Ralf

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  • in reply to: Skyrim head rotation #167856
    Ralf
    Keymaster

    That happens due to the way head roll is handled currently, which is comparable to how it works when you watch a 3D movie in a cinema. Will not happen anymore for 99% of games (G3D as well as Z3D) with the next vorpX version 17.3.0. No date yet, but won’t be long anymore.

    Ralf
    Keymaster

    Please check whether you maybe inadvertantly have changed the FOV adjustment on the Direct VR page of the vorpX ingame menu. I have the Fall Creators update on the main test machine already too and like Karlor suggests it doesn’t change anything about the optimal FOV in Skyrim, which also would be extremely odd.

    There is practically no chance that an OS update can change what the exact same FOV value does in Skyrim, so it has to be something else.

    in reply to: Stuck at 45 fps and lower even on 640×480 #167720
    Ralf
    Keymaster

    Probably something specific to your setup. It’s been a while, but I don’t recall any unusual slowdowns with FEAR when the profile was made originally. You will never see frame rates higher than 90fps (your headset’s refresh rate) with vorpX. That’s intended behaviour and precisely how it should be.

    in reply to: The State of Affairs October 2017 #167715
    Ralf
    Keymaster

    The original settings are backed up before any changes are made and you can revert to them at any time if you want to switch back to monitor gaming for a game. That basically works the same way as it currently does with the old optimizer in the config app.

    in reply to: Vive Controllers #167711
    Ralf
    Keymaster

    Vive controllers can be used either in a freely mappable keyboard/mouse emulation mode or as X-Box gamepad, so almost any game is covered one way or the other. Per default the current key/stick mapping is shown on the rendered controllers ingame, so this is also fairly intuitive to use.

    in reply to: The State of Affairs October 2017 #167705
    Ralf
    Keymaster

    No worries.

    Although technically something completely different, UI wise the optimizer is actually integrated into Direct VR to not introduce yet another set of options. Both systems are aware of each other wherever that makes sense. If both a memory scan FOV and an ini-FOV are available you’ll be able to choose what you want to use for example. Useful if the memory scan fails.

    How exactly the auto-resolution setting will be exposed to the Direct VR UI hasn’t been decided yet, it’s so new that I haven’t thought that fully through. You will definitely be able to turn it off, in addition to that there will probably be quality presets.

    BTW: “Tuning” a calculated Direct VR FOV almost always results in a wrong FOV. A Direct VR FOV is calculated precisely, taking the actual headset and all other factors that influence it into account. The chance of a calculated FOV not being correct is extremely slim, the game specific formulas used are usually tested very well. The correction slider is there for the remote chance that a calculated FOV may be incorrect, but you can be sure that that is almost never the case.

    in reply to: The State of Affairs October 2017 #167703
    Ralf
    Keymaster

    It even got better in the meantime. Since my original post the new settings optimizer learned to auto-set a resolution based on what individual games allow and a user’s system supports.

    While quite useful for almost any game with an optimizer profile, that is especially great for some games that allow unusual custom aspect ratios without glitches (e.g. Skyrim, Battlefield 4/1, Metro Redux). Significant image quality/performance gains through VR-headset optimized resolutions in such cases without having to deal with .ini edits or similar things. Everything just happens.

    in reply to: Can no longer record using any mirror mode #167700
    Ralf
    Keymaster

    The vorpX mirror window option can be ruled out releatively safely, it does the same it always did.

    Instead of trying different driver versions I would suggest to try a recording program that doesn’t use OS/driver functions to record video though. The most popular one I am aware of is Open Broadcaster Software (OBS). Not quite as easy to use as ShadowPlay, but I haven’t heard of any issues with that one.

    in reply to: Can't get vorpX to work #167699
    Ralf
    Keymaster

    If you experience this issue with multiple games there very likely is 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 unnecessary programs that are running in the background.

    in reply to: How to Make Games Look More Focused and Less Blurry? #167698
    Ralf
    Keymaster

    Apart from game options like motion blur and DOF that nieda already covered there are mainly two factors that have an impact on image sharpness.

    The first and most important one is a game’s resolution. The height is important here, not the width. 1440p roughly provides the same pixel density as a native VR game on Rift/Vive, everything above is supersampled. Important: choose 5:4/4:3 resolutions whenever possible, widescreen resolutions are a waste of processing power. 1600×1200 or 1920×1440 are good choices.

    The major catch is that the monitor limits the available resolutions, so with a 1920×1080 monitor 1920×1440 likely isn’t available per default. One way around that is adding custom resolutions in your graphics driver control panel, newer nVidia cards should allow custom resolutions higher than your monitor supports. If you have a 1920×1080 monitor, try adding 1920×1440 for example. Worst thing that can happen is the graphics driver not accepting a custom resolution you try to add.

    Apart from that a 1440p (or even 4K) monitor is something regular vorpX users might want to consider. With such a monitor you will be able to choose high enough resolutions for almost any game.

    The second factor is antialiasing. While ‘real’ antialiasing (MSAA, SSAA) is desirable for VR, post processing AA techniques that are used in many newer games (FXAA, SMAA, TAA etc.) are not since they all blur the image. Some more than others, but not one looks really good in VR. Depending on personal preference it can be better to turn such options off and live with aliased edges instead of a blurred image. SMAA is more acceptable in this regard than FXAA and TAA.

    in reply to: VorpX Roadmap #167684
    Ralf
    Keymaster

    The “1.0” release happened when the version numbers changed from the 0.x scheme to the now used year.major.minor version numbering quite a while ago.

    Some information about the upcoming version 17.3.0 can be found here.

    in reply to: Stuck at 45 fps and lower even on 640×480 #167682
    Ralf
    Keymaster

    One thing you could check is whether you maybe force VSync in your graphics driver control panel. vorpX normally takes care of that, but it can’t hurt to check. Also check whether you maybe have antialising forced in the graphics driver. If so, disable that too. Can cause framerate issue with a handful of Unreal engine games.

    If you still see a 45fps lock after checking the above and having FluidSync disabled, vorpX cannot be the cause. In that case for whatever reason the Oculus runtime decides to throttle. Older games like FEAR or HL2 run with higher framerates easily normally.

    in reply to: BitDefender stops vorpx running #167680
    Ralf
    Keymaster

    Not vorpX has an issue with BitDefender, BitDefender has an issue with vorpX (and a lot of other software) due to its rather aggressive approach in guessing – that’s what the program actually does, it guesses – what potentially might be a “threat”.

    Since this doesn’t get fixed despite numerous reports over the last years, but instead BitDefender still wrongly shows its users alarming messages, all I can do is recommend less invasive AV software.

    Windows Defender is a good choice in this regard since it takes a more balanced and less invasive approach while still providing good security.

    in reply to: Stuck at 45 fps and lower even on 640×480 #167678
    Ralf
    Keymaster

    Disabling “FluidSync” on the display page of the vorpX ingame menu unlocks the FPS.

    I would only recommend that for games that run relatively safely with 90fps though. Otherwise FluidSync’s 45fps (+1 artificial frame in between to real ones) often feels smoother. No harm in experimenting, of course.

    Important caveat: In contrast to SteamVR the Oculus runtime may decide for itself to throttle down to 45 if 90 can’t be reached, regardless of the FluidSync setting.

    in reply to: BitDefender stops vorpx running #167676
    Ralf
    Keymaster

    This is not a vorpX problem, it’s a BitDefender problem which re-surfaces with every new vorpX release.

    If you can’t do without BitDefender, you need to address this either by the steps you mentioned yourself or by reporting the issue to BitDefender so they can take care of the problem with their software by whitelisting vorpX. Unfortunately we cannot do that ourselves for every offending AV program with every new vorpX release.

    Weighing the relatively small security benefit from more invasive AV scanners against the issues they cause on a regular basis, I would still highly recommend to switch to Windows Defender, which is far less annoying. But that is your choice, of course.

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