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GTAV oculus rift injection driver thread

Krejlooc

Banned
I made a similar thread for alien isolation when it launched to act as a repository for oculus rift injection driver support. I'll continue to update this thread as I test out other injection drivers and come up with better configurations that offer the best support possible.

at the moment, I have tried tridef 3d with no luck. I expected as much. Next up to test will be VorpX.

If anybody else is finding success with injection drivers, please feel free to post their own findings. Also, as is typical with getting injection drivers set up correctly, please post all your configuration settings and, if necessary, any additional macro programs used for support (i.e. i occasionally use autohotkey to map a key on my keyboard for edge peak).
 
Subbed. Good luck, thank you.

You dashed my hopes initially but you're are forgiven, it's you.

Would have been sweet if they made it easy like with AI. I was hoping that was the case after the delays - an unofficial addition, I realise it would be pretty demanding on the system in GTA.
 
Subbed. Good luck, thank you.

You dashed my hopes initially but you're are forgiven, it's you.

Would have been sweet if they made it easy like with AI. I was hoping that was the case after the delays - an unofficial addition, I realise it would be pretty demanding in GTA.

tridef 3d is always my first test, because it has some unique features I like, and if something will work with it, it's also the easiest to set up.

prior to the actual vr mode being discovered in alien isolation, i was getting it to work in vorpx. I had it working, albeit in a very buggy state, for about a day before the actual VR mode was found. sometimes injection drivers work like a charm, sometimes they need to be coaxed into working. it all depends on the game.
 
complete success with VorpX. I'll post some guerrilla style pics in a bit, just trying to get a few settings tweake.
 
Oh. Shit.

Please do, any info on the performance hit would be appreciated too! Won't be back for a week.

This will be the game that gets me to pay for vorpX.
 
Can you tweak fov? I can imagine the very low standard setting can make it uncomfortable.

Precisely what im trying to find at the moment. Lots of wonky stuff needs to be corrected too. Fps headbob is gross. I think there is an option for that tho. Luckily modding will make this experience better going forward.
 
Well... fuck. The rockstar social club drm wont initialize if vorpx is injecting. I can get in menus and load thr game, but cant actually get to the start menu. Disabling the injection lets the social club drm load.

Gonna stew on this a bit.
 
Its 430 am over here and ive been driving all night, and I have work in... 2 hours. Im gonna hit the sack a bit then mess with this more tomorrow. Hopefully someone else will have figured this out and I wont have to do anything at all, haha. But at the moment, it seems gta v's drm protection prevents you from usimg an injection driver to enable vr support.

Ironically, perhaps a cracked copy would work. Will try more stuff tomorrow.
 
Well... fuck. The rockstar social club drm wont initialize if vorpx is injecting. I can get in menus and load thr game, but cant actually get to the start menu. Disabling the injection lets the social club drm load.

Gonna stew on this a bit.
Seems like you got stuck at the same problem I have seen other people get stuck on reddit ( fake edit, here : http://www.reddit.com/r/oculus/comments/32hrht/grand_theft_auto_v_available_april_13_this_game/ ). Hopefully someone will find a way.
 
On the good news side, from VorpX dev :
A vorpX update with preliminary GTA V support (including a fix for the “Initializing…” hang) will be released later today. For now the profile is Z-Buffer 3D only, but that works quite well in this game.

As soon as it’s ready I’ll make a blog post on the front page.
Tried the game and I'm already fond of the first person view, can't wait to see what kind of result we could get with VorpX ( thought an fps with the rift, where aiming isn't separate from headtracking/camera can't really be That good sadly ).
 
On the good news side, from VorpX dev :
Tried the game and I'm already fond of the first person view, can't wait to see what kind of result we could get with VorpX ( thought an fps with the rift, where aiming isn't separate from headtracking/camera can't really be That good sadly ).

That's great news! All I need now is the Oculus..
 
New VorpX version up, with the gtaV compatibility. I tried it quickly, I didn't find any good settings for non theater use, most likely not Vorpx fault in that case but the very limited FoV seems to be the problem I think.
 
Godspeed. I'm not so sure about general gameplay but just walking around Los Santos in VR would be amazing. It's my first time playing GTA 5 and that first person view is far better than I expected it would be. ..so long as that FOV tweak isn't destroyed by Rockstar or whatever.
 
Man, this makes so much sense. You think there's any chance at all that Rockstar would consider adding VR support in a patch? Once there's a retail release of the Rift or Vive, I mean.
 
is the game playable with the rift if you can't get a stable 75+ framerate? My fps fluctuates to 50 fps a bunch of times, specially when in the city.
 
The modding community and mature vr implementation will make this a whole new experience come 2 years down the line.
 
oh shit, I legit didn't think of that. I'm a dumb dumb. What kind of hardware are people using to get this running at a smooth framerate on the rift?
 
Well you're gonna need to render twice as much too, remember.

Ok, this is a great bit of misconception about how VR renders. The commonly repeated refrain (not from you, necessarily) is that you need to do twice the work to render "two frames." This isn't true. To begin with, during the rendering pipeline, many parts of your scene can be used wholesale from each viewport. Example - you lose the ability to discern stereoscopy and fine parallax past about 20', meaning, in layman's terms, things that are really far away essentially appear flat in our vision. My left eye is not seeing things very differently 100' away compared to my right eye. You render in multiple passes to keep your load down. Render everything far away once, then copy it to both viewports, then render near-view objects in stereoscopy twice. But even then, assets can be reused.

This is still a great performance hit, but it's not quite the same as rendering two frames. Further, you literally aren't rendering two frames, you have one single frame buffer at all times. All rendering is multipass.

and further, vorpx isn't able to derive depth information in gtav yet. it renders in monoscopy.
 
dat bike race, ok, its happening...

tumblr_mx2y80kfZI1rktdaso1_500.png
 
and further, vorpx isn't able to derive depth information in gtav yet. it renders in monoscopy.

Krejlooc, you keep posting that bit about multipass rendering being able to bypass the whole double rendering problem. Does the game engine have to be written to take advantage of that for Oculus/VR, or can that be done at a middleware / driver level?
 
Another issue that will have to be addressed with GTA in particular are the camera restrictions in certain positions like driving or sitting or climbing ladders. They restrict the camera severely to make it easier for controllers sticks to look around, but not end up looking at the ceiling or floor (which is useless in gameplay terms). Hopefully someone will figure out how unrestrict the camera in first person.
 
Krejlooc, you keep posting that bit about multipass rendering being able to bypass the whole double rendering problem. Does the game engine have to be written to take advantage of that for Oculus/VR, or can that be done at a middleware / driver level?

it can be done within the injection driver itself. vorpx has lots of game specific hacks of this sort. it's skyrim support, as an example, is miles above most other games it injects.
 
It is a fad. A lot of People cannot handle VR without getting extreme motion sickness or fatigue.

So the terms for general vr sickness, sometimes erroneously called motion sickness, is actually an umbrella term for several similar sicknesses caused by different things.

Some people get vertigo from playing vr - technically not a fault of the tech (its acting as intended) but rather poor software design. I can easily induce vertigo in a demo by placing someone high up, as you would get vertigo in real life doing this. Which is to say, doing things in VR that would make you sick in real life, will probably make you sick in VR as well. You can't expect to be Solid Snake in Metal Gear Solid The Twin Snakes - part of the reason we don't do backflips left and right all over the place is because doing so, for an average person, would end in vomit. It's no different in VR. Some early demos do stupid shit like making you run at the IRL equivalent of 70 mph through rotating corridors and people wonder why they get sick. With Half Life 2 VR, we've actually spent significant amounts of time adjusting walking and running speeds, redesigning areas to cut back on crazy jumps you need to make - because expecting players to do that is unfeasible. We're not superhumans IRL.

Some experience sickness because they can perceive the latency between their head moving and the world updating - low persistence strobing oled has effectively solved this. By strobing the display with essentially black frames fractions of a seconds after they scan out, our bodies take advantage of a natural phenomenon our brains use to "fill in" the gaps of the missing pieces of animation. Hence, by simply not drawing anything to the screen at all, our brains will do the missing work for us, which winds up feeling much more comfortable.

Some experience vestibulochoclear disconnect, where there cochlear fluid in their ear isn't moving the way their eyes say they are. This is essentially unsolvable at the moment and depends on your personal limits. There are two frames of thought on how to solve this:

1) electric stimulation of your cochlear to make you feel like your choclear fluid is actually moving (good luck getting a guinea pig for that, zapping your brain with an electric charge)

Or 2) actually make the person move irl to cause harmony between their cochlear and what they see.

In terms of vestibulocochlear disconnect, not all motions are created equal. Cardinal translation isn't bad - moving forward, backwards, stafing - we use parallax cues to figure out the expected motion and our bodies adjust, only feeling discomfort at the start of the motion, and mild at that. Rotation is the killer, so the solution is to either place the player in a swivel chair so they can physically rotate or some other omnidirectional treadmill.

Our studies have uncovered an interesting phenomenon, however - expected motion severely limits your discomfort. To conceptualize this, we built a demo using positional tracked hands. In the demo, you can reach out and grab the world by closing your hand, at which point the movement of your hand translates the world around you. In essence you are grabbing and shaking the world.... nobody gets sick. Play back the same translation without using your hands, people get sick to their gills.

With that in mind, we're toying with a hand operated method of locomotion where you basically "swim" through the environment without using your feet, and it's producing neat results.

Still other people get sick because they can perceive the screen flicker - 90 hz is where it becomes imperceptible pretty much universally. At 75 hz on the dk2, I can perceive it in my peculiarity periphery but it doesn't make me sick. 120 hz is preferred over 90, however, because 60, 30, 24, etc divides evenly into 120, allowing for native frequency playback of, say, standard television or movie content within the context of a virtual screen. Samsung can actually drive Gear VR up to 70 hz, but since it has a focus on media playback, 60 hz was deemed a better refresh rate because it could natively play back movies at their natural frequency.

EDIT: Forgot one - some people got sick with Dk1 simply because the tracking wasn't close enough to their IRL position, and we have strong proprioception in our head and hands (the ability to know where we are in 3D space without visual cues). Our heads would say we were moving into one position, and our eyes would say another. The biggest offender was the lack of any positional tracking in DK1 at all - only pitch, yaw, and rotation, no X, Y, or Z. DK2 does X, Y, and Z in a forward 180 degrees. CV1 and Morpheus will do X,Y, and Z in full 360 degrees.

This is often something people miss - the need to match our proprioception as close as possible is incredibly, massively important and something that didn't really approach acceptable levels until the last 5 or so years. You hear it repeated often - we need sub-millimeter accuracy with our positional tracking, or else most people can tell that it's "off."

In short, nobody can tell you if your girlfriend will get sick without knowing why she gets sick playing fps games in the first place. She'll just have to try it. My sister in law got violently ill from dk1 for over a day, yet she could do gear vr for hours. Apparently the low persistence solved her sim sickness.

EDIT: I typed this on my phone, I'm going through and correcting all the mistakes.

for games such as this, simply playing in a swivel chair and physically turning will solve the yaw rotation issue.
 
Buh impatient for depth support. Somebody on the tridef forums claimed they got 3d by using the Max Payne 3 profile, but no hotkey, tridef menu overlay functionality. Probably not gonna be pleasant without being able to adjust fov and what not even if someone does manage to get it working on a rift.
 
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