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Feb 15, 2018 at 12:36pm in reply to: Preliminary changelog for vorpX 18.1.0 (available 2018/02/17) #170830
RalfKeymaster@ morbidexpression: TESO has been looked into not too long ago before the December update. Doesn’t look good for D3D11 G3D in this case, you should consider it Z3D only due to the removed D3D9 support.
RalfKeymasterThere is no way to get 3D without vorpX 18.1.0, which will be released Saturday. Some code additions were necessary for G3D with KCD.
RalfKeymasterI can’t give you any other answer than the one I already gave you, sorry. All you can do is trying to reduce graphics detail and/or switching to Z-Buffer 3D. Nothing else can be done since it’s the Oculus runtime that decides whether it wants to throttle down or not with FluidSync disabled in vorpX.
RalfKeymasterIf that is still the case with FluidSync off, the Oculus runtime decides to throttle down on its own, not much vorpX can do about that. The runtime makes its decision based on GPU load, so you can try to reduce that (e.g. by switching to Z3D, reducing graphics detail etc.).
As said above, rendering everything twice for Geometry 3D and sending the image to the headset costs a lot of performance. To reach 90fps in Skyrim with G3D at least in some parts of the game you need a very fast PC.
Feb 14, 2018 at 6:19pm in reply to: Preliminary changelog for vorpX 18.1.0 (available 2018/02/17) #170795
RalfKeymasterOn most machines Oculus 2.0 works just fine already. However, Oculus 2.0 messes with the Windows monitor configuration by adding an additional (software) monitor for its desktop feature while Oculus Home 2.0 is running. On some systems that can lead to fullscreen games failing to launch. With or without vorpX running BTW.
There is a fix for that in this vorpX release, until then you can simply enable the classic home environment instead of the new one if you encounter this issue on your PC.
Feb 14, 2018 at 5:24pm in reply to: Preliminary changelog for vorpX 18.1.0 (available 2018/02/17) #170791
RalfKeymasterNo Direct VR head tracking though, head tracking is mouse based, at least for now. FOV and resolution are handled by Direct VR though, so it’s almost ‘plug and play’.
RalfKeymasterSet the “FluidSync” option on the “Display Settings” page of the vorpX ingame menu to “Off” or “Auto”. That will allow games to run at the full headset refresh rate (90 in your case).
Caveat: that makes most sense for games that can run safely at 90fps all the time, which is not the case for Skyrim, even with a GTX1080Ti. Rendering in 3D and to your headset costs a lot of performance.
BTW: The “thousands of frames per second” you see in Skyrim’s menu on your monitor don’t have any meaning since almost nothing is rendered there.
RalfKeymasterNo reports/questions regarding illegitimate game versions please. Thanks again.
RalfKeymasterNo reports regarding illegitimate game versions please. Thanks. They may use loaders/altered program files/exe names that can make it impossible for the vorpX profile system to properly detect a game. If you use an illegitimate copy of a game, always consider it unsupported.
If you get the same issue with the actual Steam version of the game:
There might be an injection conflict with some other program on your PC. Many programs also hook into games and can cause such an issue. Not all of them are obvious.
Hottest candidates are: virus scanners, any sort of CPU/GPU utilities, game video recording/streaming software, chat programs and generally everything that can show notifictations in games.
Best way to trouble shoot this is to disable/uninstall programs running in the background.
RalfKeymasterThe higher FOV that vorpX sets might be the reason, didn’t think of that earlier. The higher the FOV, the more there is to render, which has an effect on the framerate. If you add that to the 15-20% mentioned above, the overall performance hit doesn’t sound unlikely.
It’s always a good idea to reduce graphics details when playing a newer (and thus more demanding) game with vorpX.
RalfKeymasterThe settings optimizer is now built into the core app and “just happens” when you start the game, which is a lot better than the prior config app optimizer since more information is available at this point, allowing precise FOV adjustment for example. You can control various optimizer settings on the Direct VR page of the ingame menu.
The performance penalty sounds pretty steep for Z-Buffer 3D, usually Z3D should cost around 15%-20% at the same resolution, which actually isn’t even caused by Z3D itself for the most part, but by rendering the game to the headset. I have no experience with the Pimax though, so maybe there is something about its SteamVR driver that causes that.
RalfKeymasterThe FOV in the .ini is handled automatically by vorpX normally. If you want to adjust it, you can do that in the vorpX ingame menu. Ususally there should be no need for that though.
RalfKeymasterThere is no need to tweak any vorpX settings for Fallout 3/NV. Please don’t use cloud profiles for games like Fallout 3/NV if you are just starting with vorpX. If a profile already exists in the local database, there usually is no need to use a cloud profile. With default settings these games have full Geometry 3D (the scene is rendered twice exactly like native VR apps) and also do not open in cinema mode. Direct VR provides a perfectly calculated field of view and perfect, low latency 1:1 head tracking without you having to adjust any settings at all in these games.
Might make sense to do a factory reset before you proceed. You can do that in the config app (trouble shooting page). Both the vorpX ingame menu and the config app have tooltips for most settings that briefly explain what a setting does. Do not tweak too much though, it’s very easy to do more harm than good as a beginner.
If you have trouble with vorpX attaching to games or the Direct VR scan running successfully, please check for potential injection conflicts with other programs on your PC, that is by far the most likely cause for such an issue. Typical candidates are first and foremost overzealous virus scanners, also any GPU/CPU utility, video recording/streaming software, messengers and generally everything that can display notifications in games.
Last, but not least: if you have modded your games, please try a fresh, completely unaltered install to make sure that no mods interfere. Then add your mods back one by one. Some mods (e.g. graphics mods like ENB) have a high potential of causing conflicts with vorpX since they hook into the rendering pipeline the same way that vorpX does. Others, e.g. camera mods or memory optimizing mods, may interfere with Direct VR head tracking and/or FOV adjustment.
RalfKeymasterIf you are using the Oculus Core 2 beta, please go back to classic Oculus Home for the time being. Oculus 2.0 under some circumstances can mess up the monitor configuration.
RalfKeymasterIf you set the head tracking multiplier to 0.0 (main page of the ingame menu), the mouse emulation is completely off.
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