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RalfKeymasterJust checked a bunch of games with my current dev build with desktop viewer and the new virtual monitor feature and I’m pretty sure that way the desktop viewer works better than it ever did before.
I still have to iron out a few things, but there almost certainly will be a new beta release this weekend. If you can’t solve your issue now, wait until then and try the next beta.
Apart from that: As usual make sure you have nothing (and I mean *NOTHING* :)) running in the background that might also hook into games potentially.
RalfKeymasterDid you try this with new beta version? If so, it would be great if you could check with the current release version again. Shouldn’t be the case, but not entirely impossible that the new beta behaves worse than the last official release.
The desktop viewer has been almost entirely rewritten for the latest beta version. If you experience issues with the beta that aren’t there in the last release build, it would be great if you could let me know. Please include information about the game(s) you tried, otherweise I can’t even try to replicate the issue.
You can switch back to the non-beta build by reinstalling with the last official web installer. If you didn’t keep it: https://www.vorpx.com/request-new-download/
RalfKeymasterThe issue with using desktop capture instead of hooking is that vorpX in that case doesn’t have a clear idea when a game frame actual began rendering and also game and rendering FPS may not match under some circumstances. On top of that the Windows desktop capture API is fairly unstable in terms of frametime, i.e. some frames takes longer to arrive than others. All of that accounts to the stutter you may encounter when playing games with the desktop viewer. Affects any desktop capture, not just vorpX. That’s why even for playing in 2D hooking into a game is superior by far.
There may be a way to improve the situation, although probably at a price (added latency). I have some experiments in that respects on my mid-term to-do list, depending on what I find more annoying in the end those may or may not make it into release code.
RalfKeymasterHad to try that right away. Technically worked, BUT: full 8K seem to be too much for 32bit games, which can only address 2GB of GPU memory. vorpX creates two extra copies of the backbuffer to send it to the headset efficiently, and with G3D also many of the game’s rendertarget textures have to be held in memory twice. Switching to Z3D and then back to G3D freed some resources and improved the situation, but still:
Each 8K full size backbuffer/rendertarget alone has roughly 125MB.
7680 * 4320 * 4 (BytesPerPixel) / 1024 / 1024.Not hard to imagine how even older games in 8K can eat up 2GB of GPU memory fast, especially with G3D, where rendertargets and backbuffers get duplicated.
No such issues with newer 64bit games, of course. There GPU performance and the actual amount of GPU memory are the only limits.
RalfKeymasterI have added a bunch of resolutions up to 8K for all aspect ratios.
Render scale slider:
I thought about binding the virtual monitor res to the headset res myself, but in the end decided against it: many modern games per default open in borderless windowed mode. Better to have a fixed decent looking, but not too demanding default res for cases like that. Otherwise users with mid tier GPUs would be greeted with entirely unplayable framerates at default settings on modern high res headsets in borderless windowed mode.
RalfKeymasterAt first sight this might sound unnecessary for more tech-savvy users, but not everyone is. Also AMD has no easy way to freely add custom resolutions, so this is huge for AMD users.
However, it’s also *super-useful* for what you have in mind (games that don’t want to launch in resolutions above the desktop res or always launch at the desktop res):
The headset desktop res on the virtual monitor can be set independently from your physical monitor’s res to anything the virtual monitor supports, making it unnecesary to switch the desktop resolution before launching certain games in the first place.
All governed by simply switching on/off your physical monitor. Couldn’t be simpler. Also a much more consistent user experience: launch desktop viewer, switch off monitor, everything beyond that point happens in VR.
RalfKeymasterI’ll add a bunch of uber-hires resolutions up to 8K. Currently the resolution list is hardwired. Free configuration would be no problem technically and *may* come later, but don’t hold your breath for it. The main goal here is to make custom resolutions easy, adding yet another page of config options would be the exact opposite of that.
RalfKeymasterLike said above, none of your mails arrived here, and as far as I’m aware you are the only one with this problem. Maybe orange.fr filters out mails sent to vorpx.com, may you had a typo in the mail address, or whatever. Certainly nothing wrong here.
Also before you get rude next time next time maybe try to consider that providing free updates for six years is rather unusual customer service. Thanks.
Anyway, for your convenience from the pinned FAQ post above, read carefully:
My activation key cannot be verified.
Please double check whether the request code in the license dialog is the same as in the key e-mail. If not, send us your new request code. Also please make sure to enter the data in the name field correctly. It has to look exactly like in the key e-mail. Use copy and paste to avoid typos. The key e-mail has an example image attached that illustrates how it’s supposed to look.
RalfKeymasterNot really sure what to suggest here, sorry. That’s not an supported game and I never tried it myself. Running the windowed might be worth a shot (or fullscreen if you are running it windowed currently). Also try to reset the game’s graphics settings to default.
RalfKeymasterI don’t think that hooking into the program is an option in this case. Even if it happens to work it general, you would be be left with only the content visible in the headset, but not the UI. You can however use the vorpX desktop viewer to display applications in the headset.
Hint: Depending on what you are doing you may want to disable hooking into newly started games while the desktop viewer is active. That can be done by right clicking the vorpX tray icon and choosing ‘Pause Watcher’.
RalfKeymasterThat’s a good one, will definetely make into the final release of the next update. If you have more suggestions, let me know any time. Can’t promise that every suggestion can be implemented, but I’m more than happy to implement as much as possible.
Customization/recording *may* come later. Currently the gestures are coded, which has a bunch of advantages. Recordable custom gestures in that sense would ‘just’ be another gesture type, so that’s definitely possible in the long run.
RalfKeymasterAwesome, looks great.
RalfKeymasterAs far as I can tell you received several keys and entirely free updates for six years since 2016. That can hardly be called a scam, wouldn’t you agree?
Something is wrong on your end. We did not receive any of the mails you apparently sent and apparently you also didn’t receive the mail I sent you after your last forum post. Not much else I can do.
If possible, please let me know an alternative e-mail address, just NOT from your current mail provider, in case that’s where the problem lies.
RalfKeymasterShould run super smooth, provided you didn’t accidentally disable automatic settings in the config app. Also: did you run the DirectVR scanner? After a successful scan vorpX uses the actual game camera for headtracking instead of emulating a mouse for tracking.
RalfKeymasterOnly the latest official build is supported (in DX11 mode), sorry.
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