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Topic: Messiah
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 cloudThanks 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).
Topic: Forum policy reminder
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.
Topic: Cyberpunk on Oculus Rift CV1
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 CompleteDumping 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 Completevorpx 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 SuccessHi,
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.
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=110975918Make 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.


