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  • #127466
    nixxon
    Participant

    I didn’t test this solutoin with the vorpX version I had while opening this topic. However, I had another/similar behavior with the newer version 17.2.0: After a while of playing one screen/lense starts flickering. This lasts a view seconds before both screens turn to black, even though the game seems to be running just fine on my regular display.

    Anyway, the solution suggested by forlaunchcast helped me to avoid this issue from occuring again. Thanks for that!

    Though I would be glad if that would get improved even more with a upcomming version.

    radio_babylon
    Participant

    there are several steam games that worked with the last point-release of vorpx that now crash on start with a steam error. its the same error for both games (there may be more, i havent had a chance to go through a lot of them)… the error dialog is:

    https://www.dropbox.com/s/brprjja7c14jkjx/Screenshot%202017-03-30%2011.43.30.png?dl=0

    the weird thing is, the game will start the FIRST time just fine… the second time, it crashes with that error. if i delete the profile, it will again launch ONCE. even if i make no changes at all to the configuration, just start the game then exit (so that vorpx creates a profile), it will crash until i delete the profile again.

    this is occuring for magrunner, and for hand of fate, both of which worked just fine before the last point release.

    any ideas on how to get around this?

    #127404
    BuckleBean
    Participant

    My previous post appears not to have been accepted. Apologies if this is a double post.

    I’m having an issue with Splinter Cell Chaos Theory. When choosing either of the Z3D modes, I get the effect that I usually see for opengl games when choosing those modes (SCCT does not support G3D). By this I mean, what’s on the screen is completely unreadable with horizontal lines top to bottom, if that makes sense. My understanding is that SCCT uses dx9, so I’m surprised by this behavior. The screen is normal when 3D is turned off.

    I had it working well prior to the latest vorpx update & prior to building a new PC. I see either of those events as the potential source of the issue here & I’m looking for help narrowing it down.

    This is of particular interest to me because I have the game working (mostly) in 1st person and plan to write up a little guide to get it working with vorpx. It’s really quite something to be able to visit this game world in VR from a 1st-person perspective. I imagine some vorpx users may find it enjoyable.

    Any help would be greatly appreciated. Thanks!

    #127380
    StreetPreacher
    Participant

    The Bethesda stuff works great with VorPX, currently enjoying Skyrim and Fallout New Vegas, and holding off on Fallout 4 to see what happens with the official VR mod… As for performance I just upgraded to a 1080ti which improved things quite a bit, however I’m still not getting great performance.

    For instance I can run SkyrimSE with max settings at 2400×1800 and it looks great, but I still get visual stuttering even though Afterburner real-time stats show that neither CPU or GPU are hitting 100% at the time. I’ll have to do more benchmarking, but I’m assuming that brute force just isn’t enough for perfect performance, and there are some inherent bottlenecks with this mod. I’m just not sure if bumping up to an i7 7700 will provide any more performance than i’m already getting with the i5 6500…

    The experience is still very enjoyable, even if perfect performance is a physical impossibility ;)

    Also enjoying Bioshock Infinte (although it seems to be crashing all the time now for some reason), Resident Evil 7, Far Cry Primal, The Portal games, Deus Ex Mankind Divided.

    Here’s a pic of my new rig, most people seem to get a kick out of it :)



    #127370
    Anonymous
    Inactive

    VR with 3D geometry and headtracking is great. But since the release of Oculus Rift, HTC Vive and Playstation VR it can do better.

    Positional tracking “knows” where you are currently positioned in the room. It’s the thing that distinguishs computer generated 3D graphics from filmed 3D graphics. You can easy see the difference if you try to get close to whatever you see just by moving your head. Graphics with 3D geometry and 360 headtracking only, will always stay at the same distance when you move your head, while “real” VR with positional tracking will let you approach and even go around it … That’s a huge advantage over VR as it was 20 years ago. It is the thing that makes your brain belief, your there more than anything of this kind before.

    Does this works in fallout 4 like in description above?

    #127358
    budwheizzah
    Participant

    In an effort to help convince Ralph to make this feature optional – heck even to allow us to put a logo of our own, I too have begun applying my own version of a VorpX indication in my videos. I’ve recently produced one video with the 2D mirror which contains the watermark, and had to modify my title generating app to remove the VorpX logo on my end, because otherwise I had two VorpX watermarks in the shot.

    2D: https://www.youtube.com/watch?v=TLQxFVD3KII
    3D (Raw VR): https://www.youtube.com/watch?v=ev3IbPgKxz8
    3D (HSBS): https://www.youtube.com/watch?v=h-RTRjI0tD0

    As for VorpX cross promotion, please feel free to reach out to us via email to organize something more efficient. A monthly game giveaway based on a VorpX YouTube video contest would probably yield a lot more immediate attention to the product than an enforced watermark.

    Hope this gets resolved.

    #127307

    In reply to: DirectVR Failed

    Ralf
    Keymaster

    Please make sure that your GTA V is updated to the latest version, it also might make sense to disable/uninstall any other virus scanner than Windows Defender. Some invasive av scanners may prevent Direct VR from working.

    And just in case: make sure to not use an “unofficial” version of the game.

    You can also always play any game without Direct VR. vorpX provides quite a few ways to deal with FOV issues. To get started, please check the “Essential Hints Guide” and the “1-2-3 Game Setup” in the vorpX help.

    #127298

    In reply to: RESIDENT EVIL 7

    peteostro
    Participant

    I don’t know you, so please forgive me if I misinterpret your message and if I tell you common knowledge here:

    VR with 3D geometry and headtracking is great. But since the release of Oculus Rift, HTC Vive and Playstation VR it can do better.

    Positional tracking “knows” where you are currently positioned in the room. It’s the thing that distinguishs computer generated 3D graphics from filmed 3D graphics. You can easy see the difference if you try to get close to whatever you see just by moving your head. Graphics with 3D geometry and 360 headtracking only, will always stay at the same distance when you move your head, while “real” VR with positional tracking will let you approach and even go around it … That’s a huge advantage over VR as it was 20 years ago. It is the thing that makes your brain belief, your there more than anything of this kind before.

    90% of all VR content today has positional tracking. Also Resident Evil 7 on Playstation VR. So this is currently still standing between VorpX and the original release of Capcom on PS4.

    If the game supports G3D (like RE7 does) it supports positional tracking

    #127211
    Tiggerdyret
    Participant

    I wanted to get an overview of the most playable Vorpx Games. Even the games with DirectVR support has a few quirks, so what are you guys favorite titles are as of the current patch. Rank your 5 most playable Vorpx titles.

    #127209
    CrashFu
    Participant

    Just a quick update: Playing in one of the suggested aspect ratios did in fact fix the lockpicking minigame as Ralf suggested… however it prevented the FoV scan in Direct VR Mode from working, and possibly related I ended up with a weird pip-boy glitch (screen magnified to the point a single word filled my entire vision. Also upside down) that only went away after I did a ‘fov 110’ and ‘refreshini’ console commands… which caused the lockpicking to stop working again.

    On the bright side, turning off positional tracking as Ralf suggested fixed the terminal hacking mini-games, as well as the small issue of flying through walls or floors when getting in or out of chairs. Since I was playing the game seated anyways, nothing was really lost by turning off positional tracking.

    #127188
    qpwoalsk
    Participant

    Everytime I start Skyrim SE red text appears telling me the fps is 30 or less and I need at least 45 to play, even when I turned down the settings to low. I feel like I have a fps cap when playing with vorpx but normally I get 60 fps.

    Is there a way to check fps with vorpx? Also scanning for directvr doesnt work either.

    Any help is appreciated thanks

    #127169
    CrashFu
    Participant

    Hmmm okay after loading the game up again I made it to the surface, but for a while I was getting a CTD every time I tried to open the Pip Boy interface at all..

    Some combination of clearing the direct vr cache and re-running the optimizer and generally fiddling with the settings eventually got that problem to go away, and it was clear sailing for a while.

    Did notice that Scopes on weapons seem pretty much pointless in Direct VR Mode? Aiming with them just removes the weapon model from the first-person view and puts a crosshair over the screen without actually zooming in… presumably because the game uses FoV adjustments to zoom weapons, and the Direct VR Mode tries to keep the FoV locked into a specific FoV and won’t allow it to be adjusted? Is there any way around this, or will it have to be fixed in a future patch somehow?

    Also, uh… tried hacking a terminal, and it locked my view distance too far away to read the screen. Any way around that?

    The lockpicking minigame was even more broken. Initiating it just blurred out my vision while the minigame’s interface failed to come up. After a couple tries, the game froze up entirely when trying to exit the minigame interface, then did a CTD as well. Fortunately I -think- I had a recent autosave. Hmm.

    Getting through the game without either computer hacking OR lockpicking could be difficult, or at least limit my options. Anyone know of temporary work-arounds to the issue, other than exiting the game, launching without vorpx just long enough to beat these minigames, and then relaunching in vorpx mode once I’m through?

    Maybe someone has seen a mod that just replaces the minigame altogether with a simple percent chance of success?

    #127167

    In reply to: RESIDENT EVIL 7

    dborosev
    Participant

    I use G3D of course most of the time. I zoom the window up close to -80 or -90.
    I make sure the FOV is set quite wide. I set the 3d strength to 1.30.
    And screen res of the game to 1600×1200.
    I think thats about it. Even Z3D games look decent in this mode. Seems to give about 50% more clarity and resolution this way, and its the closest thing to actual VR while not being “actual” VR you can get. Highly immersive, and you can use the mouse/kb and all the menus, HUDs, etc on every game.
    Some people don’t like not having the head movement, but it doesn’t bother me at all, having using kb/mouse/controllers my whole 2 decades of gaming.

    #127138
    finstern
    Participant

    A little step by step guide to use vorpX with a FOVE HMD

    So .. with FOVE VR HMD ..

    First .. preparation, you start here if you havn’t already visited this website : https://www.getfove.com/developers/
    Obviously, you need to be a registered member of the steamVR beta plugin so you register if you arn’t and hope they answer you fast, after what you will receive a steam key and be able to download the steamVR driver for FOVE.
    Of course you NEED the FOVE Setup, that’s the base driver and application needed for your HMD to work.
    I will leave it to you to make it work, first initialisation and configuration for the Fove and later for the steamVR .. yada yada it’s on your hands.
    Just know that for this “thing” to work, you need it to be aknowledged by your windows OS, so you go to your screen parameters and launch detection.. eventually it will find something but will not recognize it, damn. So you extend your desktop to this display, and slap any resolution, unimportant for now.. apply. It’s important to have your main display + this other display wich is your FOVE in this curent beta stage (microsoft have not received official drivers already).

    Second .. well, vorpX installed and ready to go, you don’t say ? >_>
    Nothing special here, you need to buy, download, install, activate, it’s done.
    Just know that for now, as stated by Ralf himself, it don’t work in a multi screen configuration so you have to shut down your dual or triple screen if you have one like me, only keep your main screen + Fove turned on.

    Third : those are the steps I found out to work, to start a game (here “Warhammer : Vermintide”) from Steam with SteamVR + vorpX

    A _ You Start the FOVE VR, you must STOP the FOVE compositor (disable autostar compositor) but the runtime must be started. It should show you a little info windows like that :
    Fove monitor

    B _ You Start SteamVR (clic the icon VR in your steam window : steamVR icon ) it should start the SteamVR monitor and you should be able to see the “grid room” in your FOVE HMD (+ your infrared camera should power on with a green led shown).

    SteamVR Monitor

    If it’s not and it tell you the compositor is unavaiable or whatever..

    SteamVR gone wrong

    I would suggest closing SteamVR in your detailed task manager, kill those process mercilessly (here, shown on a french windows 10, but you should find it on win8 or 7 too)
    taskmanager

    Then Restart SteamVR. It should initialize correctly this time.

    C _ This is the time to start vorpX, so .. well start it. At this point, it would work like any HTC Vive, vorpX don’t care at all. Remember to unset the built in audio device as the FOVE don’t have any, and set the “enable head tracking” for a real experience in your game.
    vorpX config

    D _ At this point as I said above, you just follow vorpX setup, it’s identical to a Vive

    Select HTC Vive device

    Then you start your game, it will warn you that the game isn’t VR ready, you don’t care and clic OK anyway, vorpX is here to change this little problem (here the warning is in french, but you will get the same in english or whatever your language, just clic ok).

    VR not ready warning

    If everything is ok, you will wait for various loading then your game will finally show in your HMD.

    I would suggest to change in-game key bindings as some key are common shortcut in most game and you will actually NEED it to configure your render in game, but that’s something only you can select. I would suggest getting rid of stereoscopic 3D view for a long gaming session but you can fine tune it in game, just follow the vorpX instructions.

    I hope this little guide help people using a Fove VR HMD, it worked for me so it’s perfectly compatible.

    #127132
    finstern
    Participant

    Oh so that’s what the generic headset is for, I had difficulty understanding all the options I admit.

    Fove don’t work as a normal windows monitor, I use big screen for that, so far it worked for vlc when I used the htc desire mode, I will test your suggestion. I don’t own a second graphic card so it should be ok this way.

    About your suggestion to shutdown other monitors, I tested it just now and here is what happened

    error when launching vermintide

    But at least that was a progress because vorpX hooked to the game after it’s launch.

    I found out that steamVR compositor was unable to start, so since you said me vorpX use steamVR .. after fighting with win 10 desktop and windows moving out of the screen for some time, I finally managed to get it start, and have the game running in vorpX mode. Pfew ..
    I must say that when you finally manage to configure it perfectly, it’s mindblowing.. for a game totally not intended for VR gameplay, it’s just perfect, I even found awesome to be able to precisely target with my head, so mouse for general turn and you target precisely with your head .. it come naturally and I would hope any FPS work like that now.

    I Will try to get “Ghost In The Shell : First Assault” working (what other game could be more emblematic of VR than ghost in the shell ?) then work on arma3 (saw a config file already exist) the elder scrolls online.
    Then I will have a try at Star Citizen (saw people using config for occulus but since I’m not using an occulus).

    So in next post I try to write the steps I used to make it work.. hoping to ease the way for other users of Fove HMD.

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