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  • #218118
    Mazzle
    Participant

    To avoid polluting the main thread, let me add my question to this one since I’m also failing to launch.

    When I have vorpx enabled, Bg3 is crashing pretty early in the load process. I don’t even get to the point where it says anything about hooking. It just dies with no error message and no windows. If I tell vorpx to stop watching, it loads fine.

    It’s definitely set up to use dx11. (I put the setting in Steam’s launch setting and enabled it in the BG3ModManager, which is how I usually launch Bg3.)

    I did notice one weird thing. On one of my attempts to get it to work, I stopped vorpx from watching, launched the game, waited until the point when it would crash if I had vorpx enabled, and then told vorpx to start watching again. I did see a window pop up that said it was attempting to hook to bg3_dx11.exe, but it didn’t seem to succeed.

    I do use a good number of mods. I tried disabling all of my native mods (wasd, native camera tweaks, and game speed) and ScriptExtender, but that didn’t seem to help.

    It’s been a while since I’ve used vorpx. It did update and download a new profile library when I first started trying today. Any ideas what else I could try?

    TheLastStarfighter
    Participant

    Let’s see if we can get Syndicate 1993 to work, if it worked for 3dsen, we can make it work too no? All joking aside, why are games so crap nowadays, and 30/35 year old games are still fantastic? You’d think strategy, 4x, space exploration would have evolved. Nope. Mindless shooters and garbage pumped out non-stop. I would even settle for the same games remade with the Unreal engine

    Ultima Exodus – 1983
    2400 AD – 1988
    Battletech C64 – 1988
    Psychic War – 1989
    Phantasy Star 2 – 1989
    Buck Rogers – 1990
    Star Flight Sega Genesis – 1991 (Original 1986)
    Star Control 2 – 1992
    Wing Commander: Privateer 1993
    Master Of Orion – 1993
    Xcom – 1994

    These games have LOADS more interactivity in their (sandbox) game worlds than most new games, they never age out. They had great stories and fun play mechanics and were usually made by ONE guy in his mom’s basement. You look at the giant triple-A games today, they’re mostly garbage, terrible stories, and boring lore. WTF happened? I’m so sick of seeing a game that looks fantastic, and after a couple of hours, I’m bored to tears. Skyrim is a perfect example, bland characters, convoluted story, boring fetch quests, if it wasn’t for the game world this game would put you to sleep. It’s like people got dumber as computers got more advanced.

    I knew when I went to the computer store in the 80’s, I would be coming back with a QUALITY title… now I buy a game on Steam and return it almost the same day. Half the games suck, the other half are just O K.

    A perfect example is STARTOPIA (2001), this game is a masterpiece. So when developers tried to copy the formula and released the steaming pile of crap that is Space Base Startopia, 20 years later, I was floored. How can you take something incredible and turn it into garbage… all you had to do was do the exact same thing with new graphics?!?!? You didn’t even have to come up with new ideas. This should have been a no-brainer.

    The fact that we’ve found aliens, and even THEIR current ship designs are bland and boring is very telling. If not for VorpX and VR, the future would suck!

    #218031
    willkiel66
    Participant

    Fallout 4 VR with Gingas VR mod and Wabbajack was extremely easy to install. It took time to set up but looked fantastic. You just follow the guide and video to the letter and it works. I played it a couple of year ago. You need the regular Fallout 4 and the DLCs to get it to work. I think there has been a few recent upgrades to the mods and added into wabbajack so it should be even better.
    I find standing much more immersive, though I loved games like bioshock series and metro series using Vorpx and an Xbox controller sitting downs so I can imagine using Fallout 4 and Vorpx will be pretty neat as well, especially with graphics mods.

    #217978
    drowhunter
    Participant

    There’s a profile for this game that does full G3D and FullVR and it’s really, really good. Even 6Dof works (kind of)

    Only thing I needed to do was map the headtracking to to right joystick with an anti-deadzone of about 0.3

    The issue is while the yaw works well enough the pitch is totally whack.

    When moving head up or down the world moves with you.

    There is an option to lock pitch but it doesn’t work.

    If there was a way to simply tell Vorpx to simply ignore the tracking data for pitch altogether it would be perfect.

    Ralf since Vorpx is obviously in control of receiving the pitch from the headset could you add an option to ignore it please?

    I also tried turning the Y sensitivity on the joystick to 0, but it doesn’t do anything, in guessing because it doesn’t actually seem to be moving it’s not the in game joystick that is causing the actual problem.

    E.g even looking down in the game if you push to the absolute bottom it switched the camera to look behind. and when pushing the joystick all the way up the have only moves your head like 2 degrees this is just how the game works.

    it seems that in full VR Vorpx is the one causing this world movement on pitch.

    #217968
    Ralf
    Keymaster

    You may have to press a trigger/button to activate motion controllers ingame, nothing else.

    Don’t touch anything in the vorpX menu aside from the resolution and potentially the framerate cap. If you have a fast PC you may to want to set it to ‘small delay’ instead of the default 66%. That will allow the game to run at the full refresh rate of your headset if you don’t overdo with the graphics details.

    Everything else you really need to know gets displayed in the headset when you launch the game. No need for an external readme. Check the huge instructions panel on the right and the info panels that are displayed when you go through the tutorial.

    The general features are listed in the aformentioned instructions panel. As far as less obvious features are concerned the most important one is probably VR optimized vehicle and weapon (aiming down sights) cameras, i.e. the mod adjusts the default camera positions etc. based on gameplay context. Aiming down sights even comes with actual motion controller aiming.

    StonedMagician
    Participant

    To start off, I am currently unable to play VR games that lack a teleport function. If I try, I get motion sick pretty quickly.

    My question is: what (official) VorpX games would be best suited for me? First person ones are out of the question, but would things like Resident Evil 4 or Tomb Raider (third person games) be good for me? I’m looking for answers from people who HAVE EXPERIENCED MOTION SICKNESS in VR before. And before I buy this product, I want to know whether I even should.

    #217942
    mateuszw1995
    Participant

    Ralf, thank you for suggestions. I’m targeting 90/90 FPS, any lower value is significantly less pleasant for me (image is not fluent, weapon is “jumping” while turning). I have 4090 and tried many combinations – I cannot beat about 70-75 FPS with RT (not path tracking) even on low resolution or high DLSS. It looks like CPU bottleneck, because P cores are 90-100% used (13900K…), or maybe RT cores bottleneck?
    It looks like this game still needs next generation of hardware :)

    TheBalt
    Participant

    Hey everyone,

    So I have no clue why Cyberpunk (GoG version) has this issue. It takes 4-5 minutes for the game to load in the first place.

    Vorpx tries to hook, but it eventually comes up with that Dialog Box saying “this is taking a long time” and offers me options like alternative hooking, etc.

    But I have no clue why the game takes 4-5 minutes to boot. My PC is modern, 32 gigs of ram, 3080 graphics card.

    Im just clueless as to why this isnt working. Have any other people with the GoG version ran into problems getting the game to run with Vorpx, or just gotten it to boot faster?

    #217837
    romandesign
    Participant

    That shouldn’t be an issue normally, since typically one uses either a gamepad or motion controllers, but not both together in the same session.

    With this game, it’s going to be popular. Many people are already using joysticks for flight and gamepads for ground, or gamepads for flight and keyboard/mouse for ground, and that’s why the game has this “take over” settings that allows to use both, just not at the same time, which makes sense. So maybe you could add a toggle setting that disables the override while the real gamepad is used, and enables it once any controller button is pressed? That would be nice. This game is huge, despite the critics, and it will be popular for years to come, so allowing it to be fully functional is a good idea. Flying with VR motion controllers is so bad, it beyond “ugh” – it’s just nasty. IMHO this prevents VorpX from being fully functional, at least for me, but I’m sure there will be plenty of people like me. Resolving this issue would make it as perfect as possible in a non-native VR game.

    Despite whatever people say about Strafield not being the greatest success ever, you shouldn’t dismiss it: more than 10,000,000 of players and expected revenue of almost ~1 Billion. I’m sure some of those people will want to experience it in VR :-)

    #217836
    Ralf
    Keymaster

    Probably what I meant. When motion cotrollers are set to keyboard mouse, enabled and have been detected as active, the gamepad override gets enabled no matter what you have set. Something like that at least, I don’t recall the exact combination of settings that trigger this beahvior 100%. What I do recall is that I had a reason to handle it that way.

    That shouldn’t be an issue normally, since typically one uses either a gamepad or motion controllers, but not both together in the same session. Even if motion controllers are enabled in the menu, ‘overriding the override’ shouldn’t occur unless they have been used.

    #217828
    romandesign
    Participant

    Correction – when I set both Gamepad mode and gamepad override as off, saved and fully restarted the game – the controllers were not working at all as a gamepad, but the emulator (or real gamepad) was working fine, and no map opened via button presses. But as soon as I set it to override the gamepad, or act as keyboard/mouse – I get this map pop-up in flight on RB relese.

    It’s almost there! If not for this bug, otherwise it’s working – I use controllers on land, and my joysticks in flight – and it feels great, up to the moment I try to use thrusters. “Select Target” button (A) also glitches sometimes, possibly due to the same problem. IT’s some conflicting between gamepad/VorpX. I tried without VorpX – just with real gamepad/keyboard and there is no such problem – I can seamlessly use keyboard and gamepad, one overrides another perfectly, no map popup, no flicker of icons: once I touch gamepad – they stay round, and once I touch keyboard – they stay square No flicker at any point. But as soon as I turn on VorpX – it starts again, even though it should just emulate keyboard presses without doing anything different than the keyboard…

    #217788
    romandesign
    Participant

    Being a huge space sci-fi fan, I first hated the game for not having the atmospheric transition quality

    Ouch… I feel your pain. I’m a lifelong hard sci-fi fan too, and I’ve written a sci-fi thriller novel and just finished a novelette (ping me if you’re interested in reading it). I’m also a huge flight sim fan (I also produce airports for MSFS). So the lack of reentry, atmospheric flight, and sim aspect is a massive disappointment for me, along with no native VR support. Still, the game is amazing.

    I’ve determined that I will bring it to the best degree of immersion I possibly can.

    – So the first step was bringing it to VR. I tested the Reshade3D to see that the performance and general VR look would be good enough, then bought VorpX for the true immersive VR and gesture support. I added all gestures to my profile (Roman Design). But that’s just the beginning.

    – I’ve recently built a full motion simulator for flight sims, including custom-built controls: joystick/pendular yoke and hotas/heli collective hybrid controls, throttle quadrant modelled on 737, an array of switch boxes, encoder box, and off-the-shelf pedals. So I mapped all the relevant control axes and buttons to an X360CE gamepad emulator. The game thinks I’m using a gamepad, but I now have proper controls for space flight.

    – Unlike flight sims, there is no position/acceleration data that I can use for driving motors on my motion cockpit. But I pull the data from my joystick and other controls and use that! Because there is no gravity in space – spacecraft position/orientation is not important. And joystick movement pretty much corresponds with thruster acceleration motion cues, so with some formulas, it’s possible to create a very believable motion. I use deltas from throttle changes to jerk the seat forwards/backwards to create a sensation of braking/accelerating as well. It works surprisingly well. I had to tone it down a bit not to get sick from all the space dogfighting.

    – I built two DIY vibration transducers from old car speakers, driven by a separate amp. Again, I have no events to drive the software, but I mirror the game audio to a mixing software that EQs it to hell, leaving only very low frequencies that I feed to transducers – now all the rumble and explosions from the game are felt by my body. In addition to that, I used Voice Attack software to intercept all trigger presses from motion controllers and joysticks and play a “thump” sound to the device that feeds the vibration transducers. That way I feel the recoil of every shot I make. It fires every time the left mouse button is pressed, for example, so some false positives are there when I’m not actually shooting – but it feels very satisfying when I shoot.

    – I created a Voice Attack profile that covers everything available in the game with voice control commands and text-to-speech. I can say “initiate take-off” and it will answer “Crew – prepare for take-off. Ignition. Engines nominal, taking off” etc. while pressing the appropriate button for me. Same for jumps etc. The voice commands cover everything that can’t be fitted to motion controllers, or just more fun to speak out. I can say “sniper rifle” or “quick slot 9” and the weapon is equipped. And so on. I programmed some energy management presets: when I say “battle stations” it will depower the grav drive, set max shields and power weapons. “Maximum lasers” will depower other weapons and set full lasers first, then add other weapons as available. And so on.

    – I’ve also created a complicated .bat file that launches all the necessary software, kills off all the unnecessary processes to free up CPU and GPU, sets CPU affinities to 3D-cache CCD0 cores for the game, and CCD1 cores for everything else, etc.

    There are some glitches here and there, due to game bugs and software issues etc. but mostly it works great, incredibly increasing the immersion! I’m going to make a video about the whole setup soon.

    Now all I wish for is that someone mods in the atmospheric flight and manual landings/takeoffs. The ship can appear at the edge of the generated area and lets you fly and land manually – that would be such a great thing for immersion without changing the game engine in any way. Also it would be nice to decouple aiming from looking, and map the motion controller movement to aiming – that would really be almost full VR. But I’m not sure that is possible.

    #217774
    Ralf
    Keymaster

    I think the Game Settings sub forum is the best place for posts like that. Just create a new one when the profile is ready. Won’t take long anymore.

    BTW:

    Personally I really like the game, at least the bits I saw so far. Judging from the player count on Steam Starfield isn’t quite the success that everyone hoped it would be though. Way less max players than Fallout 4 when it came out 2015. Only about a third of what super hits like Cyberpunk or Elden Ring recently had on launch. Heck, even Hogwart’s Legacy fared a lot better earlier this year, who would have predicted that…

    Even considering a fair amount of extra players via Gamepass that doesn’t look too great for a huge Bethesda RPG in 2023. Still a title that deserves some extra attention, of course.

    On the upside: at least that way they won’t get funny ideas about a Starfield 2 before returning to Elder Scrolls. :)

    Ralph
    Participant

    You can get Tridef on Reddit. The company is completely dead and doesn’t care about copyright and do not delete links.

    But the Result you will get is a the same that every mid-price 3D TV can show you on the fly.

    Even Star Wars: Episode I 3D – The Phantom Menace in cinemas was a big flop because they converted the movie by the technique that you want to reactivate. And this was a multi million dollar project, but everyone was disappointed about the 3D Effect.

    Thus it could be funny to play around with this things, but do not expect too much from this technique !

    #217750
    romandesign
    Participant

    Ok thx guys ! So anxious to play it in VR but I dont want to screw up too much in the files so I guess I’ll be patient and keep it pancake in the meantime.

    The truth is that to make the game playable and good, you have to “scew up the files”. You gotta use mods and they all modify the same files, so VorpX doesn’t add anything unique there, except that you can’t use any Reshade-based mods. So unless you don’t want to use mods for some reason, you could already be playing in VR…

    Here are the mods that I use and they work fine with VorpX:
    – You absolutely have to get StarUI Inventory, this is what the inventory should have been.
    – Starfield Script Extender (SFSE) – doesn’t do anything but required by some other mods
    – Neutral LUTs – No Color Filters, really improves the graphics, default is greenish and muddy
    – Enhanced Player Healthbar – the edges are not very sharp in Reverb G2 so this helps me to notice when health falls to low
    – BetterHUD, prevents messages from blocking the center of the view.
    – EXE – Effect Textures Enhanced – nice visual enhancements to weapon fire, impacts and blood.
    – The Eyes of Beauty – Starfield Edition, because why not?
    – Less Spongy Enemies, the default enemies are ridiculously spongy. You can spend 2 mags until you kill someone. Very unrealistic. This makes it better, without making the game too easy or stopping enemies from matching your level.
    – Better Visible Magazines, just puts green border around magazines, which are too easy to miss in VR.

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