Ralf

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  • in reply to: Rarely works requires too much effort #122767
    Ralf
    Keymaster

    If you have solutions to specific games that vorpX doesn’t provide, open a thread in the game settings forum and post them there. If such a solution can be integrated into vorpX, I can then look at that.

    You, the users obviously spend more time with single games than I ever can. Apart from a few very important games it is simply impossible to invest dozens of hours into a single title. Take nVidia for example, a multi-billion dollar company that even lets shader fixes do by the community for their 3D driver.

    If you find out something for a game that can help others, share it! That’s what a community forum is for.

    in reply to: Rarely works requires too much effort #122764
    Ralf
    Keymaster

    There is only so much that can be done. Not everthing can be automated with a single mouse click. We’re talking about ~200 games here that are all very different in so many ways that I can’t explain that all here. For things like resolution there simply is no one size fits all best value for example as explained in detail in your other recent thread and above. The best resolution plain and simple depends on how fast your PC is. The faster the PC, the higher the resolution you can use while still getting a decent frame rate. Exact same thing as with playing a game on your monitor.

    The general steps are always the same and I think they are described reasonably well. Apart from that almost every vorpX version contains new features that make things easier. Try to imagine you wouldn’t have the Game Optimizer for example at all, which wasn’t there from the start.

    And the next vorpX version, as you are well aware, will have the new Direct VR feature that can automatically (and ingame) adjust FOV and head tracking for (for now) about 30 games, which clearly is the most difficult step so far since it’s so different for each game.

    in reply to: No audio in Rift #122753
    Ralf
    Keymaster

    Unfortunately the audio auto switching isn’t 100% reliable. It can happen that a game already has fully initialized audio before vorpX hooks and tries to switch the device used. If you experience issues with auto switching regularly, the best course of action is to disable it and instead change the default playback device manually as required.

    This can be done either by using Windows directly or in the vorpX config app (trouble shooting page).

    The Windows way differs a bit depending on your Windows version. On Windows 10 it’s straight forward: click on the speaker icon in the taskbar and then on the active playback device, then select the desired device from the list. On Windows 7/8 right click the speaker icon, choose “Playback Devices”, then mark the desired device as standard device in the dialog that pops up.

    in reply to: Weird stutter issue in Skyrim all of a sudden #122752
    Ralf
    Keymaster

    With the latest Oculus Software 1.10 Oculus introduced a new feature called “Asynchronous Spacewarp” which is always enabled and meant to enhance the experience with frame rates below 90fps.

    There can be situations where Asynchronous Spacewarp introduces quite heavy judder (more precise: randomly inserted wrong frames a few times per second) with the current vorpX version. If you experience this, please enable “Fluid Sync” on the display page of the vorpX ingame menu. Doing that reliably fixes the issue.

    The conditions that can lead to this are already known, a hotfix that addresses it without you having to enable Fluid Sync will be made available next week.

    in reply to: Asynchronous spacewarp #122749
    Ralf
    Keymaster

    Update: There can be situations where Async Spacewarp introduces judder (randomly inserted wrong frames) with the current relase version of vorpX. If you experience this, enable “Fluid Sync” on the display page of the vorpX ingame menu. The reason is already known, I will look into a hotfix for this next week.

    Ralf
    Keymaster

    Trying to find the Holy Grail. ;)

    Seriously: use a 4:3 resolution, adjust FOV to about 120° horizontically, if necessary slightly compensate for the rest with Image Zoom, and then have fun. Don’t overtweak. It’s easier than you may think if you don’t make it complicated yourself.

    in reply to: Rarely works requires too much effort #122743
    Ralf
    Keymaster

    Games use many different ways to store game settings. Ini and other config file, the Windows registry etc. The Optimizer can access about half a dozen of these methods, but other methods aren’t accessible from outside the game. Games may store settings in unknown binary formats, in custom databases or even encrypt them for example.

    Whenever possible there is an Optimizer entry, but there is no way to do this for every supported game.

    in reply to: Rarely works requires too much effort #122735
    Ralf
    Keymaster

    It’s not possible to ‘inject’ the game resolution. For quite a few games however vorpX can automatically apply a suggested resolution via the vorpX Game Optimizer in the config app. This suggestion can’t be be more than a suggestion since just as it is the case with playing games on a monitor the best resolution depends on your individual PC, more precisely on how fast it is. The faster the PC, the higher the best resolution.

    It’s fairly easy though to choose a resolution: 1280×1024, 1600×1200 or 1920×1440 depending on performance is a good rule of thumb.

    Apart from resolution: if you want to jump right in without having to care about configuration, you can use the “1-2-3 Game Setup” described in the help. A quick and dirty method that usually isn’t the best possible way to configure a game, but it’s very easy and works with almost everything the same way.

    Ralf
    Keymaster

    Set the resolution you prefer, then adjust the FOV accordingly. Depending on the game its right value may be linked to the aspect ratio of the resolution you choose. Another advantage of 4:3 resolutions is that you can easily compensate for a slightly too low FOV easily with the Image Zoom. If you want to use the exact screen aspect instead, you have to adjust the FOV exactly.

    For some games that will be done automatically with Direct VR in the next vorpX version, but for others it won’t. You don’t really gain much by doing what you do. I obviously can’t (and of course don’t want to) stop you from doing that, but following the recommendation above makes your life a lot easier in multiple ways.

    Ralf
    Keymaster

    “Losing” a few pixels on both sides with 4:3 resolutions is actually a good thing since these pixels are a reserve for vorpX’s custom asnyc timewarp. Without them black bars would slide in when you rotate your head fast and timewarping becomes apparent.

    You can however use any resolution you want. If you don’t care about about a reserve for timewarp on the sides, you can also use the actual per eye resolution (1080×1200 for Rift CV1 and Vive) for example or anything with the same aspect ratio. Only thing you absolutely shouldn’t try are square resolutions, that will confuse vorpX in multiple ways.

    For the sake of simplicity I would recommend to stick to 5:4/4:3 resolutions though. 1280×1024, 1600×1200, 1920×1440 depending on performance. Easier to handle than custom aspect ratios, you have the above mentioned timewarp reserve on both sides, and you avoid potential issues with games that don’t like non-standard aspect ratios.

    Considering that, quality wise 1920×1440 is a pretty good choice, but depending on the game and your PC it may still not at all be the best resolution since without a decent frame rate the best image quality means nothing in VR. Finding the right balance between quality and performance is far more important in VR than for monitor gaming.

    TLDR: unfortunately it’s impossible to give a one size fits all recommendation since the best resolution heavily depends on your PC, the game, the detail settings you use in that game, your personal tolerance for low frame rates and the timewarp thing mentioned above. All things considered 1280×1024, 1600×1200 or 1920×1440 depending on performance is a good rule of thumb.

    in reply to: Set up Skyrim #122717
    Ralf
    Keymaster

    Yes, vorpX works with the original Skyrim. I would even suggest that since it works a bit better.

    if a game has both 3D modes, you can switch between them on the main page of the vorpX ingame menu. The original Skyrim already defaults to G3D.

    Be aware that both 3D modes have pros and cons. While G3D looks more natural and allows positional tracking, Z3D usually is a lot faster. So in demanding games it can be the better choice if you care about a decent frame rate (>45fps), which is quite important unless you have (very) sturdy “vr legs”.

    in reply to: vorpx never work #122716
    Ralf
    Keymaster

    There is no profile for Battlefield 1 yet. vorpX requires game specific profiles to work, unless that is the case, a game may or may not work.

    In general please familiarize yourself a bit with how vorpX works before you start.

    The most important thing to do once for each game is addressing the field of view (FOV), which needs to be higher than on a monitor. How that is done varies from game to game. Sometimes you can do it in the game’s options directly, for other games the vorpX Game Optimizer may be able to do it or you may need an additional tool like Flawless Widescreen. In the worst case a non-perfect workaround may be required.

    You can find a full list of options in this regard in the Essential Hints Guide in the vorpX help. This guide also explains two other things that are important to understand before starting with vorpX.

    The help also contains a quick and dirty setup (“1-2-3 Game Setup”) that describes a way to get most games running within seconds, although usually not in the best possible way.

    in reply to: Asynchronous spacewarp #122706
    Ralf
    Keymaster

    A few impressions after toying around with the final runtime 1.10 ASW.

    To make it brief: I’m 100% sold now. Maybe they changed something between the prior runtime and the final implementation or maybe I just didn’t activate the right mode when I originally tried it last month. Either way results are much better with vorpX now. Also works with the current release version of vorpX now, which prior wasn’t the case for me for some reason.

    As soon as a game gets close to 45fps (which personally I would still consider a requirement), ASW works beautifully. If there ever was a reason to prefer Oculus over Vive for vorpX, this is it. Hopefully Valve can get something similar up and running soon.

    Let me know what you think.

    in reply to: Question about Skyrim resolutions #122702
    Ralf
    Keymaster

    In contrast to the original Skyrim there is no forward rendering path for shadows anymore in Skyrim Special Edition and Fallout 4. Deferred shadows like used in these often can’t be 100% fixed unfortunately.

    It’s possible to transform and shift them around a bit which can make them look almost right in more important parts of the scene, and in the best case that can be *almost* indescernible from fully correct shadows most of the time, but that will never be as good as shadows that are directly rendered into the scene.

    Deferred renderers are a great thing in many ways, but for applying Stereo 3D retroactively they are primarily a major PITA.

    If the vorpX profile for a game contains shadow definitions, you can usually switch them off on the image page of the vorpX ingame menu. That is the case for both FO4 and Skyrim SE.

    in reply to: Set up Skyrim #122701
    Ralf
    Keymaster

    The key to image quality is the resolution that you run a game with, just like with normal monitor gaming.

    vorpX’s default suggestion of 1280×1024 is a compromise between quality and performance. 1920×1440 would roughly equal the per pixel densitiy of a native app, resolutions beyond that would be supersampled.

    You need to find the right balance between framerate and resolution for your specific PC. For comfortable VR your main concern should be a high enough frame rate (>45fps) when doing this.

    In the original Skyrim you can alternetively use the “Internal Resolution Upscale” option in the vorpX ingame menu, which can change the resolution internally.

    Do not use the Oculus Debug Tool hack! vorpX already supersamples internally, all you get with that are excessively large render textures, which will result in very little quality gain but will cause performance problems.

    Positional tracking (“i cant look at things and around corners”) only works with Geometry 3D, not with the faster Z-Buffer 3D.

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