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  • deezdrama
    Participant

    Its in 1080 and setting IPD to 64 fixed the blurry problem though I dont know why this happened since I had vorpx and oculus config set to 67mm and bf4 in vorpx was fine. I tried in all the different modes… geometry, zadaptive,etc

    Fov is set in morrowind graphics extender to 120 as I read in several guides that this is the fov needed.

    tried with morrowind + 3.0 overhaul and all i got was either all red or all white textureless scenes.
    I tried turning “distant lands” option off because i heard it can cause this but no luck turning it off.

    I then tried changing the morrowind graphics extender from mge xe to the older version 186 but kept getting errors from the overhaul installer.

    I then did a fresh install with morrowind 3.0 but this time used the older v 186 graphics extender and distant lands shutoff…. still got the textureless mess.

    By the end of the night I had reinstalled it 4 times and couldnt get any combo of settings to run with the overhaul,
    I ended up doing a fresh install with just the mge xe graphics extender installed and finally got it to work….
    its pretty cool but is way too glitchy still, now instead of the whole world being white and textureless, things look fine but every couple of seconds whole walls and buildings will glitch out and disappear leaving blue textureless voids where they were.
    Also i noticed scale seemed weird like all npc’s looks huge and when looking at there feet it looked like looking down from a mile high canyon. I have fov set to 120 and played around with the vorpx settings but never got it to feel quite right.

    I could of lived with it but the buildings and walls glitching away every other second just made it unplayable so I gave up.

    I read that ralph used the morrowind overhaul 2.0 for vorpx but I cannot find anything but version 3.0.

    I dont know what the deal is. Ive tried 2 different versions of the main game files, made sure all drivers and dx are up to date. Tried all different co figurations of overhaul.

    I also noticed i was only getting fps in 30’s and 40’s….
    this shouldnt be the case as its just vanilla morrowind with the graphics extender installed….no other mods.
    battlefield 4 was running fine in vorpx off the bat so i dont know what the deal is but spent a whole day trying to play morrowind with no luck.

    #18013

    In reply to: CS:GO on DK2 ?

    BentoFox
    Participant

    It sounds as if either CS:GO or VorpX disables mouse Input for that particular game or that it doesn’t hook correctly (its not a supported game after all).

    That first clear-up was a bit difficult to understand.
    Do you mean that the two images do not align (cross eyes in the rift) — or that the focus is wrong?
    – If the image alignment is a bit off, you can probably fix this in the ingame vorpX menu by adjusting IPD, separation strength and offset.
    – If the focus is wrong this can be fixed by the above, unless you mean that it is blurred like auto focus going wrong, giving you a strong DOF effect.

    I would try playing around with IPD and Offset in particular

    Do you use Geometry mode or Z-mode?

    #18011

    In reply to: CS:GO on DK2 ?

    Slider-Override
    Participant

    I will take screenshots later

    What do you mean by it being blurry?
    –> Looks in the Rift like i have to cross the eyes in the rift, and its not shape. Like the Focus is wrong.

    About the Mouse issue:
    –> if i’am in the Game (on a Map) i have a Fix screen (middel of the view)
    and if i look around it stays. Only if i rotate my head, the screen stays in the Horizon. If i Look to the right or to the left nothings happend.
    If i Push the Mouse Wheel, i can Look with head tracking a bit.

    The USB Mouse is not working like it is not connected.
    If i press the DEL key, and the VorpX menu opens, i can use my mouse and my Head to change the options in this menu.

    #17991

    In reply to: CS:GO on DK2 ?

    BentoFox
    Participant

    One reason why CS:GO will likely not work very well is because of fixed FOV. The highest you can go is, to my understanding, 96° – while something like 120+ would be more adequate.

    What do you mean by it being blurry? You could post a screenshot (SideBySide, so we can cross our eyes) so we can see if it’s the common “Rift” blur or the injector settings.

    Lastly – do you mean that the VorpX mouse does not work (aiming with head) or that, when using VorpX, the actual mouse stops working?
    Unless CS:GO has a system in place which allows only one vector2 input at a time, I don’t see why the mouse should be disabled.

    The only problem I’ve had with VorpX (mouse related) is, that in many games I have a “VorpX” cursor – but the actual cursor is gone or doesn’t work.
    When you carefully observe it, you will see that the mouse cursor is actually there — at the very right end of the screen. It may have CenterSnapping enabled…

    Not sure if that already helps you (likely not), but do keep us updated with more info.. with a huge amount of luck we can actually help you :P

    #17969
    Slider-Override
    Participant

    Hi Rifter,
    I’am looking to a working setup for Counter Strike Global Offensive on my DK2.

    I have copy and rename the csgo.exe to HL2.exe
    And if i create a shortcut for this HL2.exe with VorpX

    If i start it i see the CS:GO via vorpX in 3D, But its a bit strange, because
    its all a bit blurring. i have try to setup this up via the “ingame vorpX menü (DEL Key)” But its still not good.

    A other problem i have is that the CS:GO is not playabel because the mouse is not working. I have try to disable the Headtracking in the VorpX, but its still the same.

    Have anyone a idea for me how i can setup the view correct, and bring my mouse back ?

    Any Yes i know that vorpX is only save on Insecure CS:GO servers

    Thanks
    Slider

    #17741
    peteski123
    Participant

    Hiya,
    I don’t know if it is on digital but you can get it from Ebay http://www.ebay.co.uk/itm/PC-STARSHIP-TROOPERS-PC-SCI-FI-SHOOTER-GAME-WIN-2000-XP-EMPIRE-INTERACTIVE-2005-/261571064721?pt=UK_PC_Video_Games_Video_Games_JS&hash=item3ce6d9b391

    If you can get it working well I’ll Donate happily.

    Not sure if the Rez can be boosted up either, I have tried in a config file but no luck for me but as I said Tridef had it running pretty damn good for the Dk1 with 3d, it was just missing a better rez than dk1 without the motion blur. Now we have one..

    I love the film and this game in VR really does give the feeling of being in the thick of it battling bugs… want to know more??.. ;-)

    someskunkfunk
    Participant

    Tested and working with Operation Arrowhead as well. These are a little trickier to get looking good. Turn off post processing to get rid of the blur. There’s a utility you can use to get a wider FOV here and you can double tap “-” to get a wider FOV in game.

    If you also have Track IR (have to enable it in game) you can use that in addition to the DK2 to add independent look vs. aim/move or for head tracking in vehicles… lots to experiment with in this one and what looks good on foot might not look good in a vehicle etc… A useful future feature for Vorpx would be the ability to have a few saved custom profiles we could switch between with hot keys so when either on foot or aiming down sight or in a vehicle we could easily toggle between the settings that work best for each. Hotkeys for in game adjusting of depth, aspect ratio correction and focal point offset would also be great so we can adjust the scene without going into menu mode where it’s zoomed out a little.

    Anyway, LOTS of vehicles to play with here too. The helis are great with headtracking especially the little bird with the high visibility cockpit.

    Anyone happen to have Day Z as well as I suspect it should work in Geometry 3d for that too?

    #17220

    In reply to: Mirror's Edge Probelms

    RicksonNL
    Participant

    Thanks for your answers Ralf:

    1. Vsync was enabled both in the game as in catalyst control center already
    2. Yes, this solves the problem with stutter/ judder, but of course creates the problem of motion blur, which is not as bad, but still not really playable in my eyes. I set the Rift display to 60 Hz.
    I also tried to set my monitor to 75 Hz, which worked at 1440 x 900, but that didn’t help, the stutter/ judder remains the same.
    3. Already tried that, doesn’t seem to make a difference
    4. Tried that, no difference

    Do you have any other suggestions perhaps?

    #16737
    Entropy
    Participant

    I get this too, any time you pivot your head the world becomes more and more blurry because its like the 3d offset is stuck on a horizontal axis and wont tilt with your head. I noticed this in rfactor, not sure if other games have it since I haven’t tried any since noticing.

    #15948
    jasonbaz
    Participant

    Hi, I got this running with my DK2 and the image looks good, except along the outer edges of the screen there is a doubling of the image that is blurry. It’s as though there is a rectangle image that is correct, and around that is a mirror image of the edges. Any idea what that could be?

    Thanks

    #12198
    BizzyBum
    Participant

    Unfortunately I see you cannot use an ENB with vorpX, so I disabled mine and got in fine, but I am looking if possible the best settings to configure using the in-game options with Del.

    I know each person is different, but maybe there are preferred or general tweaks for everyone that will make the experience better. I have already done 100 FOV in the command screen.

    I remember awhile ago when I was using the TriDef free trial there was a way to make the image shaper and more clear with an option. I know the Rift’s 1280×800 resolution is part of the issue, I feel my viewing in-game is blurrier than it should be. Is there a similar option here to make it focus better?

    Thanks for any help.

    PlasmicRedX
    Participant

    I just tried the official HL2 VR support and it’s pretty bad compared to Quakespasm and the OR Demo.

    I was wondering what people say about how VorpX handles it.

    If there was a simple trial I could probably make the decision for myself, or I could fork over the money to beta test vorpx, but here is hoping someone will share first hand experiences if at all possible. ( I don’t know if beta testers had to sign an NDA or something…).

    With the official support the game is a little slow. My mouse cursor was feeling delayed. Even with no acceleration.

    The menus were almost not readable except for the options menu because it was centered.

    The game world had tons of strange flickering going on that I don’t even know how to describe. Lots of things were blurry.

    The official HL2 support only supports 1200×800 but in Quakespasm I was playing on 1600×900 fine and it looked much better than 1200×800. Maybe that’s why it looks so blurry in HL2? Can VorpX play HL2 in 1600×900?

    That’s all I can think of for now. I’ve heard a lot about vorpx that can allow to look at corners of the screen.

    #11006

    In reply to: Resolution

    Ralf
    Keymaster

    Hi Sporphis,

    Downsamplig improves the visual quality (but also makes the image slightly blurrier).

    You might also want to try 4:3 or 5:4 resolutions which make things easier for vorpX’s Aspect Ratio Correction. There is a possibility though that those aren’t shown correctly on your Rift. If the image looks odd with 4:3/5:4 resolutions, stick to 16:10.

    #450
    JackDT
    Participant

    I was reading this Oculus review and I noted this:

     

    The Rift (or rather its SDK) does lens correction via post-processing. First, the virtual world is rendered into a “virtual” camera image, which is then resampled using a simple radial undistortion formula based on a quadratic polynomial. The fundamental problem with this approach is that it has to resample a 1280×800 pixel image into another 1280×800 pixel image, which requires very good reconstruction filters to pull off. The SDK’s fragment shader simply uses bilinear filtering, which leads to a distinct blurriness in the image, and doesn’t seem to play well with mipmapping either (evidenced by “sparkliness” and visible seams in oblique textures). The SDK code shows that there are plans to increase the virtual camera’s resolution for poor-man’s full-scene antialiasing, but all related code is commented out at the moment.

    http://doc-ok.org/?p=548

    How does VorpX do this?  Can you do better than the SDK here?

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