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AuthorSearch Results
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Sep 20, 2023 at 6:31am #217742
In reply to: Titanfall 2 Revival!
RalfKeymasterGreat video, I didn’t even know that Titanfall 2 had some kind of revival.
Can’t recommend this one enough. Great FullVR experience and just the right age to run well in VR without the need for an Uber-PC while still looking extremely good.
Aside from everything required to make the game run out of the box the profile also comes with two noteworthy advanced DirectVR features that weren’t mentioned specifically in the video:
- Automatic weapon hide to deal with the ‘face gun’ you often get when bringing first person games to VR: no running around with a weapon attached to your nose all the time. You might not even have known that you want something like that, but it makes a world of a difference when playing a game.
- Preconfigured motion controller gestures for aiming down sights etc. (requires the vorpX beta currently). I’m still surprised myself how close to native VR games like this can feel with just a few well chosen gestures, even seated.
—
Short auto weapon hide demo for those who never heard of it:
Sep 20, 2023 at 6:21am #217741In reply to: Starfield Hype Train – CHOO CHOO!
RalfKeymaster@ loowee:
The most important change the official profile will bring is removing the manual setup steps that are required currently to get things working. Tinkering with settings or like in this case even .ini files is a huge hurdle for non-tinkerers who want things to just work, so that’s usually the most important thing that official profiles address or at least reduce as much as possible.
Sep 19, 2023 at 2:51am #217722In reply to: Starfield Hype Train – CHOO CHOO!
LooweeParticipantLvl27 and chugging full steam ! Hope I get to finish this marvel in Vorpx !
Dave, lets say I cant wait for the official profile. Where’s your version on a scale of 0 to 100 zero being not even started and 100 being what people are expecting the official profile to be ?
I had good and bad experiences with vorpx. Some games came out almost like native VR but others have so much warping I would not beleive people could even play the game.
The cyberpunk mod is a work of art with gestures so I can imagine how much fun it will be in weightlessness !
Sep 14, 2023 at 9:36am #217653In reply to: Starfield Hype Train – CHOO CHOO!
RalphParticipantUpdate Version 1.7.29 – Fixes and Improvements Performance and Stability
Xbox Series X|S Improved stability related to installations.
Various stability and performance improvements to reduce crashes and improve framerate.
Quests:
All That Money Can Buy: Fixed an issue where player activity could result in a quest blocker.
Into the Unknown: Fixed an issue that could prevent the quest from appearing after the game is completed.
Shadows in Neon: Fixed an issue where player activity could result in a quest blocker.
This first update is a small hotfix targeted at the few top issues were are seeing. After that, expect a regular interval of updates that have top community requested features including:
Brightness and Contrast controls
HDR Calibration Menu
FOV Slider
Nvidia DLSS Support (PC)
32:9 Ultrawide Monitor Support (PC)
Eat button for food!We’re also working closely with Nvidia, AMD, and Intel on driver support, and each update will include new stability and performance improvements
Sep 13, 2023 at 8:24pm #217641In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipant@roman, is your profile full vr or the sbs 3d? Apologies, a bit new to the software.
My profile is full VR. It’s based on Alpha v2, but has different mappings – more buttons added, and has gestures working (aiming, throwing grenades etc.) I’m new to VorpX too, bought it specifically for Starfield, and I have no regrets (so far). I’m not even sure I uploaded it correctly to Cloud, so if you see gestures configured/working, it’s OK. Follow Alpha v2 installation instructions, they work.
FOV for Reverb G2 (WMR) is 130. I use in-game resolution of 3056×3060, and have the same resolution added to VorpX virtual monitor resolutions.
Here’s the StarfieldPrefs.ini settings that I’m using. With RTX4090 / 7950X3D I have 45fps walking in New Atlantis. It’s borderline, but mostly holding on 45, which is a must for WMR Motion Reprojection to do a good job.
[Display]
fRenderResolutionScaleFactor=0.7850
bHasRunAutoQualitySettings=1
uiUpscaleTech=3
fFilmGrainIntensity=0.0000
bDepthOfFieldEnable=0
bUseReducedShadingRate=0
bEnableVsync=0
bDynamicResolutionEnabled=0
bBorderless=0
bFull Screen=0
iSize H=3056
iSize W=3060
iLocation Y=0
iLocation X=383
[Quality]
uGlobalRendererQuality=3
uContactShadows=2
uGrass=2
uSAO=2
uMotionBlur=1
uGlobalIllumination=2
uShadows=2
uCrowd=5
uVolumetricLighting=2
uParticle=5
uReflections=5I also have OpenXR Toolkit layer that I have CAS sharpening on max I think. The game looks fantastic and very sharp. VorpX has sharpening too, which you can try using as well, but it’s easy to oversharpen. Maybe with DLSS replacement mod it’s a good idea to use it, especially if you don’t have OpenXR Toolking sharpening running.
VERY IMPORTANT!!!
I think I found a solution for a huge bug: when FOV is above 100 (and we need 130 for VorpX), weapons in your hand load as a crappy low-poly LOD versions and look awful – not all the time, but about half of the time, occasionally fixing itself and breaking after dialogs again. I found a mod made for widescreen FOV called “SFSE – Weapon Model FOV setter”. It uncouples hand+weapon FOV from main FOV and resets it after dialogs apparently. I tried loading a save and it worked, the weapons were fixed. Haven’t played with it, so not sure it fixes the bug, but people say it does. You have to keep weapon FOV at 100, if you go above, you get the low-poly bug. That’s what this mode does.Sep 13, 2023 at 5:25pm #217634In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantRight. Release date is as always the good old ‘when it’s done’.
It’s fine, I was asking more of a “days/weeks/months” expectation, not a specific date or any promises. And of course I realise that you can’t know for certain, and things can always get delayed. I’m an IT pro myself, I know how it works. It’s just that if the release is imminent, I’d rather pause my game for a few days and wait until we have the profile, but if I’d have to wait for weeks, I will keep playing with what I have now. That’s the only reason I was asking – not to rush you in any way, or hold you responsible if the profile is not ready when you say it would be.
it would be to wander around these places and see it all in VR.
It already works with Alpha v2 profile, or I recommend my profile based on that that’s a bit extended with gestures and more key mappings. It looks amazing in VR! I wouldn’t play pancake at all, even considering the unofficial profile. For me, the main problems are in the space combat. I want to use joystick through gamepad emulator and while it works, it’s not good. I tried disabling “gamepad override” which was on, and I think it was better but then I got some glitched taking back control with VR controllers. Maybe because joystick was not zeroed precisely. I also sometimes have weird DLSS artifacts at top of the screen (in VR view only), and lo-poly weapons bug that appears and disappears randomly, but I think it’s not related to VorpX, I see it on display view too.
Sep 11, 2023 at 7:32pm #217612In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantYou won’t have to care about any of that once the official profile is ready.
When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?
For anyone interested in performance and general experience:
My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.
I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:
iSize H=3056
iSize W=3060And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.
Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.
Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.
Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.
The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.
Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.
Here’s what’s missing or would be nice to have:
– Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.
– Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…
– Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.
– Filter for smoothing out tiny head movements or head tracking jitter.
Sep 11, 2023 at 9:29am #217607In reply to: Starfield Hype Train – CHOO CHOO!
RalfKeymaster@ cole00
Motion controller gestures are a new feature in the upcoming vorpX release, currently available as a 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.
Sep 10, 2023 at 12:30pm #217583In reply to: Starfield profile?
cole00ParticipantOK, 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 😁
Sep 7, 2023 at 6:45am #217529In reply to: Starfield profile?
RalphParticipantOK, 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.
Sep 7, 2023 at 6:40am #217527In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantOK, 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.
Sep 7, 2023 at 4:59am #217521In reply to: Baldur’s Gate 3 Stuck at Loading
LokiParticipantI 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 HZSteamVR version 1.27.5
Vive Pro EyeI 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: OffI 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: OffI 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.
Sep 6, 2023 at 1:01am #217468In reply to: Red Dead Redemption 2 PC control forced overide
MalsysteParticipantOK 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.
Sep 5, 2023 at 8:51pm #217456In reply to: Starfield Hype Train – CHOO CHOO!
luka2099ParticipantCan 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
Sep 5, 2023 at 6:45pm #217453In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantI 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…
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