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  • #193956
    hemingwaysghost
    Participant

    In Fallout 76 most of the time only half of the inventory is viewable but sometimes it is scaled correctly and you can see it all. Is there a setting to get it resized or something so it can all be seen?

    Also, when accessing a workbench it shifts to third person and the character falls through the floor. Anyone have an idea how to prevent that?

    #193892
    hemingwaysghost
    Participant

    With some games, most recently Fallout 76, the game will freeze or lock up until I alt tab or switch to desktop mode and click on the window the game is in. Is there any way to prevent this from happening?

    dborosev
    Participant

    They are releasing a new update tomorrow which adds NPCs and new story and quests. Reviews say it plays like a real RPG now. Basically revamps the entire game from the start.

    mr_spongeworthy
    Participant

    As far as I can tell there is no way to tell vorpX how to honor certain PiTool OR SteamVR settings. Other settings seem to work and can be set on a per-game basis IF you add the game executable to the PiTool. I think so, anyway. For example my Smart Smoothing is set to OFF as a default, but I have added my Fallout 3 executable to PiTool and set the Smart Smoothing ON. It is definitely working in that instance, so I’m assuming it would work for other titles as well, and that has proven true in Life is Strange 2 and Fallout 4.

    Things that have worked for me, usually in PiTool: Smart Smoothing, Parallel Projections (at least, if you turn that off it breaks things, so it must be honoring the setting). PiTool things that don’t work for me with vorpX titles: FFR, Rendering Quality. Likewise in SteamVR, nothing I do with the Steam SS setting does anything at all for me in titles run through vorpX – I can turn the Steam SS down as far as I want, or up as far as I want, and fpsVR will report that setting properly, but the game will look and run exactly the same as if I have SteamVR SS set at 100%. In-game resolution settings appear to be the only way for me to actually control the resolution at which my titles run through vorpX.

    BTW, much of this isn’t down to vorpX but to the entire VR ecosystem which is still a major fustercluck of over-complexity and incompatibilities. Personally I would invest in at least a couple true VR titles, learn everything you can there, and then try conquering yet another layer of complexity.

    #193693
    Ralf
    Keymaster

    One more thing: if only the positional portion of the scan fails, which typically is most sensitive to failure, you can safely ignore that. In that case vorpX will simply use its default G3D pos tracking in Fallout 3 that is active before running the scan.

    #193686
    mr_spongeworthy
    Participant

    Wish this board allowed editing titles and content for a longer period of time, I would go back and title this correctly:

    Fallout 3 DirectVR Scan failures.

    This has once again happened to me, and this time I have not found a solution. The first time (as you can see) it coincided exactly with a Windows 10 forced update, but that turned out not the be the problem, at least not directly. This time no update. No Steam VR update either. No Pimax update. No Nvidia driver update. I have not made any changes to FO3 in any way (no mods, no ini edits, not even basic setting changes). Yesterday FO3 worked perfectly. Today the DirectVR scan fails every time. The prior solution of resetting the Fallout 3 profile to the factory defaults also does not work. I have also emptied the vorpX cache using the menu command to do so. (I have, or course, also restarted the system etc.)

    DirectVR scans seem to work OK in other titles.

    Are there any other solution you can think of before I try reinstalling vorpX?

    #193600
    Ralf
    Keymaster

    DirectVR head tracking means scanning the game‘s memory for the camera rotation/position memory location and then overwriting these with the headset values. That‘s nothing you can do otherwise.

    If you can‘t live with that Fallout 3 bug some reason, you can use the vorpX gamepad to mouse/keyboard mapper instead of the native gamepad support also with DirectVR active. Can be turned on and configured to your liking on the ‚Input’ page of the vorpX menu. Personally I would prefer the native gamepad though.

    #193599
    mr_spongeworthy
    Participant

    Ugh. OK, thanks for the prompt response. I appreciate it. Can you give me a run-down on what a Direct VR scan sets? Does it set values I can set using the vorpX menu manually? If so I would just go ahead and set all those values (maybe FOV using the fallout .ini). That should work, if that’s the way Direct VR works (easier if there would be a way for me to see the values Direct VR sets when it scans).

    #193593
    mr_spongeworthy
    Participant

    After switching from Lounge to Full VR mode in Fallout 3 (looks and runs fantastic with FO3 @ 4K, thanks!) I have been plagued with one problem; numerous functions of my XBox controller no longer function after the Direct VR scan. I finally remembered that Fallout 3 has a bug where if you disconnect / reconnect a controller many functions stop working. I can no longer drop items or place custom map markers, for example. But this disconnect/reconnect process appears to happen each time I run the DirectVR scan?

    Is there any way for me to fix this?

    #193383

    In reply to: Idea for VorpX

    mr_spongeworthy
    Participant

    This is actually one way that vorpX already shines; the sharpening filter. It’s fantastic. It makes such a difference. Fallout 3 is hands-down the best looking “VR” game I’ve got because I can run it at high resolutions with 4X REAL Anti Aliasing (no useless stuff like TAA) and then use the vorpX sharpening filter. FO3 ends up having almost zero aliasing, and being very crisp.

    #193381
    STREET_BLAZER
    Participant

    Unfortunately, disabling Asynchronous Spacewarp via the debug tool had no effect.

    I’ve found that the “juddering” becomes most prominent while coming into close proximity with other objects. It seems like Vorpx tries to make repeated adjustments to head tracking, causing everything to flip out.

    Here’s a link to a clip I made while using positional tracking in VR which demonstrates the problem. You’ll notice objects flickering in and out throughout the video, especially when in close proximity to an NPC.

    Ralf, I understand that you’re not always going to have all the answers, but this issue with the Rift S has made Vorpx (a service I payed for) nearly unusable. I’d be more than happy to reinstall New Vegas to ensure that this isn’t a mod- related problem on my end, however, this is something I would implore you (or your team) to take a closer look at. Any help would be tremendously appreciated.

    #193374

    In reply to: Idea for VorpX

    mr_spongeworthy
    Participant

    I think it would be great if you somehow implement ReShade within the vorpX interface. Nothing, and I mean nothing, would be as useful for fixing games. Take games with poor AA options (looking at you Fallout 4) – you can fix that in a matter of minutes with virtually zero performance loss using ReShade. It’s also helpful for fixing games coded by dingbats that think “HDR” means crushed blacks and blown out whites (looking at you Skyrim) when HDR actually means the opposite (proper HDR lets you see more detail in both the darkest and brightest portions of scenes). Then add the plethora of fantastic filters that let you correct unusual aesthetic decisions, like the overly colorful and soft “this is a video game!” look of FO4 (use ReShade to decrease the saturation and add film grain, glorious!) There is thread or two over at the Pimax forums trying to get Pimax to implement a way to force ReShade to work on their HMDs, which has gotten quite a bit of attention.

    #193337

    In reply to: Geometry VR Game List.

    RJK_
    Participant

    The profiles below provide Geometry 3D:

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    #193297
    Illuzio
    Participant

    Hello, Ralf!
    First of all, thank you for creating VorpX, to be honest, it was quite difficult to use it at first, every game was complicated to set up, but with each new try I learned new things about VorpX that I applied and eventually I came to know how to use it and appreciate its full potential in my games. I was able to discover my favorite game (Dishonored) in a completely new light thanks to you, so thank you for all your work, you have created an incredible software!

    I’m writing this post to suggest you to add a new feature that will easily improve the appearance of games in VorpX: “Color Filters”.
    To be more precise, I am thinking about integrating a LUT system into VorpX because it is very easy to customize for users and it will take almost no space in the VorpX interface!

    I will explain what it is, ReShade or ENB users often use it, in fact a LUT is a png image that can be easily manipulated in Photoshop, Gimp or even ReShade and allows to apply important color changes to any game. Everything can be modified for example : invert colors, put black and white, add contrast, remove a color too present (less yellow in “Two Ex HR” or “Vampire Bloodlines” for example) it also allows to adapt colors with specific palettes to help color blind people to better distinguish some colors for example. In short, a LUT can change everything and in a quite easy way for the users, you just have to modify an image!

    Here are some tutorials on how to create one for use in ReShade :
    https://reshade.me/forum/shader-discussion/3179-luts-powerful-color-correction-the-guide
    https://framedsc.github.io/ReshadeGuides/lutgenguide.htm

    This is what the png of an LUT looks like:
    http://i.imgur.com/HKmhF9u.png

    Just take a picture of a game, add the png of a blank LUT over it and make the changes you want on any image editing software or with ReShade. The LUT will also take its modifications and transcribe them into a color filter in the game (thanks to ReShade or ENB).

    In VorpX, I imagine a new “Color Filter” menu in the “Image Settings” tab where you can choose to apply a predefined LUT or a custom LUT. The png’s of the LUT’s are all stored in “My Documents” in the VorpX folder where they can be modified by users or left as is if they wish.
    i.imgur.com/fyOxGzy.jpg

    If you want to see a more concrete example, I invite you to use ReShade to try the MultilUT effect to see the different possibilities and why not let you create such an effect to see how easy it is to do (there is LUT.fx in the ReShade shaders if you want to see what the code looks like and a blank LUT png in the textures called “lut.png”).

    Here are many examples of color palettes created and usable in games using LUTs:
    https://www.nexusmods.com/fallout76/mods/114 (my favorite palettes)
    https://www.nexusmods.com/stardewvalley/mods/1213
    https://www.nexusmods.com/witcher3/mods/1498

    Voila, I know you probably have a lot of other more important things to do to improve VorpX (I’m the first to look forward to them) but I think the easily customizable color filters would be a really interesting addition, it can really improve the look and feel of a game and even more in virtual reality!

    Don’t hesitate to ask me questions, all this text has been translated with “Google translate” because I don’t speak English (I’m French) so it may not be very understandable.

    I can also create LUTs for VorpX if you need them of course!

    EDIT: If you don’t have the time or desire to create a LUT system there is also an alternative solution, it would be enough to allow to use ReShade with VorpX (VorpX would use the game image already modified by Reshade before applying its own modification for the VR) it would allow to use all the color effects you want (be careful, the effects that need to use the “Z-Buffer” like Ray Tracing or MXAO probably won’t work, you’ll have to limit yourself to simpler effects).

    #193277
    mr_spongeworthy
    Participant

    In case anyone else has a similar issue here is what I eventually discovered:

    The windows updated either caused a problem with that one specific profile or it was complete coincidence that DirectVR scans stopped working immediately after the update. I checked and found that DirectVR scans were still working in other titles, so I simply reset the Fallout 3 profile to factory defaults and DirectVR scans immediately started working again in Fallout 3.

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