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Sep 7, 2023 at 6:04pm #217542
In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantThe fugly gun issue is a Starfield bug, apparently, unrelated to VorpX. Here’s how my starter pistol looks: https://ibb.co/mS9SGzj – horrible, can’t aim down sites etc. Every weapon is low-poly and distorted like that, but only in 1st person POV. If I switch to 3rd person – it looks fine. Back to 1st – fugly again. And 3D blockiness doesn’t help. The whole hands+weapons area is a mess, as a result…
Sep 7, 2023 at 5:50pm #217541In reply to: Starfield Alpha v0.2
romandesignParticipantI saw it mentioned that the gun models can sometimes look very low poly and blocky.
Where did you see it discussed? I better follow up and see if the solution is found…
Sep 7, 2023 at 8:35am #217535In reply to: Starfield Alpha v0.2
dellrifter22ParticipantYou don’t really need cheatengine here, I wouldn’t worry about it. Maybe the viewmodel distance isn’t perfect with all guns, but good enough I’d say.
While maybe a little redundant, here is what my StarfieldCustom looks like, that is working pretty good for me: (It’s a combination of lines I’ve seen others mention in forums. My headset has a smaller vertical FOV than average, so I use a smaller 120 with vorpX image zoom reduced to 0.82, so that my image is a little sharper. The less zoom you can get away with, the more pixel dense your image will appear. But most may want to follow Daves advice for 130 or more at 0.95 vorpX zoom)
StarfieldCustom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=[Display]
fDefault1stPersonFOV=120
fDefaultFOV=120
fDefaultWorldFOV=120
fFPWorldFOV=120.0000
fTPWorldFOV=120.0000
# Aspect ratio 4:3 use 1.33 , for 1:1 ratio use 1.00
fWideAspectLimit=1.33[Camera]
fDefault1stPersonFOV=120
fDefaultFOV=120
fDefaultWorldFOV=120
fFPWorldFOV=120.0000
fTPWorldFOV=120.0000[Interface]
fSafeZoneXWide=440[Dialogue]
# Anything over 1 eliminates the camera/collision zoom
fDialogueCameraCollisionRadius=2# Dialogue Camera FP FOV
fDialogueCameraFailsafeFPFOV=55———————————————————–
That last line is for NPC dialogue zoom. I’ve found that 105 will eliminate zoom, but I prefer a zoom to 55 so that I can better see their faces.
I saw it mentioned that the gun models can sometimes look very low poly and blocky. I have encountered this too and tested several things. I’m not sure how to fix it, but I know it’s not vorpX that is doing it – it happens with vorpX off. It’s something about the game not liking different aspect ratios I think. I’ve read others who play normally encounter this too, but only when outdoors. Indoors the models look fine. It may either be a bug or an optimization for the large out doors. Fortunately our attention isn’t really focused on the gun when we get it out to use it anyway.
Yes, you can turn off the crosshair in game Interface settings if you want. I did that first thing.
Regarding the ship cockpit view, I don’t’ think the game allows you to freely look around the cockpit. Basic vorpX headtracking is mouse based and can only do what the in game mouse can do. That said, you can use the EdgePeeK feature (middle mouse click is default I believe) that lets you at least look around the screen a little. Until there are proper mods for cockpit flying, I don’t think you’re going to get that experience you are looking for.
One last tip that is helping my experience so far is an edit to movement speed. I find the walking too slow, but the jogging too fast. With a simple command I now use a slow jog to move around at a brisk walking pace. Until the Kit is released we can’t change speeds individually, but we can set the base line for all foot movement.
In the same directory as Starfield.exe, create a text document called mspeed.txt
in mspeed.txt create the line:
player.setav speedmult 50.25
Save and close. Once in game, open the command console (default tilde key ` or ~ by the 1 key) and type:
bat mspeed
This should stick with your save file, and only need to be done once. In my testing I found that the number must be higher than 50, so 50.25 was my preference. This makes the slow walk very very slow, but the jog is now more of a brisk walk. Might looks a little strange in 3rd person, but feels good in 1st. default speed is 100. If you’d rather increase the slow walk speed you can try 125 or higher, but it will also speed up your running.
Just be warned that any use of console commands may disable your steam achievements, if you care about any of that. Though I’ve read there are already mods to re-enable the achievements if you want.
Sep 6, 2023 at 1:21pm #217500In reply to: Cyberpunk VR Update Thread
RalphParticipantI guess CP77 will be the best of the “Glorios Three”, with BG3 and Starfield. CDProject has the best storytelling, the best motion capturing and Characters, a modifiable game play from nearly pacifistic, or stealth up to run and gun, the ultra High-End Graphics and not last the most detailed and most atmospheric open world.
But it will not be recognized and valued by the masses and the media.
But for me, or for us with your fabulous VR Mod, and our grateful and more realistic view of our VR Scene to the game releases it will be a a real treat !
The time has changed and most of us do not have the money and the time for VR, then before in great years of PC-VR. It was a good decision start the beta and make savings in the development, thus many of us do not even recognize that your work here is now more enthusiastic than business like in great years of PC-VR !
You don’t tell much about yourself and the about the structures of vorpx, You’ve probably had worse experiences in the past.
All of these thoughts are just guesses and my personal feelings, so please do not be mad if I’m wrong. I just want to say once explicitly,
Thank you Ralf for your work in general, and specially for your fabulous VR Mod !
Sep 2, 2023 at 8:09pm #217385In reply to: vorpX 23.1.0 BETA
adrian JParticipantHow does the gestures actually work?
The position of the controllers activate certain key/control strokes ?Eg lifting both controllers in eye line sight activated rifle/gun aim then deactivated when controllers move away ?
Aug 29, 2023 at 3:26pm #217318
adrian JParticipantItoq
How do you do this ?
My hand controllers buttons work but no hand tracking , I can not throw grenades or hold gunObviously if I assign buttons to the controllers to activate these things but I’m really after hand tracking with the actions
Aug 21, 2023 at 5:56pm #217238In reply to: Metro Exodus Enhanced Edition and DX12?
willkiel66ParticipantI agree, just upgraded my PC from an rtx 2070 and 2700x CPU to rtx 4070 Ti and 7800x3d and the metro exodus with G3D and DirectVR is amazing, ultra all the way.
I can’t get the Xbox one controller to work for opening doors/boxes it just flashes between X and E on the long press, the E short press works fine, but think this is a longstanding problem with Metro Exodus. I also need to find a way to get r mapped onto the controller as getting the gun pump accessed in a hurry via the keyboard is a pain. Also turning the map over without having to use the mouse key would be nice.I tried the enhanced edition (I copied the MetroExodus file in steam folder and renamed it MetroExodus1 and made a shortcut to it on the desktop) first as my son will play flat screen and loves Ray Tracing. He uses it on Minecraft which he also loves.
The 3d effect is severely lacking in the enhanced version and the standard version knocks it out of the park.
I loved the first 2 games in Vorpx and now my PC can handle this one I think it is my favourite game of the series.
Thanks for all your hard work Ralf.Jul 4, 2023 at 1:32pm #216696
FeltyhamParticipantBy default my controllers had button-mapping to keys on my keyboard – then Vorpx uses those keys as bindings for the controller.
However; it appears there is some gesture support for some games – just can’t get gestures to work for the Quest 2 so I figured it just wasn’t supported.
After spending hours trying to get Vorpx to do what native VR games do; I’ve discovered that you have to just tweak the games to your own liking – but games like Fallout 3 felt clunky to me in Vorpx, same with Cyberpunk so I think I’ll just stick with native VR games.
It is a neat piece of software, but I was expecting it to run non-VR titles like a VR game; it won’t feel as smooth – but if you take the time to tweak settings (graphics) it can look amazing just having a hard time with the lack of gesture control (I want to be able to aim my gun with my hand, not purely head-tracked – I got used to Fallout 4 VR and wanted to create a similar experience in Fallout 3).
Sorry for coming back to this thread so late, got side-tracked with various things RL. I was really hoping a dev would reply but it’s okay
Apr 26, 2023 at 10:08pm #216059In reply to: Has vorpX changed your gaming way of life?
ToxicMikeParticipantI don’t care about MP games or competition
I tried to get into MP-Games multiple times and it ALWAYS ended the same way:
I just got bored after a maximum of a few weeks, no matter if it was old BF, BFII or PUBG (the very last MP-game i wasted my time with).So for me, those MP games are a full waste of time while the only “interesting” thing is that feeling of actually playing against other human players…but i am also getting used to this feeling so whats left then is: Running, gunning, hiding and jumping around like a nutcase, while i always wonder “Who really likes this shit?!?!?”.
Sadly they focus on too many MP games today, while this could have the lovely side-effect of the industry getting overloaded with too many of those multiplayer-games (isn´t that happening already???) and people starting to have enough of them while too many of those mp-titles terribly fail to make serious money (especially not like PUBG did back the days). This would be like a dream coming true to me LOL.
Apr 24, 2023 at 7:23pm #216030
MGSnake19ParticipantJust an update I just uploaded a profile for Wolfenstein 2009.
Tested 04/24/2023
Perfect Geometry 3D
@2560x1440p
If you play with a controller set the resolution window to “Windowed” otherwise if you leave it to Fullscreen the mouse pointer will get in the middle of your gun crosshair.Apr 24, 2023 at 12:17am #216011In reply to: Cyberpunk VR Update Thread
chinagreenelvisParticipantIf I’m looking down while using iron sight aiming, the gun will automatically point upwards in the opposite direction. Same thing happens if I’m looking up when I start to aim; the gun will be moved downwards towards the ground.
I use inverted Y on my controls, no idea if this has anything to do with it.
Apr 8, 2023 at 9:48pm #215897In reply to: the last of us
RalphParticipantIn the last of us i have no flow and i never reached the second half of the game because of that. In general i like Stealth gameplay with flow, and no run and gun shooter. And Storys like Mafia 1+2, Red Dead Redemption, Witcher 3, Cyberpunk 2077, that are also fantastic adult storys but with a bunch of emotions and not only one of depressive and brutality. I completed Days Gone which has a melancholic atmosphere too, but the mix of the state of the art gameplay with flow and emotions that are melancholic and not depressive is in my opinion a better way to have a good time and not to cry.
RE4 remake, I gave RE 8 a chance because of the amazing graphics, but I do not like Horror Games. Elden Ring for example is without it’s difficult level a crap game. On the other hand, Syberia: World Before and Stray or also Hogwarts are quality games, but i do not like those games, too.
In 2022/2023 i also completed Mafia 2, Hitman Absolution and Deus Ex Human Revolution.
I will give Uncharted 4 in VR a new chance, but i completed it in 2016 before.
I installed some nude Mods for a few NPCs to make it a little bit more interesting.Also Tomb Raider 2013 looks great in G3D with a nude Mod, and has a good story and good gameplay.
I know that it is sad, that i have to install nude mods to have fun with uncompleted older games, but the last 4 years were financial successful for the gaming industries, but they is only a small list of Blockbuster which have amazing gameplay, with an amazing story in combination with next gen graphics.
Mar 25, 2023 at 8:37pm #215650In reply to: vorpX 23.1.0 BETA
RalfKeymasterThe next beta is now available. Note that this is still a BETA in the true sense of the word. So expect one or the other rough edge. Full changelog a few posts above.
Highlights:
1. New Gestures
With the newly added gestures the arsenal is now large enough to make certain games feel fairly close to native games. Especially shooters with their limited set of interactions, but pretty much every action oriented game can benefit hugely. For now there aren’t many games with predefined gestures though, which will be one of my tasks in the upcoming weeks.
If you don’t want to configure gestures yourself (easy, check the video in the original post), but still would like to try, try Cyberpunk 2077 (powerful PC required) or Aliens: Colonial Marines (decent PC should suffice).
Cyberpunk extra hint:
The Cyberpunk profile now comes with all the extra goodies of the standalone version. vorpX will ask you to install a dedicated mod when you launch the game the first time with vorpX hooked. This mod is necessary to make things work, it communicates with vorpX to enable AFR3D, positional tracking, VR optimized vehicle cameras and context sensitive gestures, i.e. the profile not only has gestures, but even can switch between gesture sets depending on gameplay context, e.g. whether you are in a car or on a motor cycle, or are holding a rifle or a pistol.
ACM extra hint:
ACM was my most recent gesture testing ground. Don’t let reviews put you off, the game has been massively improved after its flawed launch. Almost more important: story driven, straight forward shooters without much fluff like this one lend themselves well to VR/vorpX.
Make sure to run the DirectVR scanner when entering a level for roomscale tracking and FOV. and don’t forget to check the instructions shown in the headset. The game’s FOV slider has to be set to minimum, otherwise vorpX’s FOV calculation doesn’t work right. BTW: Also one of the games with automatic weapon hide, so no face gun.
2. Virtual monitor / desktop viewer integration
The virtual monitor added in the last beta now automatically kicks in when you launch the desktop viewer and put on your headset. Now you may think: great, thanks. But I already have a monitor and am about to play in VR anyway, so why on earth would I want that?
First and foremost: No more tinkering with custom resolutions to play games at higher resolutions than your monitor can display. This is a no-click one-size-fits-all solution that works for any GPU (AMD included) and any game you may intend to throw at it. That alone is reason enough to use the virtual monitor even if you don’t plan to use the desktop viewer for anything else than launching games. The virtual monitor has a large set of resolutions tailored for use with vorpX predefined that your monitor can’t display. If you want, you can add even more in the config app. Shouldn’t really be necessary though.
Secondly: If you occasionally play games using the desktop viewer without vorpX hooking into them, the virtual monitor has the huge extra benefit of running at your headset’s refresh rate. So provided the game you want to play can run at the full headset refresh rate, there won’t be any micro stutter from the normal monitor/headset refreshrate mismatch you get when you capture your actual monitor. Make sure VSync is enabled in games for that to work, also make sure there is no 60fps or so limit set in the game options. VSync alone is what you want. If you want a desktop capture app optimized for playing games, this is officially the one you want to use.
Added bonus: Probably not many will, but if you actually want to do general PC stuff using the desktop viewer, you can now do so on an ultra-ultra-wide 32:9 display surrounding your head. Judging from recent Star Trek TV shows that’s the future. So, welcome to the 24th century. :) The virtual monitor’s desktop resolution can be set in the Windows display settings.
Jan 19, 2023 at 9:03am #214744In reply to: we want more gesture!!!
VRified GamesParticipantIn dead space (working on a first person vr adaptation using cheat engine and vorpx)
There are two fireing modes for weapons
The animation has the gunbarrel flip,90 degrees
Could i get a gesture where if im holding the controller at straight and flip it 90。to the left, it triggers the toggle to alt fire?
Would be cool
Also
Plus one for arm swing locomotion, with a treshold to trigger sprinting
Would be…..awesommmmmmeeeee
Dec 9, 2022 at 7:48pm #214121In reply to: Aliens CM gun issues
kjracing81ParticipantIf I do that I just get the old huge gun instead of the correct sized one that Ralf sorted when he added this. Not sure what’s wrong but I will try again.
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