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  • #208699
    Ralf
    Keymaster

    You basically launch the dektop viewer and then pause the vorpX watcher from the tray icon’s right click menu so that vorpX doesn’t try to hook into a game anymore.

    When you now run games in ‘borderless fullscreen’, ‘borderless window’ mode or whatever a game exactly calls that in its option menu, the desktop viewer can still capture it and display wise you have all the options available that are available when vorpX is actually hooked into a game. Mouse emulation head tracking should also work, also using VR controllers as mouse/keyboard.

    A (very) far cry from what vorpX can do when it is hooked into a game, but at least you can display it in the headset. I’m pretty sure I could also make TrackIR tracking work with the desktop viewer.

    The big catch (aside from no 3D) is indeed that you have to figure out all the settings yourself. That could be addressed by per-game-detection for the desktop viewer. No promises, but may happen in the future.

    #208051
    wolfh
    Participant

    @Ralf

    what will be the content of the vorpX 21.4 release ? And when can we expect the release ? Far Cry 6 and Assassins Creed Valhalla Z3D profiles and a Cyberpunk 2077 AFR 3D Mod would be a great Christmas gift !

    +10000 Assasins Creed Valhalla

    #207792
    Lawrence1962
    Participant

    @Ralf

    what will be the content of the vorpX 21.4 release ? And when can we expect the release ? Far Cry 6 and Assassins Creed Valhalla Z3D profiles and a Cyberpunk 2077 AFR 3D Mod would be a great Christmas gift !

    #207722
    vintager
    Participant

    Thank you for the info, Ralf! Any ideas re my original question, i.e., what I could try to get both inputs back? It used to work, stopped working between two game starts yesterday. Like I said, I tried restarting everything, deleting and reloading the game profile from the cloud, etc.

    > Natively gamepad input usually handles walk/run in an analog way,
    > i.e. there is no hard switch between walking and running

    I don’t think that’s true at all. Most modern 1st-person games (Cyberpunk 2077, the Far Cry series, Rage, Wolfenstein TNO + TNC, etc.) have standardized gamepad controls: RT for shooting, RSTICK for looking, LSTICK for walking, A for jumping, B for crouching, X for using / picking up stuff / reloading. Beyond that, there may be differences, but these seem to be set in stone. Sprinting / running is *always* done via pressing and moving the LSTICK, i.e., there *is* a hard switch.

    Check out the following links:

    Cyberpunk 2077: Complete Controls Guide for PS4, PS5, Xbox One, Xbox Series X


    https://guides.gamepressure.com/farcry4/guide.asp?ID=28962
    https://guides.gamepressure.com/farcry3/guide.asp?ID=17583

    > With the override walk/run (obviously) works like keyboard walk/run with two distinct velocities.
    It’s not about having a gradual buildup in speed (Wolfenstein has none, and neither does Cyberpunk), it’s about how you switch between the two velocities. The native mapping makes me press the LSTICK for that; Vorpx’s override messes it up and starts analyzing how far I’ve moved the LSTICK. It doesn’t seem to allow me to get the switch back. I have to be very careful when touching the LSTICK lest the guy start sprinting like crazy.

    #206955
    dellrifter22
    Participant

    OK, thanks for the explanation.

    I hope you won’t forget about it entirely though. I think dx12 Z3D is the current and foreseeable future we face, and any breakthroughs to expand these tools would be beneficial to our community efforts.

    A.K.A. I wish I could get games like FarCry 6 and the recent Call of Dutys working :)

    If only they were dx11 … fuuuuu :)

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    #206881
    Ralf
    Keymaster

    Apparently there was a game update a while ago that made the game detection fail due to a changed .exe name. As far as I can tell from a brief five minutes check there luckily haven’t been any changes that break the actual profile.

    Grabbing the updated ‘Far Cry 3: Blood Dragon [vorpX]’ profile from the cloud will fix the game detection.

    rtoast
    Participant

    I never really had a problem with it before but I’ve recently gone back to it (its maybe been about a year) and can’t for the life of me get the G3D to trigger

    Also ive noticed the game halts as it tries to ping the ‘blooddragon online servers’ at least twice in the proccess of loading up a game whi h i never remember it doing before…

    #206781

    In reply to: Far Cry 6

    Lawrence1962
    Participant

    I guess vorpX 21.4.0 will be released in December with various official profiles. That Ralf don’t give us a heads up here, is a hint that we can’t hope for an earlier release of a Far Cry 6 profile than December. Vorpx usually doesn’t support every game from day one.

    In that cases, i always use the Vorpx Desktop Viewer or Reshade’s Depth3D Companion App from day one until we will get a vorpX profile.

    (Please use in the Companion App the Full-SBS option in the SuperDepth3D_VR+ settinngs = Super3D_Mode=1)

    #206768

    In reply to: Far Cry 6

    dellrifter22
    Participant

    I see there are already some mods on Nexus to increase/customize both weapon viewmodel fov and driving in vehicles fov. These were the 2 main issues preventing an ideal FullVR mode experience in FC4&5.

    If we can get some Z3D, this might be a good Far Cry to pick up. And no anti-cheat yet as far as I can tell.

    #205888
    Lawrence1962
    Participant

    My Setup:

    Reverb G2
    RTX 3080
    Ryzen 7 2700x
    16GB Ram
    Evo 970

    I want to buy a new CPU and new Ram. This PC is for Vorpx only and will not be used for other things.

    I want to play Singleplayer Open World Games like Far Cry 6 and Dying Light 2 in 4K and preferably in Ultra settings.

    Are a Ryzen 9 5900x and 32GB Ram too waste for vorpx only ?

    Or are a Ryzen 7 5800x and 16GB Ram a good setup with a RTX 3080 and a Reverb G2 ?

    #205307
    ddc196
    Participant

    Started playing Far Cry 3 today using Vorpx. It took me a few attempts to get in to run but got that finally fixed. Now when the game starts, this is after the opening party and skydive scenes, those play fine. When the game starts in the bamboo cage, I’m getting a very pronounced flickering. I adjusted the 3D Reconstruction setting. It was on Geometry and I’ve changed it to Z-Normal and Z-Adaptive. This takes care of the flickering completely but the I feel a bit out of place, too high up, not right. Like the aspect ratio is wrong. Hopefully that makes sense. The geometry setting feels right but the flickering is way too much.

    Ideas?

    #204442
    cbrobi
    Participant

    @Ralf, in the official profiles for Far Cry 3 (z3d) and Watch Dogs (z3d), the 3d depht option is set way too far, even on the lowest(nearest) value, which is 0.5. This makes medium and far distance objects extra small and weirdly looking, and there is no 3d in the middle to close distance from the character(in full vr and immersive screen too). I’m saying that because in the other far cry profiles(for example far cry 4 and 5) and watch dogs 2, this setting is perfectly fine and balanced. Maybe nobody cares about z3d in these games, but g3d runs extra stuttery on my pc. Pls Is there a way you can edit that option in these profiles to make so that the 3d depht can get closer ( like it does in the other profiles, also in all other game profiles I tried so far)? thanks

    #204154
    cbrobi
    Participant

    hi, I want to ask if its possible to assign the FAR CRY 3 executable to the profile for FAR CRY 4, because the FAR CRY 3 profile (with z3d) has a depht 3d setting which puts the 3d depht too far(even on the nearest value), so objects in the middle and far distance are looking way too small and unrealistic, also the 3d its just on the far objects, not around the player, I tried every combination of settings, but the problem for me is this. Since FAR CRY 4 and 5 give a much closer 3d when set closer, I thought if possible assign that profile to FAR CRY 3? I tried but it wont let me do that, how to do that?

    lipplog
    Participant

    Hi guys,

    I was hoping to clarify a few things about custom resolutions. Despite inputting all the recommended ones from the vorpx configuration panel, some games still refuse to show them as an option.

    For example, in the Far Cry 5, post by @dellrifter22 here…

    Far Cry 5 (G3D)

    …the recommended resolution is 16:9 (2560×1440). But after adding the res to my Nvidia settings, the game still won’t go higher than 1920×1090.

    What could be the reasons for this?

Viewing 15 results - 61 through 75 (of 312 total)

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