Have any of you tried vorpX?
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Thanks bo3b, I mean 1:1 pixels as well, not the aspect ratio. My understanding is that the optics are perfectly circular and symmetrical. Therefore, in my mind, the lens distortion should be 1:1 on both the horizontal and vertical: [img]http://doc-ok.org/wp-content/uploads/2016/04/Home-H-10mm-Binocular.jpg[/img] Due to this, should the distorting resolution not be an exact multiple of the native resolution both horizontally and vertically? If indeed the centre sweet spot pixels on the vertical plane are 1586/1200 = 1.32, surely the horizontal plane should also be 1080x1.32 = 1427, not 1332? i.e. Pixel stretching would occur at 1332x1586 but not at 1427x1586, therefore 1427x1586 should be the ideal resolution? The only thing which would make it use a different aspect would be if Oculus was lens distorting differently in the horizontal and vertical axes, which doesn't make sense why they would do that. Any ideas what is going on? Interestingly, I tried to get 4320x2400 @ 90Hz to "work" last night, which is exactly 2:1 of the screen resolution (combined). I patched the driver pixel clock limit to allow for this and it worked on the rift in VorpX, and SLi also started working! It seems whatever I did bypassed Oculus' coded SLi blocker. I didn't notice any lag either, as that was their apparent reason for blocking SLi. If indeed 1332x1586 is the effective native resolution of the rift, 6344x3172 @ 90Hz is going to be what we are going to have to supersample to for 2:1 ratio for good antialiasing. 1800 million pixels per second. Insane.
Thanks bo3b, I mean 1:1 pixels as well, not the aspect ratio.

My understanding is that the optics are perfectly circular and symmetrical. Therefore, in my mind, the lens distortion should be 1:1 on both the horizontal and vertical:

Image

Due to this, should the distorting resolution not be an exact multiple of the native resolution both horizontally and vertically?

If indeed the centre sweet spot pixels on the vertical plane are 1586/1200 = 1.32, surely the horizontal plane should also be 1080x1.32 = 1427, not 1332? i.e. Pixel stretching would occur at 1332x1586 but not at 1427x1586, therefore 1427x1586 should be the ideal resolution?

The only thing which would make it use a different aspect would be if Oculus was lens distorting differently in the horizontal and vertical axes, which doesn't make sense why they would do that.

Any ideas what is going on?

Interestingly, I tried to get 4320x2400 @ 90Hz to "work" last night, which is exactly 2:1 of the screen resolution (combined). I patched the driver pixel clock limit to allow for this and it worked on the rift in VorpX, and SLi also started working! It seems whatever I did bypassed Oculus' coded SLi blocker. I didn't notice any lag either, as that was their apparent reason for blocking SLi.

If indeed 1332x1586 is the effective native resolution of the rift, 6344x3172 @ 90Hz is going to be what we are going to have to supersample to for 2:1 ratio for good antialiasing. 1800 million pixels per second. Insane.

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#16
Posted 06/08/2016 01:50 PM   
Great picture there. That certainly does strongly suggest that the lenses distort equally in both x and y. Not sure why the returned result would vary. I'll do the same test using the Oculus SDK and see if the number is different, but I really expect that OpenVR does the same call to fetch that preferred texture map. I would lean toward using the preferred texture map resolution. The people at Oculus are very clever, and there is no way they would have botched this number. It's a key aspect of the SDK. As a developer, I'm tasked with deciding what size texture map to draw into, before casting it to the Rift. That number they return is a definitive answer for the best/preferred texture map, and given that it is larger than 1200 vertically that suggests strongly that it's for quality reasons, not performance reasons. It's too bad they aren't serious about SLI. NVidia already demonstrated last year that the the latency is a non-issue with VRWorks. SLI is clearly the way to get the best performance. It's totally weird that getting higher resolution would alleviate an SLI problem. I would think this is just sloth on their part, lack of implementation, not a lock. It might also be worth trying in between numbers like 1.5 scaling on 1586, and see if there is a diminishing returns level that balances performance to quality.
Great picture there. That certainly does strongly suggest that the lenses distort equally in both x and y.

Not sure why the returned result would vary. I'll do the same test using the Oculus SDK and see if the number is different, but I really expect that OpenVR does the same call to fetch that preferred texture map.

I would lean toward using the preferred texture map resolution. The people at Oculus are very clever, and there is no way they would have botched this number. It's a key aspect of the SDK. As a developer, I'm tasked with deciding what size texture map to draw into, before casting it to the Rift. That number they return is a definitive answer for the best/preferred texture map, and given that it is larger than 1200 vertically that suggests strongly that it's for quality reasons, not performance reasons.

It's too bad they aren't serious about SLI. NVidia already demonstrated last year that the the latency is a non-issue with VRWorks. SLI is clearly the way to get the best performance.


It's totally weird that getting higher resolution would alleviate an SLI problem. I would think this is just sloth on their part, lack of implementation, not a lock.

It might also be worth trying in between numbers like 1.5 scaling on 1586, and see if there is a diminishing returns level that balances performance to quality.

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#17
Posted 06/08/2016 10:22 PM   
Are you guys using rift or vive with vorpx? I've just tried it for liek 4h with vive and everything is just atrocious...
Are you guys using rift or vive with vorpx? I've just tried it for liek 4h with vive and everything is just atrocious...

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#18
Posted 06/21/2016 07:55 PM   
I have just purchased Vorpx and my first try was Descent 2 (D2X-XL). I was suprised to get this Game to run with the HTC Vive. Only two or 3 Settings needed to be changed to get the full 360 degree experience. Cant say much more about it yet, but for the first try , thumbs up !
I have just purchased Vorpx and my first try was Descent 2 (D2X-XL). I was suprised to get this Game to run with the HTC Vive. Only two or 3 Settings needed to be changed to get the full 360 degree experience. Cant say much more about it yet, but for the first try , thumbs up !
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#20
Posted 08/20/2017 03:07 PM   
Ya I have only used it a handful of times, to only get Borderlands 2 and skyrim working , but it was too much a resource hog and the 3d is not that great.
Ya I have only used it a handful of times, to only get Borderlands 2 and skyrim working , but it was too much a resource hog and the 3d is not that great.

#21
Posted 08/20/2017 03:15 PM   
I have tried Hard Reset which was an incredible experience, you could really walk around the game, hide behind bins and shoot the robots with the controller of my vive. On the other hand i ran into a bad ass motion sickness. Code of honor 3 looked flat, the snowmans in Overlord 2 looked huge but at the end 3d vision is much better what the image quality is concerned. At the end of the day i came to the conclusuion VR is good for watching porn movies or if you dont have a garden, just simulate one an sit with the birds in peace outside. What i strongly have to critisise about vorpx is that you dont get a manual for a peace of pay software, their forums dont seem to work, no support answers. in the beetweentime i wrote on an engine crosschecker, if your games dont work well with vorpx, you could use this website to look for games using the same engine as the profiled ones. http://megalist.interkohl.com/angines/vorp_check.php RJ
I have tried Hard Reset which was an incredible experience, you could really walk around the game, hide behind bins and shoot the robots with the controller of my vive. On the other hand i ran into a bad ass motion sickness. Code of honor 3 looked flat, the snowmans in Overlord 2 looked huge but at the end 3d vision is much better what the image quality is concerned. At the end of the day i came to the conclusuion VR is good for watching porn movies or if you dont have a garden, just simulate one an sit with the birds in peace outside. What i strongly have to critisise about vorpx is that you dont get a manual for a peace of pay software, their forums dont seem to work, no support answers.

in the beetweentime i wrote on an engine crosschecker, if your games dont work well with vorpx, you could use this website to look for games using the same engine as the profiled ones.


http://megalist.interkohl.com/angines/vorp_check.php


RJ
Now, 6 month later i must say it took a while to get into vorpX. I can not aggree with some people saying the 3D is not good. - The 3D is perfect in GEOMETRY 3D mode and i started playing games rather in VR then in 3D Vision which means something. VorpX 18.1.1 is out and more and more profiles are beeing overworked. (close to 300 supported games now) . What i still have to complain about is that a manual is still not availiable. I can imagine new users get confused by the mass of settings and easily be disappointed if the 3D doesnt look good on teir game right away. Vorpx has now some kind of automatic gameoptimizer, dont know how goos this works, i would prefer even more manual settings. The secret for a good 3D is the GEOMETRY mode. If that is not availiable either the game isnt in the official list or the game cant (yet) be tweaked for Geometry. (but theres a trick) Since we dont know whats exactly behind the profile tweaking we only can guess around. The DEV. promised an extended access to profile settings but unfortunately i have never heard more about it. What you can do (at least i go this way) find a game which uses the same engine as your game, then find a supported game (local game list or cloud) , copy that profile, give it a new name and add the games exutable to it. Run, to see if GEOMETRY is availiable. This way you can "force" your game to be played in full VR Geometry mode. - My experience, nothing can beat that. Of corse you must do some further tweaking , like trying highest possible resolution on your machine for this game, ect. This way some settings may dont have any effect ect, this is probably because of you are using a profile which has been tweaked for another game, but at least you have you GEOMETRY 3D mode availiable. Every machine is different and there will be no possible way (in my eyes) to run a VR game or vorpx out of the box since every PC is different and every user has a different taste for quality settings, headtracking performace ect. The automatic optimizer of vorpx can only do an "about" optimizing, but would never be able fulfill your personal needs. VR seems "a bit" different to 3D Vision, it needs way more settings to control your game and your VR environment.
Now, 6 month later i must say it took a while to get into vorpX. I can not aggree with some people saying the 3D is not good. - The 3D is perfect in GEOMETRY 3D mode and i started playing games rather in VR then in 3D Vision which means something. VorpX 18.1.1 is out and more and more profiles are beeing overworked. (close to 300 supported games now) .

What i still have to complain about is that a manual is still not availiable. I can imagine new users get confused by the mass of settings and easily be disappointed if the 3D doesnt look good on teir game right away.

Vorpx has now some kind of automatic gameoptimizer, dont know how goos this works, i would prefer even more manual settings.

The secret for a good 3D is the GEOMETRY mode. If that is not availiable either the game isnt in the official list or the game cant (yet) be tweaked for Geometry. (but theres a trick)

Since we dont know whats exactly behind the profile tweaking we only can guess around. The DEV. promised an extended access to profile settings but unfortunately i have never heard more about it.

What you can do (at least i go this way) find a game which uses the same engine as your game, then find a supported game (local game list or cloud) , copy that profile, give it a new name and add the games exutable to it. Run, to see if GEOMETRY is availiable. This way you can "force" your game to be played in full VR Geometry mode. - My experience, nothing can beat that. Of corse you must do some further tweaking , like trying highest possible resolution on your machine for this game, ect. This way some settings may dont have any effect ect, this is probably because of you are using a profile which has been tweaked for another game, but at least you have you GEOMETRY 3D mode availiable.


Every machine is different and there will be no possible way (in my eyes) to run a VR game or vorpx out of the box since every PC is different and every user has a different taste for quality settings, headtracking performace ect. The automatic optimizer of vorpx can only do an "about" optimizing, but would never be able fulfill your personal needs.

VR seems "a bit" different to 3D Vision, it needs way more settings to control your game and your VR environment.
isn't geometry mode just real 3D anyway? as opposed to Tridef Power3d or compatibility mode in 3dvision.
isn't geometry mode just real 3D anyway? as opposed to Tridef Power3d or compatibility mode in 3dvision.

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#24
Posted 02/23/2018 06:24 PM   
yes it is but as far i understand you can only "force" the game to use this mode if it supports it. vorpx seems not nessecarily to recognize (or provides) this mode with every game so one way to tweak a game using this mode is to try profiles. I can not tell what these profiles contain, but they can help until the developer has released the official one for that game. Edit: Theres a game engine cross reference list which can help finding vorpx profiles using the same engine : http://rjkole.com/gamestuff/engines . In many cases profiles using the same game engine provide Geometry 3D Mode.
yes it is but as far i understand you can only "force" the game to use this mode if it supports it. vorpx seems not nessecarily to recognize (or provides) this mode with every game so one way to tweak a game using this mode is to try profiles. I can not tell what these profiles contain, but they can help until the developer has released the official one for that game.

Edit:

Theres a game engine cross reference list which can help finding vorpx profiles using the same engine : http://rjkole.com/gamestuff/engines . In many cases profiles using the same game engine provide Geometry 3D Mode.
..i have created quite a number of game profiles with geometry mode by now http://rjkole.com/gamestuff/index_e.php (scroll down). I coulndt really report bad shaders except when using the wrong game engine. With certain games vorpX even performs better then 3D vision. Legacy of Kain: Defiance for example is known to be totally flat with 3D-Vision, with VorpX the game has great depth. Even some helixmod shaderfixes work with vorpX ! Example: Halo 2. (removed crosshair) I think it could be worth trying other helixmod fixes too. Theres a thread in the [url=https://www.vorpx.com/forums/topic/have-you-gotten-an-unsupported-game-to-work-tell-us-which-one/]vorpX forum[/url] collecting users created geometry game profiles. Your are welcome to join us there if you got a game to work in geometry mode which is not on [url=http://rjkole.com./gamestuff/engines]this list[/url] yet. Note: vorpX gives a warning when using a dx9 dll in the game folder, ignore it when trying helixmod.
..i have created quite a number of game profiles with geometry mode by now http://rjkole.com/gamestuff/index_e.php (scroll down). I coulndt really report bad shaders except when using the wrong game engine.

With certain games vorpX even performs better then 3D vision. Legacy of Kain: Defiance for example is known to be totally flat with 3D-Vision, with VorpX the game has great depth.

Even some helixmod shaderfixes work with vorpX ! Example: Halo 2. (removed crosshair)

I think it could be worth trying other helixmod fixes too.

Theres a thread in the vorpX forum collecting users created geometry game profiles. Your are welcome to join us there if you got a game to work in geometry mode which is not on this list yet.

Note: vorpX gives a warning when using a dx9 dll in the game folder, ignore it when trying helixmod.
does anyone/group do individual fixes for VR games, like the one that was done for alien isolation? just seems that vorpx is the one and only solution to play general games. is it harder to do fixes for Vr than 3D vision? its encouraging that vorpx can get some good results though, as heard terrible stories about it lol
does anyone/group do individual fixes for VR games, like the one that was done for alien isolation? just seems that vorpx is the one and only solution to play general games. is it harder to do fixes for Vr than 3D vision? its encouraging that vorpx can get some good results though, as heard terrible stories about it lol

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#27
Posted 04/22/2018 10:03 AM   
[quote="RJ8"]Legacy of Kain: Defiance for example is known to be totally flat with 3D-Vision[/quote] No: https://helixmod.blogspot.com/2017/11/legacy-of-kain-defiance.html I made that guide months ago. With some driver profile tweaks you can make the HUD not be affected by convergence. Then you can use whatever convergence you want, so it isn't flat at all.
RJ8 said:Legacy of Kain: Defiance for example is known to be totally flat with 3D-Vision


No: https://helixmod.blogspot.com/2017/11/legacy-of-kain-defiance.html

I made that guide months ago. With some driver profile tweaks you can make the HUD not be affected by convergence. Then you can use whatever convergence you want, so it isn't flat at all.

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#28
Posted 04/22/2018 06:35 PM   
Can you run VorpX in regular Stereo 3D (without the VR headtracking), as a replacement for 3D Vision / Tridef driver ?
Can you run VorpX in regular Stereo 3D (without the VR headtracking), as a replacement for 3D Vision / Tridef driver ?

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#29
Posted 04/22/2018 06:51 PM   
Yes, I believe you can lock to the head so when you turn your head, the screen is glued. It's uncomfortable because micromovements of your head are very visibly felt, e.g. your pulse's effect on the headset.It is uite disorienting; would not recommend. I have found that the best way to play is as a virtual screen inside VR which you face - I believe VorpC used to call it 'Cinema mode'. The head tracking tracks to a virtual screen e.g. Big Screen or Virtual Desktop, but you do not have to put up with gun-face.
Yes, I believe you can lock to the head so when you turn your head, the screen is glued. It's uncomfortable because micromovements of your head are very visibly felt, e.g. your pulse's effect on the headset.It is uite disorienting; would not recommend.

I have found that the best way to play is as a virtual screen inside VR which you face - I believe VorpC used to call it 'Cinema mode'. The head tracking tracks to a virtual screen e.g. Big Screen or Virtual Desktop, but you do not have to put up with gun-face.

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#30
Posted 04/22/2018 10:01 PM   
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