Ralf

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Viewing 15 posts - 736 through 750 (of 10,055 total)
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  • Ralf
    Keymaster

    To measure the actual Z3D performance impact you have to take the performance hit from rendering to the headset out of the equation. I.e. you have to compare your normal desktop performance with what you get when vorpX is set to ‘Generic 3D Display’ in the config app. Under normal circumstances that way you shouldn’t see much of a difference.

    Everything else comes from the extra workload caused by the headset render thread, or some related settings in the vorpX menu. Most importantly the ‘Headset Sync’ options, but also the amount of post processing you may have enabled (sharpening, gamma etc.). Also the efficiency of the headset runtime plays a role here obviously.

    40% sounds too much though. I’d suspect that maybe the Headset Sync settings are set to something that artificially reduces the framerate for better headset syncing. At settings that favor performance over safer syncing the performance impact caused by rendering to the headset is similar to the GPU load that the Oculus/SteamVR/OpenXR runtimes cause when rendering their grey/black ’empty space’ environments.

    On a sidenote: if this is related to a DX9 game on Windows 11: there currently is a major DX9 performance hit on Windows 11, which will be addressed in the next beta in a few days.

    in reply to: Next 23.1.0 beta this weekend #215387
    Ralf
    Keymaster

    Just heads-up that there will be the “usual” delay of a few days. Someday I’ll learn not to be too optimistic when it comes to release date announcements. Or maybe not. :)

    During testing yesterday I discovered a GPU memory leak when switching displays while the desktop viewer is running. Since this happens quite frequently when the display is switched automatically by putting on/taking off the headset I’d like to spend a bit more time on hunting this down before I resort to restarting the viewer each time a display change occurs. On the upside the search for the pesky little sucker of a bug already lead to a few optimizations in terms of general GPU memory usage, which are quite useful for those who want to run super high resolutions. Under extreme conditions (8K) up to a whopping 2GB more space for games.

    in reply to: Wrong email #215374
    Ralf
    Keymaster

    I have sent you an e-maiil with a download link to the mail address that you used to register here. Let me know if it didn’t reach you.

    in reply to: Next 23.1.0 beta this weekend #215351
    Ralf
    Keymaster

    A little addendum: I actually had the idea with the auto switching based on headset activity just yesterday while typing my post above, but was confident enough that it would work fine to still write it down as it had already been done. Today I actually did it first thing in the morning and all I can say is:

    It’s freaking awesome! (sorry for the self praise).

    You launch the desktop viewer, put on the headset and without having to do anything at all you have a display capable of running all the resolutions vorpX may want at the refresh rate of your headset. It just works. This is such a major leap in user friendliness for less tech savvy users that I could club myself over the head for not having the idea at least five years ago. No more fumbling around with custom resolutions ever. Not to mention AMD users, who couldn’t even really do that to the ideal exent.

    On a side note: big thanks to everyone who made me aware that the ‘switch off monitor’ method doesn’t always work. While that was already quite nice in principle, in addition to the techical problems with older/less feature rich monitors it also had the obvious drawback of having to know about it, which often enough is the biggest hurdle when it comes to grasping the full potential of vorpX, no matter how many hints and messages are displayed for particular features. So this is sooooo much better. Was worth every second of time poured into creating the prerequisites for this final step over the last weeks. And then some.

    You’ll love it. Promise.

    in reply to: Toggling stereo mode in Desktop Viewer by hotkey? #215349
    Ralf
    Keymaster

    That sounds like a useful hatkey addition. Can’t promise anything for this week’s beta release, but probably will come in the not too distant future.

    in reply to: VR-News: No Blu-Ray 3D support for PS-VR #215348
    Ralf
    Keymaster

    I don’t even have a Bluray player, just streaming for years, but do Bluray’s work on newer CPUs at all? I faintly remember an article I’ve read a while ago that said Intel threw out some instructions after there 10th gen Core that are required for 4K Blu rays, and AMD never supported those in the first place I believe.

    in reply to: vorpX 23.1.0 BETA #215345
    Ralf
    Keymaster

    All I can tell you is what I told you above anyway. The virtual display driver does not hook into a game’s graphics pipeline. If it would tax your GPU in any way, it would do so outside of games in the exact same way as in games.

    So whatever your further tests may show, you have to look somewhere else to find what causes your issue. Also, as said above, if your ‘issue’ is in the range of 5% or so, you have to run a reasonable amount of tests to determine what you see is not just random fluctuation.

    As much as I’d like to get to the bottom of stuff you report here, when it is neither replicable nor even sounds technically plausible, I have to prioritize other things.

    Let me know if you experience any increased GPU usage outside of games with the virtual display enabled. Not being able to replicate your issue here aside, that would be the only valid indication the virtual display could be the cause for what you see. Until then I consider this matter closed.

    in reply to: Next 23.1.0 beta this weekend #215341
    Ralf
    Keymaster

    Haven’t tried my G2 headset yet, so take this with a grain of salt, but I’m fairly certain that it will work just fine. Would be a surprise if it didn’t.

    in reply to: vorpX 23.1.0 BETA #215340
    Ralf
    Keymaster

    If what you see was caused by the virtual display driver, you would see your GPU usage go up by just enabling it without a game running. The display driver does the exact same things on the desktop as it does in games. It’s not something that kicks in when games are running, it’s not even aware of that. The amount of work it has to do doesn’t change when you launch a game, and it certainly doesn’t use a significant amount of GPU resources under any imaginable circumstances. Maybe some more PiTool quirks, a weird effect caused by having other tools hooked into the pipeline alongside vorpX or whatever.

    in reply to: vorpX 23.1.0 BETA #215326
    Ralf
    Keymaster

    Weird stuff you are experiencing occasionally. Can’t replicate that here at all in a brief check, but will spend a bit more time on checking more thoroughly later.

    If ‘slightly worse’ means something in the range of 5% or so, you will have to do at least a dozen test runs under 100% identical circumstances (i.e. an unchangeable self running benchmark scene) to be reasonably sure it’s not just measurement inaccuracy.

    Ralf
    Keymaster

    The profile only supports the regular build with the ‘DX11 Legacy’ renderer. Older DX9 versions are not supported.

    Ralf
    Keymaster

    @petey53: If the default alternate eye 3D method is not for you (‘different images in each eye’), switch to Z3D in the vorpX menu.

    Also make sure to dial down the game’s graphics detail as suggested by the message that is shown when you start the game. If you haven’t done so already, make sure to read this message. It contains valuable information that you don’t want to skip.

    in reply to: Help with registration email? #215238
    Ralf
    Keymaster

    No recent key request from you has reached us. Please make sure to send the request from the same mail address that used to register vorpX originally. Should only take a few minutes usually. The system does not reply to unknown mail addresses though.

    If you are sure you have sent your mail from the right mail address, the mail did not go through for some reason. In that case use the contact from linked in the support menu. Messages sent that way have to be processed manually though, which will take a while.

    BTW: You only need a new key if the request code shown in the license dialog has changed. If it’s still the same as before, your original key still works.

    in reply to: Cyberpunk VR Update Thread #215231
    Ralf
    Keymaster

    Please reset the ingame graphics settings to medium. Do not enable raytracing, do not enable DLSS 3.

    in reply to: Cyberpunk VR mod download #215227
    Ralf
    Keymaster

    Thanks for the heads-up. I’ll check whether something can be done about that.

Viewing 15 posts - 736 through 750 (of 10,055 total)

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