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  • #212684

    In reply to: Dream Cycle AWSOME!

    Smoils
    Participant

    the problem is essentially their game design, not a version – randomly generated levels are completely random with enemies and items spawning inside walls, and since they cant have ai pathfinding in a random mess they generate enemies have to teleport in a crow particles to you and then try to fight in a prefab mess they scattered. Animations and movement is not polished in themselves since its not a big aaa studio and combined with random placement map part jank it just multiplies.

    I managed to get it to run at 90 with some ue tweaks in config files and it runs in dx11, well Im using launch parameters to make sure it does because there are only 2 dx12 profiles: cyberpunk and game-that-we-cant-speak-of so essentially just cyberpunk and it doesnt have g3d or z3d in dream cycle even though it hooks.

    #212678
    mr_spongeworthy
    Participant

    @fubar – Generally speaking you are correct, but there are exceptions. Very well done games will take full advantage of the 8K-X even on today’s cards. I run a 3080 Ti and Alyx, TWD Saints and Sinners, Assetto Corsa, and a few others I can run at Wide FOV at 100% Steam SS or greater and at very high quality settings.

    Assetto Corsa especially shines with SOL + CSP + Rain Effects. It’s almost beyond believing how amazing that looks. I enjoy driving around the ring, at night, in thunderstorms, with fireworks.

    It’s times like that which make the Pimax HMDs worth the incredible PITA it can be getting everything working right.

    I’m cautiously optimistic about the 12k, I hope Pimax has most of the kinks worked out; I would love to see CP2077 on that puppy though vorpX!

    #212670

    In reply to: Everspace 2?

    IA_Predator
    Participant

    Everspace 2 is not working for me with its newest version. Vorpx only seems to be able to halfly hook into it. On the desktop I can see the vorpx Logo on top and even the hint that this game seems to support TrackIR. However, on my oculus nothing is mirrored. And after a minute the hook helper dialog pops up. But when I try to install a hook helper I get the error message, that the required information cannot be extracted. It’s still using the Unreal Engine with DirectX 11. But so far no luck in hooking :-(

    #212669

    In reply to: Deus Ex profiles

    IA_Predator
    Participant

    I hadn’t have problems to come up with a good 3D effect in this game. However there is a big problem making it unplayable. The game renders the scene in multiple chunks. First the ui and your inventory, then the closer objects and finally the background. Each of these chunks is rendered with its own z range. That means if you increase the 3D effect to have good looking objects your ui and weapons are so far besides each other that it hurts. To make all things even uglier. If one chunk like the background isn’t visible that pass is skipped altogether. So you never know which chunk is actually the important one which should be 3D …

    mr_spongeworthy
    Participant

    Some titles just work better in vorpX than others, and Greedfall has certainly been one of them for me. It’s a story-rich RPG that will probably appeal to persons who like Dragon Age etc. It has two things going for it that make it work well in vorpX (virtual cinema mode). First, it performs pretty darn well, and second, it’s engine is good enough that it also looks good. I’m managing a solid 60fps/60hz on my Pimax 8K-X at full 4K game resolution with only the need to turn shadows down. Every other quality setting is maxed. Turn the resolution down even a little and full-quality shadows are also fine. The TAA in this title is not the muddy-blurry mess it is in most games for some reason, so using the vorpX sharpening will get very crisp results.

    A few quick tips:
    1) Download the vorpX Cloud profile by domjacksonuk (thank you!). Make sure you are in Z3D Normal mode and that the depth is set to 1. Now set the near/far balance all the way to FAR: 100%. Now set the Focal Distance nearly as low as it will go; around 3 or so. At least for me this provides far and away the best results – surprisingly good 3D with few artifacts and excellent in cut scenes as well.
    2) Set the in-game FOV slider to the maximum. That seems perfect to me, so no need to tweak it with mods or ini files, IMHO.
    3) That’s about it, it’s a fairly good title without modding, although I do strongly recommend this particular Mod as it is a game-changer, allowing you to travel with additional party members: https://www.nexusmods.com/greedfall/mods/43 Follow the install instruction found in this post (just install it manually): https://forums.nexusmods.com/index.php?/topic/7994778-increase-party-size/?p=110975918

    Make sure your controller is on when you start the game or it won’t detect it. It also has some bugged controller issues that have never been fixed, but it’s far from a game-breaker.

    rich0550
    Participant

    Very cool that worked thanks
    The only way i can look around in game is by holding down the right mouse have you ever encountered such issue any idea to fix? its a bit jittery, i turned down headset sensitivity, but need some kind of smoothing setting is there such?
    Thanks!

    btw it does say DX9 when starting. couple other things i tried many ways to get oculus to work it doesnt seem to even with steam vr set or oculus set, only windows mixed reality works hp reverb.

    #212616
    Ralf
    Keymaster

    vorpX will almost certainly work with the headset like it does with the current Pimax lineup.

    Not 100% sure, true 200° however sounds a lot like it might require a special setup with four views rendered per frame instead of two even with canted displays. That wouldn‘t really work with vorpX.

    My personal 2 cents: I think they are really starting to overdo it. Sure, the huge FOV is their unique selling point, but even with their medium FOV setting (about 140° horizontal) they would be so far ahead of ‚normal‘ headsets in that respect that personally I believe they would do better overall by targeting that instead of their super performance heavy (and still distorted at the outer edges) 180-200°. Just my two cents, of course.

    #212439
    Ghost75757
    Participant

    You created a Vorpx profile for Outriders?
    where? I cant find it on Cloud or Local profiles.
    Did you upload it?

    Sometimes Z3D is better then broken-ish G3D

    I see it in Hitman 2 for example. The G3D is hurting your eyes and messes up the graphics
    whereas the Z3D looks very realistic and I Can run wiht maximum settings.

    My all time favourite way to play is anyway with Vorpx Immersive screen with Ambience background
    so Hitman 3 and Hitman 2 are just mint !

    Back to Outriders: I got it to work well with REshade and Superdepth and it even launches with Vorpx Desktop Viewer
    so I get best of both worlds (not that it often happens as most games crash if you run reshade with vorpx viewer)
    but Outriders looks good.
    if you have the Vorpx Profile in ZD3 however I am keen try , but point me in the right direction, I did not find it.
    But from what you saying, you add 3D with reshade as well but run in Vorpx? or how do you mean?

    Days Gone I love in Vorpx in Immersive screen. Very clean and runs well.
    Reshade was not bad but I like Vorpx better, its brighter and 3D is very realistic in my O.

    I did not bother with any of the Helixmods as I read its only for older graphic cars, the 3090 is not supported and
    to be honest it sounds all too copmplicated to set up ! haha.. I like to click a button in Vorpx and all runs well with some small tweaking.

    Same with Deathloop, it started to give me stutter and loop loading issues wiht Reshade and my headset and Virtual Desktop.
    With the official Vorpx profile it runs smooth like butter and the 3D is pretty good too. I prefer it over Reshade.

    Oh snap, I have Evil Dead listed on my wishlist ! :)
    yes Reshade would be good, but I can already see performance issues in my headset running it, so until I get a pure
    PC VR headset like the high end Pimax , I wont bother. The Quest 2 has way too many issues on the PC VR and is really a wannabe PC set rather then a pure good working one.
    So Evil dead is now blocked on Reshade or you still using it in Single player mode?

    Shame Vorpx Viewer clashes so often wiht the Reshade 3d as it tries to attach it self rather then just beeing a stand alone SBS viewer like Virtual Desktop.

    #212397
    mr_spongeworthy
    Participant

    Just wondering if vorpX attempts any form of ‘reprojection’ when set to half or third refresh rate? I’ve been really hammering vorpX lately in a few titles (still absolutely loving FO3 in vorpX, just a fantastic experience thank you!) and while my VR legs are now good enough that I can play all the way down to 60hz/fps all day long without motion sickness issues, it does bother me when the fps drops below that, even briefly. It might be nice to implement 90hz/45fps in some cases, but I’ve noticed that if I set my HMD to 90hz and artificially limit the FPS of a title (say, with the Nvidia control panel, or in-game settings if available), so that I’m playing at 90zh/45fps with zero interpolated frames, things looks *exactly* the same as if I setup vorpX with the half frame-rate option. So, at least to my eyes, it doesn’t seem as if vorpX is actually creating any additional interpolated frames. Both solutions remain reasonably responsive, but I’m seeing nothing that looks like any form of so-called asynchronous reprojection. It’s most noticeable upon rotation, when I get obvious ghosting of the entire scene. If I set PiTool to 1/2refresh with motion smoothing on, then I get interpolated frames with all the other associated pros and cons. (Right now basically anything else would be preferred over Pimax Smart Smoothing; They are trying to add a 1/3 rate and it’s unusably bad. Unfortunately if you turn on ‘smart smoothing’ currently you get either full fps, or 1/2, or 1/3 depending on what the Pimax drivers decide, so basically ‘smart smoothing’ is now unusable on Pimax HMDs as it keeps kicking in the 1/3 rate without any way to disable it and just stick to 1/2. The option ‘force 1/2’ is there, but all that does if force 1/2 as the MAX; if the driver wishes it will drop to 1/3, nearly always where there is absolutely zero need to do so.)

    Anyway, regardless of my reasons, I’m wondering if the behavior I’m seeing is what I’m supposed to be seeing when I turn on the 1/2 rate in vorpX?

    #212386
    thomas3d
    Participant

    Hello ghosts!!
    Is there an official VorpX profile for Guardien of the Galaxy or just a cloud profile??…is that G3D or just Z3D??….

    Tested and checked it out a year ago… only ran with Reshade Depht 3D …superperforming and despite Z3D Depht3D conjures up almost geometric 3D even at close range…!!!

    The same goes for the anvangers!! Just tested Days Going with Z3D VorpX profile from Paradise Decay…looks pretty good with some typical Z3D depth, but when I started Reshade Depht3D my jaw really dropped!!!… Top 3D

    …almost G3D without having to set anything in Reshade on the parameters!!!…which is otherwise not usual that you immediately become friends with the 3D spatial depth…

    With Outriders, on the other hand, I had to tinker around a bit in Depht3D…it was also worlds better than the Vorx Z3D profile…especially at close range…body, arm and weapon… Of course you shouldn’t overdo it, otherwise there will be too many artifacts or ghosting around the person…

    I guess if Ralf would allow Z3D to further increase the 3D depth at close range, it would also look similar in VorX…

    With Deadloop I managed to conjure up excellent 3D close to G3D only with Reshade Depht3D… But that was hard work…had to tweak a few parameters…until the spatial depth finally became playable for me…instead of flat 2D…

    Just tested “Evil Dead the Game” yesterday… Looks fantastic in 3D!!! Was afraid to have put the 42 euros for the deluxe version in the 2D sand because of Easy Anticheat…but it worked great with Depht3D!! But I’m still in the tutorial…you have to play through before you can get into multiplayer…

    Well… despite the anti-cheat on The Isle and Predator Hunting, it also worked… there, however, with optimal G3D via VorpX… listen and be amazed…!!!

    3D greetings to all 3D and VR fanboys and girls *smile*

    #211375
    gary46
    Participant

    Hello again Ralf.

    Not sure where the name of my post came from (Can’t enter game) but it has nothing to do with the 2 screen problem, one right eye and one left eye.
    Even the tutorial is doubled. The only thing where the image is not off set
    are the controllers themselves, which are working perfectly as per the tutorial. It is as if I am looking at the screen cross eyed. The game screen at the right of the tut is also doubled, and if I do enter the game I get two images over layed at about a 10% offset
    horizontally.

    I’m very sorry to trouble you with this.
    Thank you. Gary46.

    hamfast
    Participant

    I spent a few hours (both in and out of the headset) trying to get it to work, and all I succeeded in doing was making myself sick.

    This is my first time attempting to use vorpX, so I don’t know whether I’m being really stupid and using vorpX completely incorrectly, or if I’m just struggling to get the settings right for this specific game.

    My hardware:
    RTX 2080 TI graphics card
    HTC Vive Pro headset
    Vive controllers
    Index controllers

    The first thing I did was turn on my headset, start SteamVR, and then start vorpX and set the profile to Unreal 3, and then finally start up Naissancee. (A youtube tutorial informed me this was the correct order to do things- please let me know if that’s wrong!)

    At first I was trying to use the Index controllers, but I couldn’t get edgepeek or the in-game settings menu to work with them. So eventually I gave up and switched to mouse and keyboard. I would prefer to eventually be able to play the game standing up using controllers, but I’ll certainly settle for mouse and keyboard if that’s the only option that can work for Naissancee.

    Once I was able to get past the main menu, I encountered several problems. The first problem was that everything was extremely grainy and pixelated. This is how I would expect things to look if my resolution was too low, but the game wouldn’t allow me to change the resolution from 800×600. Every time I set the resolution to something else and clicked ‘apply,’ nothing would visually change, and when I went back to the settings menu, the resolution was back to 800×600!

    The second problem was that looking around with the headset was not smooth at all. It wouldn’t pick up on very subtle head movements, and slow head movements would jitter and stutter.

    The third problem was that there was something very wrong with the field of view, and possibly the depth as well, for lack of a better word. (By depth, I mean distances directly in front of me appearing too long or too short- sort of like a fish-eye effect, I guess.)

    Since Naissancee doesn’t seem to have DirectVR support, I expected I would have to spend a lot of time adjusting the FOV before it would look right. However, I assumed it would be pretty intuitive whether it was currently too high or too low. But once I got into the game, I found I couldn’t actually tell what was wrong with it- it just looked really wrong somehow, and it was making me nauseous. My first thought was to try raising/lowering the FOV manually and seeing which one made it better, but I couldn’t find any way of changing the FOV, whether in the Naissancee settings or in the vorpX in-game settings.

    Since it was so unintuitive to me whether the FOV was too high or too low, it occurs to me that perhaps I misdiagnosed the problem, and it actually had nothing to do with FOV. Maybe this was another side effect of the resolution being set wrong, or maybe it was caused by some other issue that never occurred to me. My assumption is that it’s the FOV, but if anyone with more vorpX experience has a more likely answer, please let me know.

    It also seemed like the mouse/head turn sensitivity was too high, but I tried to solve the other issues first, and I wound up making myself too sick to continue before I could get to the sensitivity issues. I normally have pretty good VR legs, but the messed up perspective and jittery head movement proved to be too much for me.

    I don’t want to admit defeat after only one attempt, so any help would be very much appreciated.
    Sorry if there’s some really obvious solution that I’m missing. I did attempt to read all the official instructions and watch a few youtube tutorials before getting started, but I still found myself stumped.

    VRified Games
    Participant

    Hi Ralf and indeed everyone:-),

    It occured to me

    In “more 3D settings” you can adjust player height by moving the camera on the vertical axis

    In theory, would it be also possible to do the same on the horizontal axis, and even the z axis?

    This would give us even greater control and options

    Imagine, being able to offset the camera in this way

    In theory any third person title could be playable in first person vr.

    As we can already adjust HUD elements and F.O.V it’s not out of the question to produce some great results.

    In my most recent video I attempt to get a plague tale in first person with some degree of success

    However although I can match her height by adjusting the camera height…..the in game camera remains at her shoulder rather than her head.

    (Characters speaking to her are from your perspective talking to your left shoulder 😂)

    If it were possible to also adjust the camera horisontally, I could achieve a flawless first person view

    And then the idea struck….this could potentially work for any title if we can adjust the x,y and z axis of the camera

    Would this appeal to anyone else?

    Any thoughts?

    Ralf
    Keymaster

    vorpX 22.1.0 is finally nearing completion. Time for a little preview that shows its two main new features.

    The most important one: user configurable motion controller gestures. Yes, you now can do stuff like aiming down sights, steering a car and more similar to how it would work in native VR titles, just with pretty much any game. The library of available gestures will be expanded over time, very much looking forward to your suggestions. Also many official profiles will get preconfigured gesture sets soon.

    The second main feature was mainly introduced since gestures don’t really make much sense without anyone knowing how they actually work. Enter the new start and info environment that is now the first thing you see when you launch a game with vorpX. Pretty useful in general to get important infos better across, but especially important for the gesture system, which automatically creates tutorials for your gesture configs. Doh. Was actually more work overall than the gesture system itself…

    Check the video below to see how that all works. I tried to make it as easy as humanly possible, and – if I may say so – believe I wasn’t entirely unseccessful in that respect. ;) It’s really super easy to use. Even if no gestures are preconfigured for a game.

    #211176
    ToxicMike
    Participant

    You shouldn´t use desktop viewer at all and only for certain cases.

    You must make vorpX “hook” into games, for getting the best results. If vorpX does not hook then installing “hook helpers” can do it.

    If you´re not much familiar with vorpX-hooking then you must read yourself into it, otherwise you can´t get the best out of it.

    I for example, often don´t even use 3D-features and only use vorpX to play games on a huge theater-screen, but also there i am always using the hooking-method in the first place and even if it is just a pixel-graphics sidescroller.

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