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  • #188159

    Topic: Final Exam

    in forum User Profiles
    RJK_
    Participant

    Final Exam (G3D)

    Hack n Slay sidescroller from 2013.

    – Optimzed for Cinema Modes
    – Hint: Disabling main shadows makes game look dull
    – Profile available at the cloud

    Ralf
    Keymaster

    It’s about three months since vorpX 19.2.0, so some may start to wonder when vorpX 19.3.0 will be out. TBH I’m not quite sure yet, might be pretty soon or maybe take a little longer than usual. We will see.

    The reason why I can’t tell yet is that vorpX will get an absolutely huge new feature with the next update that brings an entirely new playground for profile authors: you will finally be able to modify individual game shaders, which is immensly useful for fixing effects that may not work perfectly in 3D with vorpX’s traditional authoring toolset.

    Of course official profiles will also be updated with optimized shaders where it makes sense. So everyone will benefit from this.

    Since working with assembler code isn’t exactly for everyone, it had to be made at least as simple as possible. To achieve that vorpX got its own little shader programming language, basically extending the shader assembler language with better comprehensible macros.

    If for example you would want to fix a misaligned shadow that doesn’t get stereofied properly, in the best case all you would have to do is something like this in the related pixel shader:

    some shader assembler code
    ...
    // get an un-projection matrix that isn't available in this
    // shader from some other shader
    vpxGetMatrixInverseFromConstant(r20, c4, 8739258)
    // Unproject the shadow position (r6 in this example)
    vpxMatrixMultiply(r24, r20, r6)
    // Apply stereo to the unprojected position and write it
    // back into the original position register (variable)
    vpxStereo(r6, r24)
    ...
    more shader assembler code
    

    It won’t always be that simple, you will need to learn something about shader programming, but those who like to tinker to get everything perfect when doing profiles will get an entire new world to discover.

    There will be some working examples and enough documentation to get you started.

    RJK_
    Participant

    I think this can be extremely useful for VorpX users,especially when a game requires a different resolution then the default setting (1920×1080). We usually must do several clicks until we finally have changed the monitors resolution. Using high resolutions eg. 3200×2400 becomes very fiddly when changing back to default. So this can be a big and fast help.

    I am using the following setup to change to any custom resolution that i need with just one mouseclick.

    – Download This program
    – Unzip into a folder somewhere on your HD
    – In the same folder create a shortcut to the program
    – ADD your custon resolution to the end of the command line that it looks like this (example) C:\Games\setres\SetRes.exe v1920 h2560
    – Rename shortcut to 2560×1920
    – Rightcklick shortcut and click “Pin to Taskbar”
    – Do the above with any resolution you want to use
    – Click Taskbar->Start-> your shortcut to change Resolution

    Note this has been tested with Windows 7, but should work on 8/10 as well.

    #180577
    Stryker_66
    Participant

    I’ve been stereoscopic gaming for nearly…

    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’ve been a long time 3D Vision user and participated a lot in the 3D Vision forums as it relates to fixing games with broken shaders in 3D. There is a Helixmod community for 3D Vision users similar to the growing Vorpx community here which has great relevance in getting the most out of this beloved hobby. Thanks to mods like Vorpx for the PC gaming platform. I can share the following thoughts.

    My biggest issue with gaming in VR is the fidelity, especially with games that were never designed for VR. This is a hardware issue and Vorpx does the best it can while offering a variety of display modes that can be switched and saved on a per game profile. My primary Vorpx display mode is “Immersive” and on occasion “Cinema” depending on the game title. Unfortunately Full VR is just not that good and again more related to hardware. To get high resolutions in Full VR is difficult since frame rate significantly suffers. G3D is also a criteria for me since playing in any other mode (i.e. 2D or Z3D) is not as a compelling experience. This is subjective of course and you would need to experiment on what works for you.

    Vorpx does have a variety of useful tools especially the shader authoring tool which can be useful in disabling offending shaders that don’t render well in G3D. The crux of this of course is this is an advanced tool which may or may not turn you off. A bit of a learning curve but not too difficult if you put the effort into it. I personally prefer it since like any mod that has advanced configuration options, you can get the most out of what it has to offer.

    Vorpx does have some nice technical features and the only way get the most out of this mod is to experiment since everyone’s experience is different and opinions are subjective. There are two features missing that I see as essential to make Vorpx much improved.

    1.) Multiple G3D strength settings on a per game profile would be incredibly useful since games with different view perspectives such as isometric games, zoom levels, cut scenes etc…can make G3D hard to view. Currently, Vorpx’s Edgepeek is the best it has in dealing with this kind of thing. Helixmod uses an ini file to configure multiple 3D settings via a keyboard short cut that allows the gamer to change the 3D strength on the fly while in game. Perfect for switching when cut scenes are close up.
    2.) There a some games that use the same name on the executable files and Vorpx has no way of dealing with this due to the nature of the profiles being locked off to one exe. lithtech.exe (game engine) is an example. Sometimes you can get away with renaming the executable but this does not always work. This is more of a hack or workaround.

    Other than that, there is some fun to be had. I don’t feel ripped off as a purchase since I’ve had some fun experiences. I play most of my games in 3D vision simply for the following reasons and this more hardware related. Graphic fidelity and comfort. Playing a traditional game in VR for long periods of time begins to get uncomfortable and I cannot last more than 30-45 mins per session. I am enjoying Oblivion with Vorpx in my Rift and I have this game heavily modded. My resolution is set to 3840×2160 (widescreen, immersive mode and G3D). Performance is fine. I used to own a Nostromo myself and switched to the Logitech G13 which is so useful playing in VR. I can control complex keyboard configured games with the mouse and G13. All intuitive once you get used to it.

    Finally, I have been eyeing the Pimax but my shift is now to the HP Reverb VR headset since early feedback suggests the graphic fidelity is the best so far and comfort seems to be quite good. The FOV is not as good as the Pimax (115 I believe) but the price point is much better than the Pimax product. Hopefully Vorpx will support this new headset which is expected to launch this spring. If this hardware works out, the shift to using Vorpx and VR may be the way to game with non VR games and older titles going forward.

    Have fun,

    Stryker

    #179380

    In reply to: RE 7 Technical doubt

    Grumdark
    Participant

    Update: I have been experimenting and doing some tests with the aforementioned topic in this thread. After testing versions 121217, also 020319_2 civilwolf and an old version RE7 Aspect Ratio Patcher.
    http://www.wsgf.org/forums/viewtopic.php?f=95&t=31880&start=240

    I have managed to make sure that it is possible that the game can be represented in narrower formats without the upper and lower black bands visible.

    At this time, the default settings in the Vorpx menu, is optimized for the current situation with “rectangular” aspect and the resolution recommended by Vorpx 1200×900,logically to mitigate the problem, therefore, to perform tests with narrower aspect ratios, I have had to manually modify them to other FOV enhancement/Zoom values.

    The conclusion after the tests, is that I firmly believe that RE7 can drastically improve its use with headset like Oculus Rift Cv1 with screens of 5:4 format.
    The experience in this case is much more similar (although not 100% equally logical) to the use of a Psvr with this game in its native form.
    When launching the game during some of my tests, I have also observed other positive changes in the distance between our eyes and the menu with the image of the radio cassette with RE7. Other small aspects would need to be retouched.

    In general, I think that if we find a way to automate this through memory, and taking into account that the G3D profile has recently improved the problem of weapons,with some small touches, I think the final result could be very good.

    My question for Ralf, after all my tests, is whether it is technically possible and feasible, to automate using Vorpx by default, a 5: 4 aspect ratio for example and a resolution according to the new format, retouching the current setting and profile to this possible new situation. I’m sure it would improve drastically.
    regards

    #176699

    In reply to: FALLOUT 76 works

    Grumdark
    Participant

    I read on the internet, about some changes in Fallout 76 that will be made, for example fov hovering around 85-88º and frequency reduction at only 60, or 60 and something for this game, supposedly “to avoid some possible hacks or advantages”.
    This has disappointed me a lot, and I also think that it is neither the right way nor is it the real problem to correct in Fallout.

    Does this break the possibility of using a fullvr profile and custom FOV with Vorpx for this game finally? I’m surprised not to read about this here.

    #175848
    RJK_
    Participant

    Two Worlds 2 (G3D)

    Now we finally have a proper 3D Profile for this game.

    – excellent 3D in all Modes
    – Full VR with Headtracking (Default setting)
    – Turning OFF Bloom and HDR improves image quality and details
    – Use windowed mode and desktop resolution matching game resolution !
    – Profile availiable from the cloud

    FOV Tweak:
    You can either enter desired FOV through console command or file.
    Enable console: press ^ , enter TwoWorldsCheats 1 , enter engine.fov 100 (example). You can also create a subfolder in your game folder, name it “Parameters”, create a file in that folder, name it “AutoexecGame2.con”, add the following lines:
    (my personal setting was :
    engine.fov 100
    engine.HDR 0
    engine.BloomMultiplier 0

    Note: FOV settings will only take effect in outside areas, at least after you escape from the castle.

    morbidexpression
    Participant

    New update coming with more profiles a bit after the 20th, including Final Fantasy XV

    If it uses Unity or Unreal engine, it’s worth trying out using profiles for games using the same engines.

    Dig around and search for those titles, for example this comes up:

    Black Desert Online with Dark Soul 2 G3D

    Nier Automata looks pretty friggin’ amazing, incidentally.

    #169097
    kaossino
    Participant

    But I think I played with some games that do not have a profile. Without doing any operations.

    ES: Nex Machina, How to Survive, Gus Guzzlers Extreme, Final Exam, Shadwen

    I am wrong?

    #167525
    Ralf
    Keymaster

    Since vorpX 17.3.0 takes quite a bit longer than it should have, it’s probably time for a status update for those who might wonder what the heck is happening behind the scenes.

    Without further ado: the main reason for the delay is the removal of the Game Settings Optimizer from the config app, which proves to be a truly epic endeavour. While having the optimizer as a separate module seemed like a good idea at the time, it also has severe drawbacks. So the decision was made to exchange it with something that “just works” on game start.

    The main advantages are: 1. 40-50 more games will automatically have pitch perfect FOV similar to Direct VR games without the need to fiddle with any settings, 2. settings changes are reevaluated every time a game is launched, 3. new users don’t have to learn about the optimizer.

    Unfortunately implementing this new system is rather time consuming. Not only was it necessary to rewrite the optimizer from scratch for all the different ways games use to store their settings, most importantly all ~100 optimizer profiles have to be converted, extended and tested.

    The good news is that all of this is nearing completion now. Afterwards focus will finally shift to some new 3D profiles.

    Apart from that vorpX 17.3.0 will come with a huge amount of medium to small changes/fixes in all areas. The list of those is longer than for any prior vorpX release. Just a few examples: additional shader fixes for over 20 Geometry 3D profiles, more natural depth for many Z3D profiles, animated hands as controller visualization, new “Immersive Screen” game mode, help tooltips in the UI, less time critical hooking for all DX9 games, more sophisticated gamepad/motion controller axis evaluation, potential crash fixes for some games, better handling of hooking issues. And still a lot more.

    Stay tuned.

    #165768
    Ralf
    Keymaster

    I can’t really say much re Pimax specifically, sorry. vorpX supports Steam VR, how good that works on a given headset mostly depends on how well Steam VR is implemented for that headset. One issue with the Pimax in the beginning was that it doesn’t have a proximity sensor, which lead to the screen going black after a while in vorpX. That has been addressed, otherwise I can’t say whether there maybe are other glitches in their Steam VR support. Haven’t heard anything in a while yet though, so I guess it’s OK now. Maybe someone with a Pimax can chime in.

    Games are very, very different regarding how they render graphics, so there is no simple answer to your profile related questions. In some cases it’s enough to copy an existing profile of a game based on the same engine. Works fairly well for Unreal Engine 3 games for example. In other cases that is not possible at all. Completely unsupported games are shown in 2D.

    The performance impact varies heavily, mainly depending on the 3D mode that is used by vorpX. There is a mode that renders everything twice like native apps (called G3D), which costs about 50% +/- 10%, and there is a post fx 3D mode (called Z3D), which is a lot faster, but doesn’t look as good. On top of that there is an additional VR-specific performance impact compared to monitor 3D since in a final step the image has to be rendered to the headset.

    Nivarius
    Participant

    Hey there,

    after working on this problem for over three hours I finally gave up. How the hell can you map keys in Skyrim? I’ve got an XBOX One Wireless Controller, latest drivers installed and it is behaving strange in Skyrim.

    For instance: the attack is mapped to three buttons, jumping to two buttons. So I open the Vorpx menue and try to rebind the keys in the gamepad settings, but it is not working!

    I click on “A” for example and the assigned letter disappears, looks good, right? Vorpx is waiting for a key now, so I press something… anything. However, no matter what I press Vorpx is not taking the key I press and instead remains inactive, this includes keyboard and gamepad keys. Only clicking with the mouse binds that mouse click to the assigned field.

    I tried disabling the Xbox Gamepad in Skyrim itself, tried all the options with Vorpx. Nothing solves this problem. Most of the time the whole program just “crashes” (I can’t even close the ingame menue anymore) and I can only close it with the task manager.

    Please! Offer me some help because I really want to play this with my Gamepad.

    Thanks in advance.

    #122400
    Ralf
    Keymaster

    I’m not quite sure how reliable the Steam survey numbers are as a VR market share indicator, since obviously Oculus users will play many made-for-vr-games through Oculus Home, but Vive and Oculus are treated equally in terms of development time spent on them.

    vorpX is built in a way that most things being worked on work for all headsets automatically. There is no difference in terms of game support for example. A game profile always works for both Oculus and Vive in the same way. For the things that require vendor specific work (like controller support for example) both headsets are treated the same.

    Vive controller support will be added with the next update in the sense that you will be able to map a game’s control scheme to the controllers. There are also some ongoing experiments with gesture based movement, but I’m not sure yet whether these experiments will make it into any final release.

    #122277
    Grumdark
    Participant

    I agree, most users starting with vorpx, have trouble learning curve.
    I can even see myself in the mirror when I read some comments, remembering when I started using the program.

    The only problem with this is that some users, a completely erroneous vorpx what is capable in many cases printing, and final experience that may offer take, once you set properly for each game. Very different.

    Sometimes, something as simple as a compromise between resolution,aspect ratio, Fov to avoid an image “eyeless fish/crystal ball” and no black band in pixel 1:1 except very specific cases,they are often a slope up for the general public.

    I hope that the next update could significantly help here,and also in default native control.
    —————

    I take my comment,only for a small suggestion Ralf:
    -I think that some expert options or all should be active by default,for the release of the new update,for example,separation 3d (strenght)/3d fov enhancement(in G3D),whether,not always necessary to use this in all games.

    -Also recently discovered,to adjust a slightly lower value,in option of positional tracking-(strenght),reduces or largely avoids some unwanted effects,in normal headtracking.
    Personally,I would reduce only slightly the current value default for next update.
    It is only a small associated detail,which has been obtained in my case,a more natural experience with my headtracking.
    I can still get positioning, but I have reached a compromise to avoid unwanted effect on some natural movements, reducing this value only a few points.

    #122227

    In reply to: Skyrim Special Edition

    reanor
    Participant

    Finally got it to run on Fallout 4 profile. I used Z-Adaptive, it seems to give best performance on my i5-6600 and GTX1080, 32GB RAM. There’s is no 3D whatsoever though, no 3D reconstruction, Like it works well on mass effect 3 for example. The biggest thing that irked me, was that I couldn’t get FOV to the point where I’d like it without being too much Zoomed in without having a bars around it as if it was in cinema mode. I think it would work wonders, if we could have a mode in game that does FOV to zoom the field of view out, and then use FOV setting in VorpX to zoom it back in to get rid of the frame around the screen. Can’t wait to see what Ralph will come up with when the native SSE profile is done.

    It’s also funny that a lot of guys seem to look for mods now, to get the graphics back to Pre-SE mode. I guess it’s all about the 64Bit client then and nobody really cares about their SSE’s improved graphics. I downloaded a MOD that removes most of the yellow ‘fog’ and the game looks pretty good. I have to try VR now, when I am LVL6. The last time I tried I was still in a cell, so that was probably not a good comparison for performance in SSE while running in VorpX.

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