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  • Cheekyfella
    Participant

    I have been using the Generic 3D Display setting on a 4k Samsung TV and I am really happy with the results. I also have Tridef and I have compared it to Vorpx and I would say Vorpx is the option I am going to use going forward. I hope Ralf can officially support the Generic 3D Display and get Vulkan and OpenGL working.

    Ralf
    Keymaster

    There is a ‘Generic 3D Display’ device since vorpX 20.1.0 that outputs a side by side image to ease your life in that regard. The next build will address a few remaining issues, most importantly OpenGL not working yet. Be aware though that the ‘Generic 3D Display’ mode is not officially supported. vorpX is built for VR, consider SBS an unsupported freebie.

    #192198
    TheBalt
    Participant

    There should still be an Oculus option. If it is missing for some reason, try a reinstall.

    Ya.. i lost my download link so gonna have to request a new one. But ya, it just has SteamVR, Generic VR Headset, and Generic 3D Display as my options in the drop down box, no Oculus. Ill send a ticket for a new download, thanks ralf!

    Ralf
    Keymaster

    Sounds as if you accidentally selected ‘Generic VR Headset’ or ‘Generic 3D Display’ in the config app, which would both render the image side-by-side on your monitor. Selecting ‘SteamVR’ (or ‘Oculus’ for Oculus headsets) as your headset on the ‘General’ page of the config app should help.

    #191888
    Ralf
    Keymaster

    There should be default bindings active normally. Might be worth a shot to reset the profile to default in the config app.

    You can solve your settings issue the other way around: simply switch to ‘Generic Headset’ or ‘Generic 3D Display’ in the config app temporarily. That way you can make the required changes on your PC without access to the headset.

    #191772
    Ralf
    Keymaster

    20/01/10
    vorpX 20.1.1 has been released.

    This is a medium sized maintenance release, mainly aimed at improving/updating existing profiles and addressing a few issues that have been reported recently. On top of that Immersive Screen and Cinema play styles can now be configured for comfortable reclined gaming and a couple of smaller improvements have been implemented. The release also comes with three new game profiles.

    As a new service some short descriptions of the games that got profiles added. Let me know if you consider that useful or unnecessary fluff.

    Journey

    This is an enhanced version of the PS3/4 masterpiece from 2013 that finally was released for PC a few months ago. Find your way through a barren desert in search for a mysterious mountain on the horizon. A unique game with a whopping Metacritic score of 92 for its original release that you will find in many top lists of the best games ever created. More captivating than ever in 3D with vorpX’s Immersive Screen Mode.

    A Hat in Time

    Feeling grumpy today? This is for you then. A cute 3D-platformer that will put a smile on your face immediately. Who needs Mario when you can have A Hat in Time? Defaults to Immersive Screen Mode, but if you have the stomach, you might also want to try FullVR, vorpX takes care of adjusting the FOV etc.

    Little Nightmares

    A Steam surprise hit from roughly a year ago. Guide a little girl in a yellow raincoat through her little nightmares in this 2.5D platformer. If you haven’t tried that already, you will be surprised how much fun games like this can be on a huge (virtual) 3D screen. A must for everyone who likes games like Limbo or Inside even a little bit.


    Full Changelog

    New/Changed:

    • Immersive Screen/Cinema mode can be configured for reclined gaming.
    • DirectVR: improved FOV calculation for cinema/immersive screen mode
    • DirectVR: improved resolution calculation for cinema/immersive screen mode
    • DirectVR: improved usability for games that require a key press to apply a FOV
    • DirectVR: improved memory scanner reliability
    • D3D9: workaround for Trine 1/2/3 exception with recent nVidia driver versions.
    • Improved GOG overlay blocking

    Bugfixes:

    • Aspect ratio could be slightly off in Immersive Screen mode since 20.1.0.
    • Loading vorpX resources could fail in 64bit apps (e.g. DX9 font in Crysis 64bit).
    • Arma III black screen when run fullscreen (probably also other DX11 games).
    • G3D camera height did not work as intended with ‘Generic 3D Display’.
    • HUD depth didn’t work with ‘Generic 3D Display’ although available in a profile
    • Some messages were not displayed in the top left corner of the game window.

    New Game Profiles:

    • Journey: G3D, immersive screen mode, DirectVR: resolution, tweaks
    • Little Nightmares: G3D/Z3D, cinema mode
    • A Hat in Time: G3D/Z3D, immersive screen mode, DirectVR: resolution, FOV, tweaks

    Game Profile Changes/Fixes:

    • World of WarCraft: support for WoW Classic added.
    • Batman: Arkham Asylum: G3D redone, 3D-HUD added, shadows defined
    • Batman: Arkham City: Automatic API setting, G3D redone, minor fixes
    • Batman: Arkham Knight: DirectVR FOV and tweaks, Z3D added, 3D-HUD, shadows defined
    • Shadow of the Tomb Raider: uses DX12 now on Windows 10
    • Path of Exile: D3D11 G3D added, game does not support D3D9 anymore
    • Dead Space: shader fixes.
    • Psychonauts: Fix for GOG overlay related crash on start
    • Mass Effect: G3D parameters redone, skybox glitch fixed.
    • Mass Effect 2: G3D parameters redone.
    • Sekiro: Shadows Die Twice: flickering moon and fog fixed.
    • Need for Speed: Shift 2 Unleashed: Better G3D parameters, scalable 3D-HUD.
    • The Outer Worlds: shader definitions (HUD etc.) were missing since 20.1.0
    • Legend of Grimrock: 3D-HUD added
    • Legend of Grimrock II: 3D-HUD added
    #191529
    Burni
    Participant

    Glad you like it. There are a few quirks left with the Generic 3D Display mode that I’ll iron out for the next release, namely the camera height modifier not working as intended and HUD-depth doing nothing although available for a profile.

    Happy New Year!

    …and what do you think about my request? :)

    Happy New Year!

    #191512
    Ralf
    Keymaster

    Glad you like it. There are a few quirks left with the Generic 3D Display mode that I’ll iron out for the next release, namely the camera height modifier not working as intended and HUD-depth doing nothing although available for a profile.

    Happy New Year!

    #191502
    Grocs
    Participant

    Just tested Generic 3D Display. Absolutely amazing. Thank you Ralf.

    Happy New Year to all as well.

    UberDemon
    Participant

    I have been using this unique piece of software for about a week now, and am getting more and more appreciative of its features. I searched in the forums and found a few references to a “virtual keyboard” interface within vorpX but I could not find a response. So apologizing to begin with if this is a well known subject…

    [If some of what I am requesting is already available, please let me know how to access these features!]

    I got vorpX in the hopes it would allow me to play the classic IL-2 Sturmovik 1946 series, as well as the multitude of mods available these days. When I got it to work using a Cloud Profile, it literally brought tears to my eyes (you know… allergies). I like how the Oculus Rift S controls are able to display in the game interface, including the cockpit, but as it is a Flight Sim, even in easier settings, there are a multitude of controls, and since the game did not inherently include controls in the virtual cockpit (like mouse click), you can’t do much except use blind/braille to feel the keyboard or HOTAS joystick, or mouse.

    So there are three (3) distinct capabilities I would like the developers to consider which I think would add to the value of this already great piece of software:

    1) A basic VR keyboard (priority 1) with custom labeling (priority 2):
    — vorpX already has a lounge, and controller display options, so it seems like adding a keyboard would be doable feature.
    — it may be more resource effective to run the feature within vorpX instead of using an additional program with more bindings to the interface, if even possible
    — Oculus application has a keyboard, but you must leave the game temporarily to make it work, and it does not always work as intended
    — Probably best way to allow it to work is by either pointing the controllers or using the VR index fingers to click buton
    — Would probably need to find a solution for 3-key combinations, like “shift+control+s”
    — Would be great if there was a way to label key… maybe with a “tooltip hint.” Say for example instead of “F”, label it “Flaps Up” or maybe have a tooltip when you hover over the key that tells you what it does, depending on user custom input, like “F – Flaps Up; Ctrl+F – Manual Gear Up; Shift+F – Fire Extinguisher” etc… it would be up to the player to label these things, and there should be a way to share these settings with other users.
    — possibly having a virtual mouse interface to click buttons, wheel, perhaps some alternative way to move it… sometimes in busy games it is nice to have it all there. At least the buttons and wheel scroll/clicks emulated would be useful.

    2) Axis Binding to VR controllers (priority 3):
    — In many VR applications, the user is able to grab an object and move it around. Say for example in a virtual cockpit which has not virtual controls, as long as you can see the joystick you could move the VR controller or hand (depending on vorpX setting) to where it would be in the cockpit, although not necessary…
    — The basic concept is that if I am right handed, when I squeeze the middle finger in the controller, it would automatically bind to the X-Y-Z axis, basically creating a virtual joystick… I pull control back (closer to me), trees get smaller (go up); I push control foward (away from me), trees get bigger (go down). I move it to the left, I roll to left; I move it to the right, I roll to right; I twist it counterclockwise (parallel with floor), I yawn to left, and vice versa.
    — In the same thought, my left hand binding would be to the throttle… hand moves forward speed goes up, etc.
    — Once you let go of the middle finger squeeze, it is analogous to hands-off, which the games will handle themselves.
    — There would be a need to adapt it to left-handed players, although in the real-world you would be out of luck because no one is going to build a left-handed fighter aircraft for you
    — Maybe there are other things as well, like twisting perpendicular to ground would be like rolling, or squeezing perhaps using a driving wheel

    3) Ability to build a VR cockpit by placing “hot zones” in the cockpit or interface:
    — This again would be user defined, and not expected from vorpX team. You would build the feature.
    — Let’s go back to a non-functioning 3D cockpit or interface/world. There are areas that remain the same, like the imaginary position of a button (here the user would have to use the VR Desktop to use the proper zoom level (user could customize it by guestimating)
    — Say instead of using the VR Keyboard I spoke about above and pressing “Ctrl+C” to open the canopy/cockpit, I would click a hot-zone (which could have a level of transparency, or maybe glow then hovering finger/or tolltip) which is placed in an area of the cockpit.
    — Although this sounds painful, hardcore flight simmers go through extensive pain to create these environments
    — There would be a need to be able to customize multiple cockpit profiles in a single game, perhaps through a VR popup menu in which the user would select from, say “Generic, Bf-109, Mustang, etc” depending on what is available. These configs should also be shareable.

    Yep, I know this is a complex ask… but a VR keyboard overlay (with mouse buttons, and wheel), and a way to bind axis to controller movement would be a great start.

    Thank you for considering my enormously complex (if not thoroughly unreasonable) suggestion.

    #185287
    RJK_
    Participant

    How everybode can take a Sreenshot no Headset required.

    The quality is not like if you take the screenshot through SteamVR (VIVE Systembutton+Trigger for example) but at least everyone is able to take screenshots and share them (Please upload your screenshots to the Engine List and/or use them with your profile introduction in the forum, the users will appreciate it)

    Strictly follow the steps below

    – Put headset aside, use Monitor
    – Open VoprpX Config App
    – Select General
    – Click Device Selection, choose Generic VR Headset (desktop mode)
    – For high res Screenshots gain resolution setting
    – Start Game
    – Open VorpX Menu (DEL)
    – Select Main Settings Page – See Image 1 below
    – Change to FULL VR Mode
    – Select Display Settings
    – Lower Lens Distotion Coarse – See image 2 below
    – Close VorpX Menu
    – Press PRINT on Keyboard
    – Either press ALT+TAB to bring game in background or close game
    – Press WINDOWS+R Keys
    – Enter Mspaint.exe, press Enter (alternatively use own graphics program)
    – When Mspaint has opened press STRG+V
    – Press STRG+S to save image as .jpg
    – If the game on the inofficial list has no Screenshot yet or is not even listed, please make a submission ( Submit something , Top right on Page)
    – Please also use screenshots in the VorpX forum so everyone else can see your game is really “G3D”

    Click to Enlarge

    STEP 1

    STEP 2

    #178445
    mhalsan
    Participant

    I’m a new user, migrating to VorpX from older 3D/VR drivers, both of which have gone out of business. I’m looking forward to gaming with this new 3D driver; the older solutions really slow down modern games.

    I’ve got VorpX installed as “Generic VR, desktop”, resolution, FOV; no problem with basic settings. However I need to get rid of the “goggles” overlay, turn off the circular distortion, and remove the VorpX watermark. I’m guessing that there are shaders that can be disabled/adjusted to do this (like in ReShade).

    Here’s what I need: (screenshot from Oblivion running on older 3D software)

    Oblivion in 3D

    Display Device: 3840x1080x60 (Nvidia, appears as a single display device), Mode: Side-by-side.

    I’d appreciate your advice! Thanks, Mark

    #178300
    Ralf
    Keymaster

    I’m out of ideas, sorry. Never heard of anything like this in five years. If you want to check whether it’s somehow related to your SteamVR setup, you can try the “Generic Headset” in the vorpX config app. It displays the left/right images side by side on your desktop. When you change the ‘3D-Strength/Scale’ option you should see them shift slightly in opposite directions.

    #174737
    Bailey12122
    Participant

    This is an issue I’ve seen others post about, but not in a long time, and the fixes suggested don’t apply to me (User names having strange characters in them) So I figure I’ll start a new one and try to find an updated solution.

    After launching VorpX in BeamNG.Drive on the HTC Vive, and getting into the game with the menu popping up successfully, 3D Reconstruction is set to ‘Off’ and no amount of changing other setting seems to make it work. The game also isn’t displaying in the HMD at all, just on my monitor, in two different lenses like they usually do. No response from the headset though. I’m using the generic headset profile, because the Oculus specific one didn’t work at all.

    Any and all help is very greatly appreciated.

    #170949
    spacecadet102
    Participant

    Can anyone point to a guide for starting out with VorpX in Windows Mixed Reality? I just spent an hour or so with my Lenovo Explorer in Skyrim SE, but I get the feeling there’s still so much more I can do to get it running. For a start…on the configuration menu, what should I use as my device selection, “SteamVR” or “Generic VR Headset”?

    SteamVR mode
    Make sure to run the directVR scan and center view with the other button on the in-game menu first page.
    You can get to the in-game menu by hitting Delete
    set to geometry mode if you can maintain game FPS of at least 45fps so directVR mode can run at 90fps. You can see keybinds in the vorpX configuration application in the “In-game key bindings” section but pressing Alt f in game will display vorpx FPS info.
    If you can not maintain 45FPS game fps so directVR fps is 90 + or – 1 or 2 fluxuating or solid so moving looks smooth then you need to lower your settings/turn off shadows(Not sure how in Special Edition). Or just lower resolution(5:4 resolutions work best for Skyrim LE…not sure about SE).
    Skyrim LE or Vanilla is recommended for vorpX last I heard.Skyrim SE is not recommended. Not sure if that has changed.
    z-normal or z-adaptive are similar and honestly I can not tell the difference between the two. They are an alternative if your pc can not handle geometry mode. I prefer geometry though because it looks more 3D to me. More real. I got it working barely and I got a gtx970 so you can use that for reference. Your experience may differ drastically because I use Skyrim LE and not SE.
    Any more questions just ask.

    If I’m giving bad or outdated info here someone please correct me.

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