Archives

Homepage Forums Search Search Results for 'Dark and Light'

Viewing 15 results - 1 through 15 (of 57 total)
  • Author
    Search Results
  • #222973
    nm723548
    Participant

    The working G3D profile has been uploaded to the cloud.

    With the Xash3D FWGS Engine Build 3963, you can play and complete Field Intensity, Echoes, C.A.G.E.D., The Trap, The Gate, Delta Particles, They Hunger I–III, Military Duty, Escape From Darkness, Residual Point, Heart of Evil, Black Ops, Uplink, and many other great Half-Life fan add-ons.

    The Xash3D FWGS Engine performs very well, even at very high resolutions.

    Once, there was a Czech website called Modifikace.cz, which focused on reviewing and rating Half-Life add-ons. One of the highest-rated add-ons on that site was “The Gate.

    It is worth noting that one of the highest-rated fan add-ons for Return to Castle Wolfenstein is called “Timegate.” While similar in both name and execution, both add-ons are highly regarded. However, it seems that the Half-Life version is far less known, as I have never seen it appear on any English lists of top-rated Half-Life fan add-ons.

    Steps to make everything work:

    Download Xash3D FWGS Engine Build 3963 and extract it into your Half-Life directory, where the original game and its two expansions are installed, as their assets are required for some fan add-ons to function. Overwrite files if necessary.

    In the autoexec.cfg file (both in the main folder and in each add-on folder—for example, field_intensity), add:

    default_fov 120

    Inside the add-on folder (for example, field_intensity), open video.cfg and add or modify:

    width “3840”
    height “2160”

    For this resolution to appear in-game, you must first select it in your display settings after launching VorpX Virtual Desktop. To enable it, create a custom resolution in VorpX Virtual Monitor. Then launch VorpX Virtual Desktop, right-click your desktop, open Display Settings, and select the resolution.

    Do not change the resolution while playing, as this will cause the game to crash.

    Optionally, you can enable Virtual Super Resolution in AMD Adrenalin or NVIDIA Control Panel. This removes the need to launch VorpX Virtual Desktop beforehand.

    If the default_fov command does not work from the config file, you can apply it manually after launching the game by pressing the ~ key. A sensible FOV range is 105–130, depending on whether you prefer greater immersion or a wider field of view. If the image appears zoomed in, slightly increase the FOV.

    Running the add-ons:

    Always run add-ons using a dedicated shortcut.

    Create a shortcut for xash3d.exe and rename it according to the add-on, e.g., FIELD INTENSITY.

    Right-click the shortcut, open Properties, and if your add-on folder is named field_intensity, append the following after \xash3d.exe:

    console -32bpp -game field_intensity

    The full target line should look like:

    \xash3d.exe” -console -32bpp -game field_intensity

    Optional:

    The original Half-Life was at its best when the gameplay truly reflected its name—when you were barely alive, desperately searching for medkits and ammo.

    Unfortunately, Opposing Force and many fan add-ons that use its assets are too easy on medium difficulty. Therefore, it is recommended to play these add-ons on the highest difficulty level for a more challenging and engaging experience.

    MODDB:

    Half-Life 1 Mod Archive from the 2006 DVD Collection | With Lost Mods

    #222971
    nm723548
    Participant

    The working G3D profile has been uploaded to the cloud.

    With the Quakespasm-Spiked 24-03-01 port, you will be able to play and complete Arcane Dimensions, Brutalist Jam I–III, Dwell, Alkaline, Limnal Places, Spiritworld, Xmas Jams, Func Map Jam X, Mjölnir, Immortal Lock (an add-on made by a very clever lady from Canada), Malice Refined, and many other great add-ons that transform good old Quake into the king of the VR realm.

    Arcane Dimensions, Alkaline, and Brutalist Jam III are probably three of the best ultra–high-quality add-ons that the gaming community has given us for free.

    With Arcane Dimensions, Alkaline, and Brutalist Jam III, the creators transformed the base game into an almost metaphysical, gargantuan-in-scope, often surreal experience (particularly in VR). They were also probably among the first to use infinite loops in some maps, similar to those previously seen in sci-fi movies.

    Steps for everything to work:

    Main problem: After launching the game, there is no image in one eye.

    Workaround: After launching the game in VorpX Virtual Desktop, go to Options → Video Options, change Vertical Sync (on or off—it doesn’t matter), and click “Apply Changes.” After applying the changes, everything should work correctly again, and you are ready to play. I tried to fix this via CFG files (e.g., V-Sync), but without success.

    Download Quakespasm-Spiked 24-03-01 and extract it into the Quake folder. Overwrite files if needed.

    Set the resolution to 3840×2880. For this resolution to appear in-game, you must first select it in your display settings after launching VorpX Virtual Desktop. To enable it, create a custom resolution in VorpX Virtual Monitor. Then launch VorpX Virtual Desktop, right-click your desktop, open Display Settings, and select the resolution. After that, launch the game and choose 3840×2880.

    After launching the game in VorpX Virtual Desktop, go to Options → Video Options, change Vertical Sync (on or off), and apply the changes.

    Running the add-ons:

    Always run the add-on using the shortcut you created.

    Create a shortcut for quakespasm-spiked-win64.exe and rename it to match the add-on, e.g., BRUTALIST JAM III.

    Right-click the shortcut and open Properties. If you extracted the add-on to a folder named “qbj” (for example), add the following after \quakespasm-spiked-win64.exe: -heapsize 1597152 -game qbj

    The full target line should look like:
    “\quakespasm-spiked-win64.exe” -heapsize 1597152 -game qbj

    If the add-on contains larger maps, consider using a larger heapsize. This helps prevent crashes caused by memory limitations.

    Before launching the game or add-on, you may need to set the display scaling to 100% and the resolution to 3840×2880 in VorpX Virtual Desktop. Sometimes the game may start at a lower resolution even if it incorrectly displays 3840×2880 in the video options.

    Rule of thumb: Always set scaling to 100% and the desired resolution in desktop settings after launching VorpX Virtual Desktop and before starting the game or add-on.

    The in-game resolution should be judged visually—everything should look very sharp. At lower resolutions, the image will appear slightly pixelated or blurry.

    Making your own soundtrack:

    To create a custom soundtrack for Quake fan maps, install Foobar and Foobar Portable. In one instance of Foobar, you can play the Herbstwind (Patrick Lynen | Meditation & Relaxation) track (for example), while in the other you play your preferred music with Playback → Order set to “Repeat Playlist.”

    After setting up your soundtrack, launch the game/add-on/map and enjoy the best possible version of the experience.

    The Dungeon Synth Archives channel on YouTube offers a lot of music that fits Arcane Dimensions. You can record music for specific maps using Windows Recorder, play the map with your custom soundtrack, and then delete the recording afterward.

    Optional I:

    You should consider playing Brutalist Jam III in G3D—it feels like entering the worlds of Zdzislaw Beksinski (a famous Polish surrealist/grotesque painter) in VR.

    Over time, some players may consider it one of the best FPS add-ons ever created. Brutalist Jam II also features a remarkable hub that is truly outstanding and unforgettable in VR. Some maps in Brutalist Jam III offer a one-of-a-kind experience, with vast vertical spaces that feel both suffocating and breathtaking at the same time.

    It could be said that VR was waiting for Brutalist Jam III—as it is so magnificent, raw, and elegant.

    Optional II:

    For the best immersion, consider using 3M Peltor (or similar) noise-canceling headphones together with Panasonic in-ear buds, and a backlit keyboard for night play.

    Consider using a Samsung HMD Odyssey Plus headset for excellent colors and contrast in Quake. Darkness is often a crucial part of the experience, so deep blacks matter greatly.

    The Samsung HMD Odyssey Plus still offers outstanding color and contrast thanks to its AMOLED display.

    When buying one, ask the seller whether the USB cable works properly. Signal interruptions can crash AMD drivers. If signal loss is detected (VorpX acts as a virtual monitor), the system may switch to standard graphics drivers, resulting in a black screen.

    AMD Adrenalin driver crashes may still occur even with a fully functional cable. In such cases, both the monitor and headset may go black. You may need to restart your computer and reinstall the drivers via Windows Device Manager—sometimes twice, as the first attempt may fail.

    Minor scratches or lens blur can be removed using PolyWatch Plastic Polish, though it may damage certain lenses. Use PolyWatch only if you are sure it is safe for your device.

    Removing scratches requires applying firm pressure—be careful, but don’t be overly hesitant.

    If it’s your first time, watch several YouTube tutorials. PolyWatch works by dissolving and polishing plastic, so avoid overuse as it can deform or reshape lenses.

    Some interesting ideas to try:

    Entering the City of Pale

    Entering the City of Pale is a Quake fan map by Benoit “Bal” Stordeur.

    Once a year, there is a truly magical time called Christmas. It is the only time when you can enter the City of Pale—the city gate opens only once a year during Christmas.

    Set the Sorcerer’s Dream track by Old Sorcery in Foobar, and launch the game in VorpX Virtual Desktop after midnight during Christmas, when everyone is asleep.

    After opening the city gate in VR, you won’t be able to go further. At that point, you should go to bed and fall asleep, reflecting on what you saw and, most importantly, the feeling of the solemn Christmas atmosphere and the place you visited.

    In this way, you may pass through the gate and enter the City of Pale in your dreams. During Christmas, once a year, the gate opens in the dream world as well. The younger you are, the higher your chances—entering such places in dreams becomes harder with age, as people begin to question the possibility and they erase such experiences from memory.

    To fully understand this idea and appreciate the brilliance of Entering the City of Pale, you must experience it in VR (G3D).

    Entering Dante’s Hell

    If any vision of hell exists, it is perfectly captured in the Sheer Hellish Miasma Quake map by CZG.

    Set tracks 3 and 4 from the Mohnomishe album by Zoviet France in Foobar, enable “Repeat Playlist,” launch the Honey add-on in VorpX Virtual Desktop, and play until you reach the first map.

    Experience Dante’s Hell if you are searching for deeper meaning or a change in your life.

    #222806
    Boblekobold
    Participant

    There is already a topic with a lot of them :

    Geometry VR Game List.

    You can check engines&games here :
    https://rjkole.com/gamestuff/engines/index.php

    Or looking for the game on the forum.

    Or just trying it (the only way to be sure).

    From my personnal experience, best profiles are :
    Originals Bioshock 1&2&Infinite
    Originals Metro (I tried 2033 it has perfect G3D and 6dof) and Redux versions (I tried Last Light Redux and it was perfect but I recommand a top end graphic card with this Redux version, without even knowing if it’s better than standard)
    The ascent (and some others Unreal Engine 4 games) works well.
    Black Mesa (&Xen), probably Portal and Dark Messiah.
    People say Dishonored, Titanfall 2, F.E.A.R, Mirror’s Edge, Fallout 3, etc. works well.
    Probably Clive Barker’s Jericho & Undying too.
    Originals Stalker works with good G3D but without adavanced lighting (DX9 only).

    Kingdom Come Deliverance, Metro Exodus and Farcry Primal works well enough (and so probably Cry Engine games like Prey 2017 / Crysis 1-3, and Snowdrop Engine games like Facry 2-5)

    Even if concerning Metro Exodus, I prefer Z3D during most of the game (except bunkers&spiders which are great in G3D) in order to have raytracing, at least on Reverb G2 (no compression, so it’s stunning).

    Some Z3D profiles are very close to G3D (Atomic Heart, Frontier Of Pandora, Unreal Engine 5 games seems to work great from my experience).

    I may be wrong, but I think most DX9 games probably have perfect G3D, and some DX11 games too.

    #222363
    Ralf
    Keymaster

    VERY! important thing to understand first: in many games you will lose vorpX’s mouse emulation head tracking when you disable the gamepad override. The override primarily exists because many games cannot handle simultaneous mouse and gamepad input. By translating gamepad input to mouse input the override enables the use of a gamepad together with mouse emulation head tracking in such games. The alternatives would be no gamepad at all or emulating a gamepad with head tracking, which vorpX can also do. That’s not really recommended though since fairly laggy due to how games handle/filter gamepad input.

    That said:

    While in Dishonored you can use your gamepad natively after running the memory scan, which lets vorpX manipulate the game’s camera directly without having to emulate mouse input, in the Long Dark probably vorpX converts your gamepad input to mouse/kb input due to the simultaneous mouse/gamepad input issue described above. Per default that means pressing W when you push the stick slightly forward, and in addition to that SHIFT for running when you push it entirely forward. That’s probably why you are running faster than without vorpX. Nothing wrong here, everything working as expected.

    You can freely configure the emulation/mapping to your liking in the vorpX menu.

    If you don’t need head tracking or want to check whether mouse emulation headtracking still works fine with native gamepad handling, you may have to disable both the gamepad override option and VR controller support in the vorpX menu. VR controllers emulating mouse/kb may also prevent your gamepad from acting natively for the reasons described above.

    #221816
    Ralf
    Keymaster

    26/01/13 | vorpX 25.1.5 has been released

    Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.

    Click here for a list of noteworthy changes

    • vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
    • vorpX: the tracking center hotkey also ensures foreground and input focus.
    • vorpX: ALT+TAB and back could occasionally confuse key state tracking.
    • vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
    • vorpX: headset audio device switching did not work anymore.
    • vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
    • vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
    • vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
    • vorpControl: minimize runtime windows option supports latest Quest Link.
    • vorpControl: alternative hooking working for more games.
    • Cyberpunk 2077: improved sync between mod-portion and vorpX.
    • Tron 2.0: .ini changes weren’t applied anymore since a while.
    • Dishonored 2: scalable HUD added.
    • Dragon Age Origins: deal with GOG version 2-core lock.
    • Dragon Age II: deal with GOG version 2-core lock.
    • Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.


    25/12/20 | vorpX 25.1.4 has been released

    This maintenance update mainly focuses on an annoyance affecting mouse/keyboard players in some games that upscale the image to the monitor size. Under certain circumstances that can lead to vorpX’s stereo cursor being shown at a wrong position, making it difficult to hit buttons in menus etc. Various reasons for this super annoying glitch are now covered. The remaining will follow later.

    Apart from that there have been a few more fixes and a new profile for Farming Simulator 2025 with automatic FOV and a scalable HUD.

    Click here for a list of noteworthy changes

    • vorpX: Improved stereo cursor rendering in games that upscale their output.
    • vorpX: Z3D could break in some games after taking off the headset.
    • vorpX: some games could crash with Windows display scaling set to 150/175.
    • vorpX: some games could crash on audio device change (25.1.3 regression)
    • Farming Simulator 2025: new profile with HUD scaling and DirectVR FOV.
    • Farming Simulator 2022: DirectVR FOV update.
    • Fallout 4: DirectVR FOV scan was broken after a game update.


    25/12/16 | vorpX 25.1.3 has been released

    Another maintenance update, mainly addressing various issues and annoyances that came up since 25.1.2. Aside from the fixes there is a subtle improvement in regard to how the game/desktop images are sampled before sending them to the headset. Power users can also configure the sampling method now with expert settings enabled.

    Click here for a list of noteworthy changes

    • vorpX: Battlefield 2 could crash on map load.
    • vorpX: some games could crash on CPUs with more than 12 cores.
    • vorpX: different image sampling methods for screen/FullVR modes.
    • vorpX: image sampling method user selectable (expert setting).
    • vorpX: option to improve FPS in games that limit core count (e.g. Witcher 1 GOG).
    • vorpX: back to OpenXR 1.0 due to outdated runtimes (eg. Valve, Virtual Desktop).
    • vorpX: relaunching games with another graphics API could fail.
    • vorpX: DX9: (rare) 64-bit DX9 games ran at roughly half the supposed FPS on Win11.
    • vorpX: DX9: some FPS lost since quite a while have been reclaimed (eg. Skyrim).
    • vorpX: DX11: Z3D did not work anymore in several games (e.g. COD Black Ops III).
    • vorpX: DX12: fixed an (currently unused) Z3D method that didn’t work at all.
    • vorpControl: hook helper install auto API detection didn’t work anymore.
    • vorpControl: creating desktop shortcuts did not always work anymore.
    • vorpService: fallback for virtual display/desktop viewer not working on some PCs.
    • vorpService: The virtual display didn’t always get disabled on standby as intended.
    • vorpService: Quest Link detection not working anymore after a recent Link update.
    • Just Cause 3: depth buffer detection could fail occasionally.
    • The Witcher 3: DirectVR: camera position was broken, second position added.
    • The Witcher 3: DirectVR: auto EdgePeek for menus, cutscenes etc. didn’t work.
    • Elder Scrolls Online: shader parser to detect future UI changes automatically.
    • F1 2019: restarting with DX11 didn’t work anymore.
    • F1 2020: restarting with DX11 didn’t work anymore.


    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+
    Reaver Shadow
    Participant

    UPDATE: Virtual Desktop usage

    Last few days I’ve been using Virtual Desktop, rather then Quest Desktop App to run game w/vorpX. Here is an account of my experiences, which is overall GREAT!

    Re-fresher on steps:
    (1) In Virtual Desktop Streamer APP, set to VDXR (I haven’t attempted automatic yet)
    (2) In VorpX Config app, Set to OpenXR

    Observations:
    – So far nearly flawless.

    – IMO Image Quality is slightly better then Quest app. I suspect better automatic encoding bitrate adjustment, and probably 10-bit HEVC helps. (I manually set HEVC in oculus diagnostic tool, but doubt it’s 10-bit).

    – Major ability I prefer/enjoy, is being able to take off Headset (or lift), and put back on with near zero issues. AirLink is just awful for this. When the AirLink connection is stopped, it causes chaos, and my only resort is restart entire PC. (Workaround is double tap oculus to turn on pass through)

    – Enjoy that I can adjust setting/make tweaks to stream within Virtual Desktop App rather then needing Oculus Diagnostic tool via desktop.

    – Virtual Desktop Performance Overlay provides additional information, at least about the stream, which is helpful for overall optimization.

    – I haven’t done any concreate tests, but it does seem like Virtual Desktop is more Energy efficient then AirLink. Headset seems to get less hot, and seemed like I was on battery for @ least 30 min longer.

    VD Streaming Settings:
    I had to disable these settings in order to have VorpX run smoothly.
    – Synchronous SpaceWarp (SSW); caused the 3D image to be “delayed” (or lack of better wording), when moving, and seeing two images.
    – Video Buffering; there was a choppiness or shuttering, as if the framerate was dropping to single digits.
    – Snapdragon Game Super Resolution; Caused pixel artifacts when moving head.

    Other VD settings:
    – increase color vibrance” = off. This is personal rather then image quality or performance, because to me it makes the image more warm white/yellow. I like cool white.
    – VR Graphics Quality = Medium (GPU = RTX 2080Ti), I’ll test with High soon.
    – VR Frame Rate = 90fps, I may test with lower frame rate for VorpX Immersive Mode.
    – VR Bitrate = 150 Mbps (I can be on other side of apartment, 3 ways and fridge in between direct path with Tp-Link Archer A10 Router [WiFi is Quest 2 only], and no quality or fps drops)
    – Sharpening = 75% (default)
    – Increase Video Nominal Range = off, this feels like a personal thing. I need to figure out how it works, feels like they’re stretching the color space, rather then using what the Devs (game or mod) creators intended. But it does make things darker, if you are playing something horror/scary/creep.

    On another note: would like to retract my comment about keyboard in Quest App. Initially, it’s height was at mouth level, and interfering with desktop interactions. I have since learned you can move it where ever you like.

    #219359
    MarcDwonn
    Participant

    Older games use lightmaps to emulate lighting in static geometry, this includes some AO approximation. Realistic games like STALKER, HL2 or The Witcher have darkening in corners, under vehicles etc and look great already. You would be doubling the AO effect in world geometry, which is overkill.

    Newer games started to introduce dynamic AO (from Crysis on), and if AO has to be disabled for G3D to work glitch free, they look horribly flat/fake in world geometry because of the missing light maps.

    #218746
    dellrifter22
    Participant

    I’ve been using the Varjo Aero for a year now (coming from Reverb G1) and it works great with vorpX. The G1 was already a good experience, but since vorpX gaming is my main hobby, naturally I rationalized the upgrade.

    I play all my games seated at the desk – mouse and keyboard, and only use minimal head tracking to occasionally look side to side. For me it’s about sitting comfortably and having the best fidelity visuals possible – so that I can get lost in these game worlds for hours at a time. I’ve learned that when playing this way, I prefer high resolution over high FOV, and a heavy headset vs one that puts pressure on my nose and cheeks.

    While super high fov is desirable for standard vr, it is not always ideal for vorpX. Many games do not allow 120+ degrees fov, and therefore you must zoom out the image in vorpX to compensate. This zooming out reveals the edges of the screen, which greatly hinders immersion. Much better to let the physical size of the lenses naturally limit your view than to have artificial edges on the screen. in the G1 I could zoom out to 90% before noticing the bottom edge, now in my Aero I can zoom out until 70%.

    Although heavier than G1, the Aero + counterweight comfort kit is much more friendly to my face. Thanks to the rigid strap, it can hold the front end out in front rather than resting on my face. With an added square of T-shirt tied from front to back, the weight is distributed evenly over the top of my head, all supported by my neck. I even removed the face cushion and put a thin layer of fabric there that only gently brushes my cheeks (and blocks the velcro). With this setup, I only stop playing because I am tired, but never because I’m uncomfortable.

    A very lightweight pair of Koss KPH30i works great for decent audio. I tied them to the top strap and let them just rest on the Aero’s headstrap. All you need do is pull them down over your ears to use. The cable I have rapped around the headset a couple times to not hang loose.

    My frame rates actually improved a little from G1. Something about the Varjo software runs better, and it has helped keep my 2080ti relevant.

    There’s really only two things that initially bothered me about the Aero. First was the larger nose gap in between the eyes (less binocular overlap), and second, the contrast of both eyes was not identical in dark scenes. I don’t know if that was just a defect of my unit (never heard reviewers mention it), but bright scenes look great. Very quickly my brain accustomed to the larger nose gap, and now I rarely even notice it during play. I don’t tend to look in the far corners of my eye anyway, as it quickly becomes straining.

    Anyway, I maybe wouldn’t say the Aero is the best all-rounder vr headset. But for vorpX, it’s the best one I’ve tried. G2 is still great though I’m sure.

    TheBalt
    Participant

    Hey everyone,

    So an Elden Ring First Person mod got posted on Nexusmods.

    The mod author put -alot- of thought into this one. There is no lock on, but there is some light autoaim. There are crosshairs for casters, and, well, just in your face melee combat for warriors.

    The mod is easy to install.

    I need to call out the elephant on the Room; why not use LukeRoss’ mod? Because – LukeRoss’ mod is barely playable. I tried it multiple times and its just an awful experience. In that mod, character orientation is not taken into account, so while youre trying to “side step” and then swing, your character is still facing in the wrong direction when you “Attack”

    This new mod, it basically gives Elden Ring FPS controls. Side strafing works as intended, aiming spells and projectiles does. Due to the lack of Information “on screen” for being first person; the modder even put in a “threat indicator” where in your crosshairs, there will be a Circle that will point towards incoming attacks, so if youre getting hit from the sides, youll have that info in first person.

    Overall, its the most well done First Person Mod for the Souls Series. Sekiro and Dark Souls 3 have good ones; but not nearly as well thought through as this one.

    The only annoying factor is the menus react to your look direction, so when messing with menus, you may want to zoom out.

    I will also add, I suggest mapping your Crouch/Sneak to your -Right Thumbstick-; you dont need Right Thumbstick anymore since there is no lock on. Now, set your Vorpx Settings for Zoom In/Zoom out to Thumbstick, so you can use the left stick to zoom out and navigate menus. If you are not seeing the Crosshairs in game, press Q on your keyboard, that should fix it.

    If there are any Sekiro fans around here, theres also a mod to give you Sekiro Deflect posture damage on enemies and basically play the game like Sekiro. First Person Mod is the first link, Sekiro Style Deflect is the Second Link and Sekiro “Posture Bars” are the third link.

    If you have any questions, let me know.

    https://www.nexusmods.com/eldenring/mods/3266?tab=files

    https://www.nexusmods.com/eldenring/mods/3471

    https://www.nexusmods.com/eldenring/mods/3405

    For the Posture Bar Mod, you need to fix one thing

    When you install it, you need to go into the game’s PostureBarModConfig.ini file and change this line to this:

    HideBarsOnMenu = true

    change to

    HideBarsOnMenu = false

    ____________________________________________________________________________________________

    Overall Modding Guidance for Steam Games in General:

    Now, in conclusion – IF YOU DO THIS AND ENJOY IT – BACKUP THE ENTIRE GAME ON YOUR HARD DRIVE. Mods for Souls games break with every game update.

    Go to your Steam Folder, Copy your -entire- Elden Ring folder and paste it somewhere safe in your hard drives. When the game gets an update, you can usually counteract it by letting it update, then when you want to return to the game with these mods, youll delete everything in the Elden Ring SteamApps folder, then Paste your old game. Have Steam set to “Offline mode”; so it wont see the changes made, then boot up.

    Saved games will get broken with updates too. I recommend, if you mod anything, to always put it in “Only Update This Game When I Launch It”. You can easily do this by Right Clicking a game in Steam – Properties – Updates – Drop Box Select “Only Update This Game When I Launch It”. Done, game wont update automatically.

    So, if you log into Steam one day and see “Update Queued” for a game youve modded; -STOP-, do not launch it. Put Steam into OFFLINE Mode. Now go to this site, they have a profile for every game, but we are just using Elden Ring’s as an example; https://www.pcgamingwiki.com/wiki/Elden_Ring

    There you can find where your saved files are, where configuration files are. Go in and back up your saves locally, somewhere else on your hard drive, along with your configuration files.

    If the game updates and breaks your mods; just put it back into Offline Mode, delete the game from the SteamApp folder, then use your old copy from before the patch, paste that into the SteamApp folder, then stay in offline mode to continue using the mods you want.

    Basically, if you mod any game, this is a process you want to be doing. Always keep a spare of the game’s folders put away in your hard drive, so if updates break mods, you just roll back like that and move forward, just keeping Steam set to offline mode to not attempt to update again.

    Dont delete the game from Steam, Steam is the DRM, you need Steam to have the game “installed” for it to launch. You just go in and replace folders manually.

    If you have any questions on the mods, Ill try to help.

    #214184
    TheLastStarfighter
    Participant

    IMO Squadrons is woke garbage in the Disney+ Universe [Checkout the Campaign]. The flight mechanics are wonky as hell and the TiEs are WAAAAAAAAAAAAAAAAAAAAY too overpowered. It’s not supposed to be balanced, the rebel side had shields, the imperial had greater numbers. Tie Fighter was way more challenging because of it. Rogue Squadron is also cool in VR btw but X-wing has the best flight mechanics.

    Anyway good video, I wish they were able to do this for the Privateer series. Would LOVE to have played an ‘X-Wing Alliance’ space trading game. Apparently, X2: The Threat also works in VR but I’ve not tried it. Not sure if X3 works but that would be rad, those are my favorite types of space trading. Elite sux imo, no story means no reason to play. Would really appreciate more videos for spaceflight games. I Know Darkstar and Tachyon The Fringe is listed as working in VorpX.”

    Also Star Wars: Knights of the Old Republic was cool with VorpX. Wondering if anyone got the MMO to work?

    ToxicMike
    Participant

    Just tried the game DARK LIGHT in 3D and also found the appropriate profile (Engine: UNITY, Game: Ori and the…).

    So what happens now is the menu screen being perfectly in 3D but during the game in the acutal levels, there is no 3D-effect at all.

    I guess the levels (other than the menu screen) are programmed in a way not being based on the appropriate “depth-infos” vorpX needs to gather in order to render its 3D-effects? Or could there be another issue?

    RJK_
    Participant

    I would like to fix Baldur’s Gate: Dark Alliance and Baldur’s Gate: Dark Alliance 2 for VorpX. Neither GOG nor Steam Clearly indicates wherether the games are using DX11 or OpenGL renderers. PCGW says Opengl, but thats not always true.
    I’d be enlighted if anyone could give me a hint on that. Thanks !

    VenerableJedi
    Participant

    Hey guys, sorry if this issue is as incredibly noob as it feels, but I can’t seem to find the answer on the old ME threads on these forums and I’m a complete newcomer to VorpX settings (and PCs, honestly) so not only don’t know *what* I need to change, I don’t know *where* the settings are (or if the term I should be using while asking is colour, or lighting, or saturation, or…)

    Basically, I’m launching the Mass Effect Legendary Edition and finding that once my headset (Oculus Quest 2) switches from showing what’s on the desktop, to running with VorpX in ‘immersive screen mode’, the colour and the lighting of the game completely blow out. I mean, Mass Effect games love their lens flares at the best of times, but this is next level: I take my headset off and look at what my monitor is showing and it’s all muted colour palettes and shadows with spots of light, and then I look back through my headset and the humans’ skin looks dark orange while the Asari are shining such a bright neon blue you can’t see where the edges of their models intersect with the white walls behind them. It runs wonderfully smooth, everything’s scaled correctly and the 3D effects look great, but the colours are just so blown out it almost hurts. It’s happening across each of the games, too.

    Since the Oculus is showing the ME:LE launch menu with a pretty direct 1:1 replication of what the monitor is showing in terms of colour, quality and lighting, I assume this means something’s going on from the VorpX side – but it seems no matter what settings I fiddle with in the in-game VorpX menu, it doesn’t resolve the issue.
    Has anyone come across a similar issue, or can point me to the settings I should be fixing up? Is this a resolution issue (there’s no blurriness or stretchiness, just the colour/lighting being off, but I’m not tech savvy enough to know if it’s related), is it something else, or is it just the way that these games port to 3D?

    Appreciate any help.

    #209138
    Ralf
    Keymaster

    @ Demuse, mr_spongeworthy:

    Settings are supposed to be saved. If you play with mouse and keyboard, you have to use the OK&SAVE button, with gamepads and motion controllers settings should be save automatically when closing the menu.

    If you are sure you actually saved the setings, it would be great if you could check whether you have write access to [CP2077]\bin\x64\plugins\cpxCP2077\Data and let me know whether that’s the case or not. The installer should take care of that, but maybe that failed for some reason.

    @ Zel1984:

    Super weird glitch, luckily only in bright daylight. My personal guess is that the game’s postprocessing pipeline does some kind of light metering, which gets confused by the increased car FOV in VR, so that it assumes a darker environment than it should in cars and then brightens the image too much. Just a theory though. I already adjust the image gamma in cars, but that can only do so much. Good workaround: In bright daylight I usually switch to the hood camera the mod adds. You can do that with the game’s usual camera perspective button.

    #206804

    In reply to: RDR2 + Vorpx = Amazing

    Zel1984
    Participant

    You are very welcome, I recently done the mission where Arthur & Lenny get drunk at the saloon in Valentine, it is very cool & trippy in VR with the room going all bendy & warped as you get drunk, i walked in on Lenny getting it on with female Lenny, escaped the law & am now taking a slow walk back to Valentine where my horse Midknight is.

    In the flat version of the game i would have just run there as fast as possible but in VR it is so immersive that sometimes i just can’t help but take a slow walk through the world.

    The next part of this post contained inside the —‘s is my attempt to describe how even a simple slow walk to Valentine is in VR to try to help people get a sense of what it is like:

    I’m walking down a dirt road surrounded by forest, birds crowing in my right ear, chirping in my left, the buzz of some flying insect buzzing around my head, crunching footsteps, a steam train chugging along somewhere in the distance & the low music track playing behind it all,

    a couple of buffalo & deer running over the hills up ahead, horses coming down the road, guy being taken to jail in a caged wagon by two lawmen, “stay back from the wagon sir, we’re transporting a fugitive” one of them says as they ride on by, i let them be as i’m enjoying my walk,

    i notice the bright coloured plants scattered here & there, reds, purples, yellows, whites, i hear a weird moaning sound to my right, i turn & see an American bison up the hill a bit, i get out the binoculars for a better view, lots of muscle on that (animals are much bigger in VR, sense of scale is great), guy rides right in front of my view & says something about me not being right in the head, i give him a polite greeting & compliment him on his nice looking horse, he goes on his way, i continue walking,

    i scare a bird out of the long grass just to my left which makes me jump as it takes flight, no music now just the buzzing of insects, the chirping of birds & the crunching of footsteps, i see smoke to the right in the distance, not going there, spot a group of 5 deer having a munch not too far away, 1 of the deer looks me right in the binoculars as i am looking at them with eyes that seem to say ‘what you looking at?’, i continue on-wards,
    two guys on horses, one pulls out a rifle & says something as they go by, i resist the urge to shoot him in the face & continue, i come to a crossroad with a wooden sign, i follow the arrow pointing to Valentine, i see a lonely dead looking tree a little past the crossroad, spooky looking,

    i spot a berry bush, what could they be, red raspberry, yummy, pick a couple of nearby yarrow too then continue, train track just to the left of the road, rocky hills in the distance, open grassland with some rocky hills to the right, couple of deer watching me for any sign that i’m a threat, they turn & slowly amble away, snowy covered mountains coming into view, path splits with a wooden sign pointing toward Valentine, i obey the sign,

    path crosses over the train tracks, man rides by moaning about something, wagon rides by, two guys out front & two guys inside, a beautiful white & a black horse doing the work of pulling them, more traffic now, getting closer to Valentine,

    spot a crow on a rock, use binoculars for a good view, cool colour, mix of black & blue, flies off, path crosses back over the tracks, can clearly see Valentine now, hear an owl, check my platinum pocket watch, 16:05, guy on horse says”a whole lotta ugly business here” as he rides past some blood & human body parts,

    the blood trail leads down a little slope past a tree to where there is part of a human corpse suspended from beneath the rail bridge, writing on the rocks near the corpse reads “Look on my works”, there is a human head stuck to a wooden pillar of the rail bridge by knife with something in its mouth, i take it out, the head falls to the ground, part of a map, i go back up the slope & continue toward Valentine,

    i cross the tracks into Valentine, i can hear a telephone ringing coming from inside the train station, can almost smell the sheep, 2 guys having a smoke say hello as i walk by,
    guy leaning against a post says “that queasy feeling you been having is cause there is so many O’Driscols about”, think i’m gonna punch this guy, “i’ve only gotta click my fingers & this town will string you up & call it justice” he says, he walks towards me saying “you want me to set you straight”, he pushes me, i say “look at you, a coward trying to play it tough,” “make yourself scarce” he says, i punch him in the face, knock him down, he gets up “damn it to hell” he whinges as he pushes me again, we trade several blows, i see his face getting bloodier up as i connect with punch after punch, i knock him down, he gets up, he knocks me down, i get up, we continue beating on each other, i land a left hook that knocks him out cold,

    getting darker now, i check the time, 20:35, sound of a steam train whistle blowing, a couple of horses hitched & people standing, sitting, walking, chatting as i walk by houses that are lit up with flickering light from their various sources, Keane’s saloon door is open, tempting me to go in for a drink but no! i must be reunited with my Midknight (word of warning, you can become attached to your horse in VR, they are just so fn cool looking),
    i turn onto the main street, the newspaper boy still trying to sell his paper at this time, the sheriff standing having a smoke in front of his office, i look further down the road & there she is, my Midknight, i sprint towards her as people come out of the saloon & others try to enter which ends up making one poor fella fall down the stairs & get covered in mud, “damn” he says as he gets up, a drunk guy gets on his horse as he says the place is full of cheats which his mate on another horse agrees with as they ride away, i watch the guy who fell down the stairs walk away & round the corner at the end of the street, walking as if he had defecated in his drawers,

    i turn around, & look at my magnificent Midknight, about 2-3 heads higher than me, big beautiful beast, i pat her then go into the saloon for a drink to celebrate, lots of people in here, piano music playing a nice happy fast tune, barman talks about some lowlifes & about someone being pushed, maybe the guy that fell down the stairs, i order a beer & have a swig while looking at the pictures behind the bar,

    i finish my beer then head outside & jump on Midknight & hitch her just over the road at the hotel as i need a bath & a room for some sleep, guy behind the desk remembers me from when i saved Karen, doesn’t want trouble, i pay for a bath, walking down the hall to the bath i hear some guy moaning, must be that guy who i walked in on sitting on the toilet when i was here before, poor guys pipes must be clogged,

    got some help with my bath from a nice woman, told her i used to share baths with my dog copper, feeling nice & clean, i pay for a room, next door to the guy with the clogged pipes, & i get some sleep.

    I’m not a great story teller by any stretch of the imagination but i hope i have managed to give a sense of just how immersive even something as simple as a slow walk back to Valentine can be in VR.

    Info about what i’m using to play it: AMD Ryzen 3600 & RX 5700 XT using Oculus Rift S, my graphics settings i put to the highest resolution i can go to which is 1920 x 1080 & put the resolution scale as high as i could go without losing too much fps, TAA on high & TAA sharpness really high on the slide bar, for other settings i just put the main setting on ultra then lowered them one by one till i found my optimal performance + graphics.

Viewing 15 results - 1 through 15 (of 57 total)

Spread the word. Share this post!