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AuthorSearch Results
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Dec 29, 2021 at 2:57am #208571
In reply to: The Future of vorpx, after the Cyberpunk 2077 Mod
Lawrence1962ParticipantI guess it’s too much effort for only on game, to change so many stuff in the code of vorpx, in order to AC Valhalla will work with vorpx in Z3D. Nobody knows if the next anvil engines will be so much incompatible with the vorpx code.
The tech behind the the three AFR 3D profiles, is reusable for the next VR Mods, and are worth the development time. But i would love to see a AC Valhalla VR Mod, too. But this game is not so popular like GTA5, RDR2 or Cyberpunk and we don’t know how it would be received in the community.
I would love to see a poll, which game should be the next VR Mod, like Luke Ross it does on his page. But Ralf has still to do the regular work at vorpx, and i guess there are only 2-3 VR Mods a year possible, because of the huge development time. Luke Ross is going to release one VR Mod per Month, but he has no vorpx to support nearly everything in Z3D or G3D and many of them in FullVR !
Dec 21, 2021 at 7:30pm #208156In reply to: Almost Ten Years Ago…
drowhunterParticipantRe your GTA V issues: please reinstall vorpX. I uploaded a fix for the EdgePeek glitch when entering cars a few weeks ago, but didn’t raise the version number. Also please make sure that you see XX/90 FPS in the vorpX FPS counter as per instructions.
Great work, so by reinstall will I need to go through the whole activation email step again?
And what instructions? You mean the vorpx overlay?
My version number is on 21.3.1 FYI.
Wouldn’t it have been easier to just push a 21.3.2 ?
Dec 20, 2021 at 7:36am #208105In reply to: Almost Ten Years Ago…
RalfKeymasterNo, it’s not “just” another vorpX profile. Like GTA V and RDR 2 since last summer it comes with a game specific mod part for some stuff that wouldn’t be possible otherwise, like e.g. cutscene/menu detection for automatic EdgePeek switching .
BTW: Even without an external mod portion vorpX profiles aren’t always “just” vorpX profiles. There often is individual programming involved, for auto settings, for the DirectVR memory scanner, for other DirectVR features like auto weapon hide etc. vorpX is way, way more complex than you probably imagine. Aside from the 3D functionlity and all the various DirectVR modules, it even has its own API for communication between game mods and vorpX since several years.
Dec 19, 2021 at 7:17pm #208092In reply to: Almost Ten Years Ago…
Lawrence1962ParticipantWith a High-End PC in high resolutions and high settings in RDR2 and GTAV, the games runs nearly stable with at 45 fps in fluid sync mode, but i have still stuttering in the headtracking. If i change the resolution to for example 1440p, i will have 60-90 fps (without fluid sync) and the Headtracking works fine. In Lukes mods i have the same problem, if i limit them to 45 fps. I have the similar Problem in the vorpx standard Z3D profile of CP77, sometimes it even crashes if i look fast around in high settings. But i prefer higher resolutions, and 45fps and i don’t know how to fix the stuttering. Probably it demands the GPU too much, in the moment when i look around in FullVR but runs stable at 45 fps without headtracking. I have a Reverb G2 and using openxr, maybe that’s the Problem ? If I use steamvr with my Reverb G2 the game is unplayable because of the stuttering in the Headtracking. Before I owned a Reverb G2 i had a Valve Index and I didn’t have problems with the headtracking. My point is the Performance cost of the 6-DOF 1:1, and it’s frame rate drops. Do you have an advice for me, except lowering my graphic settings ?
Nov 13, 2021 at 4:57am #207268In reply to: GTA Trilogy?
carnathsmecherParticipantthats great news i love Z3D anyway,barely a performance hit and the 3d is just like in the cinema at the movies, and the definitive editions arent as detailed as gta v or red dead i wouldnt wanna play them in full vr,immersive screen should be awesome,only if i could fking play them because rockstar removed them from my library after i payed 60$ ill wait for a good crack and get a refund.
Nov 13, 2021 at 1:29am #207266In reply to: GTA Trilogy?
HolydhParticipantI tried it. It works. There’s a profile created by someone for GTA VC DE. I tried it on SA DE, it works. It’s nice enough to play in cinema or immersive screen mod. The Z3D works best. I tried G3D, it works after a restart of the game, but I don’t feel the 3D really pop out of the screen, plus it’s way too heavy for the framerate, even on a 3080. In Z3D it pops better and the framerate is ok.
It’s nice but I think I’ll wait for a proper profile + 1st person mod or maybe a full VR mod.Nov 7, 2021 at 3:18pm #207156In reply to: GTA5 is a buggy mess and need fixing asap.
SmoilsParticipantThat is because vorpx uses Script hook to do some of its gta solutions and script hook has built in prevention of online to save people from being banned.
You can disable most of vorpx gta5 features and play z3d with good resolution (personally I prefer it even over real mod) by doing simple renaming of 2 files in C:\Program Files (x86)\Animation Labs\vorpX\Plugins, I will let you figure out which files yourself, its obvious
Sep 13, 2021 at 4:14am #206245In reply to: GTA5 on Steam, Valve Index Trouble
ey_acParticipantI have the same problem as Ticlon and mrbrock with a fresh install of GTA5 from steam.
My headset is the oculus quest (“quest one”) via link and oculus touch controllers.
If I disconnect my controllers, the game launches in VR and everything works but I can’t control my character with the keyboard and mouse.
If I connect my controllers, even if just one, the game crashes immediately after with the same exit code as Tobias: “0xc0000374”.
If I launch with the controllers plugged in, the controllers work in the menu but attempting to launch story mode crashes the game.
I can use the menu with the controller just fine but it does crash at random even there.
this is the scripthook log:
// GTA V SCRIPT HOOK (build Jul 23 2021, v1.0.2372.0)
// (C) Alexander Blade 2015-2021
[19:39:45] INIT: Started
[19:39:45] INIT: Success, game version is VER_1_0_2372_0_STEAM
[19:39:51] INIT: Registering script ‘vpxGTAV.dll’ (0x00007FFE048288D0)
[19:40:00] INIT: Pool 1 extended
[19:40:00] INIT: Pool 2 extended
[19:40:00] INIT: Pool 3 extended
[19:40:00] INIT: Pool 4 extended
[19:40:06] INIT: GtaThread collection size 189
[19:40:06] INIT: wnd proc 0x00000000FFFF28AF
[19:40:06] INIT: IDXGISwapChain 0x00007FFDE27D4740 (0x00007FFDE2616000)
[19:40:06] INIT: IDXGISwapChain set
[19:40:06] INIT: DX init started
[19:40:06] INIT: DX feature level B000
[19:40:06] INIT: DX init succeeded
[19:40:46] CORE: Requesting thread creation
[19:40:46] CORE: Creating threads
[19:40:46] CORE: Started control thread, id 32 active 1
[19:40:46] CORE: Started thread ‘vpxGTAV.dll’ (0x00007FFE048288D0), id 33 active 1
[19:40:46] CORE: Launching main() for ‘vpxGTAV.dll’ (0x00007FFE048288D0), id 33Sep 12, 2021 at 8:40pm #206236In reply to: Witcher 3, first person mod, anyone tried it..?
mr_spongeworthyParticipantThanks for posting this. I never finished the Witcher 3 despite really enjoying it, largely because of the 3rd person view. I was continually trying to get the camera in positions where I could see what I actually wanted to see, rather than looking at our hero’s backside.
Are they still planning a re-release of Witcher 3 with RT etc?
I like the direction of having mods specific to the vorpX / VR experience like we’ve now seen with RDR2 and GTA V (not that I’ve played either of those titles. I might eventually give RDR2 a try though). That’s just a perfect idea; combine vorpX with a mod designed to make the experience work well. Cyberpunk desperately needs such treatment to resolve just a couple of issues that make it really difficult to work with in a full VR way (vehicle FOV, for example.)
Sep 11, 2021 at 6:21pm #206211In reply to: GTA5 on Steam, Valve Index Trouble
TiclonParticipantHello community,
I am experiencing issues with running a freshly installed (Steam) copy of GTA V with vorpX 21.2.3 and Valve Index controllers. I did not change the default profile, as such I assume I use the new profile with the vorpX connection mod.
The game crashes shortly after starting the game when my Valve Index controllers connected to SteamVR already. If I connect one of the controllers with the game already running it crashes shortly after. Both crashes occur without error message nor crash report.
The crashes also happen if I change the default controller type in the vorpX settings.
Running another DirectVR game (Fallout 4) works fine, including using the Index controllers. Starting GTA V and beginning the story works fine when my controllers are not connected, too, though I cannot use mouse and keyboard controls to control my character. Both work fine in the GTA V menu/settings/map, so I assume locking the controls during playing is intended?
Has anyone a hint how to fix this problem or how to go on troubleshooting?
Thank you in advance!
Sep 10, 2021 at 4:20pm #206188In reply to: A couple Cyberpunk Issues
mr_spongeworthyParticipantThe latest vorpX update, combined with a couple other tweaks, has me running Cyberpunk at 3840×2160, Ultra Ray-Tracing settings, at “Balanced DLSS” at 72hz/36fps. It’s not great for full VR mode (although; certainly fun to hop into that mode occasionally), but it does look extremely good in Virtual Cinema mode. Super-crisp with vorpX sharpening set all the way to max.
A few things I’ve discovered along the way:
1) I believe vorpX originally set my screen mode to borderless windowed. When I went back to full screen mode my performance immediately increased by a fairly substantial amount. I’m glad I finally tried switching back to full-screen mode.
2) The Cyberpunk depth-map may be very strange. I’ve found that by placing the depth-balance all they way out and then turning down the overall depth scale I still get tons of ‘near’ depth, but now with excellent ‘far’ depth as well and much reduced distortion overall. This exact same trick works for SuperDepth3D BTW, where I’ve found settings that work well to be wildly different than I’ve seen for any other title.
3) I think we are down to only 2 issues that need fixing; the way specific Mods are now available for RDR2 and GTAV made me think it’s possible for Cyberpunk as well: A) We need to figure out what the UI overlay is for the help-keys, and then substitute the Controller UI elements for the Keyboard UI elements. That way when Cyberpunk flips between the controller and keyboard UI elements it will be flipping between ‘controller’ and ‘controller’ elements. It’s definitely a bit problematic to run this without being able to easily read what button you are supposed to use. B) Vehicle FOV changes make it essentially impossible to drive or ride in full VR mode, which is a real shame, as that’s the perfect place for full VR mode to work in this title. There is a Cyberengine Tweaks way to play with this, but like many things, getting that complicated mess to work with an already complicated mess could take countless hours. It would be great if vorpX had a way to fix this issue.
Sep 10, 2021 at 10:06am #206183In reply to: Can I play GTA V online in 2021?
dlrjajdlfoParticipantIs it possible to play Gta5 normally with vorpX after this 21.23 update?
I’ve had a problem with hooking not working after this update.Sep 9, 2021 at 9:41am #206156In reply to: vorpX 21.2.3 Available Now
dlrjajdlfoParticipantAfter this 21.23 update, vorpX can’t hook GTA5.
The Motal CombatX that was possible with the user profile I created also doesn’t hook.For what reason?
Sep 6, 2021 at 4:13pm #206088In reply to: vorpX 21.2.3 Available Now
RalfKeymaster21/09/06
vorpX 21.2.3 has been released.This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.
- Fixed: Delayed hooking did not work under some circumstances (e.g. Control).
- Fixed: Saving shader definitions did not work under some circumstances.
- Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
- Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
- Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
- Improved: reduced CPU usage while checking for newly launched programs.
- Improved: DX11 G3D authoring auto projection search can handle nested structs
- GTA V: script DLL updated.
- Red Dead Redemption II: hints were not shown on start, script DLL updated.
- Vampire: Bloodlines: automated settings applied correctly for community patch.
- Nier: Automata: support for Game Pass Edition added.
- Dead Island: support for Definitive Edition added.
- Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.
Aug 30, 2021 at 9:46pm #205950In reply to: GTA5 on Steam, Valve Index Trouble
forlaunchcastParticipantSweet! Thanks, Ralf. Yeah, the one in the vorpx/plugins directory was like a 3/20/21 date (USA date convention). The latest one I just downloaded was 7/23/21. I’m installing GTA V to give it a whirl, and I’ll comment further if the problem wasn’t fixed. I’m not really a modder, so I overwrote the new one in the vorpx/plugins directory. I didn’t realize vorpx was leaning on scripthook (for GTA V, RDR2) so I was perusing the internet on how to uninstall rather than install!
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