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RalfKeymasterFor Z3D with UE4/DX12 the Grounded profile will almost certainly work.
The DX11 info might still prove useful, I‘ll check whether I‘ll be able to come up with a decent G3D profile. No promises though, if DX11 is broken in general, there might not be much that can be done.
RalfKeymasterSounds right. DirectVR in this case means Alternate Frame G3D. Be aware that you will need a fast GPU for that to work in a decent fashion. With older/slower GPUs Z3D is the better choice.
RalfKeymasterYes, the standalone version has G3D (and a lot, lot more) via a game specific mod. Uses alternate frame rendering though (see the explanation a few posts above).
Oct 13, 2022 at 1:58am in reply to: why is a game frame rate of half or more my refresh rate insufficient? #213308
RalfKeymasterNot exactly sure why you are experiencing that, Index behaves very stable at uneven franerate ratios under normal circumstances. Try to reset all SteamVR settings to default and do a factory reset for vorpX. If the issue still occurs afterwards, capping the franmerate to exactly half the headset refresh rate in the vorpX menu instead of using an uneven/fluctuating ratio might be worth a shot.
RalfKeymastervorpX has WAY more complex heuristics and options to detect and process a depth buffer. It can even process cases where devs encoded depth into integer RGB and other weird stuff (that was mostly used in the past). Unfortunately all that makes Z3D authoring fairly convoluted. Some options require a game restart, others don’t, some only work with specific APIs and so on. Maybe at some point I have enough time to wrap that into something more user friendly, but don’t count on it for the near future.
Long story short: Z3D authoring is way too convoluted in its current state to make it available publically.
Oct 12, 2022 at 9:17am in reply to: Is it even possible to force motion controls for a game? #213299
RalfKeymasterJust for clarification: the upcoming motion controller gestures let you bind realistic gestures to game actions like e.g. use/drive/switch to aiming down sights etc. However, it will NOT magically create physical interaction with objects in the game, i.e. you won’t be able to grab stuff with your hands. You can check how that works in the already available standalone Cyberpunk mod, which comes with gestures for driving, shooting, reloading, melee combat and more.
The next vorpX version makes this system fully user configurable, i.e. you will be able to easily bind predefined gestures to actions in the vorpX menu.
RalfKeymasterThat is not supposed to happen with the latest profile version. You should have received a profile database update recently containing the lastest version. If you disabled profile updates or the update failed somehow, you can alternatively grab the latest profile from the cloud in the config app.
If that still doesn’t work, try the standalone version. You can switch to cinema/Z3D in the standalone version as well while keeping the other benefits the mod provides like motion controller gestures etc.
RalfKeymasterThat’s the expected behavior. An FPS counter will show the same framerate with alternate frame 3D and Z3D. However, with AFR 3D the effective framerate is only half of that since each eye gets updated only every other frame. The left eye on frame 0, the right eye on frame 1 and so on. With Z3D on the other hand both eyes are updated on each game frame, so displayed and effective FPS are the same. Same with ‘normal’ vorpX G3D BTW, which also renders both eyes at the same time.
RalfKeymasterThe mod tricks away some of the AFR drawbacks, but others can’t be tricked way, no matter what you do. Rendering each eye at a different time will always create situations where the brain is fed with unexpectly misaligned left/right images. How well one is able to stomach that varies to a degree, but it’s obviously not ideal – especially with fast motion.
With a 1080TI Z3D is probably the better choice.
BTW: If you happen to play seated on your PC instead of standing with motion controllers, you can switch between Z3D and G3D with a hotkey (ALT+K).
RalfKeymasterSounds as if maybe the alternate frame 3d method used by the standalone mod per default isn’t for you. You can switch to Z3D in the menu. May also make sense to set a FPS cap in the menu in case the GPU utilization is too high. Controller input is considered in the AFR frame interplolation, but that might fail if there isn’t enough performance headroom for the headset to run fully smooth.
If you tinkered with the headset sync settings, reinstall the mod to reset everything to default. Index works stable with the settings the mod chooses per default for it under normal circumstances.
RalfKeymasterThe official profile is definitely the one you want to use. IIRC it‘s set up for head tracking via TrackIR per default, which also has to be enabled in the game options. In case of F1 2021 the TrackIR option is somewhat weirdly placed under ‚Tobii Eye Tracking‘ in the options.
BTW: whenever vorpX detects that a game has TrackIR support, it displays an according hint in the top/left corner of the game window. Depending on the game and whether TrackIR is already turned on in the profile you may then have to enable it in the game options (and potentially the vorpX menu if not on per default).
BTW2: The hints in the top/left corner of the game window often contain highly useful information in case any special steps are necessary to make a game work as good as possible.
RalfKeymasterThe best case (except from it working, but somehow never interfering, which would of course be the very best case) would be the upscaling happening inside the game like current DLSS, but the frame interpolation within the GPU driver after vorpX grabbed the image. I that case it would pretty much work like DLSS 2.0 does as far as vorpX is concerned, plus potential improvements they might have in store for the AI upscaling.
RalfKeymasterCan’t tell yet, I’m curious myself though. At least for alternate frame 3d that sounds like a recipe for desaster. You certainly don’t want the left/right eye switching to be considered in interpolated frames.
Unlike the supersampling part (or actually rendering-at-lower-res-and-upscale part when you cut the marketing crap, which pretty much is the exact opposite of supersampling) the frame interpolation part won’t make much sense for vorpX anyway since it does its own frame interpolation before you get to see a final image in the headset.
Oct 6, 2022 at 1:26pm in reply to: Use rift s controller instead of keyboard/mouse .cyberpunk #213260
RalfKeymasterAssuming you mean the standalone Cyberpunk mod:
That’s weird, per default they are set to emulate a gamepad. Only thing i can think of right now that maybe you changed the game’s gamepad bindings?
If not, you can alternatively emulate mouse and keyboard with motion controllers. Not really recommended though, you’d have to bind controls manually for that since they aren’t predefined.
All motion controller related settings can be found on the motion controller page of the ingame menu.
RalfKeymasterOnly DX7 games are 3D with dgVoodoo, Jedi Knight uses an older Dx version, so no dice unfortunately.
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