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  • zekigungor27
    Participant

    ARMA 3 and Arma reforger
    10:06:37: Starting BattlEye Service…
    10:06:39: Updating…
    10:06:40: Launching game…
    10:06:46: Note: File blocks can be ignored if they don’t cause problems with the game.
    10:06:46: [INFO] Blocked loading of file: “C:\Users\—-\AppData\Local\Temp\vorpx\4963d85c-0.tmp”.

    #221816
    Ralf
    Keymaster

    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+
    #221869

    In reply to: Arma 3 settings

    adrian J
    Participant

    Just upgraded my pc
    Although still in the old gpu as awaiting the 5-supers to be released

    Amazing with a new cpu , mobo , ram
    I can now run arma3 using VoroX at fairly high settings & it looks amazing

    Only one thing I use z for the 3d , geometry knocks the solid fps from 90 to around 80 , but the z 3d is fine

    Amazed that arma3 doesn’t have native vr support

    Incredible experience in VR

    Amd 7800x3d
    32gb ram

    Old gpu is rtx 3080 10gb

    #221447

    In reply to: Arma 2 OA help please

    Boblekobold
    Participant

    I never tried this game, but from what I can see in the VorpX Config app, there is an official profile.

    You can know if you hooked in the starting room and/or by checking if you have 3D in “3D reconstruction” inside the ingame menu (Geometry is the best type of 3D, or Z-normal / Z-adaptive).

    Concerning zoom, you can of course unzoom like in this video at 7m15s :

    (I’m not recommanding to use the same settings as him appart from that, in particular concerning aspect ratio…)

    But your problem probably isn’t because of zoom only. It’s because you need to raise the FOV (usually 112 horizontally, or 84 vertically).

    I suppose you can adjust the FOV this way :
    https://www.reddit.com/r/dayz/comments/ug6wu/how_to_adjust_your_fov_aka_how_to_cure_arma2/

    If this game has DirectVR, you can just use it like in this video at 4m44s :

    It will configure most things for you.

    Don’t forget to use the virtual monitor (launch VorpX Desktop Viewer with VorpX V24, then your game). It will allow you to use any resolution you want (usually a 4:3 one like 3840×2880).

    You should also increase image quality with the options in the second page of the ingame menu : ClarityFX, Sharpness, Texture Enhancement, etc.
    Lower gamma in VorpX if needed but not too much in the game.

    Concerning headtracking, you can change headtracking speed (and you can enable/disable it). It should work when you have the Full VR display mode selected. You can also use it in Immersive Screen.

    Use edgepeek shortcut during cutscenes/menu.

    #221096
    mookandairin
    Participant

    Being the age of a dynosour these days YA IT BLOWS GOATS! I love vr to say the least. I am wanting to use it with Arma Reforger but as crap as I am with game profiles and putting this into that profile, I am basicly going to FU&# it all up and everything is going to go to crap on me so, I basicly am here asking anyone here if they can help an old guy out getting it to work. Ive got a pimax 5k+, windows 11, Vorpx, I9, RTX 3070, yadaa yadda. If you could explain how ti get it to run in Reforger that would be epic. Like I said earlier I am no computer person. I can turn it on, off, change some settings,run programs (when they work), download things but thats about it to be honest. I have bricked enough computers to know when to just say screw it and ask for some help if it is available so, here I am.
    Thanks in advance for the help if it comes.
    Danny

    #221013
    dellrifter22
    Participant

    Oh it has sounded fun for a long time. Trouble is the online BattleEye aspect of the game. Anti cheat blocks injectors like vorpX. But if you can find or make a server without BattleEye enabled, and play in dx11 mode if that’s possible, you might be able to create a working profile.

    Otherwise, if it’s now dx12 only like Arma Reforger, you would only be able to play in Z3D, by cloning a profile from RDR2 or Resident Evil Village.

    #220489
    JOGR
    Participant

    How do you even play this in Arma 3? Head tracking is locked in Full VR mode. You can only turn the head in cinematic mode but then it’s not really VR anymore. They keyboard is partly locked. Only a few keys work so you can’t open doors, go prone, switch weapons or give commands or anything except running around, shooting and reloading. Arma 3 requires you to have the full keyboard enabled.

    #218440

    In reply to: Arma 3 Alt Keys

    IroquoisPliskin
    Participant

    Open vorpx config enable expert settings, open Arma 3 then once in game open up vorpx menu with delete key and find the setting “override alt key” set it to no. For ctrl or shift I have no idea, disable overlays like steam possibly.

    #218330
    Eredor
    Participant

    Hi there!

    I just purchased a Quest 3 headset 1 week ago and yesterday I downloaded Vorpx.

    I was able to get Arma 3 running and play online with my friend but I had significant problems with the HUD and mouse controls. I think the vorpx hotkeys and menus are interfering.

    Hitting the middle mouse button should activate Aim Down Sights but instead it switches between VR display modes. Could not figure out how to turn this off.

    I was unable to access the action menu while in game.

    Also while in the menus the displayed mouse cursor was unable to reach certain buttons on the screen, running out of room to scroll, as the cursor position was out of alignment with the movement.

    I was playing around with getting a custom resolution set up to match the native resolution of the Quest 3 so that might have messed things up.

    #218225
    WeeGee9000
    Participant

    Every time I use the ALT, CTRL or SHIFT key combinations in Arma 3, they tend to bug and the game “toggles” them irreversibly.
    Is there any fix for this?

    #218108
    elseb
    Participant

    Hi, I’ve only started using VorpX recently, managed to run it with arma3 alrigh, I’m trying to use it with Baldur’s gate 3 but all i get the game runs on the pc screen but all i ged on HMD is black, I’ve tried with quest 2 and 3

    any help appreciated
    thanks
    Seb

    #217383

    In reply to: vorpX 23.1.0 BETA

    adrian J
    Participant

    This looks clever I can’t wait to give it a go

    For Arma3 gestures

    adrian J
    Participant

    Which beta ?

    I’m successfully using VorpX with arma3

    Is there separate software for the hand controllers do you have link ??

    Ps I know controllers work in VorpX but just as button controls only , I’m looking for holding the rifle & rifle moving around with my hands etc

    Big thanks in
    Advance

    adrian J
    Participant

    Back to this , is anyone using this for arma3 with hand controllers ?

    #217264
    adrian J
    Participant

    Hi

    I’ve finally managed to enjoy Arma3 in VR

    Using the virtual screen option but with it very close , I find this best as I can move my head and look at the team command boxes & stamina etc top right

    I do have head tracking enabled , it tracks at about 60% rate

    Annoying thing when looked at map the red pointer box curser remains even after I close the map eg it’s swinging around still controlled by mouse even when I’m back in game

    Is there a way of stopping this happening?

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