If so what was your experience? I've rencetly got myself a vive and I was wondering if buying this software is worth its price and sice ther edoesnt seem to be any trial versions available I thought some of you might have tried it already and can share your thoughts on it.
If so what was your experience? I've rencetly got myself a vive and I was wondering if buying this software is worth its price and sice ther edoesnt seem to be any trial versions available I thought some of you might have tried it already and can share your thoughts on it.
It works really well with quite a few games, but you have to know a few things:
- You have to learn how to tweak it, it has a lot of options to fine tune the experience, plus you have to maximize Fov in game and use Vorpx profiles if possible. At first it will look awful, but many games like Skyrim, Bioshock games etc can look almost vr ready if you learn to set it up correctly.
- Only geometry 3D is real 3D like we're used to with 3dvision.
- If you are not used to locomotion in VR you will probably get sick using a gamepad. It's normal and you get used to it with time, but don't force it you'll only get worse.
For me it's well worth it since there's not much high quality software for VR at the moment,and it works really well with my Vive. Right now I'm playing Portal and it's great to play it like being there. Also Ralf is pretty active in the Vorpx forums, so if you get lost ask there.
It works really well with quite a few games, but you have to know a few things:
- You have to learn how to tweak it, it has a lot of options to fine tune the experience, plus you have to maximize Fov in game and use Vorpx profiles if possible. At first it will look awful, but many games like Skyrim, Bioshock games etc can look almost vr ready if you learn to set it up correctly.
- Only geometry 3D is real 3D like we're used to with 3dvision.
- If you are not used to locomotion in VR you will probably get sick using a gamepad. It's normal and you get used to it with time, but don't force it you'll only get worse.
For me it's well worth it since there's not much high quality software for VR at the moment,and it works really well with my Vive. Right now I'm playing Portal and it's great to play it like being there. Also Ralf is pretty active in the Vorpx forums, so if you get lost ask there.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Can the 3d fixes made by the 3dvision community can be applied there too? Or how does this work? Basically im wondering if only games that render properly out of the box work there or all that have been fixed here will work too?
Can the 3d fixes made by the 3dvision community can be applied there too? Or how does this work? Basically im wondering if only games that render properly out of the box work there or all that have been fixed here will work too?
Fixes won't work and compatibility is "Similiar".
A game that went out of its way to add support that doesnt use NVAPI will work well for most part as well. Like Metro series, probably batman arkham city, asylum. Like games with high compatibility will have high probability.
Of course he can do special work to get support of other titles. Like fallout 4 though I cant attest to overall compatibility of it.
-----
Even with "perfect" compatibility there are some problems. Huds are a much, much bigger problem in vr.
A game that went out of its way to add support that doesnt use NVAPI will work well for most part as well. Like Metro series, probably batman arkham city, asylum. Like games with high compatibility will have high probability.
Of course he can do special work to get support of other titles. Like fallout 4 though I cant attest to overall compatibility of it.
-----
Even with "perfect" compatibility there are some problems. Huds are a much, much bigger problem in vr.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
No, Ralph fixes the games himself. For example Bioshock games are a mess in 3d out of the box but they are perfect in geometry 3d with Vorpx, same with Dishonored, Skyrim and many others.
No, Ralph fixes the games himself. For example Bioshock games are a mess in 3d out of the box but they are perfect in geometry 3d with Vorpx, same with Dishonored, Skyrim and many others.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
I bought the program too and was disappointed in the end. So de-installed and never look back to install again. Even with tweaking for hours and hours I just did not get the satisfied feeling I have when playing 3D vision. So I decided to stick for my Vive with original VR games. More satisfying.
I bought the program too and was disappointed in the end. So de-installed and never look back to install again. Even with tweaking for hours and hours I just did not get the satisfied feeling I have when playing 3D vision. So I decided to stick for my Vive with original VR games. More satisfying.
Maybe my expectations have been too high from the 3D Vision fixes, but I'll add a note of caution.
The software is really quite impressive in what it has achieved, from a technical standpoint. But, from a user experience standpoint, I found it sorely lacking.
I've tried maybe 15 games of different vintages, not one was playable at start. The game optimizers that are there often give me some inscrutable error about not finding the game, but even if I manually follow the fix steps suggested, the experience is still underwhelming.
The cloud based profiles I don't understand at all, and don't seem to have the ability to apply them to any game. But, maybe they are working as expected, I'm just not satisfied with the end result. I've tried both user submitted versions and the vorpx ones. I don't understand the difference between cloud based profiles and game optimizer versions.
I've tried jacking with the parameters based on the suggestions in the help text. All told I've spent easily 10 hours over multiple sessions fiddling with knobs and never achieved anything that I thought was good. Maybe acceptable, but good? No.
Every game I've tried has the same sort of graphic glitches we saw in earlier times with HelixMod. Skys too close, occasional texture bugs, some items not at right depth. I tried TheBall as a direct comparison to 3D Vision, and it fixed some things, and broke new things. No haloing around smoke for example, but spiderwebs all wrong. I tried Crysis to compare renderers, and it as the same problem with water that 3D Vision does.
No crosshairs work that I've seen, and the HUDs are always unusable. I don't mind that, it's a no-hud experience, but my arms are also too short, and my guns are strangely too far to my right to aim properly.
In case you think I'm alone in my experience, read the Reddit posts about it. A lot of people have similar problems. You won't see that as much on Vorpx forums as people who complain are often banned. In my reading of the Vorpx forums Ralf has a terrible attitude for bug reports of any form. If people say that the geometry seems wildly off, like stretching, he'll say you should be happy you can play at all. We sometimes say that too- but we aren't getting paid for it.
It's genuinely impressive how much he has achieved, but all in all, I haven't found it to be any fun.
@birthright: You seem to have had the most success with Vorpx of anyone, can you suggest a specific couple of games that you think work well? I'd like to try known good, instead of randomly fiddling about.
Maybe my expectations have been too high from the 3D Vision fixes, but I'll add a note of caution.
The software is really quite impressive in what it has achieved, from a technical standpoint. But, from a user experience standpoint, I found it sorely lacking.
I've tried maybe 15 games of different vintages, not one was playable at start. The game optimizers that are there often give me some inscrutable error about not finding the game, but even if I manually follow the fix steps suggested, the experience is still underwhelming.
The cloud based profiles I don't understand at all, and don't seem to have the ability to apply them to any game. But, maybe they are working as expected, I'm just not satisfied with the end result. I've tried both user submitted versions and the vorpx ones. I don't understand the difference between cloud based profiles and game optimizer versions.
I've tried jacking with the parameters based on the suggestions in the help text. All told I've spent easily 10 hours over multiple sessions fiddling with knobs and never achieved anything that I thought was good. Maybe acceptable, but good? No.
Every game I've tried has the same sort of graphic glitches we saw in earlier times with HelixMod. Skys too close, occasional texture bugs, some items not at right depth. I tried TheBall as a direct comparison to 3D Vision, and it fixed some things, and broke new things. No haloing around smoke for example, but spiderwebs all wrong. I tried Crysis to compare renderers, and it as the same problem with water that 3D Vision does.
No crosshairs work that I've seen, and the HUDs are always unusable. I don't mind that, it's a no-hud experience, but my arms are also too short, and my guns are strangely too far to my right to aim properly.
In case you think I'm alone in my experience, read the Reddit posts about it. A lot of people have similar problems. You won't see that as much on Vorpx forums as people who complain are often banned. In my reading of the Vorpx forums Ralf has a terrible attitude for bug reports of any form. If people say that the geometry seems wildly off, like stretching, he'll say you should be happy you can play at all. We sometimes say that too- but we aren't getting paid for it.
It's genuinely impressive how much he has achieved, but all in all, I haven't found it to be any fun.
@birthright: You seem to have had the most success with Vorpx of anyone, can you suggest a specific couple of games that you think work well? I'd like to try known good, instead of randomly fiddling about.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Out of curiosity;)
Is the Dead Space series supported in VorpX? How is the experience? Anyone tried it?
How does it compare to 3D Vision?
Those games would be awesome in VR (in theory) and I know they are simply among the best in 3D Vision;)
I will not comment on VorpX because my experience with it was some time ago, but it was pretty buggy...
I know my wrapper is not always as easy as plug and play but 90% of the time is exactly that, VorpX is the other way.
Vorpx for me was always about fiddling with the settings 1hour before I could get any specific thing to work.
Out of curiosity;)
Is the Dead Space series supported in VorpX? How is the experience? Anyone tried it?
How does it compare to 3D Vision?
Those games would be awesome in VR (in theory) and I know they are simply among the best in 3D Vision;)
I will not comment on VorpX because my experience with it was some time ago, but it was pretty buggy...
I know my wrapper is not always as easy as plug and play but 90% of the time is exactly that, VorpX is the other way.
Vorpx for me was always about fiddling with the settings 1hour before I could get any specific thing to work.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Hi guys,
I have a peculiar set of settings which I feel give an interesting "VR" experience. I have tried them on Mass Effect 3 and Portal 2 so far. Would you mind trying them to see if your experience is more palatable than your current experience?
I'm enjoying my second play-through of Portal 2 in "VR" with these (Can't take screenshot).
[img]http://i.imgur.com/H9x2HxD.jpg[/img]
Virtual Cinema Mode: On
Head Tracking Lock: On
Screen Distance Offset: -0.5
Separation (3D Strength): 5.00 (Maxed)
3D FOV Enhancement: 1.5 (Maxed)
Ok, so what does this do?
1. It decouples the head tracking from mouse movement and mouse sensitivity setting, which I feel is a better VR experience than you shooting with your head.
2. The field of view is totally encompassed by the virtual screen. This is like 3D Vision, but since the FOV is all encompassing, you can look around to an extent - just not 360. I find this a good trade-off as to me, being able to experience better gameplay is more important than "360 Presence".
3. Separation is the Ctl+4F of 3D Vision
4. FOV enhancement is, of course, convergence. Setting a high convergence really puts you into the game, but does introduce tiling artefacts. This is a special feature for me personally, as I do not mind the buggy tiling, as the increased convergence it adds is the "wow" factor.
Comparing to 3D Vision on a projector:
Positives: Brighter and more encompassing with better presence, far better 3D effect.
Negatives: Buggy, less than perfect S3D, and higher image distortion due to higher FOV.
On another note, the image quality on the rift with and without VorpX can be increased tremendously. Check out my post here:
[url]http://www.vorpx.com/forums/topic/amazing-trick-to-really-improve-exeprience/page/2/#post-103224[/url]
The software is indeed commendable. Regarding the author... indeed the forum is very basic, and every time I try to post a link, the entire post disappears. You also cannot edit posts after a while, which is quite frustrating as in lengthy posts and investigations you want to add more details and clarifications. There is also no way to add an avatar, so you have to try and remember usernames, which I'm not good at.
The impression I get is the author himself doesn't quite know about the resolutions involved etc, as his responses are cryptic, and answers to any requested clarifications are even more so; or he decides he doesn't want to go into it at all.
Also, I think his business model is somewhat flawed in that he alone can't fix problems and add features to a virtually endless stream of content. A single person is simply not clever enough, and always has time constraints. This really needs to be a "VorpX community" effort to get somewhere that would be more than acceptable to the average user. He needs to open up the software to everyone while perhaps retaining licensing control. The "user profile sharing" is just not good enough.
I think he is worried that someone will copy it - Someone will get frustrated and perhaps develop their own solution regardless. This is just shooting oneself in the foot.
The DRM is akin to something from the year 2000 from what I have read. Completely locked down and restrictive to users with legitimate copies who try to install it on more than one computer at home (not using them simultaneously of course).
It all boils down to money. Someone recently said that the software is worth maybe $12 as it currently stands, not $40 + taxes. I tend to agree. If he wants a higher price, more satisfaction, and more sales, he needs to release this thing as a platform to the community, then people can start making and sharing their own fixes, and he will then perhaps get more sales at a higher price.
I have a peculiar set of settings which I feel give an interesting "VR" experience. I have tried them on Mass Effect 3 and Portal 2 so far. Would you mind trying them to see if your experience is more palatable than your current experience?
I'm enjoying my second play-through of Portal 2 in "VR" with these (Can't take screenshot).
Virtual Cinema Mode: On
Head Tracking Lock: On
Screen Distance Offset: -0.5
Separation (3D Strength): 5.00 (Maxed)
3D FOV Enhancement: 1.5 (Maxed)
Ok, so what does this do?
1. It decouples the head tracking from mouse movement and mouse sensitivity setting, which I feel is a better VR experience than you shooting with your head.
2. The field of view is totally encompassed by the virtual screen. This is like 3D Vision, but since the FOV is all encompassing, you can look around to an extent - just not 360. I find this a good trade-off as to me, being able to experience better gameplay is more important than "360 Presence".
3. Separation is the Ctl+4F of 3D Vision
4. FOV enhancement is, of course, convergence. Setting a high convergence really puts you into the game, but does introduce tiling artefacts. This is a special feature for me personally, as I do not mind the buggy tiling, as the increased convergence it adds is the "wow" factor.
Comparing to 3D Vision on a projector:
Positives: Brighter and more encompassing with better presence, far better 3D effect.
Negatives: Buggy, less than perfect S3D, and higher image distortion due to higher FOV.
On another note, the image quality on the rift with and without VorpX can be increased tremendously. Check out my post here:
The software is indeed commendable. Regarding the author... indeed the forum is very basic, and every time I try to post a link, the entire post disappears. You also cannot edit posts after a while, which is quite frustrating as in lengthy posts and investigations you want to add more details and clarifications. There is also no way to add an avatar, so you have to try and remember usernames, which I'm not good at.
The impression I get is the author himself doesn't quite know about the resolutions involved etc, as his responses are cryptic, and answers to any requested clarifications are even more so; or he decides he doesn't want to go into it at all.
Also, I think his business model is somewhat flawed in that he alone can't fix problems and add features to a virtually endless stream of content. A single person is simply not clever enough, and always has time constraints. This really needs to be a "VorpX community" effort to get somewhere that would be more than acceptable to the average user. He needs to open up the software to everyone while perhaps retaining licensing control. The "user profile sharing" is just not good enough.
I think he is worried that someone will copy it - Someone will get frustrated and perhaps develop their own solution regardless. This is just shooting oneself in the foot.
The DRM is akin to something from the year 2000 from what I have read. Completely locked down and restrictive to users with legitimate copies who try to install it on more than one computer at home (not using them simultaneously of course).
It all boils down to money. Someone recently said that the software is worth maybe $12 as it currently stands, not $40 + taxes. I tend to agree. If he wants a higher price, more satisfaction, and more sales, he needs to release this thing as a platform to the community, then people can start making and sharing their own fixes, and he will then perhaps get more sales at a higher price.
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
The whole business model is flawed tbh. Because...
With 3D vision we can get a game close to and sometimes surpass a 3D vision ready title[though that has been a long time in the past at this point.]
Im not saying that he needs to get anything to perfect cause that's never going to happen but he's focusing on overall compatibility. Which is just frankly a lot of mediocre compatibility and a lot of people being upset with overall product.
Its kind of crazy how many youtubers/people on all forums were like I can't wait to play "blah" on VR. Then they can.... but yeah. He had such good press and no one seems to talk about it anymore.
Instead of 10 games with decent support he should focus on 1. Get games that he can as close to perfect as possible.
Patreon would be great to keep him funded and people would keep paying to get patches for newer games.
1 game every month that has great compatibility would be so worthwhile when the problem at hand with VR. Is the qualitity of the games.
The whole business model is flawed tbh. Because...
With 3D vision we can get a game close to and sometimes surpass a 3D vision ready title[though that has been a long time in the past at this point.]
Im not saying that he needs to get anything to perfect cause that's never going to happen but he's focusing on overall compatibility. Which is just frankly a lot of mediocre compatibility and a lot of people being upset with overall product.
Its kind of crazy how many youtubers/people on all forums were like I can't wait to play "blah" on VR. Then they can.... but yeah. He had such good press and no one seems to talk about it anymore.
Instead of 10 games with decent support he should focus on 1. Get games that he can as close to perfect as possible.
Patreon would be great to keep him funded and people would keep paying to get patches for newer games.
1 game every month that has great compatibility would be so worthwhile when the problem at hand with VR. Is the qualitity of the games.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
@RAGEdemon: Interesting idea there to use cinema mode. I tried your settings to see.
For me, the settings seem too extreme. I get a tunnel like effect, with a lot of peripheral distortion. The round portal doors are oval for example.
I'm not sure that FOV enhancement is what we normally think of as convergence. It brings it in closer, but doesn't bring out any pop-out effects for example.
If I dial it back a bit, it's not too bad, the experience is interesting, but not comfortable. I don't think I'd choose this over my projector.
I'm not sure I had it setup quite the same though- what resolution and aspect ratio do you use? And FOV? Do you set the game optimizer settings first?
Also curious if the game optimzer settings work for you. I always get a Vorpx error of "Settings path not found." I get that for about 1/3 of the optimizer games.
Edit: Also of note, I've been doing some VR programming, and I can answer your question. For CV1, you want a display that is exactly 1332x1586 pixels, for 1:1 pixels in center of screen. This is the default that OpenVR returns as preferred render target.
@RAGEdemon: Interesting idea there to use cinema mode. I tried your settings to see.
For me, the settings seem too extreme. I get a tunnel like effect, with a lot of peripheral distortion. The round portal doors are oval for example.
I'm not sure that FOV enhancement is what we normally think of as convergence. It brings it in closer, but doesn't bring out any pop-out effects for example.
If I dial it back a bit, it's not too bad, the experience is interesting, but not comfortable. I don't think I'd choose this over my projector.
I'm not sure I had it setup quite the same though- what resolution and aspect ratio do you use? And FOV? Do you set the game optimizer settings first?
Also curious if the game optimzer settings work for you. I always get a Vorpx error of "Settings path not found." I get that for about 1/3 of the optimizer games.
Edit: Also of note, I've been doing some VR programming, and I can answer your question. For CV1, you want a display that is exactly 1332x1586 pixels, for 1:1 pixels in center of screen. This is the default that OpenVR returns as preferred render target.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
@bo3b With the Vive I have tried only a few since surprisingly there's a lot of native content for the Vive on Steam, only Portal, Dishonored and Bioshock 2. Got Portal looking fine and stayed with it, Dishonored looks ok but aliasing is bad, Bioshock 2 crashes once in game, a pity since it looked amazing in DK2 despite the SDE. With DK2 I got Bioshock 1 and 2, Skyrim, Dear Esther, Black Mesa, and stanley parable that I can remember, there were a few more that looked really good with proper 3d but I can't remember right now. Apparently others like Bioshock Infinite or Outlast look pretty good too, but I haven't tested them myself.
This is the best list avialable as of january 2016, including type of 3D supported:
https://docs.google.com/spreadsheets/d/10yyoLG2DEvwuZg-cso0KALUYxVvBDGFW5BorF69czMg/htmlview
In my case, what I usually do to config games is:
1) Click the middle button at the beginning since it will be really zoomed in. You will have to use this a lot at the beginning to make the full screen menus visible.
2) Set FOV at max in the game config options if available, also you will have to tweak mouse sensitivity to make headtracking feel as natural as possible. Sometimes you will have to change the FOV settings in the .ini files of the game, normally to 120-140. IF there are profiles for the games in the vorpx menu, that will do it automatically.
3) Once in game, if headtracking isn't still "right", go to the config option with DEL key and tweak HT option slowly until it feels nearly 1:1.
4) If the ingame FOV still makes the game scale look too zoomed, increase FOV in the Vorpx options. There are two FOV sliders, 2D and 3D. 3D FOV works great but if increased too much it will create broken textures on the top part of your view, so keep increasing it and looking up and down until the broken textures are no longer visible, then if still the FOV is too low, increase the 2d fov too.
5) Tweak the 3d effect until it feels like a good balace between scale and 3d depth.
In most cases that should be enough to get the games looking good, so try it out.
@bo3b With the Vive I have tried only a few since surprisingly there's a lot of native content for the Vive on Steam, only Portal, Dishonored and Bioshock 2. Got Portal looking fine and stayed with it, Dishonored looks ok but aliasing is bad, Bioshock 2 crashes once in game, a pity since it looked amazing in DK2 despite the SDE. With DK2 I got Bioshock 1 and 2, Skyrim, Dear Esther, Black Mesa, and stanley parable that I can remember, there were a few more that looked really good with proper 3d but I can't remember right now. Apparently others like Bioshock Infinite or Outlast look pretty good too, but I haven't tested them myself.
1) Click the middle button at the beginning since it will be really zoomed in. You will have to use this a lot at the beginning to make the full screen menus visible.
2) Set FOV at max in the game config options if available, also you will have to tweak mouse sensitivity to make headtracking feel as natural as possible. Sometimes you will have to change the FOV settings in the .ini files of the game, normally to 120-140. IF there are profiles for the games in the vorpx menu, that will do it automatically.
3) Once in game, if headtracking isn't still "right", go to the config option with DEL key and tweak HT option slowly until it feels nearly 1:1.
4) If the ingame FOV still makes the game scale look too zoomed, increase FOV in the Vorpx options. There are two FOV sliders, 2D and 3D. 3D FOV works great but if increased too much it will create broken textures on the top part of your view, so keep increasing it and looking up and down until the broken textures are no longer visible, then if still the FOV is too low, increase the 2d fov too.
5) Tweak the 3d effect until it feels like a good balace between scale and 3d depth.
In most cases that should be enough to get the games looking good, so try it out.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
@bo3b,
Thanks for the insight.
I use an in-game resolution of 1920x1200 which is close to Ralf's suggested resolution of 1920x1440. Ralf is not at all clear even after multiple attempts at clarifications.
Perhaps you can answer if we should be using this resolution 1920x1440 (or 2160x1200?), or more logically, multiples of 1080x1200?
It is interesting that 1080x1200 native is a 1.11 ratio whereas the resolution returned from OpenVR (1332x1586) is 1.2, i.e. not 1:1, even though it might purport to be 1:1 in the centre of the display.
On top of this, I was using the debug tool at 2.0 in Portal 2 which in theory was lens distorting at 2160x2400.
The optimisation settings for Portal work, but I have to untick ("disable crosshair") in various ways to make it stick. Perhaps you have the CD version of the game installed over the Steam version but VorpX is hard coded for the steam path only?
I use an in-game resolution of 1920x1200 which is close to Ralf's suggested resolution of 1920x1440. Ralf is not at all clear even after multiple attempts at clarifications.
Perhaps you can answer if we should be using this resolution 1920x1440 (or 2160x1200?), or more logically, multiples of 1080x1200?
It is interesting that 1080x1200 native is a 1.11 ratio whereas the resolution returned from OpenVR (1332x1586) is 1.2, i.e. not 1:1, even though it might purport to be 1:1 in the centre of the display.
On top of this, I was using the debug tool at 2.0 in Portal 2 which in theory was lens distorting at 2160x2400.
The optimisation settings for Portal work, but I have to untick ("disable crosshair") in various ways to make it stick. Perhaps you have the CD version of the game installed over the Steam version but VorpX is hard coded for the steam path only?
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
Overall it doesnt look good than... I would probably buy it to try out myself if it was half the price, or if there would be a trial version to try out. Guess im just gonna pass on it for now. Thanks for sharing your experiences with the app.
Overall it doesnt look good than... I would probably buy it to try out myself if it was half the price, or if there would be a trial version to try out. Guess im just gonna pass on it for now. Thanks for sharing your experiences with the app.
@RAGEdemon: Actually I meant 1:1 pixels, not aspect ratio. Anything that is smaller than 1332x1586 will have stretched pixels. You can think of this as the 'native' resolution of the CV1, because of how the sweet spot in the center of the lens works. They want higher pixel counts because of the optics, and anything less will be stretched, including 1440p.
I think this is why the debug tool makes things so much better- it forces higher resolution to get to native resolution, not necessarily supersampling.
Punishing. 1332 * 2 * 1586 = 4225104 pixels.
@RAGEdemon: Actually I meant 1:1 pixels, not aspect ratio. Anything that is smaller than 1332x1586 will have stretched pixels. You can think of this as the 'native' resolution of the CV1, because of how the sweet spot in the center of the lens works. They want higher pixel counts because of the optics, and anything less will be stretched, including 1440p.
I think this is why the debug tool makes things so much better- it forces higher resolution to get to native resolution, not necessarily supersampling.
Punishing. 1332 * 2 * 1586 = 4225104 pixels.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
- You have to learn how to tweak it, it has a lot of options to fine tune the experience, plus you have to maximize Fov in game and use Vorpx profiles if possible. At first it will look awful, but many games like Skyrim, Bioshock games etc can look almost vr ready if you learn to set it up correctly.
- Only geometry 3D is real 3D like we're used to with 3dvision.
- If you are not used to locomotion in VR you will probably get sick using a gamepad. It's normal and you get used to it with time, but don't force it you'll only get worse.
For me it's well worth it since there's not much high quality software for VR at the moment,and it works really well with my Vive. Right now I'm playing Portal and it's great to play it like being there. Also Ralf is pretty active in the Vorpx forums, so if you get lost ask there.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
A game that went out of its way to add support that doesnt use NVAPI will work well for most part as well. Like Metro series, probably batman arkham city, asylum. Like games with high compatibility will have high probability.
Of course he can do special work to get support of other titles. Like fallout 4 though I cant attest to overall compatibility of it.
-----
Even with "perfect" compatibility there are some problems. Huds are a much, much bigger problem in vr.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
The software is really quite impressive in what it has achieved, from a technical standpoint. But, from a user experience standpoint, I found it sorely lacking.
I've tried maybe 15 games of different vintages, not one was playable at start. The game optimizers that are there often give me some inscrutable error about not finding the game, but even if I manually follow the fix steps suggested, the experience is still underwhelming.
The cloud based profiles I don't understand at all, and don't seem to have the ability to apply them to any game. But, maybe they are working as expected, I'm just not satisfied with the end result. I've tried both user submitted versions and the vorpx ones. I don't understand the difference between cloud based profiles and game optimizer versions.
I've tried jacking with the parameters based on the suggestions in the help text. All told I've spent easily 10 hours over multiple sessions fiddling with knobs and never achieved anything that I thought was good. Maybe acceptable, but good? No.
Every game I've tried has the same sort of graphic glitches we saw in earlier times with HelixMod. Skys too close, occasional texture bugs, some items not at right depth. I tried TheBall as a direct comparison to 3D Vision, and it fixed some things, and broke new things. No haloing around smoke for example, but spiderwebs all wrong. I tried Crysis to compare renderers, and it as the same problem with water that 3D Vision does.
No crosshairs work that I've seen, and the HUDs are always unusable. I don't mind that, it's a no-hud experience, but my arms are also too short, and my guns are strangely too far to my right to aim properly.
In case you think I'm alone in my experience, read the Reddit posts about it. A lot of people have similar problems. You won't see that as much on Vorpx forums as people who complain are often banned. In my reading of the Vorpx forums Ralf has a terrible attitude for bug reports of any form. If people say that the geometry seems wildly off, like stretching, he'll say you should be happy you can play at all. We sometimes say that too- but we aren't getting paid for it.
It's genuinely impressive how much he has achieved, but all in all, I haven't found it to be any fun.
@birthright: You seem to have had the most success with Vorpx of anyone, can you suggest a specific couple of games that you think work well? I'd like to try known good, instead of randomly fiddling about.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Is the Dead Space series supported in VorpX? How is the experience? Anyone tried it?
How does it compare to 3D Vision?
Those games would be awesome in VR (in theory) and I know they are simply among the best in 3D Vision;)
I will not comment on VorpX because my experience with it was some time ago, but it was pretty buggy...
I know my wrapper is not always as easy as plug and play but 90% of the time is exactly that, VorpX is the other way.
Vorpx for me was always about fiddling with the settings 1hour before I could get any specific thing to work.
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I have a peculiar set of settings which I feel give an interesting "VR" experience. I have tried them on Mass Effect 3 and Portal 2 so far. Would you mind trying them to see if your experience is more palatable than your current experience?
I'm enjoying my second play-through of Portal 2 in "VR" with these (Can't take screenshot).
Virtual Cinema Mode: On
Head Tracking Lock: On
Screen Distance Offset: -0.5
Separation (3D Strength): 5.00 (Maxed)
3D FOV Enhancement: 1.5 (Maxed)
Ok, so what does this do?
1. It decouples the head tracking from mouse movement and mouse sensitivity setting, which I feel is a better VR experience than you shooting with your head.
2. The field of view is totally encompassed by the virtual screen. This is like 3D Vision, but since the FOV is all encompassing, you can look around to an extent - just not 360. I find this a good trade-off as to me, being able to experience better gameplay is more important than "360 Presence".
3. Separation is the Ctl+4F of 3D Vision
4. FOV enhancement is, of course, convergence. Setting a high convergence really puts you into the game, but does introduce tiling artefacts. This is a special feature for me personally, as I do not mind the buggy tiling, as the increased convergence it adds is the "wow" factor.
Comparing to 3D Vision on a projector:
Positives: Brighter and more encompassing with better presence, far better 3D effect.
Negatives: Buggy, less than perfect S3D, and higher image distortion due to higher FOV.
On another note, the image quality on the rift with and without VorpX can be increased tremendously. Check out my post here:
http://www.vorpx.com/forums/topic/amazing-trick-to-really-improve-exeprience/page/2/#post-103224
The software is indeed commendable. Regarding the author... indeed the forum is very basic, and every time I try to post a link, the entire post disappears. You also cannot edit posts after a while, which is quite frustrating as in lengthy posts and investigations you want to add more details and clarifications. There is also no way to add an avatar, so you have to try and remember usernames, which I'm not good at.
The impression I get is the author himself doesn't quite know about the resolutions involved etc, as his responses are cryptic, and answers to any requested clarifications are even more so; or he decides he doesn't want to go into it at all.
Also, I think his business model is somewhat flawed in that he alone can't fix problems and add features to a virtually endless stream of content. A single person is simply not clever enough, and always has time constraints. This really needs to be a "VorpX community" effort to get somewhere that would be more than acceptable to the average user. He needs to open up the software to everyone while perhaps retaining licensing control. The "user profile sharing" is just not good enough.
I think he is worried that someone will copy it - Someone will get frustrated and perhaps develop their own solution regardless. This is just shooting oneself in the foot.
The DRM is akin to something from the year 2000 from what I have read. Completely locked down and restrictive to users with legitimate copies who try to install it on more than one computer at home (not using them simultaneously of course).
It all boils down to money. Someone recently said that the software is worth maybe $12 as it currently stands, not $40 + taxes. I tend to agree. If he wants a higher price, more satisfaction, and more sales, he needs to release this thing as a platform to the community, then people can start making and sharing their own fixes, and he will then perhaps get more sales at a higher price.
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
With 3D vision we can get a game close to and sometimes surpass a 3D vision ready title[though that has been a long time in the past at this point.]
Im not saying that he needs to get anything to perfect cause that's never going to happen but he's focusing on overall compatibility. Which is just frankly a lot of mediocre compatibility and a lot of people being upset with overall product.
Its kind of crazy how many youtubers/people on all forums were like I can't wait to play "blah" on VR. Then they can.... but yeah. He had such good press and no one seems to talk about it anymore.
Instead of 10 games with decent support he should focus on 1. Get games that he can as close to perfect as possible.
Patreon would be great to keep him funded and people would keep paying to get patches for newer games.
1 game every month that has great compatibility would be so worthwhile when the problem at hand with VR. Is the qualitity of the games.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
For me, the settings seem too extreme. I get a tunnel like effect, with a lot of peripheral distortion. The round portal doors are oval for example.
I'm not sure that FOV enhancement is what we normally think of as convergence. It brings it in closer, but doesn't bring out any pop-out effects for example.
If I dial it back a bit, it's not too bad, the experience is interesting, but not comfortable. I don't think I'd choose this over my projector.
I'm not sure I had it setup quite the same though- what resolution and aspect ratio do you use? And FOV? Do you set the game optimizer settings first?
Also curious if the game optimzer settings work for you. I always get a Vorpx error of "Settings path not found." I get that for about 1/3 of the optimizer games.
Edit: Also of note, I've been doing some VR programming, and I can answer your question. For CV1, you want a display that is exactly 1332x1586 pixels, for 1:1 pixels in center of screen. This is the default that OpenVR returns as preferred render target.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
This is the best list avialable as of january 2016, including type of 3D supported:
https://docs.google.com/spreadsheets/d/10yyoLG2DEvwuZg-cso0KALUYxVvBDGFW5BorF69czMg/htmlview
In my case, what I usually do to config games is:
1) Click the middle button at the beginning since it will be really zoomed in. You will have to use this a lot at the beginning to make the full screen menus visible.
2) Set FOV at max in the game config options if available, also you will have to tweak mouse sensitivity to make headtracking feel as natural as possible. Sometimes you will have to change the FOV settings in the .ini files of the game, normally to 120-140. IF there are profiles for the games in the vorpx menu, that will do it automatically.
3) Once in game, if headtracking isn't still "right", go to the config option with DEL key and tweak HT option slowly until it feels nearly 1:1.
4) If the ingame FOV still makes the game scale look too zoomed, increase FOV in the Vorpx options. There are two FOV sliders, 2D and 3D. 3D FOV works great but if increased too much it will create broken textures on the top part of your view, so keep increasing it and looking up and down until the broken textures are no longer visible, then if still the FOV is too low, increase the 2d fov too.
5) Tweak the 3d effect until it feels like a good balace between scale and 3d depth.
In most cases that should be enough to get the games looking good, so try it out.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Thanks for the insight.
I use an in-game resolution of 1920x1200 which is close to Ralf's suggested resolution of 1920x1440. Ralf is not at all clear even after multiple attempts at clarifications.
Perhaps you can answer if we should be using this resolution 1920x1440 (or 2160x1200?), or more logically, multiples of 1080x1200?
It is interesting that 1080x1200 native is a 1.11 ratio whereas the resolution returned from OpenVR (1332x1586) is 1.2, i.e. not 1:1, even though it might purport to be 1:1 in the centre of the display.
On top of this, I was using the debug tool at 2.0 in Portal 2 which in theory was lens distorting at 2160x2400.
The optimisation settings for Portal work, but I have to untick ("disable crosshair") in various ways to make it stick. Perhaps you have the CD version of the game installed over the Steam version but VorpX is hard coded for the steam path only?
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
I think this is why the debug tool makes things so much better- it forces higher resolution to get to native resolution, not necessarily supersampling.
Punishing. 1332 * 2 * 1586 = 4225104 pixels.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers