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RalfKeymasterLooks like a good fit for VR for sure, I’ll see what I can do. Unity engine games are a bit special though, so I can’t promise anything unfortunately.
Feb 7, 2016 at 4:17pm in reply to: Will this software be compatable with the consumer version of the Occulas Rift #97130
RalfKeymasterWe will start supporting the CV1 as soon as we can. When that will be depends largely on Oculus as they have to release the software development kit version 1.0 for everyone first.
Feb 7, 2016 at 2:14pm in reply to: Will this software be compatable with the consumer version of the Occulas Rift #97127
RalfKeymastervorpX will support commercial headsets if technically possible and if these headsets gain a substantial share of the market, which obviously is the case for the Oculus Rift CV1.
Currently the Oculus SDK required for the consumer version is not available for all developers. We will start with the CV1 implementation as soon as Oculus releases the according SDK for everyone (and we have a CV1, of course).
RalfKeymasterDid you check the hints from the Performance Optimization Guide in the help? It lists basically all that can be done to enhance performance.
In a nutshell: ideally both the Game FPS and the Direct Mode FPS should stay at 75 (DK2) at all times. If that is not possible, you should try to get the Game FPS to at least more than 40. vorpX uses asynchronous timewarp to create additional frames if you can’t reach 75, but you still need at least 40-50 game fps for a pleasent experience. The Direct Mode FPS absolutely have to be 75 for a judder free experience, no way around that.
You can display both values when you press [ALT][F]. What can be done to enhance performance is listed in the guide mentioned above.
RalfKeymasterFeature wise the Fallout 4 G3D profile is on par with Skyrim, that much I can say. So you can indeed look forward to it (provided you have a GTX 980Ti or Titan GPU).
Regarding the next version there is nothing else to share currently than what was said above though, sorry: there *might* be another update before the CV1 is released, but that hasn’t been decided yet.
RalfKeymasterConsidering that it’s the “DirectX Game Memory Management Service 2” that causes the issue, you could also check your GPU mem consumption. Just a guess, but playing a game with vorpX requires considerably more GPU memory than playing a game without vorpX.
With a recent GPU with >3GB video memory that shouldn’t be an issue at all in Skyrim, but maybe still worth to check in case you use extra huge hi-res texture packs for example.
There is a nifty little tool called nVInspector that allows you to monitor GPU mem consumption and a lot more.
RalfKeymastervorpX will support commercial headsets if technically possible and if these headsets gain a substantial share of the market, which obviously is the case for the Oculus Rift CV1.
vorpX will also continue to support both 3D methods as far as technically feasible. The more complex 3D graphics in games get the more difficult this gets though, especially in regard to modern multi-pass/deferred renderers, which do many things like lighting, shadows and much more in additional 2D-passes. So you may see more new Z3D only titles than this was the case with DX9-era games, where “stereofying” a game was substantially simpler due to the rendering pipelines being less complex. We are of course working on that heavily as you probably can imagine.
There will be many cases though with newer games where G3D does not really make sense performance wise as you already noted, regardless whether it will be available or not. G3D always did and always will cost about 50% of performance. So if your PC can’t handle extremely high framerates for a game, G3D does not really make sense. Nothing has changed about that, except that newer games obviously are far more demanding performance wise than older ones.
You can expect a vorpX release that works with the CV1 as soon as: A. we have a CV1, and B. Oculus releases the SDK 1.0 for everyone. Plus the time needed for implementing any required changes, of course.
RalfKeymasterThe only important things are applying the Game Optimizer tweaks, setting the FOV to 120 (in Skyrim there is a button for that in the vorpX ingame menu) and adjusting the head tracking sensitivity. You should not have to change anything else besides maybe adjusting HUD scale and depth to your liking.
Scale should be quite natural with the default settings, but if you want to change it, you can do so by adjusting the 3D Strength. The higher the camera separation, the smaller the scene is perceived.
Jan 31, 2016 at 9:09pm in reply to: Not a Vorpx issue but a heads up: LAV Filters got smacked by win10 build 14251. #97065
RalfKeymasterI appreciate that in this special case, but there may be others in which you think you found a bug in vorpX which in truth is caused by the beta Windows. That’s why I have to be quite adamant about this, sorry.
If using a beta version of Windows is worth something to you despite all the extra hassle you can and will have with it, then I’m not the one to judge that. But please make sure that any vorpX issue that you potentially may want to report also exists on a normal public Windows build before reporting it as a bug. Thanks.
Jan 31, 2016 at 8:31pm in reply to: Not a Vorpx issue but a heads up: LAV Filters got smacked by win10 build 14251. #97061
RalfKeymasterThe problem is that it is impossible to tell whether issues are caused by Windows or vorpX if you use a beta Windows. The purpose of insider builds is to test Windows. We neither have the intention nor the resources to test vorpX with new beta Windows releases every few weeks that are used by maybe 1 out of 10000 Windows users.
If you think you found a bug in vorpX, please ALWAYS check whether it also exists when using a public build of Windows before reporting it. We cannot give any support for issues that you encounter with a beta Windows build. It’s just not feasible, sorry.
RalfKeymasterIt’s hardly 2.5 months since the last version which brought major new features, main developer (me) is posting here almost every day… In which way does this look dead?
There *may* be another vorpX update before the Rift CV1 is released, but that hasn’t been decided yet.
RalfKeymasterNo, but you should try to get your Rift working with runtime 0.8. Are you using an incompatible configuration (Optimus laptop or similar)?
Jan 31, 2016 at 12:13pm in reply to: Not a Vorpx issue but a heads up: LAV Filters got smacked by win10 build 14251. #97047
RalfKeymasterPlease do not use insider builds of Windows 10 for vorpX (or anything besides testing out of curiosity if you want my advice). If you do so for whatever reason, DO NOT report any issue you may encounter. vorpX will never be tested against beta/insider builds of Windows and there can be no support if you use them.
RalfKeymasterThe black screen on the desktop is how it is supposed to be, nothing showing on the headset not, of course.
Please first install the current Oculus runtime 0.8. While 0.7 may work, it was never tested, so you should get that out of the way as a possible cause of the issue.
If that doesn’t help, and you are using mods, please next try a fresh Skyrim install without any mods. Some mods (“ENB” or other graphics mods, mods using a “script extender” etc.) may interfere with vorpX, so those also should be ruled out as a possible cause of an issue.
RalfKeymasterYou can use the vorpX ImageZoom (image page of the vorpX ingame menu or [SHIFT][MOUSEWHEEL]) to compensate for FOV like described further above. Works quite well as the game’s original FOV is relatively high. The top/bottom bars introduced by the ImageZoom are small enough here to be entirely forgotten within minutes while playing.
You can do this as a quick and easy FOV fix in almost any game BTW.
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