Archives

Homepage Forums Search Search Results for 'Get Even'

Viewing 15 results - 166 through 180 (of 2,127 total)
  • Author
    Search Results
  • #217607
    Ralf
    Keymaster

    @ cole00

    Motion controller gestures are a new feature in the upcoming vorpX release, currently available as a beta:

    vorpX 23.1.0 BETA

    @ romandesign

    DirectVR head tracking:

    DirectVR (memory scanner) tracking mainly means that head tracking data from the headset is directly written to a game’s camera values in memory. The main advantages are super low latency and perfect 1:1 tracking without the need to tweak any sensitivity values. There are *some* vorpX profiles that also separate head/body rotation, e.g. Cyberpunk in the vorpX beta (or standalone mod), but that requires even more game specific work. Might be possible for Starfield down the road once Bethesda releases the modding tools.

    Technically the memory scanner scans through a game’s memory in a reasonably clever way to automatically find the game camera. Once the addresses are known vorpX adds head tracking data directly to the game’s internal camera rotation/position instead of simulating a mouse for head rotation.

    Just wait and see. Provided things work out as they did in all other Bethesda RPGs all you will have to do is pressing a button, and – poof – you have perfect 1:1 6DOF tracking with a camara FOV that just as perfectly matches the FOV of your headset.

    Gamepad override:

    The gamepad override is a decently feature rich mouse/kb > gamepad remapping tool, built directly into vorpX. Whether the input comes from an actual gamepad or a joystick doesn’t matter. The important thing to understand is that by mapping gamepad/joystick input to mouse/keyboard controls it let’s you use gamepads/joysticks together with mouse based head tracking even if a game can’t handle simultaneous mouse/gamepad input.

    You won’t have to care about any of that once the official profile is ready. It’ll either have DirectVR tracking, which resolves this issue perfectly, or at least I’ll preconfigure the gamepad mapper to work out of the box with the game.

    #217583

    In reply to: Starfield profile?

    cole00
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    I read most of this and I’m new to vorpx, just got it working with ESO. With ESO I had to disable dlss because it blacked out the right lens on my quest 2. Also iirc I had to set it to use the integrated graphics instead of my dedicated graphics card for ESO but in the quoted text he uses his GPU. Was I doing something wrong with setup for ESO?

    I only tried it on ESO so I could get a feel for it for when I get starfield but due to not using the dedicated graphics card the graphics weren’t that great. Will it be the same situation for star field? Thanks guys for reading 😁

    #217529

    In reply to: Starfield profile?

    Ralph
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    #217527
    romandesign
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXR Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows me to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. The funny thing is that sometimes they are there, and then they disappear – the same view, but where the top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent but extremely annoying. Another thing about it is that farther objects look nice, but my own hands and a weapon are atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. The image is fine, but the 3D part is extremely blocky. Same with weapons, they don’t look smoothly 3D, instead, it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly a 90-degree turn in the game when I turn my head 90 degrees. It’s slightly weird to interact with stuff that way, but not too bad. But the v0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. Then, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and realistic – it would force you to shoot down sights. So controls are as good as can be expected. However many ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.
    – mouse pointer is blocked at the bottom and can’t get to the bottom menu buttons, using both head or mouse.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    #217521
    Loki
    Participant

    I have disabled everything and lowered all graphic settings to the minimum. I still have no luck. Some information about my rig.

    VorpX Version 21.3.5
    NVIDIA GeForce RTX 3080
    NVIDIA GeForce Experience Version 3.27.0.122
    Driver version 537.13
    Intel(R) Core(TM) i9-10900k CPU #3.70GHz
    15.87 GB Ram
    1920×1080, 60 HZ

    SteamVR version 1.27.5
    Vive Pro Eye

    I have disabled every startup application except my VPN
    Went through Task Manager and killed anything questionable that was not required by the system to run. If needed, I can provide a ProcDump (https://learn.microsoft.com/en-us/sysinternals/downloads/procdump)
    I do not run any anti-virus or firewall other than Windows Defender.
    I have disabled all In-Game Overlay options for both NVidia and Steam.
    Disabled the “Use Desktop Game Theatre while SteamVR is active” setting.
    I have set all NVidida game settings to the lowest possible setting…
    Ambient Occlusion: Off
    Animation Level of Detail: Low
    Anti-Aliasing: None
    Cloud Quality: Low
    Detail Distance: Low
    Display Mode: Full-screen
    Dynamic Crowds: Off
    FidelityFX Super Resolution (FSR): Off
    Fog Quality: Low
    God Rays: Off
    Instance Distance: Low
    Model Quality: Low
    Resolution 1920×1080
    Shadow Quality: Low
    Subsurface Scattering: Off
    Texture Filtering: Trilinear
    Texture Quality: Los
    RTX: DLSS: Off

    I disabled the Watcher, opened Baldurs Gate, and validated|modified the settings there. (DLSS was not off even though it was set to off in the Nvidia optimizer)
    Aspect Ratio: 16:9
    Resolution: 1920X1080
    Refresh Rate: 60 Hz
    VSync: Tripple buffering
    Nvidia DLSS: Off
    AMD FSR 1.0: Off
    Overall Preset: Custom
    (Confirmed all settings match that specified in NVidia optimization config)
    Additional Options…
    Depth of Field: Circular
    Depth of Field Quality: Quarter Denoise
    Slow HSS Mode: Off

    I have launched bg3_dx11.exe directly from .\SteamLibrary\steamapps\common\Baldurs Gate 3\bin\ to ensure Steam launcher was not in play and hooking anything due to overlay, even though I disabled it.
    I started SteamVR first and then launched Baulders Gate. I have also left it closed and let SteamVR launch as a subprocess due to vorpX hooks.
    I have tried with “Use alternative hooking method” both enabled and disabled.
    I have tried with “Run vorpX Control as administrator
    There were a couple of times it failed to hook and prompted me to install a hook helper, which I did. When it provided no different results I uninstalled it.

    I am out of ideas and settings to tweak to try and get this work.

    #217468
    Malsyste
    Participant

    OK this is like the 3rd time I’m writing this response, my shit keeps getting deleted or signing out or getting marked as spam… what’s up with this message board lol.

    Anyways, nice try but that doesn’t sound like real3d anymore. However for experimenting, which scripthookrdr3 needs deleting? the .dll or the .log? Im finding both.

    Also for some reason, I cant even remove the official local profiles to swap with any other, how do people do that? Both remove options are grayed out on official local ones. I can only remove the imported ones form cloud. And if I cant remove, I cant reassign the .exe to a different profile.

    #217456
    luka2099
    Participant

    Can someone report on the details when the official profile is released, please? I don’t have VorpX yet, and the VR is a must, I have zero interest in purchasing Starfield if I can only play it in pancake mode. So the question of whether VorpX works well with Starfield or not is crucial – I either decide to buy both Starfield and VorpX or none.

    – Does it work in full stereoscopic 3D?
    – Is it a fully immersive VR (without motion controllers of course)?
    – Does the movement work well (VR controllers as gamepad for independent movement, head tracking for aiming)?
    – Do motion controller gestures work well? I tried the Cyperpunk 2077 mod with gestures and I liked how they work. It’s not as good as full VR controllers of course, but it’s a reasonable compromise. Would they work the same in Starfield? It would be even better to have independent aiming with motion controller instead of head tracking, but I guess it’s out of the question for now.
    – Is the image flickery in any way? I read somewhere that VorpX is actually better than the free Cyberpunk mode in that respect, but I’m not sure.
    – Is the performance good with Starfield? I have a top of the line system: 7950X3D CPU + 4090 GPU + Reverb G2, but can it be smooth? Does motion projection work, can I lock it at 45FPS with motion projection to get a smooth experience?
    – Does the DLSS mod work with VorpX / VR?

    Any other details would also be appreciated. I’m not buying either VorpX or Starfield until I can be reasonably sure they are going to work.

    BTW unrelated question: Can a Joystick/HOTAS be modded into Starfield? I built a motion cockpit for flight sims which I’d love to use with Starfield if I can get my custom joysticks to work with it.

    so , all games with dx12 api only work with znormal and zadaptive , which are not stereoscopic 3d like g3d. if you are not a virtual reality sommelier, the zadaptive and znormal are still very good and immersive. you aim with headtracking and you can use the motion controllers as if they were a gamepad. if you use the beta version of vorpx gestures will work too. however I use the regular version of vorpx , the beta I uninstalled out of desperation , too many system conflicts and poor game compatibility. in fullvr mode I suggest you to use aspect ratio : stretch . for starfield you also need to set game world fov and viewmodel fov with cheat engine. I leave you the gameplay video with my profile

    #217453
    romandesign
    Participant

    I decided to take the plunge with Starfield, but I’m waiting for the official VorpX profile before I decide to buy it. I tried Starfield briefly with Reshade 3D solution. It actually works and there is full 3D, but I could see the halos around objects (because 3D is generated from a depth map) and the performance is not there yet. I’m projecting a 4K desktop to a virtual curved 3D monitor. I need to play with DLSS + frame generation replacement (already available) and other performance tweaks, to see if I can maintain a steady 45fps which combined with motion compensation should give a smooth picture. It’s not smooth enough yet, by far, and that’s on 7950X3D / RTX4090.

    But at least it seems that the game is “bookable” for 3D, so I hope VorpX can do a better job for VR integration. The problem with the other solution as it’s just a virtual monitor, meaning head tracking doesn’t affect aiming.

    A nasty surprise was that it’s not just joysticks that Starfield doesn’t support, but even a simultaneous gamepad and mouse wouldn’t work. I can’t use a mouse for aiming and a gamepad thumbstick for walking, not at the same time. It’s either keyboard+mouse or gamepad, one takes over another.

    I wish there would be a way for aiming independently of looking around, and then convert the motion controller to emulate the mouse, so it could be used for aiming while head tracking would be used for looking. That would be great, but I think Starfield doesn’t have free aiming – the target is always glued to the center of the screen…

    Malsyste
    Participant

    I’m trying to play red dead redemption 2 but the profile keeps messing with my key bindings.
    i cant even walk properly in game, all WASD keys pretty much make me go forward.

    Is there a way to get a vorpx profile to stop altering key bindings?

    #217413
    romandesign
    Participant

    Can someone report on the details when the official profile is released, please? I don’t have VorpX yet, and the VR is a must, I have zero interest in purchasing Starfield if I can only play it in pancake mode. So the question of whether VorpX works well with Starfield or not is crucial – I either decide to buy both Starfield and VorpX or none.

    – Does it work in full stereoscopic 3D?
    – Is it a fully immersive VR (without motion controllers of course)?
    – Does the movement work well (VR controllers as gamepad for independent movement, head tracking for aiming)?
    – Do motion controller gestures work well? I tried the Cyperpunk 2077 mod with gestures and I liked how they work. It’s not as good as full VR controllers of course, but it’s a reasonable compromise. Would they work the same in Starfield? It would be even better to have independent aiming with motion controller instead of head tracking, but I guess it’s out of the question for now.
    – Is the image flickery in any way? I read somewhere that VorpX is actually better than the free Cyberpunk mode in that respect, but I’m not sure.
    – Is the performance good with Starfield? I have a top of the line system: 7950X3D CPU + 4090 GPU + Reverb G2, but can it be smooth? Does motion projection work, can I lock it at 45FPS with motion projection to get a smooth experience?
    – Does the DLSS mod work with VorpX / VR?

    Any other details would also be appreciated. I’m not buying either VorpX or Starfield until I can be reasonably sure they are going to work.

    BTW unrelated question: Can a Joystick/HOTAS be modded into Starfield? I built a motion cockpit for flight sims which I’d love to use with Starfield if I can get my custom joysticks to work with it.

    #217407
    petey53
    Participant

    I tried opening vorpx today after not using it for a while and it started downloading an update, but that update fails near the very end every time? I uninstalled vorpx and tried again but the same thing keeps happening, I even tried installing the beta version again and same thing, it gets to nearly the end of the download and then the download error appears.

    #217384
    ithilienx
    Participant

    Lately, I often have the same thoughts about chipping-in more for your software. Vorpx is the only reason I keep playing Elder Scrolls Online. I even thought of getting another copy and installing on my other computer just to contribute. The improvements over the years have resulted in near perfection. It is so much better quality/experience from earlier versions and I look forward to updates.

    IroquoisPliskin
    Participant

    Just wondering if anybody has tried binding gestures in Oblivion? I was able to get block gesture working perfectly and reload gesture to interact with doors and whatnot but from what I know the default keys don’t work really well and gamepad support is basically no support. With default keys for example to attack you have to unsheath with R key then left click to attack. But left click isn’t even in the default key binds in the option menu to bind a gesture to. It’s hard to explain without someone trying it themselves and if anybody finds out how to bind gestures to attack and cast magic I’d be very grateful.

    #217263
    petey53
    Participant

    I can’t even get this game to start with vorpx, it just pops up with the message – this game is not supported. I barely use vorpx anymore, it needs a lot of work still.

    #217248

    In reply to: Baldurs Gate 3

    GoooRooo
    Participant

    Hi Dave,

    I know how both G3D and Z-Buffer 3D works, compression that I have mentioned is about 3840×1080 (32×9) compressed to 16×9 format with lowering horisontal resolution.

    I have succeed with loading save game, but it looks unstable (one time it gets loaded and another time not, probably I need to lower settings even more.

    I would like to have Z3D enabled in SBS mode, and unfortunately it does split the screen to SBS but gives no stereo effect. Is there something I can do with this?

    Thank you!

Viewing 15 results - 166 through 180 (of 2,127 total)

Spread the word. Share this post!