HelixVision

HelixVision

Black left eye
This is really gust testing me cause ever since I got a rift s it’s Been doing this I’ve done everything you told one guy about using the beta version and now it’s still just showing 3D in one eye in my headset please help cause you guys have a lot of games
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Hey. This means 3d is not initiated. You need to make sure Anaglyph is displayed on your monitor before it would be displayed correctly in the HMD.

There are a number of reasons why this happens. Firstly make sure you get an Anaglyph effect on your primary monitor. If you get this right then it should be hooked in VR too.

What GPU are you using?
What driver are you using?
Hey man I’m have to check when I get back home I appreciate you hitting me back if I’m not mistaking I used 452.01 driver i can send you a screenshot of everything later on but I did test my anaglyph with the stereo vision test and that worked but when I tried a plague take innocence it won’t show in 3D on monitor and only one eye in headset
I used superdelth 3D for a plague take innocence as well and tha worked but it had a halo effect and I know helix vision would be better so I’m trying to not settle and gwt this resolved for an overall good experience cause the game is awesome
This sounds like a full screen problem. Not sure if the profile for this game was fixed. On helixmod blog I see the profile has been changed to that of Aion and that the fix uses Brothers fix. Do you know how to do this?
Feb 2, 2021 @ 12:19am 
It sounds like you are having the one-eye problem on multiple games, not just Plague Tale.

If that is the case, your best option would be to do a DDU reinstall of the driver. 3D Vision can sometimes get into a corrupted state where the stereo test will work (dx8) but dx11 games won't be able to enter 3D.

Also worth trying to run the game in full screen. In general that is not necessary when running in the anglyph red/blue mode, but can sometimes help to be in exclusive full screen (not borderless fullscreen).

Check the Drivers tab in HelixVision to see the current state and if it can detect any problems.
Solved guys all I had to do was literally press control t and now it’s working I guess 3D wasent auto enabled but I’m just glad I got it figured out thanks again guys for reaching out and trying to help
Is there a way too I can change the screen to make it kind of smaller as in ratio I have a rift s and it’s so circular with the lenses that I can’t really see everything on the screen
Glad you got it working. This is a common problem. You can change the setting to have it enabled on launch. But sometimes it is problematic. Have to say it has improved a lot since this started. Not such a big problem anymore.

To change the screen settings you need to have the Katanga window active. So just alt+tab and select it. Then you could manoeuvre it. The only setting it doesn't have is to loosen it from perpendicular. The same as "snap to horizon" in Virtual Desktop. Some times you could fill more pixels vertically on a custom 4:3 ratio. Then you don't have to make the screen smaller while filling the black bar at the top and bottom. Because the smaller you make the screen the bigger these black areas get.
Thanks a lot man I really appreciate it and I’ll guess I just use the control t for now since you say to automatically enable it could cause trouble as well
Feb 2, 2021 @ 12:48pm 
Easiest way to manage the screen size is to use your VR controllers. They'll have help info for each button which allows you to tune the screen for size/distance/curve/height. You can also do it via keyboard or Xbox controller (see the in VR billboard instructions). But it's simpler and more reliable to use VR controllers which will work even if game is in foreground.

For needing the Ctrl-T: this is one of those mysteries that has never been quite clear, even after all this time. As a general rule it's unnecessary, and it's one reason we use the anaglyph/Discover mode, because it's almost never required for that mode. A DDU refresh will likely solve that, because it is some sort of stuck setting for the driver.

Glad you got it working. Great find on your part.
I appreciate man I have one last question I’m enjoying a place tale innocence so far it’s an amazing experience but I find that even when I sharpened it using my be controller during my play time it seems like it’s not clear enough and turning the camera makes me kind of sick because of the blur I did all of the setting recommended on the helix mod page but any other recommendations will help maybe even if I try a higher resolution that 1920 by 1080 which I don’t know how to do
I’m wondering too if I need to upgrade again I just got a 2080 super is that fine with helixvision right now
There are about 5 primary methods to explore here. But I don't think any preference is set in stone. When you can get away with Super Sampling being handled by your CPU it will obviously put less strain on your GPU which for the most part does the heavy lifting. But i don't know enough about this to put my money anywhere. So you will need to experiment for yourself. To hook utilities that measures your CPU & GPU usage. It all depends on how much headroom you have.

First thing to experiment with is Motion Smoothing.
You need to understand its basics. You will find this in the SteamVR dashboard that you could access by pressing the "select/back" button on your controller while in game. For the xbox remote respectively. Could be different for other controllers. Just press and older other buttons on your VR controllers until you see a steam logo loading or dashboard appearing. Think its the thumb sticks on the VR controllers. I personally never use my VR controllers with HelixVision.
This could also be accessed by the popup steamVR window on your desktop in the upper left corner on the three stripes. From the Video tab you could access some very useful settings. The first one you could turn down is "Overlay Render Quality". This is the window that handles what you see inside your headset. So you don't have to waste any resources here. Also the same for Mixed Reality. Not sure how Oculus handles this. But if there are any other additional windows to show what you see inside your HMD turn them off or lower its quality. Even if it takes 1% off your resources. From here you "access per application" settings where you get the "resolution per eye" and "motion smoothing". Motion smoothing has been explored in depth recently. Just search previous topics. It requires that you cap your fps to half of your HMD's refresh rate. But i understand its not limited to. Just most effective. If your HMD has 90hz refresh rate, cap it at 45. You could find this in HelixVision>Settings>Display Profiles>VR Profile>Frame Rate Limit. Or in nVidia control panel under 3DSettings>Manage 3D Setting>Program settings>MaxFrameRate. This is only available in later drivers if I'm not mistaken. (430 upwards?) Not sure where they started adding this. But think this evolved with VR motion smoothing particularly. Its more robust than DLSS IMO.

On top of this you could sometimes add Motion Blur when the game offers it.
When you use Motion Smoothing it basically fills the gap between every two frames. In theory its roughly the same in principle as Anti Aliasing. By blurring jagged pixels that doesn't have solid processing. So its a frame that isn't rendered at full effect. So every second frame will be slightly blurry. But it happens so fast you don't really notice it. With Motion Blur on top of that it fills in even more of the empty gaps. Making the experience silky smooth. Depending on how many frames are missed by primary rendering and "secondary rendering" (Motion Smoothing) you need to play around with motion blur. If you notice a little lack in consistency set it at low . If you notice a lot set it at max.

When you have a grip on this you could really start to max out many other settings since you only use 45fps, which is ideal for super sampling and aliasing on high resolutions.

If Super Sampling is more CPU bound always use this. The alternative is to use DSR and then Custom Resolutions. With Custom resolutions you could manage to add the 4:3 resolution. I prefer to use Render Resolution in SteamVR at 100% while using 1440p in game on my 1080p monitor. You can always turn your monitor off while playing to conserve a little energy. You don't need to have your monitor on while your HMD is on.

I'm on a 2080 and it is more than enough. At least for a 2880x1620 HMD it is. Even a 1080ti was more than enough. Only upgraded to a 2080 cause I found it at a ridiculous low price. If you could find a 2080ti get it! I'm sure you wont regret it since it might be the last supported one here but hopefully not. I personally only upgrade when there is a game I really want to play and don't have the power for it.
That’s so awesome man you really helped me out a lot I have a rift s Whitch is 80 hertz . Out of all the things you metinoned out of all of them should I use one or all such as the motion smoothing feature and going into the profile editor in 3D fix manger and cap it at 45 , also by the way I went in did that already but I did it at 30 don’t know if that was a good idea but that was before I started asking questions
I tested the RiftS while I had the Samsung O+. But liked the Samsung more.

If it is 80hz cap it at 40. But you should keep in mind less demanding games you shouldn't half it. Some times 60 also works. 30fps with motion smoothing is totally viable. Did this in Shadow of the TR with 4k DSR. If you could get a solid 80fps per eye rather use this. The crux is that you sync it properly with your HMD and not your monitor. I prefer to cap my frames per game so I do it in the nVidia control panel. You should also not go beyond 150% resolution per eye. There is a certain point where you don't really notice a significant improvement. "The roof". Beyond that you just over tax your system unnecessarily. I think when you go with SS, 130% is nicely balanced. Sometimes you could use temporal AA or FXAA on top of 1440 resolution which performs better. Always good to spend at least an hour to set it up correctly before you dive in.

The other part you need to be aware of is the Brightness. When the in game brightness doesn't affect the HMDs brightness you need to use OVR: https://store.steampowered.com/app/1009850/OVR_Advanced_Settings/
Its free and will be added to your dashboard. Only need to make a shortcut for it since it runs separately. I always turn my brightness down to at least 40%. This helps for WMR. So there will probably be different options for Oculus. Never experimented with it extensively.
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