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  • #102250
    BrillBill
    Participant

    Ah ok. I tried vanilla but got the same issue.

    However… it actually seems like it happens out of VR as well (though it’s always been fine on my system) so there is already fix :) Tweaking the SkyrimPref.ini or by a mod to disable the underwater effects.

    This worked for me…

    [Imagespace]
    bDoDepthOfField=0
    iRadialBlurLevel=0

    http://steamcommunity.com/app/72850/discussions/0/45350791732820883/

    Hooray! Skyrim is perfect now.

    #101727
    grodenglaive
    Participant

    Profile uploaded.
    This is working nicely. Requires you set a custom resolution in Nvidia first (1350×1500 @60 Hz). The resolution does not need to be active. The game just needs to see that it exists.
    You need to edit Darkmod.cfg to set the resolution and screen ratio or just copy this one:

    unbindall
    bind "ESCAPE" "togglemenu"
    bind "SPACE" "_moveup"
    bind "-" "_impulse47"
    bind "0" "_impulse10"
    bind "1" "_impulse1"
    bind "2" "_impulse2"
    bind "3" "_impulse3"
    bind "4" "_impulse4"
    bind "5" "_impulse5"
    bind "6" "_impulse6"
    bind "7" "_impulse7"
    bind "8" "_impulse8"
    bind "9" "_impulse9"
    bind "=" "_impulse48"
    bind "[" "_impulse15"
    bind "\" "_mlook"
    bind "]" "_impulse14"
    bind "" "_impulse0"
    bind "a" "_moveleft"
    bind "b" "inventory_hotkey '#str_02438'"
    bind "c" "_impulse23"
    bind "d" "_moveright"
    bind "e" "_impulse46"
    bind "f" "_impulse44"
    bind "g" "inventory_use '#str_02396'"
    bind "i" "inventory_cycle_group '#str_02391'"
    bind "k" "inventory_cycle_group '#str_02392'"
    bind "l" "inventory_use '#str_02395'"
    bind "m" "inventory_cycle_maps"
    bind "o" "_impulse19"
    bind "p" "inventory_cycle_group '#str_02389'"
    bind "q" "_impulse45"
    bind "r" "_impulse52"
    bind "s" "_back"
    bind "t" "_impulse52"
    bind "v" "inventory_hotkey '#str_02397'"
    bind "w" "_forward"
    bind "x" "_impulse24"
    bind "y" "savegame quick"
    bind "z" "_zoom"
    bind "BACKSPACE" "inventory_hotkey ''"
    bind "CAPSLOCK" "_impulse51"
    bind "PAUSE" "pause"
    bind "UPARROW" "_forward"
    bind "DOWNARROW" "_back"
    bind "LEFTARROW" "_left"
    bind "RIGHTARROW" "_right"
    bind "CTRL" "_button5"
    bind "SHIFT" "_speed"
    bind "DEL" "_lookdown"
    bind "PGDN" "_lookup"
    bind "END" "_impulse18"
    bind "F3" "_impulse17"
    bind "F4" "savegame quick"
    bind "F5" "screenshot"
    bind "F6" "loadgame quick"
    bind "F8" "_impulse22"
    bind "MOUSE1" "_attack"
    bind "MOUSE2" "_impulse41"
    bind "MWHEELDOWN" "_impulse47"
    bind "MWHEELUP" "_impulse48"
    seta gui_mediumFontLimit "0.30"
    seta gui_smallFontLimit "0.15"
    seta radiant_entityMode "0"
    seta net_socksPassword ""
    seta net_socksUsername ""
    seta net_socksPort "1080"
    seta net_socksServer ""
    seta net_socksEnabled "0"
    seta win_ypos "0"
    seta win_xpos "3"
    seta sys_lang "english"
    seta s_decompressionLimit "6"
    seta s_useEAXReverb "0"
    seta s_useOpenAL "1"
    seta s_libOpenAL "openal32.dll"
    seta s_numberOfSpeakers "2"
    seta s_doorDistanceAdd "450"
    seta s_globalFraction "0.8"
    seta s_subFraction "0.75"
    seta s_playDefaultSound "1"
    seta s_volume_dB "-10.79365"
    seta s_meterTopTime "2000"
    seta s_reverse "0"
    seta s_spatializationDecay "2"
    seta s_maxSoundsPerShader "0"
    seta r_screenshot_format "jpg"
    seta r_debugArrowStep "120"
    seta r_debugLineWidth "1"
    seta r_debugLineDepthTest "0"
    seta r_cgFragmentProfile "best"
    seta r_cgVertexProfile "best"
    seta r_forceLoadImages "0"
    seta r_shadows "1"
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_renderer "best"
    seta r_brightness "0.5"
    seta r_gamma "0.5"
    seta r_swapInterval "0"
    seta r_useIndexBuffers "1"
    seta r_customHeight "1500"
    seta r_customWidth "1350"
    seta r_fullscreen "1"
    seta r_mode "-1"
    seta r_multiSamples "0"
    seta image_downSizeLimit "256"
    seta image_ignoreHighQuality "0"
    seta image_downSizeBumpLimit "128"
    seta image_downSizeSpecularLimit "64"
    seta image_downSizeBump "0"
    seta image_downSizeSpecular "0"
    seta image_useCache "0"
    seta image_cacheMegs "20"
    seta image_cacheMinK "200"
    seta image_usePrecompressedTextures "1"
    seta image_useNormalCompression "2"
    seta image_useAllFormats "1"
    seta image_useCompression "1"
    seta image_preload "1"
    seta image_roundDown "1"
    seta image_forceDownSize "0"
    seta image_downSize "0"
    seta image_lodbias "0"
    seta image_anisotropy "4"
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
    seta gui_filter_game "0"
    seta gui_filter_idle "0"
    seta gui_filter_gameType "0"
    seta gui_filter_players "0"
    seta gui_filter_password "0"
    seta net_clientDownload "1"
    seta net_master4 ""
    seta net_master3 ""
    seta net_master2 ""
    seta net_master1 ""
    seta net_clientMaxRate "16000"
    seta net_serverMaxClientRate "16000"
    seta m_strafeSmooth "4"
    seta m_smooth "1"
    seta m_strafeScale "6.25"
    seta m_yaw "0.022"
    seta m_pitch "0.022"
    seta sensitivity "3.761905"
    seta in_toggleZoom "0"
    seta in_toggleCrouch "0"
    seta in_toggleRun "1"
    seta in_alwaysRun "0"
    seta in_freeLook "1"
    seta in_anglespeedkey "1.5"
    seta in_pitchspeed "140"
    seta in_yawspeed "140"
    seta gui_configServerRate "0"
    seta com_guid ""
    seta com_preloadDemos "0"
    seta com_compressDemos "1"
    seta com_product_lang_ext "1"
    seta com_videoRam "128"
    seta com_showFPS "0"
    seta com_purgeAll "0"
    seta com_machineSpec "-1"
    seta g_spectatorChat "0"
    seta net_clientLagOMeter "1"
    seta r_postprocess_bloomKernelSize "2"
    seta r_postprocess_bloomIntensity "0.857143"
    seta r_postprocess "0"
    seta net_serverDlTable ""
    seta net_serverDlBaseURL ""
    seta net_serverDownload "0"
    seta mod_validSkins "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow"
    seta g_mapCycle "mapcycle"
    seta g_voteFlags "0"
    seta g_gameReviewPause "10"
    seta g_countDown "10"
    seta g_password ""
    seta g_testModelHeadJoint "Spine2"
    seta g_testModelHead "atdm:ai_head_citywatch"
    seta g_showBrass "1"
    seta g_showProjectilePct "0"
    seta g_showHud "1"
    seta g_showPlayerShadow "0"
    seta pm_walkspeed "70"
    seta g_showcamerainfo "0"
    seta g_damageScale "1"
    seta g_decals "1"
    seta g_doubleVision "1"
    seta g_bloodEffects "1"
    seta g_projectileLights "1"
    seta g_muzzleFlash "1"
    seta gui_CenterY "0.5"
    seta gui_CenterX "0.5"
    seta gui_Height "1"
    seta gui_Width "1"
    seta r_fovRatio "0.9"
    seta r_aspectRatio "0"
    seta ui_showGun "1"
    seta ui_autoSwitch "1"
    seta ui_team "Red"
    seta ui_skin "skins/characters/player/marine_mp"
    seta ui_name "Player"
    seta si_serverURL ""
    seta si_spectators "1"
    seta si_usePass "0"
    seta si_warmup "0"
    seta si_teamDamage "0"
    seta si_timeLimit "10"
    seta si_fragLimit "10"
    seta si_maxPlayers "4"
    seta si_map "game/mp/d3dm1"
    seta si_gameType "singleplayer"
    seta si_name "DOOM Server"
    seta tdm_lod_bias "3.0"
    seta tdm_voice_from_off_volume "-2.222222"
    seta tdm_voice_player_volume "-6.349206"
    seta tdm_music_volume "-28.571428"
    seta tdm_ambient_method "0"
    seta tdm_door_auto_open_on_unlock "1"
    seta tdm_bow_aimer "1"
    seta tdm_lp_debug_hud "0"
    seta tdm_lp_pawlow "0"
    seta tdm_lp_randomize "1"
    seta tdm_lp_auto_pick "0"
    seta tdm_lp_autopick_attempts "3"
    seta tdm_lp_pick_timeout "500"
    seta tdm_lp_sample_delay "10"
    seta tdm_lp_base_count "5"
    seta tdm_empty_model "models/darkmod/misc/system/empty.lwo"
    seta tdm_lg_split "0"
    seta tdm_lg_model "models/darkmod/misc/system/lightgem.lwo"
    seta tdm_lg_weak "0"
    seta tdm_lg_interleave "1"
    seta pm_rope_snd_rep_dist "32"
    seta pm_min_stepsound_interval "200"
    seta pm_stepvol_crouch_creep "-7"
    seta pm_stepvol_crouch_run "4"
    seta pm_stepvol_crouch_walk "-2"
    seta pm_stepvol_creep "-5"
    seta pm_stepvol_run "8"
    seta pm_stepvol_walk "0"
    seta tdm_underwater_blur "3"
    seta tdm_rope_pull_force_factor "140"
    seta tdm_inv_use_visual_feedback "1"
    seta tdm_door_control "0"
    seta tdm_inv_use_on_frob "1"
    seta tdm_inv_loot_sound "frob_loot"
    seta tdm_inv_hud_pickupmessages "1"
    seta tdm_hud_hide_lightgem "0"
    seta tdm_hud_opacity "0.7"
    seta tdm_grabber_reverse_control "0"
    seta tdm_bounce_sound_min_vel "80"
    seta tdm_bounce_sound_max_vel "400"
    seta tdm_throw_max_vel "900"
    seta tdm_throw_time "1200"
    seta tdm_throw_max "3500"
    seta tdm_throw_min "600"
    seta tdm_phys_show_momentum "0"
    seta tdm_ai_vision_hardcore "1.5"
    seta tdm_ai_vision_challenging "1.2"
    seta tdm_ai_vision_forgiving "0.6"
    seta tdm_ai_vision_nearly_blind "0.2"
    seta tdm_ai_vision "2"
    seta tdm_melee_difficulty "easy"
    seta tdm_melee_max_particles "10"
    seta tdm_melee_forbid_auto_parry "0"
    seta tdm_melee_auto_parry "0"
    seta tdm_melee_invert_parry "0"
    seta tdm_melee_invert_attack "0"
    seta tdm_melee_mouse_thresh_ "0"
    seta tdm_dragged_item_highlight "1"
    seta tdm_drag_encumber_max "0.4"
    seta tdm_drag_encumber_maxmass "55"
    seta tdm_drag_encumber_minmass "10"
    seta tdm_drag_jump_masslimit "20"
    seta tdm_drag_af_free "0"
    seta tdm_drag_af_ground_timer "800"
    seta tdm_drag_damping_af "0.4"
    seta tdm_drag_damping "0.0"
    seta tdm_drag_stuck_dist "38.0"
    seta tdm_drag_force_max "100000"
    seta tdm_drag_limit_force "1"
    seta tdm_collision_damage_scale_horiz "0.5"
    seta tdm_collision_damage_scale_vert "1"
    seta tdm_frob_fadetime "100"
    seta tdm_frob_width "10.0"
    seta tdm_frob_distance_default "63"
    seta pm_lean_toggle "0"
    seta pm_lean_door_bounds_exp "8.0"
    seta pm_lean_door_max "40"
    seta pm_lean_door_increments "10"
    seta pm_lean_to_valid_increments "25"
    seta pm_lean_forward_stretch "15"
    seta pm_lean_forward_height "0.4"
    seta pm_lean_forward_time "400.0"
    seta pm_lean_forward_angle "2"
    seta pm_lean_stretch "2"
    seta pm_lean_height "0.4"
    seta pm_lean_time "400.0"
    seta pm_lean_angle "15.0"
    seta tdm_reattach_delay "100"
    seta tdm_crouch_toggle_hold_time "400"
    seta tdm_toggle_crouch "1"
    seta tdm_footfall_sounds_movetype_specific "1"
    seta pm_mantle_minflatness "0.707"
    seta pm_mantle_height "0.2"
    seta pm_mantle_reach "0.5"
    seta pm_weightmod "1"
    seta pm_push_max_mass "200"
    seta pm_push_heavy_threshold "0.15"
    seta pm_push_accel_time "1000"
    seta pm_push_start_delay "1000"
    seta pm_push_maximpulse "300"
    seta pm_pushmod "0.15"
    seta pm_max_swimspeed_mod "1.4"
    seta pm_crouchmod "0.54"
    seta pm_creepmod "0.44"
    seta pm_runmod "2.12"
    seta tdm_savegame_compress "1"
    seta tdm_force_savegame_load "0"
    seta tdm_mainmenu_confirmquit "0"
    seta tdm_debug_aastype "aas32"
    seta tdm_allow_http_access "1"
    seta tdm_proxy_pass ""
    seta tdm_proxy_user ""
    seta tdm_proxy ""
    seta tdm_fm_restart_delay "0"
    seta tdm_default_relations_def "atdm:team_relations_default"
    seta tdm_show_trainer_messages "1"
    seta tdm_menu_music "1"
    seta tdm_wideScreenMode "0"
    seta tdm_interaction_vfp_type "1"
    seta tdm_ai_show_aasfuncobstacle_state "0"
    seta tdm_show_health "0"
    seta tdm_ai_debug_greetings "0"
    seta tdm_ai_debug_transition_barks "0"
    seta tdm_ai_opt_update_enemypos_interleave "48"
    seta tdm_ai_opt_interleavethinkframes "0"
    seta tdm_ai_opt_interleavethinkskipPVS "0"
    seta tdm_ai_opt_interleavethinkmaxdist "0"
    seta tdm_ai_opt_interleavethinkmindist "0"
    seta tdm_ai_visdist_show "0.0"
    seta tdm_ai_search_show "0.0"
    seta tdm_showko "0"
    seta tdm_showsprop_radius "0"
    seta tdm_showsprop "0"
    seta tdm_spr_debug "0"
    seta tdm_sndprop_disable "0"
    seta tdm_ai_acuity_susp "1.2"
    seta tdm_ai_acuity_L5 "1.5"
    seta tdm_ai_acuity_L4 "1.3"
    seta tdm_ai_acuity_L3 "1.1"
    seta tdm_ai_show_conversationstate "0"
    seta tdm_ai_show_enemy_visibility "0"
    seta tdm_ai_sight_scale "1000.0"
    seta tdm_ai_sight_thresh "1.0"
    seta tdm_ai_showelevator "0"
    seta tdm_ai_showdoor "0"
    seta tdm_ai_debug_blocked "0"
    seta tdm_ai_showAASarea "0"
    seta tdm_ai_showgoalpos "0"
    seta tdm_ai_showdest "0"
    seta tdm_ai_showalert "0"
    seta tdm_ai_showtasks "0"
    seta tdm_ai_showanimstate "0"
    seta tdm_ai_showko "0"
    seta tdm_ai_showfov "0"
    seta tdm_ai_debug "0"
    seta tdm_ai_bumpobject_impulse "250"
    seta tdm_ai_tact "20.0"
    seta tdm_ai_sight_combat_cutoff "20.0"
    seta tdm_ai_sightmin "15.0"
    seta tdm_ai_sightmax "40.0"
    seta tdm_ai_sight_mag "1.0"
    seta tdm_ai_sight_prob "0.7"
    seta tdm_ai_showbark "0"
    seta tdm_ai_sndvol "0.0"
    seta tdm_player_wait_until_ready "1"
    seta tdm_ai_hearing_hardcore "1.5"
    seta tdm_ai_hearing_challenging "1.0"
    seta tdm_ai_hearing_forgiving "0.6"
    seta tdm_ai_hearing_nearly_deaf "0.2"
    seta tdm_ai_hearing "2"
    seta tdm_ai_showname "0"
    #101531
    Carlos
    Participant

    Hi Ralph, thanks for the ‘heads up’!
    JoeMoore, i’m sorry mate, don’t have a clue what your talking about…

    @Ralph,
    i’ve finally managed to launch rFactor, rFactor2 and also R6 Siege (not supported, just as test).

    Now, here’s some more Q’s.. i’m not complaining here, just checking if that’s expected or i’m messing something (not that unusual :)

    Q1 – the Oculus Home software/virtual menu will allways start everytime i kick a game’s exe. Even if i close it’s tray icon, once i click either game or vorpx game shortcut it opens the Oculus Home and the virtual menu on the HMD’s.. Is that okay?? Isn’t this stealling system resources? And that takes me to Q2

    Q2 – all 3 mentioned games have very poor headtracking.. it feels like it’s snnaping on a grid or something, like 5FPS, it’s unbearable. And the DK2 loading icon keeps showing and the screen freezes like it’s struggling to process the thing.. wich can’t be with my specs! So, what’s going on here?

    Q3 – Left and Right images are inverted in the HMD’s, it was particulary noticed in rF2. Right eye is getting left image and vice versa, and i don’t find any option to switch it. The in-game menu options for changing axis does nothing..
    But the stereo is there, seems very promising, except for the L/R being messed up and the poor head tracking FPS. I mean, coming from PCARS on Steam VR, wich is smooth as silk, so far my short experience with vorpx hasn’t been.. the best :(

    Q4 – last one… to run Steam games, Steam VR should be ON or not?? Some games like RaceRoom need a -vr launch setting to kick VR. Should i use such with vorpx?

    Ralph, i get you’re VERY busy mate, but please try to follow the Q’s, it makes it a lot easier for me and others to LEARN stuff. I work in videogame industry and we’re just discovering the virtues of VR ;)

    Thanks!

    PS – before someone asks about R6 Siege experience.. you can use your ‘nose’ as a pointer, but the image is too blurry (DK2) and theres zero stereo atm, all you get is headtracking and extra zoom for that special HS, but besides that, it’s not worthy… yet! (not vorpx problem here, game needs VR development)

    #101416
    feathers632
    Participant

    There is no contest here… Vorpx has a much nicer looking theater, can play 3d movies and any games (some in 3d) and the image quality is great.

    With steam virtual cinema the game image is so blurry i find the experience too unpleasant.

    Nevertheless people are praising virtual cinema on steam through ignorance. They haven’t tried vorpx…

    Which brings me on to the purpose of this post:

    Demo! – That word Ralf hates.

    When I tell people on forums about vorpx it’s hard to get them to commit to something they’ve never tried.

    You need a cut down time limited demo that can’t be hacked to full by pirates.

    You could have the virtual theater playing only a demo video showing a game being played in the virtual theater as well as video and desktop. Rather than giving a fully functional time limited demo you’d just be giving a vorpx demo that won’t play anything other than this one demo video.

    #101151
    Ralf
    Keymaster

    Similar to my little write-up after a few days with the Oculus Rift CV1, here are my first impressions regarding Vive after a similar amount of time for those who are interested. This will also include comparisons to Oculus where suitable.

    Probably the most important thing for those who chose Vive over Rift is the promise of room scale VR, so I get to that first. Nothing new to anyone who tried it: it’s great. Most time using the Vive besides working I spent with Tilt Brush so far, which simply is the most fun way to sketch since the pencil was invented. At the same time I’m a bit more sceptical than most about the amount of room scale games that will actually impress once the wow factor has worn off a little. Games have to be very different from anything you know for this to work well. Time will tell whether game designers will come up with enough good ideas to make this something that will last. I hope for the best.

    In regard to vorpX room scale isn’t that important BTW, at least for now. Typical games where you run around in large environments obviously aren’t really feasible without slightly odd workarounds like teleporting from location to location. If you want to freely roam large environments, a locomotion platform is your best bet.

    In fairness to the Rift I’d like to add that all of what I saw in regard to room scale will probably also be possible with the Rift once Touch is available later this year.

    Now the more technical categories:

    FOV: Absolutely high enough for an immersive experience and slightly higher than the Rift’s FOV.

    Pixel Density / Screen Door: Also good enough to not get distracted. Slightly lower pixel density than the Rift and thus slightly worse screen door effect, which is only logical due to the higher FOV while using essentially the same displays.

    Lenses: Same basic principle as the Rift’s lenses (fresnel) with the same advantage (image overall more clear) and the same artifacts (lens flare/glare with high contrast scenes). I’m still undecided whether I prefer the more blurry peripheral view of normal lenses above the fresnel flare or vice versa.

    Head phones: The headset comes with earbuds that sound more than good enough for everyone with average hearing. Also easily exchangable for something else if you don’t like earbuds or want something better. So nothing to complain here, pretty much the same thoughts I had about the Rift’s headphones.

    Head tracking: Just works. If I have to nitpick then about the base stations which don’t seem to have an on/off switch, so the motor is spinning all the time. At least I didn’t find one. Easy to circumvent, but unnecessary.

    The crunch question: Is there a winner when comparing Vive to Rift? Clear answer: No. You probably will have a favorite, but in the end that comes down to personal preferences. Do you favor FOV over pixel density? Do you favor earbuds over open head phones? Which store do you like better? Things like that. Room scale rather sooner than later will be available for both, so I wouldn’t focus on that too much when making a decision. Objectively both are really great high tech toys.

    #97224
    VRISHERE80
    Blocked

    So, I just purchased Vorpx and I haven’t gotten it to work on any game yet. The DK1 works perfectly on all of the demos and Desktop Viewers I’ve tried but when I open anything with Vorpx it is extremely Blurry. So far I’ve only tried Skyrim and GTA V. It’s not just the game that is blurry, It’s the entire screen. The Vorpx menu (from pressing [delete]) is also very blurry and the virtual cinema environment is blurry too. Its almost like I’m seeing double and the images aren’t converging.

    I’ve tried to change the IPD setting but it didn’t change anything. I’ve tried multiple versions of Oculus Runtime and nothing. Right now I’m updating my nvida drivers to see if that helps.

    If anybody has some ideas I would greatly appreciate it.

    Yes, Idiot your using the first POS oculus and of course the resolution is going to be blurry. It’s only like 640×480. My old nintendo looks better than that POS.

    VRISHERE80
    Blocked

    Okay, I enjoyed G3D games with VorpX alot, so I look at Unreal 3 Engine FPS, which are not supported yet and try them with renamed game exe. Here are my results and begging to Ralf to make them supported because of problems with steam and FOV, when renaming.
    My FOV recommendations with them: The official recommendation is 120 FOV at 1920×1080 Pixel 1:1 Distance Zoom 1.00
    With that settings you have mostly a good perspective, but massive overhead to the sides and blurry image, because you can see only a third of the picture. So I try to “calibrate” it with 90 FOV and 1600×1200 / 4:3 resolution.
    90 FOV: Distance Zoom 0.56
    or
    95 FOV: Distance Zoom 0.60
    This looks the same than 120 FOV at 1.00 Zoom, but without overhead and a much clearer graphic (more ppi).
    Renaming: There are a couple of UE3 Profiles with different features. I tested with BorderlandsPreSequel.exe and ADVGame-Win32-Shipping.exe (Deadfall)
    Both offer positional headtracking.

    Now the games:

    Bulletstorm (ShippingPC-StormGame.exe)

    Ingame graphic settings I set shadows and Post Processing to low.
    Resolution to 1920×1080 (4:3 gives black bars)
    To set FOV use this Tool, because of crypted inis:
    http://community.pcgamingwiki.com/files/download/580-bulletstorm-ini-editor/
    to edit the ini’s:
    FOV
    1. Go to %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\ StormCamera.ini
    2. Change to the desired FOV.

    Framerate
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormEngine.ini
    2. Change MaxSmoothedFrameRate to a higher cap; alternately, remove the frame rate cap entirely by setting bSmoothFrameRate to false.

    Mouse Smoothing (for proper Headtracking)
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormInput.ini
    2. Find bEnableMouseSmoothing and to ‘false’ to disable mouse smoothing.

    You also need to calibrate Headtracking manually per VorpX Menu: Fokus something in “real life” and slowly shake your head left and right and notice how it stays in your view. Then do the same ingame and edit the HeadTracking value.

    My G3D rating: 8/10

    very little lightning issues, some auto head movement when walking and fast gameplay makes it a little nauseous. Iron Sight you need to aim between the dots, its playable. Great 3D-Effekt.

    Nearly the same settings with Bulletstorm ini editor with:
    Alien Rage Unlimited (ShippingPC-AFEARGame.exe)

    This game has some strange light sources in G3D, so I only recommend Z3D.

    Homefront (HOMEFRONT.exe)

    The FOV settings ingame only works for Multiplayer, not the Campaign (only in first mission). There is a Homefront FOV Changer: http://community.pcgamingwiki.com/files/download/487-homefront-fov-changer/
    But that only works with the HOMEFRONT.exe, so we need a profile for that.

    G3D, positional-tracking works (turn of DX11 ingame, restart), but many issues especially with shadows. So turn down shadows ingame, Post Processing and turn off frame limit and mouse smoothing in the game menus. Weapon sights are good playable with red dot weapons. Easier for the eye with Z3D.

    My G3D rating 6/10. Too many graphical problems with g3d, but playable. +1 with the FOV changer.

    Medal of Honor (2010) (moh.exe)

    The Campaign is UE3 Engine, so works great (Multiplayer is Frostbite). Documents\EA Games\Medal of Honor\Config\MOHAEngine.ini
    bSmoothFrameRate=false
    MOHAInput.ini
    bEnableMouseSmoothing=false
    The G3D looks amazing with very little lightning issues, but overall nearly perfect, but…
    The FOV is 55. Again there is a FOV-Changer for the original.exe:
    http://community.pcgamingwiki.com/files/download/389-medal-of-honor-2010-fov-changer/
    So… VorpX specific profile needed.
    G3D rating: 9.5/10 possible if getting FOV to a playable view

    Santum 2 (SanctumGame-Win32-Shipping.exe)

    Wow, that was a surprise. It’s a steam only game, so you can’t rename it so easily, but after I get it to work with the Deadfall profile (ADVGame-Win32-Shipping.exe), the game works flawlessly in G3D, with all graphic options maxed out, even shadows and lightning stuff and keeps a clean graphical image. Even FOV adjustable in the menus. Easy setup, looks great, very nice to play in VR.
    \Documents\My Games\Sanctum2\SanctumGame\Config
    SanctumEngine.ini
    bSmoothFrameRate=false
    SanctumInput.ini
    bEnableMouseSmoothing=false

    G3D-rating 10/10

    Singularity (Singularity.exe)

    Looks amazing in G3D, but yeah, bad FOV…
    Needs Flawless Widescreen or Widescreen Fixer Tool to fix FOV. So not with renamed exe.
    G3D-rating 10/10 (with better FOV)

    Section 8 Prejudice (S9-Win32-F.exe)

    Untested, because it has a launcher and can’t rename the game.exe
    FOV settings per ini:
    http://pcgamingwiki.com/wiki/Section_8:_Prejudice#Field_of_view_.28FOV.29
    bSmoothFrameRate & bEnableMouseSmoothing like usual.

    Rainbow Six Vegas 2 (R6Vegas2_Game.exe)

    Very narrow FOV and not changeable, enjoyable in a cinema view setting. Now the UE3 Engine begins to look old and outdated 😉
    Maybe it helps to fiddle around with Widescreen Fixer:
    https://www.widescreenfixer.org/
    Very good G3D Effekt.

    @Ralf: All the above called exe just need a copy/paste UE3-profile.

    How the heck do you get medal of honor to work it just fails to start in steam when i rename it. I’m getting so sick and tired of this bs

    #97212
    Ralf
    Keymaster

    vorpX works just fine with the DK1. Not sure what the OPs issue may be unfortunately, or how vorpX could cause a blurry image. If there would be a general issue with the DK1, you can be sure that there would be also a lot more reports of such a problem here.

    The current vorpX build 0.9.1 released last November uses the latest Oculus runtime 0.8 and this build was tested and is working with Oculus Rift DK1 and DK2. There will be no future DK1 specific development anymore though.

    #97147
    dmes71
    Participant

    So, I just purchased Vorpx and I haven’t gotten it to work on any game yet. The DK1 works perfectly on all of the demos and Desktop Viewers I’ve tried but when I open anything with Vorpx it is extremely Blurry. So far I’ve only tried Skyrim and GTA V. It’s not just the game that is blurry, It’s the entire screen. The Vorpx menu (from pressing [delete]) is also very blurry and the virtual cinema environment is blurry too. Its almost like I’m seeing double and the images aren’t converging.

    I’ve tried to change the IPD setting but it didn’t change anything. I’ve tried multiple versions of Oculus Runtime and nothing. Right now I’m updating my nvida drivers to see if that helps.

    If anybody has some ideas I would greatly appreciate it.

    #96156
    Jamieking86
    Participant

    Yeah i looked at that virtual cinema mode, it looked pretty mint. The game gets blurry now and again and like a bit of a black mark in the left goggle. I turned the “get rid of black marker” option on in the ingame menu but doesn’t make much difference. It could be just shadows reflecting on to the goggles to be honest.

    #96087

    In reply to: Alien Isolation

    beyondthefire
    Participant

    I tried some settings in alien, managed to get fov right, but some stuff looked rough compared to others, like the alien was very blurry after i changed some of the settings. I’ll search more later too see what settings i should change. Thanks for the help!

    #91552

    In reply to: BluRay

    Ralf
    Keymaster

    That’s how it works with protected video content unfortunately. The whole pipeline is encrypted from the drive to the monitor and Windows explicitely does not allow such video to be captured, hence the black window.

    Only unprotected BluRays/DVDs can be displayed. Not sure whether that would work with PowerDVD, but MPC-HC/VLC should be able to display unprotected discs.

    #91549
    Hannes66
    Participant

    Is there any oportunity to view BluRay´s with the vorpX Desktop Viewer?
    when I use PowerDvD I can watch DVD´s but with BlueRay´s I only becom an black desktop.

    greetings Hannes

    #90833

    In reply to: The zoomed-in problem

    feathers632
    Participant

    One very important thing regarding the “zoomed in” effect, that almost everyone misses, including me, is calibrating IPD in vorpX’s ingame menu. So do calibrate your IPD following the on-screen instructions, trust me…it does wonders to the resulting image both for FOV and 3D depth and presence feeling.

    I tried a few games like Crysis, Fallout 3, BF3, BF4 etc and no matter what methods I used for improving FOV, including FOV enhancement tools and vorpX’s FOV options and zoom, it still felt a bit “zoomed in”, especially on close range objects.
    So after finishing the whole BF3 campaign using Flawless Widescreen set to max FOV, Letterbox 1 aspect ratio, 2D FOV-Enhancement and 85 % image zoom, I started BF4 (same settings) which had better 3D definition but after playing for a while, the “zoomed in” feeling became kind of annoying and broke the immersion. Besides that I also got some blurry vision for half an hour after playing, until my eyes readjusted.

    Then I started messing with Calibrate IPD option from page 2 (display) and found that 64.00 which is the default average for most males was wrong, so I re-calibrated using the on-screen instructions and ended up at 60.75 where the cross was perfectly visible and most clear (I do not suffer from any vision issues, I see very sharp, near and far).I was stunned by the result as the “zoomed-in” issue was completely gone, the FOV was just like as in an Oculus native supported game like Alien Isolation or HL2. I was stunned even more when I instantly noticed a huge improvement to 3D depth, the distance from my face to every object in the 3D environment was very clear which is a huge boost for presence feeling. And after playing for a couple of hours without any pause, when I exited, the blurry vision was greatly diminished and it completely disappeared in 1-2 minutes.

    So this is the most important thing to do besides setting the FOV. You might end up higher than me, closer to 62-63…in my case, might be the VR Cover cloth which I applied over the DK2 and puts a bit of higher distance between the lens and the eyes, although the VR native games didn’t gave me any problems with the 64 IPD default setting in Oculus profile. I’m not sure how that is possible, maybe it differs from one game to the next, but the result is amazing.

    Looks like you’re right! Every game has been massively zoomed-in and even after I spent hours last night following the advice to change FOV in game, in vorpx or by modding game ini, it made absolutely no difference. So after finding your advice here I went in to metro ll and adjusted the IPD (haven’t used the in-game calibrate yet – i simply increased the IPD and now the game doesn’t look zoomed in anymore. Also changed the z-buffer mode and increased 3d effect. So many people are posting here about zoomed-in problems and the standard advice to mod FOV isn’t working. Well done for sorting it out!

    #90579
    CylonSurfer
    Participant

    @ Cylon : Occasional jerkiness: check your framerate with [ALT][F]. There are two values now. Game FPS and Direct Mode FPS. The Direct Mode FPS have to stay at 75fps at all times or you get judder. Game FPS should at least be half the headset refresh rate (~40 fps for the DK2), better 60, and ideally 75, of course.

    The easiest way to achieve this is obviously lowering graphics settings, but you can also lower the game resolution now, as vorpX doesn’t have to run at the headset resolution anymore. You can even choose 4:3 resolutions now, which can help in some cases as less stuff is drawn that is thrown away later. And if you wish, you can even experiment with custom square resolutions which can be created in the nVidia control panel.

    Another new and particularly easy way to optimize direct mode performance in demanding games is syncing the game framerate to exactly half the headset refresh rate. This can be done on the display page of the ingame menu, setting is called Direct Mode Framerate Sync.

    Thanks for the suggestion Ralf – sadly it has no effect on the odd jerk I experience.

    I double checked both The Direct Mode FPS and Game FPS. Direct Mode FPS is at a solid 75FPS, it never dips. Game mode goes from around 66FPS to the full 75FPS depending on what I’m looking at. The odd thing about the jerk is that it happens in areas where I get a full 75FPS on both Direct Mode and Game FPS…

    Setting Direct Mode Framerate Sync to ‘Half’ causes the games to become a blurry mess. I only get nice smooth game play with it set on full.

    I also tried the custom aspect ratio settings after you mentioned it and reading about the 8:9 ratios on Reddit, its a nice performance boosting tip and very nice new feature. Sadly it does not help with the odd jerk I get.

    What I do not like is that the jerk happens in all games across the board, even ones that achieve 75 FPS at all times. It’s not the stuttering we experience with low FPS, its an actual jerk, like the game freezes for a millisecond, in GTA V for example everything appears to stop for that very brief amount of time, including the passing traffic. As I said in my previous post, its almost like everything is playing catch up every few frames or so.

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