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  • #191557
    Flubbadu
    Participant

    3D-Strength was already at 1.0, adjusting did not fix the issue except by setting to 0.0 of course.

    Here is what I am seeing in the right eye:
    Right eye image

    Issue appears to only occur in lighted areas, like looking at the patch of illuminated floor around this torch. If I set up the same perspective in a dark area, there is no issue. It is like the area is not getting the proper lighting data for the area obscured in the left eye image.

    I have tried adjusting all the settings in the vorpx menu in-game and also changing graphic settings on the game itself but none seem to have any effect.

    #190200

    In reply to: jedi fallen order

    TheBalt
    Participant

    Is there anyone here that is mod savvy and knows if we might be seeing a 1st person mod for this one? played the 1st person mod of sekiro with vorpx and it was awesome – id just like to know if anyone knows if a mod like that is in the works or even doable with this game… cause that could be rad.

    worked better in sekiro than in dark souls 3. sekiro you could lock onto enemies and the ‘lock on’ in dark souls 3 sent the camera crazy with the mod that i played and so it basically forced you to do a 2 handed build without locking on and just aiming with stick and face with sword and roll and swing away, but it works if anyone wants to look up that mod and is a dark souls fan.. it makes you go 2 handed melee cause the lock on break eliminates your ability to use shields realistically and magic without the targeter going crazy… so just have to play a madman rolling (camera doesnt roll/flip when you ‘roll’ in game, it does a slight animation of your speed increasing in the direction, with a very light camera bob, not particularly nausea inducing for me, but could be for others)

    But ya, if anyone knows if this is moddable and a 1st person mod is being discussed thatd be cool to know :) If you were gonna try one or the other in 1st person vr, sekiro pretty much works but as intended, dark souls 3 gets messier when it comes to camera, but, playable

    #188238
    dellrifter22
    Participant

    Sniper Ghost Warrior 3 (G3D/Z3D)

    I’ve redone this old fullVR profile from a year ago with a few extra fixes. It can look quite stunning in places. I particularly like roaming around at night. The full body animations and derivable vehicles are a nice addition.

    Mild FOV Enhancement still had to be used causing a bit of motion for light sources, but you can toggle most of them off with Shadow Treatment if desired. I’ve also raised the camera for more comfortable weapon placement, which you can also adjust as needed.

    – a 4:3 resolution is recommended (1920×1440) for better performance
    – medium settings recommended as tested
    – turn off motion blur
    – slide FOV to max right in game settings

    *Hide HUD elements with Challenge difficulty settings
    *Adjusting HUD scale may affect scope alignment
    *Toggle lights and shadows with vorpX Shadow Treatment
    *If using cinema mode, reduce vorpX FOV Enhancement to Zero

    Sorry the shots have been so dark. You can right click them to enlarge view.

    #187046

    In reply to: Resident Evil 2 Remake

    d0kt0r
    Participant

    @Ralf, Yes I tried all the usual suspects, even tried creating a VorpX shortcut.
    I’ll play around with it some more this weekend to see what else it could be. If I’m the odd man out, then it must be something in my environment causing it. But at least you have one non-working sample, in case anyone else reports the same. I’ll report back later if I figure it out. Thx.
    @doktor, I noticed he credited the wrong person too. 😉

    Headtracking in inmersive is working fine here. There are a few tips to enable/disable headtracking based on gamepad (vorpx menu inside the game). You should try it. If you dont get it done, Ill check my config.

    Tested the new RE2 geometry profile and it is GORGEOUS. Tweak the graphics menu based on your graphic card performance, but with a good light quality, the environment on the darkness is absolute jaw-breaking.

    #186647
    dellrifter22
    Participant

    A couple more for those who like to explore eerie forest trails at night.

    BIGFOOT (G3D/Z3D)

    That moment when the hunter becomes the hunted. A fun little game of cat and mouse as you try to find and trap Bigfoot before he finds and kills you. Fun national forest environment, fun gadgets to use, looks good in Unreal4 G3D. Play solo or coop of 4.

    – FOV setup: open Engine.ini from C:\Users\….\AppData\Local\Bigfoot\Saved\Config\WindowsNoEditor
    Add at the bottom:
    [/script/engine.localplayer]
    AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

    – use a 16:9 resolution (2560×1440)
    – set graphics settings to Epic
    – turn motion blur off

    *Use vorpX Shadow Treatment to toggle reticle dot if needed
    *Cinema mode best for Pimax8k, fullVR and immersive modes best for Rift

    The Land of Pain (G3D/Z3D)

    Brief horror adventure through forest, caves, and mines. Find the right tools and keys to progress while running from evil creatures in the dark. Works well in CryEngine G3D, minus some miss-match shadows. I’ve opted to hide them, but you can toggle them back on with vorpX Shadow Treatment. Perhaps best to play the daylight prologue in Z3D, then switch to G3D for the remainder.

    – use a 16:9 resolution (2560×1440)
    – set fov to max 75 in game
    – set shadows to LOW

    *If launch is very pixilated, cycle Crystal Image setting in vorpX to resolve
    *If encounter crashes mid game, use experimental version from steam game’s properties beta tab
    *Cinema mode best for Pimax8k, fullVR best for Rift, immersive screen best for Z3D

    Find them on the vorpX cloud. Enjoy.

    #186244
    Ralf
    Keymaster

    That’s not quite as important anymore for modern games as it used to be. Most games these days use low latency mouse input with almost as little latency as memory scanner head tracking. The memory scanner is still quite a bit better for other reasons, but the advantage isn’t as huge with most newer games.

    Aliens: Colonial Marines
    Bioshock
    Bioshock Remastered
    Bioshock 2
    Bioshock 2 Remastered
    Bioshock Infinite
    Black Mesa Source
    Borderlands
    Borderlands GOTY Enhanced
    Borderlands 2
    Borderlands: The Pre-Sequel
    Bulletstorm: Full Clip Edition
    Conan Exiles
    Deadfall Adventures
    Conarium
    Contagion
    Crysis 3
    Dark Messiah of Might & Magic
    Dear Esther (Source)
    Dishonored
    Duke Nukem Forever
    Deus Ex: Human Revolution
    Elder Scrolls: Oblivion
    Elder Scrolls Skyrim
    Elder Scrolls Skyrim SE
    Fallout 3
    Fallout 4
    Fallout 76
    Far Cry 2
    Far Cry 3
    Far Cry 4
    Far Cry Blood Dragon
    Far Cry Primal
    Get Even
    Half-Life 2
    Half-Life 2 Episode 1
    Half-Life 2 Episode 2
    The Hunter: Call of the Wild
    Kingdome Come Deliverance
    Left 4 Dead 2
    Metro 2033
    Metro 2033 Redux
    Metro Exodus
    Metro Last Light
    Metro Last Light Redux
    Mirror’s Edge
    Portal
    Portal 2
    Quake III
    Quake 4
    Return to Castle Wolfenstein
    The Stanley Parable
    Star Trek Voyager: Elite Force
    The Turing Test
    Unreal Tournament 3
    Vampire: The Masquerade – Bloodlines
    The Vanishing of Ethan Carter
    Zeno Clash

    #185207
    moarveer
    Participant

    Well FOV is extremely important for VR, and really welcomed for any game or app included 180 vids, or Vorpx. It adds a huge layer of immersion, since current 100 FOV headsets feel like looking through a scuba mask. Once you’ve tried Pimax high FOV, it’s really hard to go back.

    However 5k/8k FOV have a few issues. First, they have 3 levels of FOV, low/mid/high. High has a very noticiable distortion on the sides (like a glass border reflection), mid is currently almost invisible but can be noticed, and low is distortion free. The good thing is that low FOV is still much bigger than every other HMD in the market, and it’s completely distortion free, besides it’s actually very easy to adapt to the distortion with time, it like using glasses, the first day you notice the border all the time, in a week you completely forget about it.

    The thing is for your use case, you won’t take much advantage of high FOV, since Vorpx FOV is determined by the games FOV options, which normally don’t have over 90-100 FOV. The second issue is that high FOV has higher requirements, so you’ll need a great computer to make a game work on high FOV with Vorpx. The 3rd issue is that Pimax by itself requires a more powerful computer than average, since it has such high pixel panels and FOV, it needs to push a ton of pixels, so a great computer is required. Add to that the parallel projections feature of Pimax, that has a 30% performance hit since canted screens require a software adjustment, and has to be turned on in almost every game or app.

    However currently Pimax has done a great job improving performance with a feature called Brainwarp that’s similar to ASW on Oculus and similar solutions on Steam and WMR, together with the option to lower refresh rate to 60hz and lower FOV, it’s actually very usable in many cases.

    Also just like 3d vision, to render a game in 3D it hits half the performance of 2d in many cases, and also that for games to look great they need heavy supersampling (I run vorpx vames at 2529×1572 DSR resolution, or 2400p internal Vorpx resolution for them to look good), so add these to the mix, you get a ton of performance hits from every corner.

    In my case (intel i5 4670k, 1080ti) with a Pimax 8k, at low FOV, 60hz and Brainwarp on, I can play many games in fullVR mode and real 3D (called geometry 3d or geo3d in Vorpx), but most of them are old. Games that work well in terms of performance for me are for example Bioshock 1/2, Dark Messiah, Half Life 2, Borderlands 1 GOT enhanced, Amnesia, Bulletstorm, Duke Nukem Forever, Firewatch, Metro 2033 Redux, Fallout New Vegas, The Stanley Parable to name a few. Still several games, even old, have mid-low performance like Dishonored, TESO or Shadow Warrior 1. Still those that work are absolutely incredible and really feel like you’re inside the game.

    However Vorpx has a home theater mode, that it basically creates a floating virtual screen, and in that case performance is way less important. In full VR mode, low fps will hit your brain hard, since any slow down can make you sick, but in virtual theater mode or floating screen mode, you can play at lower fps just fine, like it was a real monitor or projector. Another thing to have into account is that if you don’t have good VR legs (have your brain trained to detach virtual movement from real movement), you can get really sick with Vorpx when your brain tries to understand why it’s moving (virtual reality) but you’re actually not moving in the real world. It get’s time to get used to it, and it’s even harder with Vorpx since real games move you at very high speeds that your brain takes time to get used to.

    So for example, games like Witcher 3 or Batman Arkham Knight are perfectly playable in Vorpx theater mode at 30-40 fps in full real 3D, both reasonably demanding games, however games like TESO can melt your brain in FullVR since they have a hard time hitting 60 fps in real 3d, so head movement and game movement aren’t completely in sync.

    Also since Pimax has such a huge FOV, the pixels need to fill a much higher screen size, so even having two 2k screens (5k) or two 4k screens (8k) doesn’t mean it looks a lot better than normal HMDs, and they are comparable to Index in the case of 5k, and close to Reverb in the case of 8K afaik in terms of image quality/SDE.

    That’s why I said that for your use case, probably Rift S, Reverb or Odyssey Plus are the best devices. Only VR games really take advantage of the huge FOV of Pimax, but you’re not interested in VR gaming that much as far as I can see.

    So for me, I’d put it like this:
    1) Rift S for a really good rounded device both for VR and 3d/vorpx/video at a good price, but Facebook walled garden market.
    2) Vive Pro for a slightly better, more expensive experience compared to Rift S.
    3) Reverb for a extremely good 3d/Vorpx/video experience, average VR experience at a high price, but hardware issues.
    4) Pimax for the ultimate VR experience, but very high price, very high requirements, it’s not sold with either controllers and tracking LHs, so you need to get them from elsewhere.
    5) Samsung Galaxy Plus: Best entry device that can be found for 300-400 for the full VR kit, very similar image quality to Rift S ( http://360rumors.com/samsung-odyssey-plus-vs-oculus-rift-s-299-399-budget-high-resolution-vr-headsets/ ), average VR experience. The good thing is that it has high availability, and Samsung has a great return policy, so if you don’t like it, they’ll take it back, no question asked in almost all cases.
    6) Index: The best case overall VR experience without any compromises, but high price, low availabilty.

    #178219

    Topic: Kholat

    in forum User Profiles
    VRified Games
    Participant

    Kholat – G3D

    Profile on the cloud 3d could be better, but good sense of scale

    Positional tracking works with some lighting issues, less noticeable during darkened areas and night time.

    #177095
    chinny_reckon
    Participant

    I am new to vorpx. I have been trying out Star Wars Battlefront 2 with my Dell Visor WMR headset. The VR images have a horribly high contrast. Darkish colours are near black and light colours are bleached out. There are only the two extremes. Altering the vorpX brightness will improve one (eg dark colours) whilst worstening the other (eg light colours), and reducing saturation removes colour. Is there a way to reduce the contrast so that the image is no extreme like this?

    chinny_reckon
    Participant

    I am new to vorpx. I have been trying out Star Wars Battlefront 2 with my Dell Visor WMR headset. The VR images have a horribly high contrast. darkish colours are near black and light colours are bleached out. Altering the vorpX brightness will imprive one (eg dark colours) whilst worstening the other (eg light colours), and reducing saturation removes colour. Is there a way to reduce the contrast?

    Also wondering if I can set a key to toggle head movement on and off. This feature would be great for cockpit style games where you can also toggle ‘free look’ on and off in game.

    #176940
    RJK_
    Participant

    I am huge fan of 3rd person games as well. Some “older” ones that come on my mind, Arcania, Divinity 2, Hellgate: London (if you like HUGE monsters and extremely noisy fights, probably my favorite game so far), Avatar (riding the dragon makes you feel like youre actually flying, crazy experience), Cursed Mountain (Adventure), Damnation, Dark Sector (IIRC), Game of Thrones , Hunted: The Demons Force, Rise of the Argonauts, Turok (2008), Torchlight .. Two Worlds of coarse, Velvet Assassin.

    #176536

    In reply to: We Happy Few?

    Adil3tr
    Participant

    So I tried the Conan Exile profile and Z normal worked, but while the Geometry profile was very promising, it seemed to render a slightly different image in each eye. One eye was clearly darker than the others and it seemed like some objects either didn’t fully render in one eye or were blurry. If that could be fixed it would be quite good. Is there a way to force the program to try a direct VR scan?

    #175992
    Ralf
    Keymaster

    Update 2018/12/15

    vorpX 18.3.2.2 has been released. This (hopefully) concludes the series of fixes related to issues with the most recent SteamVR version.

    Changes/Fixes:

    • Improvements for WMR headsets related to issues with most recent SteamVR.
    • Fallout 76: FOV did not work since the game got official FOV change support.
    • OpenVR updated to 1.1.3b

    Update 2018/12/09

    vorpX 18.3.2.1 has been released. This hotfix addresses the SteamVR head tracking swim/latency introduced with yesterday’s update. No other changes.


    Update 2018/12/08

    vorpX 18.3.2 has been released. This is a maintenance release mainly addressing frequent frame judder in SteamVR mode after the latest SteamVR update.

    In addition to that some related changes originally intended for vorpX 19.1.0 have been backported to 18.3.2, most notably support for Motion Smoothing (SteamVR), respectively Asynchronous Space Warp (Oculus). vorpX 19.1.0 is still on track for a pre-Christmas release.

    Changes/Fixes:

    • SteamVR: Fix for frequent judder below 90fps with recent SteamVR versions.
    • SteamVR/Oculus: Motion Smoothing/Asynchronous Space Warp support.
    • SteamVR: Supersampling <1.0 is now taken into account (only important for Pimax 5k/8k).
    • Oculus: Crystal Image setting takes user set super sampling into account.
    • D3D11: several multithreading fixes and improvements
    • The Witcher: better Geometry 3D profile, Z3D parameters tweaked
    • The Witcher 2: G3D did not work anymore, Z3D parameters tweaked
    • GTA V: scalable HUD added

    Update 2018/11/15

    vorpX 18.3.1 has been released. This is a maintenance release that mainly adds support for Fallout 76. The profile is a fully featured DirectVR profile with everything DirectVR can do in the best case including automatic resolution, FOV (two methods) and basic roomscale.

    Additionally minor issues with the program itself and other profiles have been fixed.

    In case anyone wonders: the Frostbite engine G3D support that sparked a bit of interest recently is still in development and will be made available with the next larger update 19.1.0 before the end of the year.

    New profiles:

    • Fallout 76: G3D/Z3D, full VR, DirectVR: head tracking, resolution, FOV, tweaks

    Changes/Fixes

    • Effects that look bad in VR (e.g. DOF blur) can also be disabled with Z3D.
    • DirectVR scanner could time out with large scans in low memory situations.
    • DirectVR menu page didn’t behave correctly if both memory scan FOV and .ini edit FOV are available.
    • FOV scan was run despite .ini edit FOV being selected if both are available.
    • Fixed an occasional G3D crash in Fallout 76 (and maybe other DX11 games).
    • Arma III: DirectVR FOV was slightly too high.
    • The Witcher 3: some objects were rendered at wrong depth.
    • Crysis 3: reflections fixed, effect fixes.
    • Fallout 4: minor gun decals and fire glitches fixed.

    Update 2018/10/25

    vorpX 18.3.0.1 has been released. This is a hotfix that addresses the issue below. No other changes.

    • Black textures with Z3D in some D3D11 games (18.3.0 regression)

    vorpX 18.3.0 released

    After four maintenance releases for the 18.2 branch it’s finally time for a slightly bigger release with a bit of feature refinement and also more and enhanced game profiles. Most notable additions are: Dark Souls Remastered, Monster Hunter World, Shadow of the Tomb Raider and Assassin’s Creed: Odyssey.

    Experienced users can now create much better custom profiles by defining HUD/shadow etc. shaders.

    For details please check this blog post.

    #173906
    RJK_
    Participant

    Dark Sector (G3D)

    Because of its millions of different light sources it was very hard to create a profile (still not finished, only about 90% but if you can accept a few things this 3rd person shooter could be a nice VR journey.)

    The game has (timing ?) problems with starforce and vorpX, version 1.01 will work, though it takes a few tries before VorpX successfully hooks. )

    Very important settings required:

    – update to v.1.01
    – use “borderless gaming”, deselect everything exept “keep window in foreground”.
    – close vorpx configurator !
    – add this:
    Graphics.DisplayAspectRatio=FullScreen4x3
    Graphics.FOV=120
    somewhere beneath:
    [Windows_Config,/Types/Config]
    in DS.cfg
    – Turn OFF any graphics setting like fog ect.If you dont, you may experience bad lighting effects and Halos.
    – Dont touch 3D-Fov enhancement ! – use game FOV (see above) instead
    – Use antialiasing in Nvidia Panel
    – Use edgepeek mono if text converges too much (or lower 3D Strength)
    – Profile availiable from the cloud, FULL VR w. Headtracking

    Notes: Quite often faint Halos around objects under certain light angles, convergence problems with footnotes. Very precise shooting !

    Hikari
    Participant

    Hello guys.

    I just bought my Oculus Rift, and the bought vorpx. I did Oculus’ tutorial, SteamVR tutorial, played a bit of Lucky’s Tale and The Lab.

    On all these tests, VR graph was great. Almost as great as in my monitor. Indeed, in some The Lab environments I really felt I was inside it, given the quality of texture and lighting.

    Then I went to vorpx, and graphics are bad. And very very bad. I first tried Outlast (coincidently, it’s for free on Humblebundle!). Used 1920×1440 with no performance issues, but graph was very ugly, much worse than monitor. It seems the game is in 8bit color…

    Maybe it was because the game is very dark, so I tried Oblivion. But again, very ugly graphics, as if in 8bit color. I made some tweaks changing its fov, its resolution, no luck.

    In both games I applied Optimize Settings.

    Also, sometimes menu texts are almost unreadable, in both immersive and EdgePeek modes. Even vorpx ingame menu is very hard to read.

    I started to believe it was Rift’s lack of quality, but I went back to Lucky’s Tale and its graph is great.

    Considering that monitor graph is 100%, I’d give The Lab a 95%, Lucky’s Tale a 85%, and both Outlast and Oblivion not even 20%.

    Really, it’s so bad that games are unplayable. It’s not a matter of resolution, headache, disorientation. I’m feeling no sickness at all and my GTX 1070 is easily running these games. It’s that colors are very very bad, even worse than old Quake colors.

    Anything I can try? This is very frustrating because I really wanted to play horror and TES games on VR. I wasn’t expecting to have the dame image quality of my monitor, but I can’t play games this ugly.

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