xops37

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  • in reply to: RDR2 Vorpx broken with latest update? #205311
    xops37
    Participant

    Well I updated my drivers to 471.11 , which solved the issue of the Z-normal not working, but now I have an different issue where the screen flickers back and forth in Z-Normal and Adaptive modes as shown in this video here https://youtu.be/Rruoq0lpCDM
    Removing or Remaming ScriptHookRDR2.dll and vpxRDR2.dll removes depth from both 3d modes.

    DirectVR mode is stable, however just as before its completely unplayable running at 40fps, with alternative eye rendering im guessing that’s only 20fps per eye? Also It seems to be locking my framerate to 40,45,60, I’ve tried all variations in Fluidsync (Device on and off) (safe,fast,alt.fast) and even tried changing Oculus ASW (disabled ,force on). Is the locked framerate by design?
    https://imgur.com/blz8IBq (FPS test at 1980×1080 with varying res scale)
    Fully playable in DirectVR at 1280×960 low settings (80fps), 70% GPU usage, but looks awful…

    Also this ERR_GFX_D3D_DEFFERRED_MEM sometimes pops up, but is fixed by reseting vorpx game settings.https://imgur.com/a/PjpYPXw

    My Specs
    oc’ed GTX 1080 TI, r5 2600@4.1, DDR4 3200CL16, Window 10, Oculus Rift S

    in reply to: RDR2 Vorpx broken with latest update? #205265
    xops37
    Participant

    Z-normal and adaptive (DX12) don’t seem to be working after the update. Also DirectVR is basically unplayable even on the lowest settings on my 1080 ti.
    Is there a way to restore the previous version of vorpx before this RD2 update? It was alot more immersive before.

    in reply to: red dead red. 2 – out of memory error #205264
    xops37
    Participant

    Same issue here, resetting the game and vorpx settings thru the vorpx launcher, usually fixes it.

    in reply to: RTX 3080. Low performance. #200331
    xops37
    Participant

    Try Enabling Fluid sync or Oculus ASW or Steamvr motion smoothing depending on what headset you have. 90 fps is really unnecessary for a slow paced games like RE7. 45fps or even 30fps (1/3 rate reprojection) is more than enough in most cases.

    xops37
    Participant

    I prefer walking/running in place since it requires no software support, you just have to train your self to walk when moving via a joystick, over time it becomes natural, and a great way to get rid of all motion sickness.

    xops37
    Participant

    you could try using freePIE (Programmable Input Emulator) to take the gyroscope data from your vr controllers or even your phone and convert it to a mouse movement output (I have not tried this) . Although the movement of your gun will be restricted to 3DOF.

    Additionally you follow this guide here( https://forums.flightsimulator.com/t/how-to-use-opentrack-and-steamvr-to-use-your-vr-headset-as-a-headtracking-device-and-screen/123263) to enable 6DOF headtracking
    Also you can set up vorpx to hit the crouch key when crouching irl.

    in reply to: beta steam motion smoothing #199775
    xops37
    Participant

    Havn’t used the new Steam ASW, but I do have significant experience using Oculus ASW. Its must have for demanding games like FO4 vr, No man sky and MSFS2020.

    It also works great in RD2 (40fps lock), just make sure to turn off the vorpx Async render. Although it does have draw backs such as causing a stutter if the fps drops below 40fps and it causes bit of image ghosting/artifacting on fast moving objects.

    As for reprojecting 24 fps up to 144 fps, this mode probably wouldn’t work well with vorpx, although its good enough for slow paced flight sims. I personally have tried reprojecting 27fps up to 80fps in vorpx games, it doesn’t work well

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