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  • #215015

    Topic: Messiah

    in forum User Profiles
    RJK_
    Participant

    Messiah (D3D and Glide) – G3D/Z3D

    This is the first game that i got running in multiple modes with different renderers, very interesting ! You can run this game in D3D (G3D/Z3D) and Glide (Z3D), where in my opinion GLIDE looks the best. Haha who thought Glide would come into VR one day .-)

    The D3D Renderer works stable in SAFE MODE, but doesnt seem to have sound, you may edit the safemode .bat to get the sound back. With G3D certain objects are at HUD depth only, so i recommend Z3D or dont even bother with D3D, just run the game with the Glide Renderer (MessiahGlide3x).

    Requires DGVoodoo2 v2.6 , throw the Glide dlls and the D3D dlls into the games folder, set both Glide and D3D to max memory and “force resolution” to the max, eg. 2880×1620 etc.

    IMRORTANT: If your graphics look blurry in GLIDE mode, choose a higher ingame resolution at 32 bit and force resolution with DGVoodoo2 also. If you encounter one eye become dark, go back to main menu and restart game.

    – Optimized for Cinema Modes
    – Full VR w. Headtracking available !
    – Running GLIDE Z3D recommended
    – Profile available at the cloud

    lexmirnov
    Participant

    Thanks to the forums I managed to get past login screen (DEL – Disable 3d render until logged in). There’s another issue on WMR HP Reverb G2 Gen.2 – if I use Geometry (“better visuals”) mode, the right eye is black, which would have been great if I roleplayed a pirate, but I’m not. Am I the only one with the issue, and is there a fix?

    Also is there a way to make game textures less blurry? I know it’s 2014 game and it was mediocre in that aspect even then, but maybe some oversampling could do the trick? OpenXR tools or so? In MSFS those utilities made wonders.

    (well, another thing is when I switched the controllers on while in-game, my char started peering into the sky and refused to move. But this might well be my own fault, since I play with mods).

    #214488

    In reply to: Advice

    Sephael
    Participant

    I think you should also check headsets with a smaller resolution and see if it’s not a better choice than the Reverb G2.
    Real 3D in VR needs about double performances, as it will render twice (once for each eye). Meaning, if you get to run a game at 4k with steady 60 FPS, you will get round 30 fps in VR and it could be uncomfortable to watch as low fps could resulte as motion sickess for you.

    I would like to point 2 important things :
    First, resolution on your screen and it’s display in VR can look different; a 1080p on a 1080p screen can look clean, but inside the headset, it will look more blury and aliasez.
    1440p looks OK in the G2, and 4k is nice.
    Even with my 3090, i couldn’t run most games at 4K with high FPS and high graphics settings.

    Second, concerning Fallout 4, this game does not have DLSS; wich is bad for VR as it help having a higher frame rate without loosing too much quality. I couldn’t run Fallout 4 at decent display and graphics with my 3090, so in the end, i bought Fallout 4 VR.
    So if you want to run Fallout 4 in VR, be ready to reduce the graphic quality enough to get smooth FPS.
    The good news is, Fallout 4 will have a free update from Bethesda this year, so let’s hope that they will include DLSS.

    Is there any other games you would like to play with VorpX ?
    Outside of Fallout 4, the original Mass Effect trilogie is one of my favorite experience; i wouldn’t be able to play this games flat anymore.

    #214437

    In reply to: Advice

    Sephael
    Participant

    Hi i’m a owner of HP G2, and i think it is a good headset to beging with VR IF your main concern is quality display for medium price over everything else.
    His display is 2160×2160 for each eye, so if you want to take full advantage of his resolution in game, you need a biffy computer.
    His field of view is in the average-low compared to other headsets today, and his sweet spot his pretty narrow.
    His refresh rate in only 90hz but with 2160×2160*2 it was not shocking (2 years ago).

    The G2 use Fresnel lens and there is no eye tracking, meaning that when you wear the headset, you look at the world by moving your head, not your eyes. If you move your eyes inside the headset, everything outside of the sweetspot will be blury.

    About 2 years ago when the G2 was new to the market, i would have recommanded it for any people looking for a great display.
    But today i would not recommande the G2 brand new; there is new headsets on the way that are better at everything, but if you can get a second hand in good condition at cheap price, it is not a bad choice to begin with.

    If you have a high end computer (4090 owner), i would recommand waiting few weeks for the Pimax Crystal instead.
    Since i upgraded my GPU, the “narrow” field of view and 90hz refresh rate of the G2 is the main reason why i will change for a better headset.
    Long story short, i would not recommand the G2 at all if your hardware and GPU are above 3090TI.

    #214289
    Ralf
    Keymaster

    I know, I know, noone likes to read stuff like this. Sorry in advance.

    The vorpX forum is meant for vorpX support, it’s not an advertising board. Posts with the obvious intention of advertising anything unrelated to vorpX, be it Vietnamese escort girls, the latest developments in search engine optimization, or whatever else, will be removed without further notice. Naturally the line between discussion and advertising is sometimes a bit blurry, so if you feel you may have been treated unfairly in one or the other case, shoot me a mail to discuss the matter.

    #214249

    In reply to: Quest 2 or Pico 4?

    v301
    Participant

    I have a Pico 4 and I have an HP reverb G2, both of these kits work very well when the game is running and rendered in 4K.

    If you run the game in FullHD, then half of the hero’s character, head and ankles will be blurred and the center of the action will be sharp. This is due to the lenses that in the middle of 70% of the field of vision are sharp, and the remaining 30% are blurred, you then have to move your head up and down instead of the eyeballs themselves, which is very annoying and spoils the comfort of the game.

    You must run the game in 4K to keep your head up and down and see the center of the action in 70% FoV of the lens for both HP reverb g2 and Pico4.

    Oculus Quest 2 has half the field of view of what Pico4 has, that’s how I feel as a user. I also have 70IPD, the upper limit.

    #213983
    lordxanthrax
    Participant

    Hey everyone, having a bit of an annoyance.
    The game plays fine in all modes, no flatline errors.
    However, I’m getting real crisp fps, but then suddenly (right now I have it reproducible in my save where in the tutorial where Jackie drops you off at home, he goes “Sweet dreams!” and it will ALWAYS crash out to desktop) it crashes out to desktop. In oculus mode it does the black screen hourglass and takes me back to home, in steamvr mode it sends me back to steamvr home.

    I have crash logs from both vorpx and a gpu-crash that is ultimately what I think is the cause. It’s a 6700XT.

    gpu-crash:
    Breadcrumbs: Command list ‘[ 17708: 51] [000001E003E120E0 Default] <<-merge [000001E0105563B0 Default] Skin_Post_and_Forward_Opaque’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17710: 51] [000001E00C0A29E0 Default] <<-merge [000001E0105563B0 Default] Skin_Post_and_Forward_Opaque’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17711: 30] [000001E003CB7740 Default] <<-merge [000001E003436A10 Default] GBuffer_Discard’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17711: 54] [000001E01621A6D0 Default] <<-merge [000001E013E96110 Default] HologramDepth_and_Distortion’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 55] [000001E013E96110 Default] HologramDepth_and_Distortion’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 56] [000001E01FC2FDC0 Default] Transparents’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 57] [000001E0217A9790 Default] Transparents_WeaponAndScreen’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 58] [000001E00BF15870 Default] TXAA_Blurs’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 59] [000001E0107A5600 Default] Forward_NoTXAA’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 60] [000001E0218DF420 Default] PostFX’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 61] [000001E0066973F0 Default] RenderFinal2D’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 62] [000001E01B2F0A50 Default] EndRender’: Not started [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 1] [000001E003CB6B10 Default] <<-merge [000001E000183A20 Default] FrameTick’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 2] [000001E000183A20 Default] FrameTick’: Not started [3]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 3] [000001E0187CDC90 Default] UpdateGlyphCacheTexture’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 4] [000001E0131E7200 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 5] [000001E011625FE0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 6] [000001E008B92EB0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 7] [000001E0129E61D0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 8] [000001E0019B9250 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 9] [000001E01FBDB0E0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 10] [000001E0270B9670 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 11] [000001E00CA95960 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 12] [000001E0167BB4F0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 13] [000001E00EBE0A00 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 14] [000001E013286280 Default] <<-merge [000001E01B5E4B80 Default] StorageData’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 15] [000001E01B5E4B80 Default] StorageData’: Not started [3]
    Breadcrumbs: Command list ‘[ 17712: 16] [000001DFFF52E610 Default] StartRender’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 17] [000001E01530D5B0 Default] WindUpdateAndRainMap’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 18] [000001E019982A00 Default] RenderPrep’: Not started [3]
    Breadcrumbs: Command list ‘[ 17712: 19] [000001E004D8C650 Default] PrepareGloballyAccessibleSystems’: Not started [6]
    Dumping Breadcrumbs Complete

    Dumping DRED
    DRED: Checking DRED 1.2 output
    DRED: Auto-Breadcrumbs Output1:
    DRED: Page Fault Allocation Output:
    DRED: PageFaultVA: 0000000000000000
    DRED: Existing Allocations:
    DRED: Freed Allocations:
    DRED: Finished DRED output
    Dumping Breadcrumbs Complete

    vorpx crash:
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll
    INF: ProgState: First Time Init 1
    INF: VorpAPI: Initializing
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: OpenVRInputHandler: Initializing controller 3 using VRInput
    INF: OpenVRInputHandler: Initializing controller 4 using VRInput
    INF: OpenVRDirectModeManager: base init
    INF: TrackerOpenVR: Init
    INF: OpenVRDirectModeManager: base initialized.
    INF: DirectModeManager: headset render target size final: 2336×2786
    INF: UIRendererDX11: Initialized
    INF: OpenVRDirectModeManager: renderer initialized.
    INF: Engine3D: Scene Initialized: 102
    INF: RendererDX11: Initialized (2336×2786). Multisampling off.
    INF: VRControllerManager: Init
    INF: OpenVRInputHandler: Initializing controller 3 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 0
    INF: OpenVRInputHandler: Initializing controller 4 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 1
    INF: OpenVR ControllerManager: Initialized
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: Engine3D: Scene Initialized: 13
    INF: BufferGrabber: Switching Sync Mode: 2 > 3
    INF: SettingsUI: Init
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    ERR: App: TopCrashHandler: unhandled exception BREAKPOINT at 0x0
    ERR: App: TopCrashHandler: module: Cyberpunk2077.exe, offset: 0x2CFB453
    ERR: App: TopCrashHandler: unhandled exception end
    INF: Main: Detaching from cyberpunk2077.exe
    INF: Main: Fast Exit
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: Main: Fast Exit Success

    #213832

    In reply to: Quest 2 or Pico 4?

    v301
    Participant

    Pico 4 is the equivalent 1080px vertical field of view of a classic monitor presenting 100% sharpness. And it’s much better than the Hp reverb g2 or Meta Quest 2 which I had before and sent back to the store I estimate about 720px vertically on a standard monitor. The rest of the space around 1080px (540px top 540px bottom to full 2160px height) from the center of the screen is blurry. No perfect lenses of the VR set have been produced yet, presenting 100% sharpness of the entire field of view, but Pico 4 is the best available today. December 2022 in 4K. 2160×2160 72mm IPD native screen resolution.

    #213459
    Destroy
    Participant

    I really wish the HUD could be improved somehow. As with many headsets, things get blurry pretty quick outside the sweat spot.
    So you can have a larger HUD but way out into the blurry edges or tiny unreadable HUD squashed nearer the center. I find clicking in and out of peek to immersion destroying.

    RigmarDrake
    Participant

    Thanks you! I don’t think it was the problem directly, but uninstalling Avast allowed me to see an error I did not previously receive during the mod install process, indicating that the files were write-protected. That problem persisted despite me ensuring that the CP directory was not read-only, using admin mode, changing the write settings for the entire drive, etc.

    Eventually I figured out that the mod was installing to drive E despite the CP directory being on drive C. The problem may have been caused by some stray registry file from before I switched to Windows 11 and reinstalled everything. It’s possible that in Windows 10 I had Steam install CP to a drive that was previously labeled E. In any case, I finally resolved that problem and was able to install the mod with the current CP install on drive C.

    So we’re making progress! Now finally back in the mod on Windows 11, I had the same problem I had in Windows 10. The mod menu recognized my Quest 2 controllers even in Gamepad mode, but none of my controller inputs were recognized in CP unless I switched to keyboard and mouse mode in the mod settings. And as before, there are lots of key bindings that are not possible (including Z).

    But I finally figured it out. It is necessary to change the mod settings to enable the full override of the xbox gamepad controls. By default that is set to off, but it needs to be on. When that is done, almost everything works. It’s awesome.

    Just two final issues, one of which is particularly important to solve because it’s still not possible to reassign inputs corresponding to the Z key (or many other keys, such as M, J, P, but Z is the only one that is indispensable). In gamepad mode, functions corresponding to Z (as well as other keys that control calling phone, etc.) are bound to the d-pad buttons. When I hold the left grip button, the secondary buttons are visible on the controller overlay and I can see that the d-pad buttons are mapped as secondary buttons for the left joystick directions. However, these do not work–nothing happens when I hold left grip and work the left joystick. All of the other secondary buttons work great. Any ideas how to solve it? Without the d-pad working and it not being possible to assign Z, there is no way to switch from the data and hacks displays in the scanner/tab mode, and no way to toggle between different objections on the active quest.

    But we’re almost there! Thanks for all of your patience, I really appreciate it. This is stunning in full, maxed setting VR with psycho ray tracing. And the HUD overlay is fantastic after adjusting to get out of the Quest 2’s blurry peripheral areas.

    RigmarDrake
    Participant

    Hi,

    I’m getting ready to play Cyberpunk in VR. I have a new 4090 and will play with max settings, standing and using head tracking instead of seated with keyboard and mouse, and running on a Kat Walk C2+ omnidirectional treadmill (which actually makes the movement controls much more comfortable when having to use the joystick to rotate). Quest 2 display, so peripheral vision is a bit blurry. And Quest 2 controllers have limited buttons and some commands need to be accessed by holding a shift-like button to access secondary key commands, so builds that are heavy on hotkeys would be challenging.

    For those who have already done VR, can you recommend some builds that work well in VR, given my playstyle and controller limitations? For example, I assume that a netrunner build would not be ideal because I’m using controllers and can’t so easily work through quickhack menus, have blurry peripherals to constantly read through menus that pop up on the sides, etc. Although I also don’t want to do a netrunner again because, at least at launch, it was so stupidly overpowered that I was wiping out enemy bases without them ever seeing me. I played the game for a dozen or so hours when it first came out and then put it down, so I’m not sure what kind of controls are required for different builds later in the game with full cyberware, mantis blades, etc.

    Sniper could be fun and good and easy with the controller limitations, although I had to abandon that build at launch as well because it was insanely broken, with a cheap early game sniper rifle having x-ray vision able to shoot enemies through multiple buildings without them being able to retaliate at all. I don’t know if that kind of jank still exists, but I want to avoid builds that are so broken that they are not challenging or fun.

    I would think that a standard solo gunner build would probably work fairly well, although I find that playstyle to be a bit dull. Melee could be fun and more challenging than some of the others. But does melee get more complex controls later on, where I’d need to press directional keys in combination with other keyboard keys, in a manner that would be difficult to do with controllers? Do katana/claw builds work well in VR?

    Appreciate any insights you can offer into builds that work well in VR with controllers as gamepads, and are fun and not excessively OP too early. Thank you.

    #213348

    In reply to: Scorn

    Smoils
    Participant

    Shared a profile in cloud called:

    “Scorn (Artful Escape (Z3D)) [bjr84]”

    I hope its good enough for others for the time being!

    Ben

    opening C:\Users\…\AppData\Local\Scorn\Saved\Config\WindowsNoEditor\Engine.ini

    and adding

    [SystemSettings]
    r.MotionBlur.Max=0
    r.MotionBlurQuality=0
    r.DefaultFeature.MotionBlur=0
    r.DepthOfFieldQuality=0
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.Tonemapper.GrainQuantization=0
    r.Tonemapper.Quality=0
    r.LensFlareQuality=0
    r.DefaultFeature.LensFlare=0
    r.DefaultFeature.Bloom=0
    r.BloomQuality=0
    r.Shadow.MaxResolution=704

    seems to be fixing shadow issues in dx11 mode

    #213055
    HowHigh
    Participant

    just tried the Luke Ross mod and what a down grade everything is so blurry. go from ultra everything to blurry mess not worth it. heard this mod looks much better hope so.

    mr_spongeworthy
    Participant

    A couple things I’ve noticed:

    1) We are really close to a ‘full VR conversion’ already with this mod.
    2) Primary issues are G3D shadow issues. The game runs well enough a lot of people could probably hit 60fps in G3D mode, but the profile is not good enough to use.
    3) Z3D does work reasonably well however; just play with the setting a lot as the title provides less depth than most in Z3D (I have to push it to max depth in order to get enough to be acceptable)
    4) Head tracking works pretty well, my only issue being that it causes momentary instabilities when in mouse mode and I absolutely can’t get the Y Axis to invert (to normal since I play with the stick ‘inverted’)
    6) Use it with Post Processing AA, Motion Blur and Blur. I don’t generally like those, but with anything else, and any sharpening at all (either vorpX on in-game), this game gets very shimmery very quickly.

    mr_spongeworthy
    Participant

    Some titles just work better in vorpX than others, and Greedfall has certainly been one of them for me. It’s a story-rich RPG that will probably appeal to persons who like Dragon Age etc. It has two things going for it that make it work well in vorpX (virtual cinema mode). First, it performs pretty darn well, and second, it’s engine is good enough that it also looks good. I’m managing a solid 60fps/60hz on my Pimax 8K-X at full 4K game resolution with only the need to turn shadows down. Every other quality setting is maxed. Turn the resolution down even a little and full-quality shadows are also fine. The TAA in this title is not the muddy-blurry mess it is in most games for some reason, so using the vorpX sharpening will get very crisp results.

    A few quick tips:
    1) Download the vorpX Cloud profile by domjacksonuk (thank you!). Make sure you are in Z3D Normal mode and that the depth is set to 1. Now set the near/far balance all the way to FAR: 100%. Now set the Focal Distance nearly as low as it will go; around 3 or so. At least for me this provides far and away the best results – surprisingly good 3D with few artifacts and excellent in cut scenes as well.
    2) Set the in-game FOV slider to the maximum. That seems perfect to me, so no need to tweak it with mods or ini files, IMHO.
    3) That’s about it, it’s a fairly good title without modding, although I do strongly recommend this particular Mod as it is a game-changer, allowing you to travel with additional party members: https://www.nexusmods.com/greedfall/mods/43 Follow the install instruction found in this post (just install it manually): https://forums.nexusmods.com/index.php?/topic/7994778-increase-party-size/?p=110975918

    Make sure your controller is on when you start the game or it won’t detect it. It also has some bugged controller issues that have never been fixed, but it’s far from a game-breaker.

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