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  • Illuzio
    Participant

    Hi, I saw in the 2026 VorpX update that you made some changes to Dishonored 2! Thanks for improving support for my favorite game, and for all the work you do to improve VorpX, Ralf :)

    I’m writing this message here because I’ve made some interesting discoveries for Dishonored 2 and Dishonored: Death of the Outsider that could make it easier to add G3D if someone ever wants to do it.

    I discovered that it’s possible to force the removal of certain shaders for D2 and DOTO very easily by adding parameters to the game’s launch shortcut.

    For example, to remove the DOF effect and the SSAO effect:
    “C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1

    With the option “+cvarAdd r_skipPostProcess”, it’s possible to remove a HUGE amount of shaders in the game with this:
    “C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipPostProcess
    (Although the majority of shaders are disabled with this option, the Timepiece still works correctly in the mission “A Crack in the Slab“.)
    It’s also possible to use a less drastic option, such as:
    “C:\GOG Games\Dishonored 2\Dishonored2.exe” +cvarAdd r_skipTemporalAA +cvarAdd r_skipShadows +cvarAdd r_skipDOF 1 +cvarAdd r_skipSSAO 1

    Using “+cvarAdd r_skipPostProcess”, or disabling certain shaders, could therefore help make G3D support easier, since a large portion of problematic shaders can be disabled at the game’s launch and make it easier to handle G3D.

    VorpX could create a batch file next to “Dishonored2.exe” with this command:
    “Dishonored2.exe +cvarAdd r_skipDOF 1 +cvarAdd r_skipPostProcess”
    And ask the player to launch the game using this batch file ;)

    Here is the list of shader options that can be disabled and work for D2 and DOTO:

    +cvarAdd r_skipMergeMeshes
    +cvarAdd r_skipIBL
    +cvarAdd r_skipGodRaysUnderWater
    +cvarAdd r_skipFogUnderWater
    +cvarAdd r_skipFogBlur
    +cvarAdd r_skipAnisoTextureStreaming
    +cvarAdd r_skipToneMapping
    +cvarAdd r_skipBloom
    +cvarAdd r_skipLensFlares
    +cvarAdd r_skipAutoExposure
    +cvarAdd r_skipAutoExposureTemporalAdaptation
    +cvarAdd r_skipColorGrading
    +cvarAdd r_skipLights
    +cvarAdd r_skipPostToneMap
    +cvarAdd r_skipUnderWaterPostProcesses
    +cvarAdd r_skipOceanSSR
    +cvarAdd r_skipFog
    +cvarAdd r_skipGodRays
    +cvarAdd r_skipDepthAlpha
    +cvarAdd r_skipEmissiveGlare
    +cvarAdd r_skipPostProcess
    +cvarAdd r_skipOutlines
    +cvarAdd r_skipIndirect
    +cvarAdd r_skipAlbedo
    +cvarAdd r_skipSSAO
    +cvarAdd r_skipDirect
    +cvarAdd r_skipTemporalAA
    +cvarAdd r_skipDofBck
    +cvarAdd r_skipInsideBodyDithering
    +cvarAdd r_skipCameraMotionBlur
    +cvarAdd r_skipOcean
    +cvarAdd r_skipDynamicDecals
    +cvarAdd r_skipStaticDecals
    +cvarAdd r_skipModels
    +cvarAdd r_skipShadows
    +cvarAdd r_skipLightScattering
    +cvarAdd r_skipLightsFromLayerA
    +cvarAdd r_skipLightsFromLayerB

    (Excuse my poor English, it’s not my native language)

    #222897
    Boblekobold
    Participant

    With Bioshock 2, I personnally got much higher FPS (90/max) with the original than with the Remastered with G3D enabled.

    (And 3D looked better / more comfortable in the original. In fact I used Z3D in Minerva’s Den Remastered. I played the DLC with the Remastered because I didn’t have the Original Minerva’s Den and I really prefered the experience with the original game and 6dof G3D. I also missed the spear gun physics. In the remastered, it doesn’t pin the ennemies to the wall, they don’t even move…)

    I have an RTX4090, so better than an RTX5070ti.

    So no, I don’t think there is anything wrong. Just the RTX5090 is probably insanely powerful.

    Anyway, the original is still more beautiful and better in a lot of ways (at least for the second game).

    #222872
    Boblekobold
    Participant

    I recommand to play the original ones (more optimized, works very well in VR, you even have 6dof in Bioshock 2).

    Bioshock 2 original is more beautiful (especially in VR because of relief) with hidden options (better dynamic lighting, etc.) and has more atmosphere anyway. It has a better physics (spear gun doesn’t have any effect in Remasted and feels censored) and also more soundtrack :
    http://www.vorpx.com/forums/topic/bioshock-2-fixed-crash/

    You can easily get max FPS with better graphics and experience.

    VorpX enhances original textures anyway (ClarityFX, Sharpness and Texture Enhancement filters are very effective). Original textures are often more details (dirt on the glass, etc)

    Bioshock 1 original has a great mod (Silver’s mod) and so has a better gameplay and is more balanced, especially at end game. I never liked some of the changes they made in the Remastered anyway (for example, the giant kelp makes the city tiny at the beginning).

    Bioshock 2 original difficulty can be manually edited too and it can be really great to replay the game.

    #222818
    RodriArgCba
    Participant

    I’m definately not seeing a “Focal Offset” option so I do believe it’s not turning on expert settings for some reason. This are the settings I see:

    View post on imgur.com

    MAYBE RELEVANT INFO: My headset is an Oculus Rift S. The base profile is the base UE3 profile. I had to check “use alternative hooking method” for vorpx to attatch correctly to the game.

    NOTE: The game DOES NOT support looking arround with mouse and keyboard/gamepad, it’s a fixed camera, that’s the limitation I want to solve. Since translation is working even tho the game also doesn’t let you move (You basically just move the gun with a fixed camera) I thought maybe it’s possible with yaw/pitch as well? I know things will break and stuff and that’s okay, I’m ready to vomit or hold my head in one location if I need to I don’t mind. I’m determined to make it work if at all possible, I’m ready to fail if not.

    So is there an expert setting I can use for this similar to how translation was achieved? And also what about the expert settings not working, why could that be? Thank you for the assistance!

    #222813
    RodriArgCba
    Participant

    I’m creating a custom profile for the game Gal’Gun Double Peace. (It’s a weeb game). The main challenge with this game is that it’s a shooter on rails. I know I know ‘Why do I even want to play this in VR?’ and all that, but I really want to. I created a new profile based on the Unreal Engine 3 Profile (Because this game is made in UE3), fixed FOV and Geometry 3D first. So far so good. Then I turn on all head trtacking settings to allow Vorpx to let me move the camera with my headset even tho the game doesn’t allow you to move the camera at all. It worked for the most part:

    – I can walk to the left and to the right and the camera works properly.
    – I can move down (crouch) and up and the camera works properly.
    – I can walk forward and backwards and the camera follows properly.
    – I can rotate my head in the roll direction (Move my ear closer to my shoulder) and it works properly
    – Rotating my head to the left and to the right does NOTHING (Camera keeps pointing forward in the game).
    – Rotating my head up and down does NOTHING (Camera keeps pointing forward as well)

    I feel like I’m so close but I couldn’t find settings to fix the 2 rotation axiss I’m missing. I googled online and it seems that there are aditional settings under “Expert Settings” so I turned it on but no new settings appeared. I also turned on the G3D Shader thing and it also does nothing (I pressed SHIFT END like the tutorial said). It also seems to be ignoring the “Show did you know hints at start” because it keeps showing me the start screen every time I open the game.

    I did need to use “Use alternative hooking method for vorpX to hook to the game properly.

    Why can’t I see the expert settings? Please Help!

    #222354
    sark666
    Participant

    My Xbox controller behaves strange in some games. It works fine in dishonored with vorpx set to gamepad or m/kB, zero issues in that game.

    But the next game I tried was the long dark. The gamepad works but I’m running at what seems double the speed the game allows. The game isn’t running too fast like was an issue with older games, it’s just the inputs seemingly triggering this.

    I thought as a workaround I’d try m/kB in vorpx but same issue. Not many games have it but in-game you can disable gamepad support in the long dark. I disabled gamepad support and thought I’d use microx to bind gamepad inputs to kbm. This worked fine flatscreen but the issues I had still persisted in vorpx. I tried as gamepad, kbm and even turning controls off in vorpx but that didn’t work.

    I then realized even if I have gamepad off in vorpx it still seems the gamepad. What I mean is you can’t seem to truly disable gamepad support.

    I then tried hidhide (a utility to hide devices from apps) but to my surprise vorpx still saw the controller.

    I gave up and then tried amnesia the bunker. This too had input issues. It would always run even though in-game run is normally a run button and ever input seems to be inputting twice. For ex is press a button to pull out my gun and the play would draw the weapon but immediately put it away.

    I’m usually pretty good at working around quirks but I can’t resolve this.

    I also tried gamepad override, partial and off, no difference.

    If there’s a way to resolve this great, but I would also like a feature to truly disable gamepad support as in vorpx doesn’t see it at all and I would do keyboard mapping. Ideally things would work in-game, but if vorpx had this ability I could have probably worked around it myself.

    Another issue with using a gamepad is the menu binds. Binding these to joystick clicks is game breaking for some games as they need it for click run etc. I would think the solution is to use long press for the vorpx menus and a normal click would behave properly in game.

    Also I wish we could do custom bindings. For ex, dishonored as I mentioned works great, but each time you die the fov resets. At first I was doing a direct VR scan each time, but then I realized just a quick fov fix by pressing F8.

    Great but I don’t want to go in the menus each death to trigger this. Im no where near my keyboard when I play VR. Being reliant on needing to be near my keyboard is a dealbreaker for me. So I’ll probably use some binding utility to bind f8 to an input, but it would be great if we could do that in vorpx

    I might as well mention it here instead of starting another thread but Batman Arkham city, another game that works fine with my gamepad, but I like to play in VR. However in VR mode the right stick up down does not change the camera angle only left right rotation works. I thought for this profile it was defaulting to lock the y axis on right controller but I went in the menu and saw it was already off. If I switch the game to cinema mode the right joystick behaves as expected but not in VR mode.

    Sorry for the long post, I haven’t tried vorpx in years but trying it again now I’m liking what I see in a few of the games I tried but the gamepad issues are a problem.

    I hope there are workarounds for this but just for flexibility sake I do wish there was a way to truly block vorpx from seeing my gamepad, and then I could have worked around it, obviously ideally it would work properly as a gamepad in game.

    #222101
    adrian J
    Participant

    Hi

    I have arms 3 working great with VorpX

    I tried to setup the vr controllers but they only buttons / thumb sticks worked

    No control with movement eg rising the gun to scope use aim position

    Have I misunderstood gestures ?
    I thought the tracking of controller positions triggered certain actions

    #221245
    iloveusername
    Participant

    Hey guys.
    I made a VR Motion Controls Mod for New Vegas: https://www.nexusmods.com/newvegas/mods/91589?tab=description
    Trailer: https://vimeo.com/1070196230

    Fallout: New Virtual Reality brings virtual reality motion controls into Fallout: New Vegas and VorpX. With vanilla VorpX and NV, your gun is strapped to your face and you shoot directly where you look. Using this mod, your weapon will follow your hand and shoot in the direction you’re pointing it. You can also point your gun to select NPCs and containers, as well as pick up and move objects. You can also use gestures to open the Pip-Boy, ESC Menu, and select hotkeys. Movement is controller centric rather than HMD centric. Overall, it makes for a more engaging and entertaining New Vegas VR experience.

    Farutos
    Participant

    I dont’ quite understand why Ralf wont add vr x,y,z position translating script himself.

    Its some quite easy to do. Chatgpt created such script for me and it work fine, its not game changers but works , tested it in gta 5.
    It could be tuned for steps length.

    The script

    import openvr
    import time
    import math
    import keyboard  # Requires: pip install keyboard
    
    # Sensitivity threshold (in meters)
    move_threshold = 0.02  # 2 cm to detect movement
    short_walk_time = 0.5  # 0.5 sec press for ~20 cm movement
    long_walk_time = 1.5   # 1.5 sec press for ~1.5m movement
    
    def get_hmd_pose(vr_system):
        """Retrieve the headset's position and rotation from SteamVR."""
        poses = openvr.TrackedDevicePose_t * openvr.k_unMaxTrackedDeviceCount
        tracked_device_poses = poses()
       
        vr_system.getDeviceToAbsoluteTrackingPose(openvr.TrackingUniverseStanding, 0, tracked_device_poses)
    
        hmd_index = openvr.k_unTrackedDeviceIndex_Hmd
        hmd_pose = tracked_device_poses[hmd_index]
    
        if hmd_pose.bPoseIsValid:
            matrix = hmd_pose.mDeviceToAbsoluteTracking
            x = matrix[0][3]  # Left/Right position
            y = matrix[2][3]  # Forward/Backward position
    
            # Extract rotation (yaw) from the SteamVR tracking matrix
            yaw = math.atan2(matrix[0][2], matrix[2][2])  # Yaw angle in radians
    
            return x, y, yaw
        return None, None, None
    
    # Initialize OpenVR
    # vr_system = openvr.init(openvr.VRApplication_Scene)
    vr_system = openvr.init(openvr.VRApplication_Background)
    print("✅ SteamVR Tracking Initialized")
    
    # Store the last position
    last_x, last_y, last_yaw = get_hmd_pose(vr_system)
    if last_x is None or last_y is None or last_yaw is None:
        print("❌ Error: Headset tracking not available. Make sure SteamVR is running.")
        openvr.shutdown()
        exit()
    
    print("Starting position:", round(last_x * 100, 1), "cm X,", round(last_y * 100, 1), "cm Y")
    print("Starting yaw angle:", round(math.degrees(last_yaw), 1), "degrees")
    
    # Main loop to track **headset-relative movement** and trigger key presses
    try:
        while True:
            x, y, yaw = get_hmd_pose(vr_system)
    
            if x is not None and y is not None and yaw is not None:
                # Calculate relative movement (delta)
                delta_x = (x - last_x)  # Left/Right movement
                delta_y = (y - last_y)  # Forward/Backward movement
    
                # Convert movement into head-relative coordinates
                forward_movement = -(delta_x * math.sin(yaw) + delta_y * math.cos(yaw))  # Inverted for correct direction
                sideways_movement = delta_x * math.cos(yaw) - delta_y * math.sin(yaw)
    
                # Convert to cm for easier reading
                forward_cm = forward_movement * 100
                sideways_cm = sideways_movement * 100
    
                # Check movement threshold
                if abs(forward_cm) > move_threshold * 100:
                    if forward_cm > 0:  # Moving forward
                        key = "w"
                        print("🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm))
                    else:  # Moving backward
                        key = "s"
                        print("🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(forward_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                if abs(sideways_cm) > move_threshold * 100:
                    if sideways_cm > 0:  # Moving right
                        key = "d"
                        print("➡ MOVEMENT: {:.1f} cm right".format(sideways_cm))
                    else:  # Moving left
                        key = "a"
                        print("⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(sideways_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                # Update last position for next frame
                last_x, last_y, last_yaw = x, y, yaw
    
            time.sleep(0.05)  # Short delay for smooth tracking
    except KeyboardInterrupt:
        print("\nShutting down SteamVR tracking.")
        openvr.shutdown()

    or for gta 5 script if you want press C to look behind and reverse movement

    
    import openvr
    import time
    import math
    import keyboard  # Requires: pip install keyboard
    
    # Sensitivity threshold (in meters)
    move_threshold = 0.02  # 2 cm to detect movement
    short_walk_time = 0.5  # 0.5 sec press for ~20 cm movement
    long_walk_time = 1.5   # 1.5 sec press for ~1.5m movement
    
    def get_hmd_pose(vr_system):
        """Retrieve the headset's position and rotation from SteamVR."""
        poses = openvr.TrackedDevicePose_t * openvr.k_unMaxTrackedDeviceCount
        tracked_device_poses = poses()
       
        vr_system.getDeviceToAbsoluteTrackingPose(openvr.TrackingUniverseStanding, 0, tracked_device_poses)
    
        hmd_index = openvr.k_unTrackedDeviceIndex_Hmd
        hmd_pose = tracked_device_poses[hmd_index]
    
        if hmd_pose.bPoseIsValid:
            matrix = hmd_pose.mDeviceToAbsoluteTracking
            x = matrix[0][3]  # Left/Right position
            y = matrix[2][3]  # Forward/Backward position
    
            # Extract rotation (yaw) from the SteamVR tracking matrix
            yaw = math.atan2(matrix[0][2], matrix[2][2])  # Yaw angle in radians
    
            return x, y, yaw
        return None, None, None
    
    # Initialize OpenVR
    vr_system = openvr.init(openvr.VRApplication_Background)
    print("✅ SteamVR Tracking Initialized")
    
    # Store the last position
    last_x, last_y, last_yaw = get_hmd_pose(vr_system)
    if last_x is None or last_y is None or last_yaw is None:
        print("❌ Error: Headset tracking not available. Make sure SteamVR is running.")
        openvr.shutdown()
        exit()
    
    print("Starting position:", round(last_x * 100, 1), "cm X,", round(last_y * 100, 1), "cm Y")
    print("Starting yaw angle:", round(math.degrees(last_yaw), 1), "degrees")
    
    # Main loop to track **headset-relative movement** and trigger key presses
    try:
        while True:
            x, y, yaw = get_hmd_pose(vr_system)
    
            if x is not None and y is not None and yaw is not None:
                # Calculate relative movement (delta)
                delta_x = (x - last_x)  # Left/Right movement
                delta_y = (y - last_y)  # Forward/Backward movement
    
                # Convert movement into head-relative coordinates
                forward_movement = -(delta_x * math.sin(yaw) + delta_y * math.cos(yaw))  # Inverted for correct direction
                sideways_movement = delta_x * math.cos(yaw) - delta_y * math.sin(yaw)
    
                # Convert to cm for easier reading
                forward_cm = forward_movement * 100
                sideways_cm = sideways_movement * 100
    
                # **Check if "C" is being held**
                reverse_mode = keyboard.is_pressed("c")  # True when "C" is pressed
    
                # Check movement threshold
                if abs(forward_cm) > move_threshold * 100:
                    if forward_cm > 0:  
                        key = "s" if reverse_mode else "w"  # Reverse W ↔ S
                        print("🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm) if not reverse_mode else "🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)))
                    else:  
                        key = "w" if reverse_mode else "s"  # Reverse S ↔ W
                        print("🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)) if not reverse_mode else "🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(forward_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                if abs(sideways_cm) > move_threshold * 100:
                    if sideways_cm > 0:  
                        key = "a" if reverse_mode else "d"  # Reverse A ↔ D
                        print("➡ MOVEMENT: {:.1f} cm right".format(sideways_cm) if not reverse_mode else "⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)))
                    else:  
                        key = "d" if reverse_mode else "a"  # Reverse D ↔ A
                        print("⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)) if not reverse_mode else "➡ MOVEMENT: {:.1f} cm right".format(sideways_cm))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(sideways_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                # Update last position for next frame
                last_x, last_y, last_yaw = x, y, yaw
    
            time.sleep(0.05)  # Short delay for smooth tracking
    except KeyboardInterrupt:
        print("\nShutting down SteamVR tracking.")
        openvr.shutdown()
    
    #220961
    Boblekobold
    Participant

    Bioshock 2 original is on GOG (with Remastered) :
    https://www.gog.com/en/game/bioshock_2_remastered
    I didn’t try it (I personally used my old version V1.0 from 2010).

    I don’t know if there is Minerva’s Den original DLC. I had to do it with Remastered (and broken physics / spear gun). If anyone knows where to find it, I’m interrested ;)

    #220921
    Ralf
    Keymaster

    @ Boblekobold:

    Please don‘t advise newcomers to disable automatic settings. Maybe you have a reason to do so, whatever that may be, but that breaks essentially everything that makes advanced DirectVR profiles like the Fallout 4 profile great. It may even break profiles entirely if the automatically set options are required to make 3D work for example. So at the very least please never give this advice without calling it a last resort that breaks almost all good stuff an advanced profile may come with. Thanks!

    @ Woobisan:

    FOV should be set correctly automatically after running the DirectVR scan. if that fails for some reason, 110, or to be totally precise 112, would indeed be the right value here.

    Weapons are supposed to be moved out of sight unless you use them, which may only work correctly with FOV being set to the right value. You can disable this feature on the DirectVR page of the menu, but before you do that, please first try with the correct FOV. It’s actually a really awesome feature unless you like running around with a gun glued to your face all the time. :)

    #220573

    In reply to: Black Mesa

    Khaleev
    Participant

    Ok something must have change, only the shotgun move out of sight. I am close to finish the game so i will keep on like this.

    #220571

    In reply to: Black Mesa

    Khaleev
    Participant

    Thanks Ralf. I switched to the last regular vorpx version and i don’t have stretched weapon anymore when i disable automatic weapon handling.
    About menu issue with G3D the left eye render the menu and the right one the game. It seems to be the same kind of things for a few water zones like at surface level, left eye render transparent water and right one render shadow with reflection (black surface with reflection).
    I still have hands and guns really out of scale, way too big.

    #220565

    Topic: Black Mesa

    Khaleev
    Participant

    Hello everyone,
    I have some issues with Black Mesa official profile in DirectVR. G3D isn’t working with game menu and launch screen, some flooded zone water effect and shadows seems broken.
    There is also an issue with guns and hand out of scale (gigantic) i tried to use the hiding weapon option but it seems to doesn’t work as intended (only working on the shotgun).

    When i switch to play in Cinema mod with G3D hands and weapons are way too stretched!

    #220286

    In reply to: Battlefield 3 Help

    Spinelli
    Participant

    The game camera in first person shooters is controlled by your mouse normally, i.e. looking around and aiming are the same in a game typically. Since vorpX (except for a few exceptions) doesn’t alter the inner workings of a game’s controls, looking around with the headset also means aiming.

    I see, great, thank you. Do you know of any way/s to manipulate the game’s settings, controller settings, etc. to have the VR head movement = gun/aim movement not be as drastic?

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