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  • #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    #221034
    manobroda
    Participant

    Hello everyone.

    I would just like to inform the VorpX team and those interested that there is an incompatibility between Vridge or SteamVR and VorpX.
    For native VR games, I use Vridge with my Quest2 via Wi-Fi, and it works very well, e.g. Project Wingman.
    For other games, I used VorpX with SteamVR (e.g. Take on Helicopters), and it worked very well. But I stopped using it for a while.
    I recently decided to use VorpX to play Ace of Combat 7, but after updating VorpX, I noticed the following problem with Vridge or SteamVR: when I entered games like Project Wingman or Star Wars Squadrons, I could no longer move from the spot. Although I could see everything around me, there was no movement in the other axes, keeping my head fixed in one point.

    I tried to disable VorpX for these games in the VorpX settings itself, but without success. I even closed all VorpX processes on Windows, but the problem persisted.
    To continue playing native VR games, I had to uninstall VorpX, which solved the problem.
    But I would like to keep it installed on my PC, so that I can play non-native VR games.

    Has anyone had a similar problem? Thanks everyone.

    #217704
    romandesign
    Participant

    You must download flawless widescreen . This program allow you that set any fov. Viewmodel , ship , world

    Looks like it does exactly the same as the mod I mentioned does. But I suspect that the mod also resets it after a dialog etc. Anyway, why use extra software when there’s a mod?

    I downloaded the game a week ago but haven’t opened it yet, waiting on full vr

    I’m also eagerly waiting for an official mod, but you can try my profile, based on Alpha v2 – it’s pretty playable. Only disable the gamepad override, I think it works better that way for the ships. Also, if you are using joystick like I am, program the emulator for cross-controls: so joystick controls proper roll and pitch – they are on separate thumbstick on the gamepad, and pitch should be reversed (in-game menu option or inside emulator). And throttle and yaw should be programmed on proper axes too. That way ship combat is much better than when joystick emulates gamepad normally.

    Official profile might have lower latency, and other nice-to-haves, but it’s quite well and playable as it is, full VR with gestures, so the beginning is slow and long anyway, and it’s really not bad. BTW not sure what people were complaining about – slow beginning, boring game and all. It’s basically exactly like Fallout/Skyrim in space with very nice graphics and cool hard sci-fi aesthetics. It plays exactly like that. All the clunkyness is the same as with the older Bethesda games. But nobody does a better job in this gameplay style, which is my favored. I only wish there would be native VR support, atmospheric flight, manual landings and docking and generally more believable space simulator dynamics. And of course less loading screens – game could check if there is enough RAM/VRAM available and preload the next zone in the background…

    #217634
    romandesign
    Participant

    Right. Release date is as always the good old ‘when it’s done’.

    It’s fine, I was asking more of a “days/weeks/months” expectation, not a specific date or any promises. And of course I realise that you can’t know for certain, and things can always get delayed. I’m an IT pro myself, I know how it works. It’s just that if the release is imminent, I’d rather pause my game for a few days and wait until we have the profile, but if I’d have to wait for weeks, I will keep playing with what I have now. That’s the only reason I was asking – not to rush you in any way, or hold you responsible if the profile is not ready when you say it would be.

    it would be to wander around these places and see it all in VR.

    It already works with Alpha v2 profile, or I recommend my profile based on that that’s a bit extended with gestures and more key mappings. It looks amazing in VR! I wouldn’t play pancake at all, even considering the unofficial profile. For me, the main problems are in the space combat. I want to use joystick through gamepad emulator and while it works, it’s not good. I tried disabling “gamepad override” which was on, and I think it was better but then I got some glitched taking back control with VR controllers. Maybe because joystick was not zeroed precisely. I also sometimes have weird DLSS artifacts at top of the screen (in VR view only), and lo-poly weapons bug that appears and disappears randomly, but I think it’s not related to VorpX, I see it on display view too.

    #216795
    virtuayay
    Participant

    thank you rjk for all your profiles, great work!

    there are lots of obscure and forgotten games from the glide/DX6/DX7 days that would be great to play in 3D

    i still havent gotten my hmd working quite right with vorpx but once i do it would be great to be able to play more old flight sims

    microsoft combat flight sim 2 and 3
    crimson skies
    echelon
    jane’s fighters games
    f-22 lightning 3
    red baron 3d
    airfix dogfighter
    over flanders fields (MSCFS3 mod, not sure what renderer it uses now)
    starlancer (and other old space sims)

    also

    silent storm (tactical rpg)
    early combat missions series (turnbased war strategy)
    lugaru
    omikron the nomad soul

    the list could go on forever lol

    the only other thing is one day it would be great to play in vorpx 3D even DOS Glide games through DGVoodoo+DOSBox (obviously not the point of this thread so i wont name those too)

    TheBalt
    Participant

    Hey everyone,

    So an Elden Ring First Person mod got posted on Nexusmods.

    The mod author put -alot- of thought into this one. There is no lock on, but there is some light autoaim. There are crosshairs for casters, and, well, just in your face melee combat for warriors.

    The mod is easy to install.

    I need to call out the elephant on the Room; why not use LukeRoss’ mod? Because – LukeRoss’ mod is barely playable. I tried it multiple times and its just an awful experience. In that mod, character orientation is not taken into account, so while youre trying to “side step” and then swing, your character is still facing in the wrong direction when you “Attack”

    This new mod, it basically gives Elden Ring FPS controls. Side strafing works as intended, aiming spells and projectiles does. Due to the lack of Information “on screen” for being first person; the modder even put in a “threat indicator” where in your crosshairs, there will be a Circle that will point towards incoming attacks, so if youre getting hit from the sides, youll have that info in first person.

    Overall, its the most well done First Person Mod for the Souls Series. Sekiro and Dark Souls 3 have good ones; but not nearly as well thought through as this one.

    The only annoying factor is the menus react to your look direction, so when messing with menus, you may want to zoom out.

    I will also add, I suggest mapping your Crouch/Sneak to your -Right Thumbstick-; you dont need Right Thumbstick anymore since there is no lock on. Now, set your Vorpx Settings for Zoom In/Zoom out to Thumbstick, so you can use the left stick to zoom out and navigate menus. If you are not seeing the Crosshairs in game, press Q on your keyboard, that should fix it.

    If there are any Sekiro fans around here, theres also a mod to give you Sekiro Deflect posture damage on enemies and basically play the game like Sekiro. First Person Mod is the first link, Sekiro Style Deflect is the Second Link and Sekiro “Posture Bars” are the third link.

    If you have any questions, let me know.

    https://www.nexusmods.com/eldenring/mods/3266?tab=files

    https://www.nexusmods.com/eldenring/mods/3471

    https://www.nexusmods.com/eldenring/mods/3405

    For the Posture Bar Mod, you need to fix one thing

    When you install it, you need to go into the game’s PostureBarModConfig.ini file and change this line to this:

    HideBarsOnMenu = true

    change to

    HideBarsOnMenu = false

    ____________________________________________________________________________________________

    Overall Modding Guidance for Steam Games in General:

    Now, in conclusion – IF YOU DO THIS AND ENJOY IT – BACKUP THE ENTIRE GAME ON YOUR HARD DRIVE. Mods for Souls games break with every game update.

    Go to your Steam Folder, Copy your -entire- Elden Ring folder and paste it somewhere safe in your hard drives. When the game gets an update, you can usually counteract it by letting it update, then when you want to return to the game with these mods, youll delete everything in the Elden Ring SteamApps folder, then Paste your old game. Have Steam set to “Offline mode”; so it wont see the changes made, then boot up.

    Saved games will get broken with updates too. I recommend, if you mod anything, to always put it in “Only Update This Game When I Launch It”. You can easily do this by Right Clicking a game in Steam – Properties – Updates – Drop Box Select “Only Update This Game When I Launch It”. Done, game wont update automatically.

    So, if you log into Steam one day and see “Update Queued” for a game youve modded; -STOP-, do not launch it. Put Steam into OFFLINE Mode. Now go to this site, they have a profile for every game, but we are just using Elden Ring’s as an example; https://www.pcgamingwiki.com/wiki/Elden_Ring

    There you can find where your saved files are, where configuration files are. Go in and back up your saves locally, somewhere else on your hard drive, along with your configuration files.

    If the game updates and breaks your mods; just put it back into Offline Mode, delete the game from the SteamApp folder, then use your old copy from before the patch, paste that into the SteamApp folder, then stay in offline mode to continue using the mods you want.

    Basically, if you mod any game, this is a process you want to be doing. Always keep a spare of the game’s folders put away in your hard drive, so if updates break mods, you just roll back like that and move forward, just keeping Steam set to offline mode to not attempt to update again.

    Dont delete the game from Steam, Steam is the DRM, you need Steam to have the game “installed” for it to launch. You just go in and replace folders manually.

    If you have any questions on the mods, Ill try to help.

    #216558
    virtuayay
    Participant

    there are some good profiles on vorpx cloud for making the headset view work with the ingame view panning

    but the one i tried (listed as the only one made with most recent vorpx version) although it had G3D in the name didnt have any 3d effect for graphics! even though it was running in G3d mode and has like 1/4 the frame rate of when i play 2d mode normally

    so i used an official profile for another unreal engine 4 game (like AC7 is) and it had good 3d and better performance than the cloud AC7 profile
    …but then it didnt have any of the control/view customizations

    i wanted to see if i could copy and paste sections from both so i tried to open the vorpx profiles in text mode but it was unreadable

    then i tried to use the cloud AC7 profile as a G3D base and tweak the settings with CTRL-End…and the settings were all the same as in the official UE4 profile, and changing them only made glitches.

    is there a way to combine two different profiles? or a way to switch the AC7 profile graphics settings to whatever is in the UE4 game’s profile?

    TheLastJoaquin
    Participant

    Followed the guide here:

    Guide, Ace Combat 7 for Noobs

    Went through all the settings, and it worked at one point. Tested it out and it was fabulous, and made dinner, but right before it did sticky keys activated and changed a bunch of settings in the ‘Del’ menu. I wasn’t sure what was changed but I figured if I simply just delete and redownload the profile it should fix whatever was changed so I did just that.

    I then went to actually play, and for whatever reason it is not working anymore. It’s not the in-game settings as physically moving the mouse works.

    Anyone have this issue? I hate being so close to getting it to work and then being blue-balled.

    #212549
    Gaz
    Participant

    ace combat 7 skies unknown i set everything up i used the reddit cloud profile but theres no head tracking and the camera is inverted if i look up the camera looks down i have quest 2 using air link ac7 is on steam, help.

    #212519

    In reply to: Games Wish List

    Gaz
    Participant

    ace combat 7 skies unkown 360 view

    TheBalt
    Participant

    Hey everyone,

    So i used this mod a few years ago and the modauthor ended up ‘hiding’ it on Nexusmods, making it impossible to download. Someone else made a First Person Mod – but they dont show the weapons in your hand, this one does, so it really turns Andromeda into a pretty incredible First Person Shooter. I did some digging over the course of the last few days and found a link for it that works with Frosty Mod Manager. I tried getting it to work with the “EA Games” app version of Mass Effect Andromeda and was unsuccessful – I then downloaded the Steam version of the game and got it to work.

    It is actually quite well done and makes for a pretty solid first person VR experience.

    Here is a short bit of gameplay so you can see if it might interest you:

    Here is the link for the mod:
    https://mega.nz/file/AHQn2QIB#iLT-eh5oAmBtPd1bm1UQZa9D2Eauv7fWbEkMprelALo

    And youll need Frosty Mod Manager to use it, its the option on the right, just click “Download” under “Mod Manager”:
    https://frostytoolsuite.com/downloads.html

    Place the files into whatever folder you like for the mod and the Mod Manager. Run the Mod Manager in Admin mode. If youre using Steam, I had to select the “New” option on the bottom right and direct it to the game’s .exe. Most people will have that under Program Files(x86) – Steam – Steamapps – Common – Mass Effect Andromeda. Choose the file named MassEffectAndromeda.exe

    Once youve selected that, it should populate on the Mod Manager’s main page, select the game and then on the bottom right of the Mod Manager choose “Select”

    Now that you have the Mod Manager attached to ME Andromeda, on the top left corner there is an option to “Add Mod(s)”; select that and then just select the Mod’s zip folder, wherever you installed it; it should be called “First Person Toggle 1.2-771-1-2-1564773598.zip”

    No need to unzip the file, the Mod Manager will handle that.

    Now that you have the mod populated in the Mod’s list, select it and press “Apply Mods”, it should be near the center of the Mod Manager’s screen. Once its “applied”, make sure the box is checked in and then, from the Mod Manager, press “Launch”, toward the top of the window. It will boot the game up and apply the mod.

    You can shift in and out of First Person by holding down on the Dpad of your controller.

    Go ahead and get it modded and running properly, then use Vorpx to turn it into a VR game.

    Hope you guys can enjoy, its alot of fun – I know the game gets a rough rap overall but the combat in First Person VR is realy quite exciting. I recommend playing the character with the “Charge” attack, but, make whatever you like – its just fun to be in VR and teleport like 40 feet at someone and get up in their grill with a shotgun.

    If you have any questions, feel free to ask. It -MIGHT- work with EA’s Game launcher or Origin, but I didnt have success with it. If you try to get it to work with those and it doesnt – You can get “EA Play” on Steam for 4.99 for a month and make sure the game is up and running for you for just 5 bucks. But Vorpx has an official profile for the game – and while I found Geometry 3d to be glitchy, the Zadaptive and Znormal options look great.

    Take care folks!

    #208626
    Demuse
    Participant

    A few random things I’ve found while dialing in all the settings to play using a gamepad and DirectVR with a Reverb G2, in case any of this helps to reduce the set-up time for others:

    1. In game settings, turn off aim assist to eliminate bad jitters when in combat.

    2. The HUD needs to be set to 100% or there are icons floating everywhere not attached to the in-game objects. Then the HUD is mostly out of my FOV so I have to use edge-peek to check the mini-map, etc.

    3. In-game controller settings I reduce vertical sensitivity to minimum (=1), so I can turn with the right-stick and use my head to look up and down. But many times the game takes control of the camera to point your eyes down to look at some object of interest, and leaves you looking down at an angle, so you have to be able to pan your view back to horizontal quite often. It would be nice to have a button to “reset view to horizon”.

    4. It’s hard to use hacking skills, as I have to use edge-peek to see the HUD, then when I move my head to read the HUD I’m no longer aiming at the in-game device I’m trying to hack. It would be really useful if there was an option to toggle off headset aiming while using edge peek, so I could move my head to look around at my HUD and control the aim reticle only with the controller joystick.

    5. With RTX3080 I’m using “great” resolution, and I found I could turn the graphics settings mostly up to high, and with ray-tracing turned on, without much change to framerate. But ray-traced lighting caused the windshield of my car to sometimes become opaque so I turned off lighting but kept reflections and shadows.

    6. I have DLSS set to “auto” so I’m not sure if it’s doing anything, or helping?

    7. In vorpX settings, my “cap framerate” has to be turned on and set to 66 or 75%. If it’s turned off, or set any lower, then everything gets very jumpy. Perhaps related to that, in-game video settings I have monitor vsync set to 60 Hz. This combination runs pretty smooth, but if I change either of those settings it’s immediately unplayable.

    8. Somethings seems broken in the inventory screens? I think when you hover over a new weapon, it’s supposed to pop up stats, and compare with your currently equipped weapon? None of that happens for me. Once when I first open my inventory, when I hover over a weapon, 2 text boxes pop up, but one box is only visible to my left eye, and the other to my right eye — I can close one eye at a time to try to read them. But if I move the cursor then the pop-up boxes disappear, and never reappear for that or any other weapon in my inventory. <shrug>

    dlrjajdlfo
    Participant

    I really thanks for your kindness again
    I want to fix my Unreal Engine 4 game now.
    The base profile provided by vorpx is that one of Conan Exiles. After copying from this,
    then added exe file on it,I succeeded in implementing g3d in a few other games . For example, Ace Combat7 is that one.
    But the problem is the depth of the hud.
    Basically it has zero value
    But in game of the conan exiles , as you said, when I moving the 3 vorpx HUD sliders then it changes the depth and size of the hud. That means hud working at 3d
    But in the ace combat7 game which I want to fix when I move the slider but it doesn’t make any changes at all.
    How can i solve this?

    TheBalt
    Participant

    Hey folks,

    So a modder released on Nexusmods a pretty extensive reworking for Dark Souls 2. Enemy behavior and location changes, item changes, boss changes, combat speed closer to Dark Souls 3 – so decided I wanted to try it out.

    I got it working pretty well on Vorpx in first person FullVR mode and wanted to give a rundown to anyone who might be interested in trying Dark Souls 2 in first person VR.

    Each time you decide to play; it will take about 2 minutes to properly setup your game and then youre good to go.

    Below are the links for a First Person CheatEngine mod and with it a FOV Cheat Engine Mod.

    https://app.mediafire.com/1kmp5l03ah0t4

    I am sorry I do not know who these mod authors are, I have had these files sitting in my PC for years at this point and I tried to find the same ones but couldnt on Google and Nexus.

    I am using these in Scholar of the First Sin, not the original Dark Souls 2, so I am not sure if it will work with it.

    So, directions:

    1) Make a new character and get Binoculars in the game. They are literally within 2 minutes of the start of the game if you just run directly to them, the link below is from a Youtuber that shows where to get them at the primary hub in the game.

    So, get the binoculars and put them in one of your weapon slots, thats all we need as far as items in game.

    2)
    Always be loaded into the game world before using the CheatEngine mods, so always log into a character and then Alt+Tab out and time to set up the CheatEngine stuff.

    For the FOVDS2.CT mod, open it, click the little computer icon at the top left (Select a process to open) and make sure to choose DARK SOULS II. Then towards the bottom of the window, click the box next to “Change FOV”.

    The very next line is “FOV Value”, check this as well. In that row next to “FOV Value” you should see these numbers : 0.7679448724. Double click 0.7679448724 and when the box pops up, replace it with this: -29.23205376

    Thats all for that step, your FOV should look pretty nuts, but the next mod will take care of it.

    3) Open the FOVDS2.CT file and again, select a process to open in the upper right computer Icon and select DARK SOULS II. A pop up will appear, choose “Yes”. Click the box next to First Person First Person (Usage: Turn on script, zoom in with bow/binoc)

    4) Switch back to your game and, use the binoculars once and now you will be in VR, if you look down you can see your body, etc. Put bincolars back in your backup items and pull out your real weapons and start playing.

    I know this all seemed like a lot, but it literally takes 1 1/2 minutes to setup when youre logging in. The only real “upkeep” you have to do, is when you die or go through a load screen, equip the binoculars again for a moment to activate first person view. I recommend just keeping the binoculars in one of your 6 weapon slots and just hopping right to it, tapping it on, then switch back to your real weapons.

    -There is no need to ever leave gameplay to reset the mod, you just need to use the binoculars to ‘turn on’ the first person mod after loading screens-

    The game -is- more difficult, but definitely playable. For a bit more fun Id recommend getting a large sword so you can clearly see your hits, but you should be able to play most builds just fine; probably will die more since we are losing situational awareness, but, its fun to see this world in first person with Geo3d. Keep in mind you CAN adjust the HUD position in this game, so if you play FullVR like me, I recommend pulling health bars into view, etc.

    One last thing – if youre playing with an Xbox or Ps4 controller – go into Steam controller configurations and change your right control stick to “Joystick mouse” – for some reason the game turns extremely slowly with regular joystick with these mods. All other buttons can remain the same.

    On an aside, I have a few hours into that new mod on Nexus and am enjoying the changes to combat, if anyone wanted to try it, heres a link for that too.

    https://www.nexusmods.com/darksouls2/mods/978

    You dont need to play this mod to play regular Dark Souls 2 in first person VR.

    If you have any questions, ill try to help out.. and again, sorry, dont know who made those cheattables, but they work.

    Take care of yourselves folks.

    wilddog
    Participant

    Has anyone gotten it to work?

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