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  • naiveplayer88
    Participant

    I need help to understand why I can’t use VorpX, I decided to buy it because I watch the video of Sweviver about Fallout 76… he never mentioned this problem at the center of his Pimax
    Maybe is because of my monitor 21:9… (infact I don’t know what monitor he has, maybe a normal 16:9 and that’s why he hadn’t my problem)

    I followed his and your suggestions
    As DEVICE SELECTION I chose: SteamVR (Vive, WMR, Pimax etc)
    and already turned on Pimax and steamVR, but the problem remains always, why?
    Can you help me please?

    Now I tried only Desktop Viewer (not yet the games), and it seems amazing, but I see the image distorted, I tried parallel projection, different FOV…

    I try to explain you what I see
    There are two invisible vertical lines in the center of the Pimax 5K+ everytime I launch VorpX

    Can you tell me if it happens because I have a 21:9 3440×1440?

    PS
    And this obviously affect also Whirligig player if I want use it, I have to restart anything

    #180414
    Ralf
    Keymaster

    vorpX 19.1.1 has been released.

    This is a maintenance release that mainly adds support for Pimax 5K/8K headsets. Also some semi-critical bugs have been addressed and various profiles for popular games have been updated to support the most recent game versions.

    New/Changed:

    • Support for Pimax 5K/8K which require special treatment in various regards. Make sure to check the vorpX help for recommended PiTool/SteamVR settings.

    Bugfixes:

    • Gamepad emulation button ‘press & hold’ did not work for trigger axes.
    • DirectVR scanner FOV wasn’t changed correctly when switching play styles.
    • Launching games with vorpX shortcuts only worked for lowercase .exe names.
    • Control and config app could crash after updates on Windows 7.

    Game Profile Changes/Fixes:

    • Middle-Earth: Shadow of Mordor: profile wasn’t visible in config app
    • Watch Dogs: profile wasn’t visible in config app
    • World of WarCraft: graphics API was not set to correct value for WoW 8.1.5
    • Skyrim SE: pre-cached DirectVR FOV updated for latest game version
    • Fallout 4: pre-cached DirectVR FOV updated for latest game version
    • GTA V: HUD/map shader fixes, VSync wasn’t set correctly with latest game version
    #180403
    Ralf
    Keymaster

    I can’t really answer all of your questions, what I can say is that I would consider some of the profiles for games you mention pretty good.

    Fallout 3/NV/4/76 for example have full support for a unique set of features subsumed under the heading DirectVR that handle everything from resolution over FOV to perfect 1:1 head tracking by writing head tracking data directly into the game’s memory. You can play these games and many other first person titles like actual VR games, including VR controller support, which can be configured either as kb/mouse or gamepad.

    In official profiles shadows and other effects that might not work well in stereo can usually at least be disabled. In a similar manner HUDs/menus are individually defined as scalable with stereo depth if possible. You also often can switch between Geometry 3D and Z-Buffer 3D.

    Last but not least vorpX has a multitude of smaller features that you will find handy for some games. E.g. a built in gamepad to kb/mouse mapper, a function to deal with HUDs/menus/cutscenes that can’t be scaled (EdgePeek), a magnifier for small text in cinema mode (very useful in Dragon Age Origins), basic image processing (gamma/saturation/sharpness), a freely configurable 4×4 virtual hotkey menu that allows you to execute hotkey functions by looking at a floating ‘button’ in front of you, and more.

    Stereo 3D as you know it isn’t even half of what vorpX can do.

    mr_spongeworthy
    Participant

    I’ve been stereoscopic gaming for nearly a decade now, mostly on a 720p DLP in frame-packing mode (TriDef) but more recently moved to a 1080p display (so using top/bottom, mostly through TriDef as well). Since I already played in 3D I didn’t feel the need to hop into VR right away. Now that a wide-fov HDM is available at a reasonable price (Pimax 5k) I plan to hop on the VR bandwagon, and will definitely be using vorpX since the vast majority of my games are not VR titles.

    My primary tools are TriDef (now defunct) and SuperDepth 3D for games which either don’t work in TriDef (few) or for which performance through TriDef just isn’t satisfactory, or for a handful of other reasons. (Unfortunately ReShade disables access to the depth-buffer during online play, so that makes SuperDepth 3D unusable in games like Fallout 76. We need to convince Crossire to allow this to work.) As such, I’m relatively familiar with tweaking 3D profile settings for games etc.

    Anyone here make a similar transition and have advice to give as to what problems to watch out for? I’m just looking for some general advice / tips if anyone wants to share.

    I mostly play character-and/or-world-driven RPGs (Dragon Age Origins = my favorite game of all time) and Racing SIMs with a dedicated racing seat and FFB equipment (T500) (Assetto Corsa = my current go-to). In fact, I’ll almost certainly want to go back and play all of my long-time favorites again as soon as I get the rig working properly: Dragon Age series, Mass Effect series, Fallout 3 and newer, etc. As such I imagine that I’ll largely be using an HMD with traditional controls (I have a Nostromo, so I can effectively keyboard & mouse without having to use the regular keyboard itself). How hard has it been adjusting to use of traditional controls when you can’t see them? Or does vorpX do such a good job of mapping VR controllers that even for games like Dragon Age Origins I should just bite-the-bullet and adapt?

    And how are the vorpX profiles? If I see that a game is supported does this mean the profiles are excellent, or are there issues like the frequent lighting/shadow depth problems TriDef had, that have to be discovered and worked-around?

    Detox
    Participant

    As I’ve been using VorpX, I’ve really enjoyed using the Oculus Touch controllers and have come to realize how useful the Mode Shift button is for being able to bind a lot of keys to the controllers. I started wondering if it would be possible to add more mode shifts based on the controller’s location in 3D space?

    If you held your controller down at your right waist, you could have one set of mappings and another set when you hold the controller over your right shoulder. If you had left and right waist and left and right shoulder regions, you could mimic the weapon swapping behavior of RoboRecall in just about any FPS by mapping the trigger to the number key that switches to the different weapons in each region.

    If you had a region that was out in front of your body, you could bind the trigger to the “interact” key in most games so you could actually reach forward to open doors and push buttons. While it obviously wouldn’t be as accurate as the motion controls of a native VR game, I think it could increase immersion in a lot of games.

    In games like Fallout, you could assign the trigger to holster your weapon when your hand is at your right waist and bring up the pipboy on your left waist, for instance.

    I don’t know if VorpX even has the controller location data to do something like this, but I just thought I’d mention it.

    #180140
    nieda113
    Participant

    Hi just want to share things.
    I am using an xbox elite controller ( with paddles). I alway had problems getting the controller fit to Skyrim,fallout4, witcher, gta5 just to name a few.Alway missing funktions,, and keyboard funktion mostly not available. I had xpadder installed but the paddle cant be remapped. So yester day i found the rewasd mapper.
    It tooks a few hours,, but now all keyboard funktions, macros and different profiles are now programmed. Its almost unbelievable now i can use my elite contoller that can handle four single controller setups for each game and best the profiles can be switch with one click at a dedicate combo programed .I v can have mouse, keyboard and xbox controller activated simultaniously. I tested today with vorpy and so far no problems. I even can use one controller mapping for all my games…..

    #179414

    In reply to: Elder Scrolls Online

    Grumdark
    Participant

    In my complete opinion, TESO with Vorpx is good for immersive and cinema modes, but not with FullVR mode.

    For fullVR however … TESO leaves a lot to be desired and has a lot to improve, it has nothing to do with the feeling with SkyrimVR to this day, not even with Skyrim / Fallout 3 and NV, or Dishonored and Vorpx.

    TESO (along with some other games) has a big problem to tackle in order to correctly achieve the immersion in FullVR mode, for example, this one of those games that do not match its aspect ratio with the current headsetVR screens format, even if you change resolutions.
    FOV weapon is extremely close to our view in widescreen, and FOV golbal does not feel enough either, without using external tools.

    Here begin their two biggest problems that in turn, derives in others.

    RE7 (Biohazard 7) also suffers a similar problem, but here at least, for the moment there are external tools to mitigate the problem manually, which I would like to someday be automated with Vorpx through directVR.

    The theme of the current games, which have limited or do not support narrow aspect ratios, such as 5: 4 or 4: 3 among others, without the need to show upper and lower black bands, is a topic that has me especially worried at the time of achieve a full immersion with Vorpx in FullVR mode.

    STREET_BLAZER
    Participant

    As the title states, Direct VR has suddenly stopped working without cause or reason. When I try to run the scan, only rotation takes effect (though inconsistently) and positional tracking no longer works. It also “glitches out”, displaying the “head tracking recentered” message at random intervals. My hardware is fine; everything was working fine up until about 30 minutes ago. No changes have made to my vorpx/ PC settings whatsoever. I would appreciate some help with this.

    The game is fallout new vegas. Again- I’ve never had issues like this before.

    #179312
    dellrifter22
    Participant

    @haints Well if you already fiddled with those settings then you probably wont see a difference, but I uploaded mine to the cloud anyway. Use it with FOV set to 108 in game. FOV is set higher for better mouse and keyboard play without headtracking.

    I would just ask to make sure you are using Geometry 3D mode, because Z-normal isn’t working at all in this game.

    The letter-boxing happens as you zoom the image out to achieve this higher FOV. I hope not so spoil any secret, but fullVR mode is just gluing the cinema screen in very close to your face, and unlocking headtracking. So if the screen looks too zoomed in, we have to zoom it out a little.

    You can adjust the depth of the crosshair with the HUD depth slider in the vorpX menu. The lower you go will make it look more 3D, but it will start to feel more cross-eyed to look at.

    You are right in the sense that the Titanfall guns do not look the right depth in relation to the surrounding world (they appear to extend beyond closer world objects, but not distant sky) but they are indeed 3D. A few other games like the Fallouts and Call of Duties have similar problem, where the guns don’t look quite like they belong naturally in the world space, but rendered on it’s own dimension. This causes some confusion to the eyes when trying to focus on both relatively, but if you concentrate more on the world ahead, things tend to normalize.

    Anyway, I don’t mean to keep rambling or refute that there is some issue with the 3D in Titanfall. I just wanted to make it clear for others that there is indeed working geometry in the game (I’ve only tried Singleplayer), and it is not full pancake as you made it sound. Still a neat experience imo.

    I’d be curious to see how it looks in Tridef, and learn how it goes about solving the problem.

    #178876
    Ralf
    Keymaster

    FOV is handled by DirectVR in Fallout NV. If you had to tweak manually in the .ini before, DirectVR was not working correctly.

    You can adjust the the weapon/pipboy FOV independently from the wold FOV in the vorpX menu. Do not touch the world FOV though, it is precisely calculated and 100% correct.

    #178873
    STREET_BLAZER
    Participant

    My issue pertains to Fallout New Vegas

    After the application force-updated “VorpControl” this morning to version from 18.3.2 to 19.1, I started experiencing an issue with the pipboy FOV in fallout while using edge peek.

    Since updating, the game no longer takes my manual .ini fov edits into account while in edgepeek mode. Instead it causes the pip boy to appear much further away, making text difficult to read.

    I’ve also noticed an increase in a certain visual glitch where vertical white lines randomly appear on the right-side edge of the screen, just within my peripheral vision.

    -Ralf, if you can provide me with a roll back of the previous version of Vorpx, I would appreciate it, seeing as how it was working fine before.

    #178608
    Grumdark
    Participant

    I really like this type of mods to experiment with a camera in the first person, although … I must admit that most of the mod I have tried to achieve this, usually give visible problems during the fighting.

    When a character makes turns during combat, or rolls on the ground are usually some problematic cases, however I like a lot to alternate during the parts of exploration.

    I would like very much, that currently, the AAA video game developer studios, took the habit of implementing the switch for the first person camera and also for the third person camera.

    This is one of the customs that I still praise and admire in some Bethesda games like Elder Scrolls or Fallout, The Evil Within 2, and hopefully they would be copied in the future by other studios like CD Project or Bioware.

    In addition, this would result in fewer discussions between users who want one or another, opens doors to possible future supports for virtual reality, and facilitates experimentation with programs such as Vorpx.

    #178600
    Nowcry
    Participant

    Hi Ralf,

    Thank you very much for creating Vorpx, I do not know if it is possible but I explain it in case you or someone finds a solution. I’m playing Fallout 76 with Vorpx and I’d like to do it in G3d, I have graphic power to do it, but when I play, there are shadows or textures that are different in each eye, generating headaches or concentration problems, these errors are not given by example with Znormal.

    It is possible or someone has found some solution I have tried all the graphic configurations but I have not found the problem.

    Is my first post and i want maje a suggestions,

    Sometimes I think I would like to do a little more screen in Inmmersive screen is it possible that you could enable negative values in Offset screen?

    Also on some occasions I tried to play semi-lit on the bed, but the screen in inmersive screen always gets Full 90ยบ so that if half-lit you look a bit upwards you do not see the lower part of the screen, it would be possible to add a manual positioner for the height axis?

    Thank you
    a greeting

    Demosthenes
    Participant

    I may be somewhat perverse but Fallout 76 is very cheap on some stores right now and I am tempted to buy.

    I’m wondering if anyone is playing it and enjoying it in vorpx.

    Is it worth getting cheap for the 3d wasteland wandering?

    STREET_BLAZER
    Participant

    Having some issues setting the appropriate WORLD FOV when using DirectVR in conjunction with a mod known as “FOV Slider“.

    Long story short, the option to alter “iron sights FOV” using FOV slider only works if I change the default WORLD FOV through the MCM menu, that being said, I’m not sure if this interferes with the FOV values already set in place by direct VR.

    The only solution I see here would be to set the WORLD FOV of “FOV slider” to the same value DirectVR usually would. Otherwise I’m not sure if running the Direct VR scan after tinkering with the FOV settings via this mod will overwrite it or not.

    Has anyone else experienced compatibility issues with this mod in the past?

Viewing 15 results - 346 through 360 (of 1,120 total)

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