Ralf

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Viewing 15 posts - 7,981 through 7,995 (of 9,243 total)
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  • in reply to: like a big Monitor #90617
    Ralf
    Keymaster

    You can’t see the corners.

    in reply to: vorpX 0.9.0 Available Now #90614
    Ralf
    Keymaster

    According to the thread on the Oculus forum it can manifest itself in anything from dropped frames to dramatic FPS loss.

    https://forums.oculus.com/viewtopic.php?f=34&t=25914

    A workaround would be to open the Oculus Configuration Utility as the first thing you do right after starting Windows and then not close it again until you’re done rifting, so that the blue light stays on all the time. PLEASE BE AWARE THAT THE RIFT IS POWERED ON ALL TIME WHEN YOU DO THIS, SO DON’T DO IT OVER LONG PERIODS OF TIME.

    in reply to: Geometry mode list #90613
    Ralf
    Keymaster

    https://docs.google.com/spreadsheets/d/1xQom_2-Hgno-zO_wQtjarapZEyW_1XCL5LB8TX8v7zc/edit?pli=1#gid=0

    It’s quite out of date and has about 50 games missing entirely, but better than nothing.

    in reply to: like a big Monitor #90609
    Ralf
    Keymaster

    You can check that by running games windowed and then enabling the mirror window in the vorpX menu. Normally the image should be filled both vertically and horizontically with a roughly 10px vignette.

    If it looks fundamentally different from that, please post a screenshot here with exact steps to reproduce. Game, resolution, runtime version, eye cup selection in vorpX, ipd in vorpx, image scale value, aspect ratio setting.

    in reply to: vorpX 0.9.0 Available Now #90604
    Ralf
    Keymaster

    If you are using Windows 8 or 10, you might try the new vorpX desktop app, and see whether it works with that. Otherwise you are probably out of luck in this specific case, I’m afraid.

    in reply to: vorpX 0.9.0 Available Now #90599
    Ralf
    Keymaster

    Not sure if I understand the Youtube issue, I’m afraid.

    Extended mode is gone for good unfortunately. Oculus removed it completely with the 0.7 runtime.

    in reply to: vorpX 0.9.0 Available Now #90594
    Ralf
    Keymaster

    That will be fixed in the next vorpX version. For now the only thing you can do is lowering gamma after recording the video in your video editing program unfortunately.

    in reply to: vorpX 0.9.0 Available Now #90590
    Ralf
    Keymaster

    That probably depends highly on the game you play.

    You may also be victim of a bug in the Oculus runtime 0.7/0.8 and/or nVidia driver that consumes an entire CPU core. Happens on almost every PC and is especially bad on Core i5 and below which do not support hyper threading.

    Check your task manager for a “System” process while you run a Oculus app without Oculus config utility open. It’s always there, but if you have this bug, it consumes a large amount of CPU time when you run any Oculus app for the second or third time after a reboot: 50% on dual core, 25% on a quadcore i5, 12.5% on a quadcore i7.

    More info: https://forums.oculus.com/viewtopic.php?f=34&t=25914

    in reply to: like a big Monitor #90585
    Ralf
    Keymaster

    @ Clay : You HAVE to deal with field of view (FOV) one way or the other. Please take a look at the Essential Game Hints in the vorpX help for the various options you have to do so.

    With the FOV set up correctly in many games you can get a perfect experience. In some games that is a one click thing by using the vorpX Game Optimizer, in others it’s a bit more complicated or can’t be done in a perfect way. For your convenience below the according part of the Essential Game Hints. Please still read the guides in the help, they also contain other valuable information.

    From best to worst here is what you can do:

    1. Set the game FOV directly in the game if it provides to dial in an FOV of 120°.
    2. Set the game FOV directly with the vorpX Game Settings Optimizer (vorpX config app) for games that support it.
    3. Set the game FOV to 120 manually through an ini tweak or external tool (avaliable for many games, google FOV + game name).
    4. Set the game resolution to a 4:3 or 5:4 aspect ratio mode. 1280×960 for example. In many games this helps with FOV.
    5. Use the 3D FOV Enhancement in the vorpX ingame menu (availabe in Geometry 3D games).
    6. Use one of the letterbox aspect ratio modes in the vorpX ingame menu and/or ImageZoom.
    7. Play the game in Virtual Cinema Mode (can be enabled in the vorpX ingame menu).
    8. Use the 2D FOV-Enhancement in the vopX ingame menu (be aware that this distorts the image).
    in reply to: vorpX 0.9.0 Available Now #90582
    Ralf
    Keymaster

    @ Karlor : Not sure if I understand the question. What do you mean by ‘spectator other screen display thing’? If that means the mirror window, you should be able to use it with just a little performance impact. Normally there should be no need to adjust settings to use it.

    @ Nikolay : In general the raw FPS are about 10-20% lower than before due to the far more complicated rendering pipeline that was necessary for the Direct Mode. but that’s countered by the async timewarp, which makes things still look smoother. Can’t really imagine Mirror’s Edge at 120fps in G3D on your 960. With a GTX970 it always ran around 60 before in the start area. Crysis 3 didn’t have G3D before, 15-20 still sounds quite low even for a GTX960 in Crysis 3. With a GTX970 the game runs at about 35-40fps in the start area (ship in rain) when using Geometry 3D. Low settings IIRC. From testing various GPUs I would say a GTX970 is a reasonable recommendation, it’s also what Oculus suggests for the Rift in general.

    You could also take a look at the Reddit thread linked below for advanced tweaking, a similar advanced tweaking sticky will follow here shortly:

    vorpX 0.9 performance tip: custom 8:9 resolution
    byu/eVRydayVR inoculus

    @ Cy : That sounds odd, especially since it happens in games that run perfectly fine at 75fps. Anything special about your setup (SLI, Optimus or uncommon in any other way)? Can you make a video of this? A frame by frame analysis might be helpful to at least understand what’s happening. I could provide you with an FTP account to upload it.

    in reply to: vorpX 0.9.0 Available Now #90541
    Ralf
    Keymaster

    @ Cylon : Occasional jerkiness: check your framerate with [ALT][F]. There are two values now. Game FPS and Direct Mode FPS. The Direct Mode FPS have to stay at 75fps at all times or you get judder. Game FPS should at least be half the headset refresh rate (~40 fps for the DK2), better 60, and ideally 75, of course.

    The easiest way to achieve this is obviously lowering graphics settings, but you can also lower the game resolution now, as vorpX doesn’t have to run at the headset resolution anymore. You can even choose 4:3 resolutions now, which can help in some cases as less stuff is drawn that is thrown away later. And if you wish, you can even experiment with custom square resolutions which can be created in the nVidia control panel.

    Another new and particularly easy way to optimize direct mode performance in demanding games is syncing the game framerate to exactly half the headset refresh rate. This can be done on the display page of the ingame menu, setting is called Direct Mode Framerate Sync.

    in reply to: like a big Monitor #90540
    Ralf
    Keymaster
    in reply to: like a big Monitor #90529
    Ralf
    Keymaster

    That sounds reasonable. You can check the actual FPS with [ALT][F]. There are two values now. Game FPS and Direct Mode FPS. Direct Mode FPS have to be 75fps at all times for a smooth experience. Game FPS should at least be higher than 40, better 60, and ideally 75.

    Oculus recommends a GTX970 class GPU and that’s also the recommendation for vorpX.

    in reply to: How to watch 3D movies with vorpx and vlc? #90523
    Ralf
    Keymaster

    You may have to click into the player window once. The player window has to have the mouse and keyboard focus, otherwise vorpX does not receive key presses.

    in reply to: like a big Monitor #90520
    Ralf
    Keymaster

    The black borders that can appear when you are moving your head very fast are a side effect of the asynchronous timewarp. There may be a way to reduce them, which will be looked into down the road, but in general they are an inherent artifact of the timewarping.

    If besides this anything looks different from before there has to be something else going on. 3D is done the exact same way as before. In Geometry 3D games (including Borderlands) the 3D effect looks exactly as natural as before normally.

Viewing 15 posts - 7,981 through 7,995 (of 9,243 total)

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