Ralf

Forum Replies Created

Viewing 15 posts - 7,126 through 7,140 (of 9,243 total)
  • Author
    Posts
  • Ralf
    Keymaster

    If you are prone to motion sickness, you should always favor a high frame rate over image quality. I would consider 50-60fps the minimum unless you are largely immune. That’s enough for timewarp tp be able to compensate for the rest largely unnoticable for most. The closer to the optimal 90fps for Rift/Vive, the better of course. The best way to achieve that in Skyrim is switching to Z-Buffer 3D, which doesn’t look as good, but is a lot faster.

    HUD: Try a higher resolution than the default suggestion, which is a general compromise between quality and performance. Since Skyrim is largely CPU bound with vorpX, 1600×1200 or even 1920×1440 may be possible without a large performance hit (check with ALT+F) depending on your GPU. This will not only enhance image quality, but also help tremendously with HUD readabilty when scaled further down than the default.

    Regarding enhancements for novice users: the Essential Hints Guide in the vorpX help which explains the two most important things (field of view and head tracking sensitivity) will open automatically with vorpX on every launch in the future. It is already linked from many places in the config app and also highlighted in multiple ways, so it should be almost impossible to overlook it, but apparently that is still not enough for everyone to find it.

    in reply to: Skyrim – Is this supposed to look good? #104318
    Ralf
    Keymaster

    The only things that you absolutely need to adjust are field of view and head tracking sensitivity (which is true for most games BTW).

    In Skyrim field of view can be adjusted with a single mouse click in the vorpX ingame menu (main page). If it’s still a bit to narrow afterwards, compensate for the rest with the image zoom setting. Head tracking sensitivity can be adjusted on the head tracking page of the vorpX ingame menu.

    Adjusting these two things brings the game to a playable level. Nothing else has to be changed/tweaked to make the game playable with vorpX. Don’t overtweak things, it’s very easy to cause more harm than good.

    Beyond that you *optionally* can adjust the following things, but none of them are strictly necessary.

    1. The game’s resolution (Higher = better quality, costs FPS though. Try 1600×1200)
    2. The HUD/menu scale. Default should be OK, but you can adjust it to your liking
    3. The 3D-method and strengh (Z3D for better performance, G3D for better looks)

    in reply to: Product key #104223
    Ralf
    Keymaster

    You should have received your key in the meantime. If it didn’t reach you, please let me know.

    in reply to: Request Key, sorry! #104222
    Ralf
    Keymaster

    Unfortunately neither of the two e-mail addresses is registered in our database. Please contact support |at| vorpx com with the e-mail address that you used for registering vorpX originally or – ideally – your MyCommerce Order ID. Thanks.

    Ralf
    Keymaster

    Definitely not for the lounge scene. The others will be looked into and *maybe* the max distance will be changed. As you noticed yourself, there weren’t any other requests for this so far, but I will re-evaluate this for you. No promises though.

    in reply to: vorpX crashes discord #104181
    Ralf
    Keymaster

    Unchecking the “Use Device Audio” checkbox in the config app disables the device switching.

    in reply to: Vive + Skyrim #104179
    Ralf
    Keymaster

    Skyrim is CPU bound with vorpX in Geometry 3D mode unfortunately.

    The biggest FPS gain can be achieved by switching to Z-Buffer 3D, which doesn’t look as good, but is a lot faster.

    in reply to: All games except Skyrim dont work #104177
    Ralf
    Keymaster

    It’s quite likely that this is an injection conflict. Maybe you overlooked something.

    Please try to start a few games, then create a trouble shoot data archive in the vorpX config app and send this archive to support |at| vorpx com. I will check whether I can find something that you may have overlooked.

    Ralf
    Keymaster

    The “Ambience” and “None” scenes allow you to push back the screen a good chunk farther.

    in reply to: Z Buffer Issue in Skyrim #104172
    Ralf
    Keymaster

    Are you using an AMD graphics card? Z3D in Skyrim seems to be broken with AMD, this will be looked into. For now please either use G3D or switch off 3D.

    in reply to: Vorpx is not working at all #104171
    Ralf
    Keymaster

    There probably 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 is to disable/uninstall every background program that would not be there after a fresh, Microsoft only Windows install.

    If you can’t solve the issue this way, please try to start a few games, then create a trouble shoot data archive in the vorpX config app and send me this archive. I will then check whether I can find something that you may have overlooked.

    in reply to: prince of persia sands of time #104169
    Ralf
    Keymaster

    Neither Prince of Persia nor Gears of War have a profile. As always with unsupported games they might or might not hook. While vorpX can hook many games without a profile, that’s not something that you can expect for every game.

    in reply to: prince of persia sands of time #104164
    Ralf
    Keymaster

    Adding the launcher .exe to the exclude list in the vorpX config app might help. This way vorpX would only try to hook into the main program. No guarantee that this will help, but worth a try.

    in reply to: Low FPS in Skyrim #104118
    Ralf
    Keymaster

    You can’t compare vorpX to monitor S3D rendering. vorpX is quite a bit more demanding since 1. It renders two full res images instead of two half res images and 2. a second render thread is running in parallel that copies the final image from DX9 to the DX11 based rest of vorpX, which is necessary since the Oculus runtime does not support a DX9 direct mode. On top of that the Oculus runtime itself drives yet another render process.

    22fps still looks very low. You should get ~45fps on medium to high settings normally with Geometry 3D in most parts of the outside map (less in towns and areas with dense vegetation, more in dungeons). Just in case you are using an insider build of Windows 10: go back to a non-beta Windows 10. Insider builds may break parts of vorpX at any time.

    in reply to: Vive not recognized #104105
    Ralf
    Keymaster

    Might sound stupid, but did you select the HTC Vive in the vorpX config app?

    Also please make sure that the headset is configured for direct mode in SteamVR, vorpX does not work in extended mode.

Viewing 15 posts - 7,126 through 7,140 (of 9,243 total)

Spread the word. Share this post!