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  • #221431
    Jgavito1
    Participant

    I have been trying to get this to work for the gamepass version of Halo MCC for a few days now. I boot up the anti-cheat version of Halo MCC after starting up vorpx and I do not see a notification for saying that it is hooking into the game. When I pull up vorpx desktop, it is showing my game and when I press delete, I do not get any options for 3d settings even when i apply a profile that is made for 3d. I tried both the Oculus app and Virtual desktop as well as changing the runtime settings in the config to both SteamVR and Oculus. I am extremely confused because I have been following every video guide on the planet to the letter and I am getting a very different result

    #220130

    In reply to: Gestures Support

    Ralf
    Keymaster

    The video in the post linked below explains how to set up gestures. Don’t forget to assign the mouse/key/button press that belongs to the according action, otherwise the gesures can’t do anything. Games like Halo or Dishonored should be good candidates.

    The video shows everything you need to know to get going in a minute.

    vorpX 24.1.0 – Optional Cutting Edge Version

    #220126
    archsupafly
    Participant

    Hi, I took a break from vorpx for a while. But recently came back to try when I heard about the newish gesture support. To me this is game changing.

    I tried it on two games I thought would be natural: Dishonored and Halo. But couldnt get it working at all. How do you turn it on? I tried in the vorpx menu and add custom gestures of both use or aim. But aiming was still down from my head vs my touch controllers. Is there something that has to be done to set it up that I’m missing?

    Or do only some games support gestures?

    #219853
    chrisssj2
    Participant

    I just tried vorpx for the first time with HALO:CE
    But im getting like 28 fps… i have an RTX 4090…..😂
    overclocking doesnt increase fps even
    and changing halo graphics settings dont seem to do much either
    How can I get more fps?

    I run the game via steamvr with my apple vision pro steamVR is set to 3644×3488

    #219608

    In reply to: Best Games

    luka2099
    Participant

    THE EVIL WITHIN 2
    the DARKNESS 2
    TITAN DALL 2
    HALO MASTER CHIEF
    HALO INFINITE

    #218700
    beemzy
    Participant

    Upgrading CET resolves the issue, thanks for the tip.

    Now to look for decent-ish settings that reduce the jittery/blurryness.

    Very much depends on your PC specs. If you have lots of VRAM then getting 4k textures can help a lot (from Nexus Mods). HD Reworked Project Ultra Quality by Halk Hogan, XilaMonstrr’s 4k textures, Alternative Skin Materials, Keen’s NPC textures, etc will give a great visual boost with no FPS loss and significant reduction in ghosting/halo’ing. A lot of these have 2k versions available too

    #218446

    In reply to: Halo MCC questions

    Ralf
    Keymaster

    Sounds like the game can’t handle simultaneous gamepad and mouse input. Without DirectVR head tracking, which only works for Halo 1, vorpX emulates a mouse.

    To deal with that vorpX comes with a decently feature rich gamepad > mouse/kb mapper built in. You can enable it with the ‘X-Box Gamepad Override’ option on the input page of the menu.

    If you’re lucky, a partial override of the sticks will suffice. If not, you probably have to adjust some button mappings.

    #218436

    In reply to: Halo MCC questions

    usn09derek
    Participant

    The Game Pass version might be compiled as Windows Store (UWP) app, which can’t be hooked. Not all Game Pass games are, but Halo MCC might.

    If Game Pass allows you to select between a moddable .exe and one with anticheat, try the moddable one. vorpX definitely won’t be able to hook the anticheat version. Part of usual anticheat mechanisms is preventing other apps from hooking into games.

    The Steam non-anticheat .exe definitely still works. You should be aware though that only Halo 1 is officially supported. I know for sure that Halo Reach also works, but I never tried Halo 3 myself. Individual games in Halo MCC are unfortunately handled in a way that makes it difficult for the vorpX profile to cover potential technical differences between the games. So I can’t guarantee that everything works as expected in all campaigns.

    BTW: Make sure to run the game windowed. I just noticed that important things like FOV and other settings might be off if the game in running fullscreen.

    Good info! Do you how I can remedy the gamepad losing functionality when I use head tracking? Sticks for 3 seconds each time.

    #218425

    In reply to: Halo MCC questions

    Ralf
    Keymaster

    The Game Pass version might be compiled as Windows Store (UWP) app, which can’t be hooked. Not all Game Pass games are, but Halo MCC might.

    If Game Pass allows you to select between a moddable .exe and one with anticheat, try the moddable one. vorpX definitely won’t be able to hook the anticheat version. Part of usual anticheat mechanisms is preventing other apps from hooking into games.

    The Steam non-anticheat .exe definitely still works. You should be aware though that only Halo 1 is officially supported. I know for sure that Halo Reach also works, but I never tried Halo 3 myself. Individual games in Halo MCC are unfortunately handled in a way that makes it difficult for the vorpX profile to cover potential technical differences between the games. So I can’t guarantee that everything works as expected in all campaigns.

    BTW: Make sure to run the game windowed. I just noticed that important things like FOV and other settings might be off if the game in running fullscreen.

    #218414
    usn09derek
    Participant

    I just want to play Halo 3 and Halo 1. Do I need the entire collection to run Vorpx? And will the Vorpx MCC profile hook into each game?

    I tried gamepass but it fails every time. So I guess I’ll need to buy the steam version to try this.

    #217997
    cyberfan
    Participant

    Hello,
    With 2.0, I’ve tried the DLAA setting, which greatly enhances the image quality and halo problem.
    Nonetheless, something feels wrong with the FOV / 3D, so it’s unplayable.
    Is there a tweak to be able to use it? Or is it simply not ready yet for VR? Will it be soon?

    Thanks for all

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217540

    In reply to: Starfield Alpha v0.2

    romandesign
    Participant

    StarfieldCustom.ini

    Thanks for sharing this and other details, much appreciated! There are definitely new settings for me here to explore. What’s the best resource about .ini settings etc.? You found more things that I saw listed where I looked.

    Weapon low-poly bug is indeed a separate thing from VorpX. I was going crazy, because any weapon becomes a mangled mess, impossible to aim down site, unreadable ammo display etc. The funny thing is that if I switch to a 3rd person view – it’s fine! Only the 1st person view is bugged. Very rough and unrealistic 3D around hands and weapon area doesn’t help the problem. It’s so fugly. I wish there was a way to even flatten out the hands+weapon. Other 3D has minor issues that are not very obvious and can be ignored. But huge halo and blockiness in the hand area just can’t be ignored. Though maybe with a proper weapon model the 3D will become better in this area? For me this is a big deal as I can’t aim properly and can’t see ammo count, and it’s annoying as hell – and gaming is for having fun, not stressing out.

    It looks like the multiple random 3D glitches I mentioned before were the result of DLSS mod, at least in part. I uninstalled it and tried stock FSR and in a few minutes I tried I saw no random blocky glitches. I think some minor wobbliness can still occur, and I think it may be a WMR Motion Reprojection artifacts, but disabling motion projection I got FPS in 70-80 area, which are not enough for a completely smooth visuals, so enabling it a locking at 45 is the smoothest experience.

    #217474
    markbradley1982
    Participant

    “so , all games with dx12 api only work with znormal and zadaptive , which are not stereoscopic 3d like g3d.”

    It’s still stereoscopic 3D but not full 3D geometric reconstruction (hence you may see that objects are “paper dolls” in addition to halos, but depth is still very good looking). It’s similar to the 3D of movies that were converted from 2D to 3D in post processing rather than filmed natively in 3D.

    On the other hand you may have a point that it’s actually stereoscopic depth rather than stereoscopic 3D

    #217453
    romandesign
    Participant

    I decided to take the plunge with Starfield, but I’m waiting for the official VorpX profile before I decide to buy it. I tried Starfield briefly with Reshade 3D solution. It actually works and there is full 3D, but I could see the halos around objects (because 3D is generated from a depth map) and the performance is not there yet. I’m projecting a 4K desktop to a virtual curved 3D monitor. I need to play with DLSS + frame generation replacement (already available) and other performance tweaks, to see if I can maintain a steady 45fps which combined with motion compensation should give a smooth picture. It’s not smooth enough yet, by far, and that’s on 7950X3D / RTX4090.

    But at least it seems that the game is “bookable” for 3D, so I hope VorpX can do a better job for VR integration. The problem with the other solution as it’s just a virtual monitor, meaning head tracking doesn’t affect aiming.

    A nasty surprise was that it’s not just joysticks that Starfield doesn’t support, but even a simultaneous gamepad and mouse wouldn’t work. I can’t use a mouse for aiming and a gamepad thumbstick for walking, not at the same time. It’s either keyboard+mouse or gamepad, one takes over another.

    I wish there would be a way for aiming independently of looking around, and then convert the motion controller to emulate the mouse, so it could be used for aiming while head tracking would be used for looking. That would be great, but I think Starfield doesn’t have free aiming – the target is always glued to the center of the screen…

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