Ralf

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  • in reply to: Vive controller support? #176254
    Ralf
    Keymaster

    Should be pretty straight forward. When Vive controllers are active, there is a page called “Vive Hand Controller Settings” in the vorpX menu. Among general controller settings there is a button labeled “Change Button Mappings” if the controllers are in keyboard/mouse mode (which is the default).

    in reply to: StarVR and VorpX #176252
    Ralf
    Keymaster

    I can’t really say anything beyond what I said in the Pimax thread.

    It’s relatively simple: the larger the FOV and the larger the resolution the more horsepower you need. If you have a modern game, let’s say Kingdom Come Deliverance, that runs at an OK, yet not perfect framerate with Rift/Vive on a GTX1080Ti with Geometry 3D, you can pretty naturally expect it to run at a hardly playable framerate when you start cranking up FOV and resolution.

    That’s simply how these things work. More geometry (higher FOV) + more pixels (higher resolution) means severely less performance. Wishing it would be different is a bit like wishing the sun would always shine. 🙂 Everyone would love that, but it won’t happen.

    in reply to: Can't get stereoscopic 3D to work (e.g. LiS:BtS) #176250
    Ralf
    Keymaster

    I would consider that next to impossible with the latest vorpX version TBH. The LiS:BtS profile now uses a parser that extracts all relevant 3D creation parameters on the fly by analyzing the game’s shaders when they are loaded. Unlike the method that was used before that can’t even break with game updates unless the Unity engine (which the game is based on) undergoes major changes.

    All I can recommend is resetting your profile database (again), sorry.

    in reply to: vorpX 18.3.2 Available Now #176233
    Ralf
    Keymaster

    There was some really odd issue that lead to the response from the update server being cut off randomly during the update check, so it was kind of a lottery. Not sure how something like that can even happen, particularly since the code hasn’t been touched in years. Probably some recent changes in the underlying Windows functionality, that’s more or less the only option in this case.

    I “fixed” that provisionally for now by adding a slight delay in 18.3.0.1, so from now on the update check should be reliable again.

    in reply to: Fluid Sync vs. async: what’s the differences? #176228
    Ralf
    Keymaster

    FluidSync indeed mainly caps the game framerate at half the headset’s refresh rate. It’s a bit of a matter of taste, but personally I prefer that over fluctuating framerates when 90fps can’t be reached reliably. The default (‘Auto’) switches it on/off depending on how close the game is to potentially reach 90fps, but you can safely turn it off entirely if you prefer that.

    Async is a bit difficult to explain in a non-techie way, so bear with me: you have to imagine vorpX as two rendering processes in parallel: the game and as a second one the rendering to the headset. The async option defines wehther both are in-sync with each other or not. You should usually leave the async optin on, that allows the render to headset thread to run faster than the game.

    Performance wise there are always some experiments but I can’t really share any details on ongoing development. In any case you shouldn’t expect wonders like magically doubled G3D framerates.

    in reply to: VorpX shutting down Oculus Rift #176220
    Ralf
    Keymaster

    First time I hear of something like that. Only thing I can imagine is that something doesn’t work right in regard to vorpX’s special handling of the additional virtual monitor that the Oculus software creates for its desktop feature. This special handling is only required on a minority of systems, so you could try to disable it.

    1. Click the Windows start button
    2. Enter ‘services.msc’ (without the quotes)
    3. Double click the ‘vorpX Service’
    4. Stop the service and set its start type to ‘Deactivated’

    Unless you happen to be affected by the issue this service addresses, disabling it has no negative side effects.

    BTW: vorpX doesn’t do anything while it is not running (indicated by the icon in the taskar tray), not even the service. So if you also encounter this issue after exiting vorpX from the tray menu, it’s 100% unrelated to vorpX.

    in reply to: Since the new update Skyrim becomes unplayable #176206
    Ralf
    Keymaster

    One more reason to assume that it’s not a vorpX issue. As suggested above please do a few testruns without mods. Since you apparently intentionally are close to the game’s resource limits you should consider that the most likely cause of your issue.

    vorpX requires a substantial amount of extra CPU/GPU memory on its own, so please first check whether you can resolve your issue by using a more sensible amount of mods before assuming anything else.

    Ralf
    Keymaster

    In regard to aliasing vorpX isn’t any different than monitor gaming, so the same recommendations apply: to get rid of ‘jaggies’ and other aliasing artifacts either crank up the game resolution or enable antialising. Nothing really special about it.

    Raising the super sampling multiplier in SteamVR/Oculus does not really help and wastes precious processing time. To super sample with vorpX raise the game resolution above your headset’s resolution.

    1440p should suffice for immersive screen mode, but if you can afford to set something even higher performance wise, there is no harm in trying.

    Ralf
    Keymaster

    There is no way to get the edges of a single ultra wide FOV image distortion free. That’s how it works when you render wide FOVs and then just pan the view. Imagine an ultra wide angle photo printed on a huge cardboard wrapped around your head. That is essentially what you are doing and it would look pretty much the same in reality when you look around.

    Use the full VR mode to be fully in the game, which is the profile default for Borderlands 2. That way everything gets configured automatically after running the memory scan. No need to change any settings manually at all (aside from the resolution on the DirectVR page of the vorpX if you want to boost image quality).

    in reply to: vorpX 18.3.2 Available Now #176186
    Ralf
    Keymaster

    Once you have your database populated with your custom profiles again, I could check whether it somehow causes an issue that I didn’t catch when implementing the database merging. Contact me via mail if you want.

    in reply to: prey 2017. #176175
    Ralf
    Keymaster

    @ matteo: please note that DirectVR FOV and resolution are currently broken after a game update. That will also be addressed in the next vorpX release. No release date yet, but it’s worth to wait until then.

    in reply to: Rocket League bad performance #176173
    Ralf
    Keymaster

    There is no auto resolution feature for Rocket League, also no specific hints. Both have to be done on a game to basis. As long as Geometry 3D is available the profile for the game is loaded correctly.

    You should see decent performance with the game though considering that it doesn’t have cutting edge graphics. Two things you could try is making sure that antialiasing and v-sync are forced off via your graphics driver control panel to check whether one of them has an impact on performance. Also make sure not to use an outdated vorpX version, especially on Windows 10 that is important.

    in reply to: Since the new update Skyrim becomes unplayable #176169
    Ralf
    Keymaster

    Please still try without mods/texture packs before considering this a vorpX issue. Especially if you know you are close to any potential limits, that is the very first thing you should do whether it worked before or not.

    I’ll also do a few longtime tests to see whether I can find anything.

    in reply to: Since the new update Skyrim becomes unplayable #176162
    Ralf
    Keymaster

    I’ll check that, there have been very little changes to the DX9 renderpath between 18.2.5 and 18.3.0, but who knows.

    Just in case the usual AV software hint: if you use anything else than Windows Defender, try to uninstall it completely (some can’t really be disabled otherwise) and see whether the problem persists. Windows Defender will kick in instead. Especially with games that have DirectVR scanner support, some more aggressive AV programs can cause severe issues. Such issues may appear seemingly out of nowhere when they encounter a new vorpX version they don’t know.

    Also check the memory usage of tesv.exe in the task manager. 32bit programs like the original DX9 Skyrim can only address 2 (some 3) GB of memory. Since vorpX requires additional memory, heavily modded Skyrim installs might get pushed over that limit. The same applies to GPU memory, even more actually. So if you use huge texture replacement packs, try smaller versions if available or remove them (at least for testing purposes).

    in reply to: vorpX 18.3.2 Available Now #176160
    Ralf
    Keymaster

    That doesn’t matter, it actually means a pre-install check the installer does works that ensures that all files that are going to be replaced are writable.

    You can check whether the installer does what it should by going to your C:\ProgramData\Animation Labs\vorpX folder. Directly after an install (update or full doesn’t matter) you should see a Profiles.vpd.old and vorpControl.ini.old file in that folder. Both vanish when you start either vorpX or the config app next time after custom profiles and settings from the old database have been merged into the new one.

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