Ralf

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  • in reply to: OCULUS DK2 RUNTIME 0.8 RAINBOW SIX SIEGE #95789
    Ralf
    Keymaster

    BFH is Z3D only. Z3D has “less 3D” for nearby objects, but is twice as fast as Geometry 3D that renders everything twice. The only way to get VR compatible framerates in demanding games.

    Zoom: You have to adjust the field of view (FOV). For BF4 and BF Hardline this is only possible in a perfect manner for multiplayer. The vorpX game optimizer in the config app can take care of that for both games.

    In general: if you haven’t done so already, please read the Essential Game Hints in the vorpX help. Among other important infos there you find all options you have to deal with the field of view listed from best to worth. What can be done depends from game to game.

    in reply to: OCULUS DK2 RUNTIME 0.8 RAINBOW SIX SIEGE #95786
    Ralf
    Keymaster

    No, sorry. Renaming is a hack that may or not work (and most of the time won’t). It’s by no means something that is officially supported in any way. Normally a profile is required for 3D support.

    in reply to: OCULUS DK2 RUNTIME 0.8 RAINBOW SIX SIEGE #95780
    Ralf
    Keymaster

    You can try to rename the game’s .exe to bioshockinfinite.exe and see whether that does anything.

    In some cases that can (but doesn’t have to!) give basic 3D support if the games use the same graphics engine. But even if it works, it will lack game specific adjustments that are often needed to fix issues with shadows, reflections etc.

    in reply to: direct mode mirror windows #95778
    Ralf
    Keymaster

    I’ll look into it, but no promises. It’s probably possible, but would definitely hurt performance in many cases, so I’m not sure whether it’s a good idea.

    You can always display the undistorted game on the monitor, even in fullscreen mode.

    in reply to: vorpX Desktop Viewer BSOD with fresh Win10 and DK2 #95777
    Ralf
    Keymaster

    Didn’t hear of that before in regard to vorpX, but it seems to be an unfortunate general issue with Win 10 for some. Googling for “dxgmms2.sys” yields nothing but reports of this Win 10 issue on the first page (unrelated to vorpX). Might be worth to check these out, maybe there is a solution that can help you.

    in reply to: OCULUS DK2 RUNTIME 0.8 RAINBOW SIX SIEGE #95776
    Ralf
    Keymaster

    vorpX requires game specific profiles for games to work in 3D.

    Rainbow Six Siege does not have a profile yet, so no 3D as of now. The game is already bought and on the to-do list, so – if possible – a profile will be made available shortly. No promises though, as it hasn’t been tested yet.

    You should however be able to play the game in 2D with head tracking normally even without a profile. To make head tracking work, please make sure that mouse input is working in the game. In some games you may have to disable the gamepad for that.

    BTW: No double posts please to avoid forum clutter. Your other post containing the same question has been deleted. All future double posts will also get deleted.

    in reply to: Star Citizen alpha 2.0 working ? #95774
    Ralf
    Keymaster

    Disclaimer: Star Citizen is not officially supported by vorpX due to still being in heavy development.

    That said, it still crashes with the public alpha 2.0 that is available since yesterday. Will be looked into and fixed if it’s easily fixable, but no promises.

    In the meantime you should be able to display it in the Rift with the vorpX desktop viewer, provided you are on Win8 or 10.

    1. Start the desktop viewer
    2. Right click the vorpX tray icon, choose “Pause Watcher”
    3. Start the game in borderless window mode

    This is not ideal in multiple ways as the desktop viewer is not meant for playing games, but may be better than nothing.

    in reply to: Custom 8:9 resolutions, what a load of ******* #95762
    Ralf
    Keymaster

    The 8:9 portrait images you are seeing are the goal of this. This is basically how native apps work, rendering an 8:9 image for each eye that does exactly cover one half of the Rift screen.

    This doesn’t make sense for Virtual Cinema Mode though, just for full VR. For games that you want to play in Virtual Cinema Mode using normal widescreen resolutions is the right thing to do.

    BTW: You can also use any other resolution now in full VR mode now. A good way to get part of the performance/quality enhancement of custom resolutions is using 4:3 resolutions like 1600×1200.

    I do that quite often since it’s possible. Provides a quick and easy way to get many games working in full VR without having to deal with FOV at all. Just select 1600×1200 (or any other 4:3 res), zoom out a few notches in vorpX ([SHIFT][MOUSEWHEEL] or ImageZoom in the ingame menu) until the FOV feels right, and you’re good to go. Not perfect in every case, but a nice way to get games working as fast as possible. For example if you just want to briefly check something out.

    Ralf
    Keymaster

    Hello,

    Sorry for the inconvenience.

    Your key has been sent twice to the mail address you used to register to the forum: Wednesday, about five minutes after you sent your request, and a second time yesterday as an answer to your contact form message. I sent it a third time shortly ago.

    Please double check your spam folder!

    If you can’t find the messages there, please contact us again with an alternative mail address.

    in reply to: Any way to display game on monitor as well as Rift? #95718
    Ralf
    Keymaster

    There are two possible ways:

    A. Displaying the undistorted game:

    1. Open the vorpX ingame menu with [DEL]
    2. Go to the display page of the ingame menu
    3. Activate “Direct Mode Show Original”

    B. Displaying the stereo view like seen in the headset:

    1. Run the game windowed
    2. Open the vorpX ingame menu with [DEL]
    3. Go to the display page of the ingame menu
    4. Activate “Direct Mode Show Mirror Window”. This option is only available when running a game windowed.

    in reply to: Request Code different than before #95704
    Ralf
    Keymaster

    Request codes change when you reinstall Windows or change hardware on your PC.

    You can simply request a new key in that case like the first time you activated vorpX.

    in reply to: Deux Ex HR – Director's Cut #95690
    Ralf
    Keymaster

    Separation should be 1.0 per default. You can reset the profile to default values in the config app.

    Not sure about your D3D11 fps issue, sorry. Sounds definitely odd. Just tried here with the last 0.91 release version to be extra sure in Saarif HQ, Hengsha and the end-boss room. Results are like described above…

    D3D11 Z3D is currently broken in DXHR. Will be fixed in the next version. Currently it always has the max. Z-zalue across the whole image. Since Z3D shifts the image based on depth, changing the separation shifts the whole image in this case, which looks identical to changing the IPD. So everything normal in this regard (except the depth values being garbage, of course).

    in reply to: Deux Ex HR – Director's Cut #95682
    Ralf
    Keymaster

    Raw game performance is usually lower since 0.9 due to now two render processes working side by side (the game and the direct mode rendering), so your DX9 numbers may be normal. But what you are experiencing in DX11 sounds far too much. In most games the loss is about 20%-25%, which is compensated by the async timewarp.

    DXHR (not the Director’s Cut though) is used for testing here from time to time. Usual test resolution is 1600×1200, graphics settings default, FOV maxed out in the game’s options menu. On a GTX 970 it runs with 40-70fps in DX11 using G3D, with some odd slowdowns below 25fps here and there (e.g. Saarif Industries lobby). Z3D performance should be a lot better than that, almost stable 75fps should still be possible on your GTX 980 using Z3D.

    In some games forced MSAA through the graphics driver can have a huge negative impact. Not sure whether that is true for DXHR, but that may be worth checking out.

    And just in case: until not too long ago nVidia drivers maxed out a full CPU core for doing nothing with the Rift. That could be pretty bad for the async rendering in vorpX 0.9 on CPUs without hyper threading (Core i5 and below). The issue is fixed with the nV drivers 358.91 and (hopefully) above.

    Ralf
    Keymaster

    Please mind your words, thanks. It’s a bit rash to conclude that there is a general issue just because something does not work anymore on your machine.

    Works like it should here with the latest ESO patch which was just installed.

    @ All : if anyone else is having this problem (ESO not working), please report back here, so that a potential general issue can be looked into. Ideally with an exact description of what happens (or not).

    Ralf
    Keymaster

    Are you using the latest version of vorpX? ESO support was broken with 0.9.0, but that was fixed with 0.9.1, which was also confirmed by the user who reported the issue with 0.9.0. If it does not work with 0.9.1 on your machine there probably is a system specific issue. In that case please first check the trouble shooting guide in the help.

    Also please make sure to run the game with DX9 to get G3D support. If applying the DX9 renderer with the game optimizer fails, use the ini setting described here:

    [PSA] Switching between DX11 & DX9 may significantly improve your performance.
    byu/HappiTack inelderscrollsonline

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