Glad to see a fix for huge guns. The gun disappearing out of sight when not shooting is something I didn’t know I needed. Cool feature.
custom resolution with Laptop (Optimus/ 2 cards)
Hello,
I have a rift s and a HP Omen Laptop (1600Ti), I am playing Sadow Warrior in 4:3 and the resolution is low (something like 1280 × 1024).
With the Nvidia control panel on my Laptop, the features are very limited as Optimus is making the decisions … Is there a way to define the custom resolution for laptops with 2 cards ? Maybe in Oculous or Stem VR or windows …
Regards
An on/off/auto switch will definitely be there. The whole in animation takes 200ms currently and you start to see the gun way before that. Fast enough to not feel odd in any way, not even if you focus on the gun instead of the bad guys as you would normally do. Maybe I’ll shave off another 50ms or so, we’ll see. Can’t be too fast though since that would come across as pop-in.
You can rest assured that the feature is the exact opposite of immersion breaking. Not running around with a gun glued to the view all the time improves immersion by a mile.
Looks like a usefull feature, thank you Ralf!
I can see from the video that the animation of the gun going back into visible state does start at the same time as you “pull the trigger” hence the gun is shooting straight during the animation. (a little immersion breaking imo)
Could it be implemented like this?
– first mouse click unhides the gun
– second mouse click does actually shoot the gun after the animation is over
One could argue that he needs to use his reflexes, but if you implement a ON/OFF/AUTO switch, i think everyone would be happy.
I was also thinking if we will be able to change the time limit between the gun hides? I know i might be going into details here, but i can see a big potential in this feature and would love to use it without breaking immersion.
But i also understand it might be a first version of the feature and i really appreciate your work you put into this ^^
@ Stryker_66: Good idea. A toggle for turning the feature on/off was planned anyway, making that a three way switch instead that also allows to always hide the weapon is no problem.
@ Demosthenes: Yes, fixing the gun fov was actually my original intention when I started with the feature, but along the way I thought in addition to that it might be even better to only show weapons if necessary. And it is for sure.
still working !
The game crashes at first launch, and after that vorpx installs hook helpers automatically, and at second launch vorpx hooks the game.
Please try all possible graphic settings and different vorpx profiles !
This is a nice feature indeed. I often use console commands or ini settings, depending on game and like having an un-obstructive view of the game world in G3D. I like personally cranking up the G3D. Will it be possible to have a setting that can allow a complete “turn off” oppose to auto?
Just a thought but I think ideally it would be great if it could have three states “on”, “off” and “auto”.
Keep up the good work.
Many shooters always show a weapon on screen without an option to holster it, especially in FullVR mode it can become quite annoying to have a weapon glued to the view all the time.
With the new auto weapon hide feature weapons are only in view while shooting, reloading etc., otherwise they are automatically moved out of sight by vorpX, even if a game does not provide the means to do that at all. Won’t be possible for all games, but for those that do work with it, it’s frankly just awesome. One of those little things you might never have thought about, but don’t want to miss again once you have them. Most useful in FullVR mode, but also working in cinema/immersive mode, of course.
For the time being the feature will come to a few select G3D games, more will be added soon. When it has matured a bit the feature will also be made available as authoring option for your own user profiles.
Update:
I found that I cannot play G3D when outside parkour-ing due to bad performance. I switch to Z-Adaptive and it works and looks great. Tbh, I can’t tell the difference between Z-adaptive and G3D… does anyone have a different opinion?
Thanks Ralf. So, you’d recommend instead of reducing FOV to 100 degrees in the game settings, setting the game options to 130 degrees and playing around with 3D strength until the scale feels right?
I still wonder how much effect sitting vs. standing has on scale. When I stand up, things look a little larger than when I sit down. Is the game (or vorpx) scaling the world based upon the height of my headset?
Hello,
I have a rift s and a HP Omen Laptop (1600Ti), I am playing Sadow Warrior in 4:3 and the resolution is low (something like 1280 × 1024).
With the Nvidia control panel on my Laptop, the features are very limited as Optimus is making the decisions … Is there a way to define the custom resolution for laptops with 2 cards ? Maybe in Oculous or Stem VR or windows …
Regards
Hello dellrifter,
I tried different servers last night … empty and with a few players … everything worked very well …
Could be that I uninstalled this anticheat in Steam … don’t know exactly because the day before I tried to get the game to run with Reshade Depht3D … which worked, but without any noteworthy 3D effect … against 0 …
But at the same time I tried “Outriders-Demo” … to run … VorpX no chance … Reshade D3D also stayed flat … it could also be that this game had something with Anticheat … which I did then uninstalled it from Steam … don’t remember exactly … but maybe it has something to do with it …
Good luck with testing … for me it worked with the Ark G3D profile …
Unfortunately there is no single player but there are NPCs … if it didn’t look so great in 3D VR with the Pimax 8KX, I would have given it back …
Just the great 3D
Animations of the dinosaurs while sneaking and quickly running through the rich flora and fauna is worth the money …
I had everything on low with my 2080Ti … still looked very good at 2880×1620 and smooth … I have to test 1440p with more graphic details …
greeting
Thomas-3D
Hello,
So now and then I play Ark with the G3D profile … plays great with the Reverb G2 and Pimax 8KX and the immersive screen … !!
By the way, yesterday I successfully tested “The Isle” with the Ark (G3D) profile … and uploaded a profile for the dinosaur game …
The game runs in real geometric 3D, i.e. (G3D) and it just looks fantastic … !! … I have a lot of fun walking through the real 3D landscape as a dinosaur … Grass and trees that look like dinosaurs themselves in real 3D but much more real and lively … plus the very good soundscape and the huge world …
For Jurassic Wold Evolution there is also a new VorpX profile with G3D …!
In the German forum it was reported that there should now be a Trespasser VR Mod …
https://vrforum.de/threads/half-life-alyx-modifikationen-und-fixes.8793/page-7#post-136125
While indeed each headset is different, the way vorpX handles FOV does not depend on the headset. For official FullVR profiles things are always dialed in so that the default profile settings and the recommended (or automatically set if possible) game FOV result in matching game/headset FOVs. That’s the most crucial thing to get right for FullVR mode since even small differences between game and headset FOV are fairly noticable in FullVR mode. So typically you don’t want to change anything here from the default values, at least not in FullVR mode. Cinema and immersive screen mode are way less critical in that regard.
Scale is best adjusted with the 3D-Strength option, you can imagine the 3D-Strengh as the distance between your virtual eyes. Lower 3D-Strength values make the world appear larger, higher 3D-Strength values make the world appear smaller. Defaults in official FullVR profiles are supposed to provide a realistic 3D effect normally. Without (rarely available) information about a game’s coordinate system scale what is right here has to be guessed though and obviously I’m not perfect, so some small 3D-Strength adjustments may occasionally make sense to get things right for you.
Thanks gtuf1, it didn’t work for me — looked okay if I just use the mouse to move, but when I look around using the headset, everything swims. I’ll stick with Ralf’s vorpx profile, though I set the camera view angle to 100 rather than 130. 130 makes all the people look small to me — 100 seems just about right. To each their own, I guess. Seems like every headset is a little different.