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RalfKeymasterPlease choose the standard 4:3 resolutions that I recommended earlier: 1600×1200 or 1920×1440, those are best for vorpX for various reasons. For your machine 1920×1440 will work fine.
If you “only” have a 1080 monitor, you will have to run the game windowed for that. Otherwise the higher resolutions won’t work.
If you play the original DX9 Skyrim, you can alternatively use the “Internal Resolution Upscale” option in the vorpX ingame menu that I mentioned earlier.
RalfKeymasterExactly. Applying the optimizer settings isn’t strictly needed for most games with Direct VR support anyway. That’s a little bit confusing right now, most things that the optimizer does are redundant if a game has Direct VR support.
Incidentally I’m in the process of unifying both right now, so it will be less confusing soon. The config app optimizer as it is will be gone in the next vorpX version and what it does will be done automatically when you start a game if needed.
Resolution wise the same rule of thumb applies to any game: the vorpX default recommendation of 1280×1024 is the lowest that still looks halfway decent. If you can reach 45fps minimum, you can go higher though. Quality wise 4:3 resolutions like 1600×1200 or 1920×1440 are the best for vorpX.
RalfKeymasterFirst please make sure that you choose a game resolution appropriate for your PC. vorpX’s default (1280×1024), which is applied by the game optimizer, is a compromise between quality and performance. On a reasonably fast system (e.g. GTX 1070) you can go beyond that (1600×1200 or 1920×1440). Tip: reduce graphics settings from “Ultra” to “High” in the game’s launcher. Looks almost as good and helps to maintain a good framerate at higher resolutions.
For Skyrim (the DX9 version) vorpX also has an internal upscale option, which you can use alternatively. It can be found on the image page of the vorpX ingame menu.
The field of view is calculated 100% correct by Direct VR provided that the scan succeeded. If you still feel it looks ‘tiny’, you can raise it on the Direct VR page of the vorpX ingame menu. Keep in mind though that this will cause image distortion. The auto-calculated FOV is 100% correct.
The first person/weapon FOV can also be further adjusted on the Direct VR page of the vorpX ingame menu to a certain degree. General info: hands/weapons in many games are rendered separate from the world to look good on a monitor. Despite adjusting the FOV vorpX can’t do much about that.
In Skyrim however you can install mods that use the third person player model in first person view. There are several of those. Not all might work with vorpX though.
RalfKeymaster@ prinyo
My advice would be to leave that setting at the default in the Steam VR options, which I think is allowing both. I’m not sure whether vorpX’s “Fluid Sync” works as intended if you try to override anything.
@ nieda
What prinyo meant is Valve’s equivalent to Oculus’ Asynchronous Time Warp in SteamVR, which they call Interleaved Reprojection.
RalfKeymasterIt had to be taken off the games list, at least for the time being. I looked at it again briefly some time ago, but didn’t get far with the DX11 renderer. Will at least require some code changes, not “just” a profile. Too bad that they completely removed the DX9 renderer, it worked quite well.
Will be looked into again a bit more thouroughly some time, but for now no news, sorry.
RalfKeymasterPlease disable SLI and you should be fine. There never was official SLI support in vorpX and never will be.
We will check with the user above whether something has changed in vorpX or whether the flickering is due to changes in the headset runtime – which also do not support SLI. So with some luck it *potentially* *might* work again ‘unofficially’ in a future build, but that is all I can commit to.
RalfKeymasterPlease check your mail.
RalfKeymasterHow well Fallout 4 looks hugely depends on your PC’s specs and how much performance you are willing to sacrifice. If you can afford it, run the game (any game actually) at high resolutions, e.g. 1920×1440 or even higher. That has a profound effect on Fallout 4. Due to its blurry antialising high resolutions help tremendously in regard to a crisp image.
Even on a high end machine it’s advisable to reduce graphics detail though for higher resolutions and/or switch to Z3D, which is a lot faster, but of course doesn’t look as natural as Geometry 3D.
The hand/weapon FOV also affects the Pipboy, hence unfortunately it doesn’t really make sense to adjust it. Technically that is possible on the Direct VR page of the vorpX menu, but doing so makes the Pipboy appear too small to read anything.
RalfKeymasterIf you can afford it performance wise, some form of antialiasing helps tremendously. Good old multisampling AA (MSAA) is usually preferable in VR since modern shader based AA algorithms like FXAA for example tend to blur the image. Slightly blurry is still better than aliased though, of course.
For games that aren’t too demanding it’s also worth to check if supersampling works (“Dynamic Super Resolution” in the nVidia driver), which would allow you to go above 1920×1440. That’s not really an option for highly demanding games though.
Aug 9, 2017 at 11:16pm in reply to: Cannot start VorpX – Kaspersky detects virus in update process #166231
RalfKeymasterThe best course of action in many ways is to get rid of that
$!%$?$$!!$fantastic AV-software and switch to Windows Defender, which comes free with Windows 10. Windows Defender provides good protection without the annoying invasiveness of some other scanners.
RalfKeymasterI would assume that there maybe are some slight differences in frame times that make the head tracking not entirely smooth. Such things usually can be reduced by enabling “Fluid Sync” on the display page of the vorpX ingame menu, which should be the default in most cases with the latest vorpX version. This way you only get 45 true FPS plus one interpolated frame in between two real ones, which sounds worse than 90/90, but there is a chance that it can seem smoother than Fluid Sync disabled.
In case you have expert settings enabled and changed the “Direct Mode GPU Sync” setting on the same page, please make sure to reset it to the default value “Safe”. Other values can lead to missed frames, jumpy head traking etc. despite the frame counter showing perfect 90/90.
Aug 7, 2017 at 7:17pm in reply to: VorpX could not initialize your headset since SteamVR crashed #166205
RalfKeymasterNot much I can recommend besides reinstalling Steam VR, sorry. Your SteamVR version apparently is the latest release version, which sg´hould work just fine. Might also make sense to try the latest Steam VR beta in your case, although normally I would heavily recommend the opposite.
Also please check whether vorpX is updated to the latest version (17.2.3).
And last but not least please add YourSteamFolder\SteamApps\common\SteamVR\bin\win32\vrpathreg.exe to the exclude list in your vorpX config app. Recently that caused an issue for someone else. Normally vorpX excludes everyting in the SteamVR folder automatically, but that may fail if it can’t find the Steam folder.
RalfKeymasterUnless a game supports Direct VR, vorpX emulates mouse movement with head tracking. If you play games with inverted mouse, that may lead to inverted head movement. There is an according option on the head tracking page of the vorpX ingame menu.
If you have this issue with multiple games but do not play with inverted mouse, please try a full factory reset (config app). Just to make sure all settings are at their default values.
RalfKeymasterThere is no official profile for the game yet. As always, user profiles may or may not provide working 3D. I would be highly surprised though if any user profile does provide 3D in this specific case.
Loading times are indeed unbearably long for this game. Maybe some issue with their implementation of the Denuvo copy protection in conjunction with vorpX. That’s just a guess though. There will be an official Z3D profile for the game in the next vorpX, but probably not more. Unfortunately working on the title is next to impossible due to the startup times.
Engine wise it’s very different from id engine. That might have a been the base at some point, but it’s not even OpenGL anymore like id tech, instead it’s a D3D11 renderer they call Void engine now.
Aug 7, 2017 at 4:02pm in reply to: why do you advertise that this supports The Long Dark when it clearly does not? #166195
RalfKeymasterSince it still was an Early Access title when the original vorpX profile was done, there might have been changes to the game in the meantime that vorpX does not like. Last time it was checked it worked reasonably well with Z-Buffer 3D, no Geometry 3D though. Some games are patched so often these days that unfortunately there always is a chance of a game patch breaking something. Will be checked again before thr next vorpX release, thanks for the heads up.
In regard to inverted head tracking please check whether you maybe play with inverted mouse, which could be counteracted on the head tracking page of the vorpX ingame menu. Unless a game has Direct VR support, vorpX emulates the mouse for head tracking.
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