolution plus some extra margin to ensure that here is no impact on image quality.
With the logfile in the troube shoot data archive I could check whether that works as intended.
RalfKeymasterProvided you sent your request code to register |at| vorpx com and the system can ‘understand’ your e-mail and verify the key request, an automatic reply is sent within a few minutes.
There is an issue with G-Mail since some time though. Many mails to G-Mail addresses apparently get delayed for several hours. I can only assume that to be some weird anti-spam measure or something similar on Google’s end. So especially if you use a G-Mail account, please have some patience.
RalfKeymasterYou can do that by running games with a higher resolution.
For over 150 games vorpX can handle that via DirectVR. If that’s the case, you see an according message in the top left corner of the game window. For other games you can do it manually following the below rules of thumb.
- For FullVR mode you typically want to choose a 4:3 resolution, e.g. 1920×1440, unless you happen to use a Pimax 5K/8K or other headset with two widescreen displays. Not all games support 4:3 anymore these days, but if a game does, use 4:3 to avoid rendering pixels that are never shown in the headset.
- For Cinema Mode/Immersive Screen Mode widescreen resolution work/look better. Personally I think 16:10 is perfect in that case, but common 16:9 resolutions are also OK.
- It’s very useful to add resolutions to your PC that it cannot display per default, e.g. the above mentioned 1920×1440 will not be available on your PC per default if you ‘only’ use a 1920×1080 monitor. How higher resolutions can be added is explained step-by-step in the ‘Custom Resolutions’ section of the vorpX help, including a list of resolutions to add.
- Go as high as your PC allows for a specific game without sacrificing too much performance. That’s the vorpX equivalent of using supersampling with native VR apps.
RalfKeymastervorpX has a profile for Sekiro since 19.2.0.
RalfKeymasterYou will need a new authorization key for a new PC.
RalfKeymaster@ dellrifter: vorpX will get the ability for shader replacements eventually, BUT: I will only provide the tools. The actual fixes however have to be a community effort for (relatively obvious) legal reasons. No commercial entity can distribute modified game shader code in a legally correct way. As soon as money gets involved, that’s an absolute no-go.
@ RJK: No, you are perfectly right. There is no universal solution to this. Such fixes have to be done on a per game basis by editing shaders, which is only possible as part of a community effort for the reason outlined above.
Considering who is the OP of the thread is :) I’d also like to seize the opportunity and repeat the recommendation to not raise the 3D-Strength above a sensible level. Sorry for sounding a bit like a broken record in that regard. Really bad shadow glitches may well be self inflicted damage. With a 3D-Strength that is correct for VR, i.e. a virtual eye distance of ~6.5cm that results in a lifelike world scale, mismatching shadows are at least passable in many cases. Doesn’t help always, but there is a good chance that not cranking up the 3D-effect beyond reality level is enough. The more you overdo the 3D-effect, the uglier it gets.
RalfKeymasterRather odd issue indeed. What’s even more strange is that it only affects multiplayer IIRC. Makes me wonder whether it’s maybe a part of their anti-cheat measures.
I might have forgotten the according best-played-with-a-gamepad hint in Battlefield V. Will add that for the next update.
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