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RalfKeymasterAfter a Windows reinstall you likely will need a new key. That isn’t a problem though. If necessary, just send your new request code like the first time to get a new key.
RalfKeymasterYou can (and should) adjust the graphics according to how fast your PC is, just like with monitor gaming.
In general you should be aware that playing games with vorpX can be more demanding than playing them on a monitor. Especially in Geometry 3D mode where everything has to be rendered twice. So compared to monitor gaming you may need to lower a game’s graphics settings to get VR compatible frame rates – at least for more recent games.
RalfKeymasterWhat answer do you expect on the official vorpX support forum? You don’t loose the HUD in any game, but in games where vorpX can’t scale the HUD, you will need to use vorpX’s EdgePeek function to look at parts of the HUD in screen corners. EdgePeek let’s you briefly zoom out and back by clicking the mousewheel.
The games you are interested in run as follows feature wise (G3D means “true” 3D with two cameras, Z3D means Z-Buffer 3D, which doesn’ look as good, but is a lot faster).
1. Fallout 4: G3D/Z3D, positional tracking, FOV adjustable ingame, scalable HUD, as close it gets to a native game with injected VR.
2. Alien Isolation: G3D/Z3D, positional tracking, FOV adjustable via ini tweak
3. GTA V: Z3D, FOV adjustable via external tool (Flawless Widescreen)
4. Doom: not supported, but runs in unsupported mode (2D only), FOV adjustable ingame.And BTW: don’t believe everything you see on YouTube. I am aware of at least one recent vorpX video there where the main complaint of the “reviewer” that he talks about most of the time (no 3d) is plain and simple not true. Kind of unbelievable the whole thing. Modern times, I guess…
RalfKeymasterPlease reinstall vorpX or do a factory reset (trouble shooting page of the config app).
Afterwards make sure not to disable head tracking by accident. Doing so can cause things similar to what you describe.
RalfKeymasterAn i7 6700k at default speed. Maybe you are expecting more than what is OK for me. What I get with the 1080 is a ~60% boost compared to a Rift/Vive minimum specs GPU (GTX970). Since I didn’t really expect any improvement at all due to the wrongly assumed CPU limitation that was a quite nice surprise.
With a 970 there are some difficult areas with dense vegetation that bring the frame rate down to about 30fps at high settings on Vive, which means the OpenVR runtime likely starts to flicker. With the 1080 you should get a high enough frame rate to avoid that more or less everywhere, but you still won’t get 90fps on the outside map if that is what you were hoping for. Not using Geometry 3D and high settings.
It also might be important to note that I used the “High” settings preset, not “Ultra”.
And just in case (because of your other recent question): also make sure to leave Fluid Sync at the default (enabled) on Vive for Skyrim! Disabling it raises the workload on the direct mode/timewarp render thread, which can reduce the achievable game frame rate considerably, especially in difficult situations. That’s the main reason why disabling Fluid Sync is only recommended for games that can reach 90fps easily on Vive.
RalfKeymasterShadows should work just fine, not sure why they didn’t for the author of the reddit post you linked. So normally you shouldn’t need any shadow related ini tweaks. In regard to mods I would generally recommend to install not too many of them. With all the nice things available I understand that it’s tempting, but at least graphics enhancing mods often degrade performance, which should be avoided.
The one extra tweak I would recommend is forcing transparency antialising in the graphics driver control panel. Helps a great deal with foliage in Skyrim.
You might be able to gain a few extra FPS with some more arcane ini tweaks, but I honestly would rather spend that time playing instead of tweaking to gain 5fps.
BTW:
After setting up a new machine with a GTX1080 last weekend Skyrim was one of the first games I tried. With that machine an unmodded Skyrim finally worked quite nicely at 1600×1200 using the “High” options preset in the Skyrim launcher on Vive doing nothing else than FOV/Optimizer and transparency AA in the graphics driver.
I always was sure the CPU was the limiting factor in Skyrim, but apparently I was wrong. A faster GPU helps a great deal.
RalfKeymasterThere is an option called “Fluid Sync” on the display page of the ingame menu. On Vive it’s enabled per default since the vast majority of games works better this way on Vive.
For older games that can run close to or at 90fps you can disable it and allow the games to run at the native refresh rate. That only makes sense for games that can run pretty fast though, in all other cases leaving Fluid Sync enabled is the right choice on Vive.
RalfKeymasterSomething like that most likely is caused by a virus scanner or other security software. Please try to disable/uninstall all such software except Windows own Defender.
RalfKeymastervorpX only works in direct mode, extended mode pretty much is a thing of the past. I’m a bit surprised even that it is still available in SteamVR.
RalfKeymasterPlease select “HTC Vive” in the device selection box of the vorpX config app (main page).
The Steam message you see can be safely ignored. Steam isn’t aware of vorpX running and thus shows its usual message that is always displayed when you open a non-VR game while SteamVR is active.
A general hint: if you didn’t do so already, please read the Essential Hints Guide in the vorpX help. It contains very! important infos that help you to get started.
RalfKeymasterSomething like that most likely is caused by virus scanners or other security software. Try to disable/uninstall your virus scanner for testing. If that helps, please exclude the vorpX program folder from scanning.
Another possibility would be a corrupt DotNet 3.5 installation. You can check your DotNet install with the below tool from Microsoft:
https://www.microsoft.com/en-us/download/details.aspx?id=30135
RalfKeymastervorpX is being developed with and for all relevant PC based VR headsets. Right now this means Oculus Rift and of course also HTC Vive.
Jul 20, 2016 at 12:36pm in reply to: Suggestion: Screen Position / HUD Position Vertical adjustment if possible #104843
RalfKeymasterThat is a more complex issue than you probably think (and I originally thought too). vorpX actually had the ability to change the vertical position of the image in the first CV1 specific release to help with a certain feature of the CV1 optics. There is a severe drawback when doing this though that makes it *very* *absolutely* *completely* useless: since your eyes aren’t centered at the perspective center of the rendered image anymore, you get heavy perspective distortion when you rotate your head. So this was removed again after a short experimentation phase.
Whatever issue you may want to solve with such a feature, unfortunately it won’t work because of the distortion it introduces.
RalfKeymasterNice. Thanks for sharing.
Jul 19, 2016 at 9:22pm in reply to: Visual fidelity indiscernible at min settings vs maxed out settings #104823
RalfKeymasterThis probably seems that way because of the screen resolution of the current headsets. Many typical graphics settings settings like texture resolutions etc. might not really make a difference with the current, relatively low-res, headsets.
So depending on the game the difference might look smaller than on your monitor.
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