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  • #209783
    drowhunter
    Participant

    Hi Ralf, thanks for the great mod. I have a suggestion/feature request that I think would be really good (maybe even for general vorpx)

    So here goes…

    The default HUD is average at best when it comes to widget layout and visibility. The corner and bottom widgets that are in the far edges of the lense and hard to see clearly depending on headset and fitment items near edges can be unclear.

    Obviously edge peek solves this by allowing you to go into kind of a 2d immersive screen mode allowing you to see all of the edges very clearly as you turn your head the screen moves at a slower rate.

    Here’s the ask..

    Rather than relying on edge peek. Could you add a kind of hybrid edge peek approach. So what if the hud wasnt hard locked to your head the way it is currently. Instead, what if it kind of floated in a similar way to how it works in edge peek mode.

    Example

    So say you wanted to see the bottom left corner, you would glance over there and mildly turn your head to left and down (say 5 degrees) and the hud could not quite move at the same speed as your head allowing you to easily view the whole hud.

    Does that make sense?

    Currently I had to resort to using a mod Huditor to rearrange the hud , but simply moving all widgets closer to the center sweet spot is not ideal because it’s kind of in your way and you lose immersion.

    I think the idea above would work really well because it would allow you to really look at the widget you want in the clear area of the lens witbout having to resort to edge peek.

    dellrifter22
    Participant

    An eventful week for line battle gaming – Holdfast just released it’s free WW1 dlc update, and Battle Cry of Freedom will open it’s free demo week beginning tomorrow until March 1st launch day.

    I have already jumped into Holdfast for a little action among the trenches and have put together a vorpX cloud profile for the new update:

    Holdfast: Nations At War & WW1 (G3D)

    -For best 3rd & 1st person FullVR FOV combination, create and use a custom square 1:1 resolution:

    1440 x 1440 – performance
    1728 x 1728 – balanced
    1920 x 1920 – quality
    2160 x 2160 + TAA – ultra

    (The game performs the best in windowed mode, but only allows to set resolutions as high as your monitor is currently displaying. Before launching the game, I set my desktop resolution to 2160 x 2160, and therefor I am able to choose any of these resolutions in Windowed mode in the game)

    -set First-person Camera FOV to 100 in game settings
    -Low to Medium settings recommended, with Textures on High
    -Shadows = Medium or Off, AA = FXAA, Motion Blur = Off

    *all HUD elements can be turned off individually in settings
    *assign a hotkey to toggle 1st/3rd person easily
    *vorpX Shadow Treatment can toggle off snow textures if desired
    *tested on HP Reverb with mouse/keyboard

    The profile also works with the updated Nations At War graphics overhaul, although a bit more performance heavy. If for some reason you load into a black screen, try changing the overall graphics setting between Medium and Low. I have fixed most situations this might occur, but it still might happen depending on the map.

    I will be installing the Battle Cry of Freedom demo as soon as it is available, and will post a profile as soon as possible for anyone who wants to try the demo this week. Until then, a bit of gameplay:

    #209755
    rift_un
    Participant

    That’s good news!

    By “ok” do you mean everything works fine, as expected? Or have you noticed any minor problems when using it with vorpX?

    I’m jealous :) … I want to try one of these. I think the unique FOV shape would be ideal for most vorpX fullVR games.

    Yeh everything works as expected. No problems. Lol at being jealous :) no doubt in the not too distant future the Aeros display will be equalled or even bettered in new upcoming hmd’s which won’t be $2k so most people will get to experience it.

    Thank you for the update! Can you give any examples of games that you’ve played in Vorpx with the Aero that look way better than the Reverb G2? Are you able to use the foveated rendering with Vorpx? Do you notice you get higher frame rates? Any general positive reactions to the Aero that you can share so we can vicariously enjoy this experience with you?

    The games i’ve been playing recently with Vorpx are the Fallout series, Alien Colonial Marines, the Metro series, Dying Light 2, the Stalker series of games. I wouldn’t say they look “way” better than a G2, the Aero is 4x the price of a G2 but its not 4x times better. But it is a definite and noticeable improvement in display quality.

    My fave games in the Aero are the Fallout games, everything maxxed out like draw distance and Vorpx quality on Phenomenal, it looks great. You can see details, like npc’s, in the distance. You can make out details in things and u don’t need to be close up to do this.

    #209754
    rift_un
    Participant

    Received my varjo yesterday and can confirm it works ok with vorpx.

    It would be also good to know your opinion about how it compares with the Pimax 8KX. The increased clarity justify the lower FOV? It works better with the Vorpx than the Pimax?

    By the way, have you tried it with Skyrim LE + Vorpx?

    Even with a decreased fov the Aero’s display overall is more pleasing than the 8kx’s. It’s more clear its like your sight has been corrected. The Aero’s fov seems bigger than it is because the sweetspot is huge. But the 8kx, when u can run games on the Large fov setting with supersampling (which is not often unfortunately due to parallel projections), does remain impressive. For example I think I prefer Assetto Corsa on the 8kx with Large fov and supersampling enabled.

    The Aero works ok in all the handful of games i play in vorpx. It probably gets a few fps more as no need for pp.

    I’ve not tried Skyrim LE with Vorpx, do u recommend it? I own Skyrim VR so haven’t tried Skyrim games with Vorpx.

    #209751
    Demuse
    Participant

    I’ve been reading online about a few more people (without vorpX) having severe FPS drops for several seconds related to the inventory and map, specifically. Lots of unconfirmed theories about it being related to GPU, video memory, DLSS, etc, but a recurring comment is the problem gets worse at higher graphics settings and resolutions. My guess is there’s an existing issue with v1.5 that only affects a few people, and normally just causes a 5-second lag spike, but it interacts with the VR mod in a bad way. The fix might have to come from CD Projekt Red? That said, I only ever crash out with the VR mod installed, not once while playing pancake.

    I started clean, again: removed CET and the mod, and checked integrity of the game files in Steam. (Every time I do that after installing-and-removing CET and the mod, one or two small files fail integrity and get re-downloaded?) Then I got the latest CET and installed it manually (instead of using Vortex, thanks for the link above, Ralf!) and then the latest VR mod. Then I played for 2 hours with no crashes. (On my saved game with 100 hours played.) I completed several gigs, drove all around town, checked the map, looked at my inventory a few times. Then back to V’s apartment to change my loadout from my stash, and the crashes are back, every time. It seems worse in the apartment… or maybe that’s just where I usually change my loadout, from my stash?

    So clean install again and tried to start a new game, but it always crashes — I’ve tried four times — right after character creation, before the game starts, 3/4 through the loading progress bar. I can’t start a new game with the VR mod installed. Maybe that’s related? I hope Jools92 and xt4k can confirm.

    Then I removed the VR mod and started new and played through the intro until the first mission (The Rescue) where I could save and also change my inventory. Before exiting I open inventory several times with no problem. Then I re-installed VR, changed no settings at all, opened that saved game, and immediately crashed when exiting inventory. That’s with a new character, no mods except CET, all default settings.

    Since then I’ve just been opening my same old saved game and trying everything to turn the problem on or off. It’s maddeningly inconsistent. I open the save (in V’s apartment) and just open and close the inventory screen, and crash out, 3 times in a row. But when I open that save then walk out into the hallway and back in, then it doesn’t crash no matter what I do. Then for a while I can open that save and I can’t make it crash. Later I open that same save and reliably crash again, every time. A few more times I’ve removed the VR mod and then no matter what I do it never crashes. Reinstall the VR mod and it starts crashing again. I even tried using SteamVR instead of OpenXR but it still crashed.

    I have confirmed that I can crash just by opening and exiting the inventory, map, or crafting screens; I don’t need to actually change my loadout. And it never crashes from the journal or character screens, or just the game menu, even though they all toggle edge-peek — it must be related to the 3D rendering of V or the city map or the weapons and armor. Also, when I change the in-game resolution up to 3840×2160 then I’m almost certain to crash every time. But I have also kept the resolution at the VR mod default or even lowered it to 1280×720 and still crashed there too, but it seems less often at lower res.

    It feels to me like there’s, I dunno, a graphics memory leak or bad address? Related to the 3D rendering of objects in those menus, and maybe only with certain hardware? The game gets into a state where exiting inventory is the trigger, and the VR mod makes it worse, but neither is the root cause, something else happens first. And that state can sometimes be changed by just walking around.

    #209747
    the-hierophant
    Participant

    Dang. Ok. This is where I’m stuck now. When I load either the Enter Room, Menu, Game (anywhere), the entire screen moves along with my head.

    This was actually happening back when I was using regular Vorpx with the default profile, which caused me to end up abandoning it (even though I’d already had several CP2077 hours using regular Vorpx, which was life-changing and why I’m working so hard to get this to work! It was amazing!)

    I was hopeful that this new mod would fix it, but sadly back here now. Any ideas? (and thanks for all your help so far)

    Paradigm
    Participant

    I could launch it a few days ago, but now it says “Whoa! Cyberpunk 2077 has flatlined” before it even launches. The cyberpunk launcher opens and I press the play button. The only thing that happens is that steamVR starts up and then I get the crash message and SteamVR stays up after cyberpunk crashes.

    I just updated to the 1.5 patch, so I was wondering if anyone else was having this issue with the new patch?

    I’m running it through steamvr with a pimax 8kx @ 60hz (75hz doesn’t work either)
    RTX 3080 Laptop GPU, windows 11, 32 gigs ram

    I reinstalled with the latest version of the standalone client. No mods and Intel CPU is disabled in the bios.

    #209682
    Demuse
    Participant

    I prefer less weapon zoom too, so I put low-power reflex sights on all my guns (except my sniper rifle). It’s cool that different scopes result in different weapon FOV, so you can customize each weapon as you like.

    It’d be even better if the total range was wider, so iron sights or certain reflex type sights had no zoom at all, for better peripheral vision and situational awareness, or for people who prefer no visual distortion or giant weapons. Then high zoom scopes are available if preferred.

    (But I still crash out about half the time when exiting the in-game menu, makes it really hard to play! Selfishly, I hope other people have this problem too, so it gets escalated and maybe someone finds the root cause or at least a workaround. It seems to depend on location: when I load a saved game in my apartment then change my loadout it crashes every time, but if I open the same save then walk some distance away and try again then it doesn’t crash.)

    #209642
    mstmorse
    Participant

    Had to delete mod to get it to run without edgepeek mode only. Works great other than my guns still pointing to the left, even after re-centering head in vorpx menu. There is a reticle there pointing forward though. My question is, when talking about bumping the resolution up for RTX cards, are you talking about in the game graphics menu, or in the vorpx menu?

    #209580

    I get three events triggered from launching vorpConfig. Seems to be a .net runtime exception?

    Source: .NET Runtime. Level: Error
    Application: vorpConfig.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0000005, exception address 665362F1

    Source: Application Error. Level: Error
    Faulting application name: vorpConfig.exe, version: 21.3.2.0, time stamp: 0x6203f585
    Faulting module name: amdxn32.dll, version: 8.14.10.171, time stamp: 0x61f0b1f7
    Exception code: 0xc0000005
    Fault offset: 0x001462f1
    Faulting process id: 0x2458
    Faulting application start time: 0x01d8227aff96ce46
    Faulting application path: C:\Program Files (x86)\Animation Labs\vorpX\vorpConfig.exe
    Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\u0376255.inf_amd64_b67dbc7531b4ea7c\B376137\amdxn32.dll
    Report Id: c25c89bc-f524-4660-81d6-7f8c17636c68
    Faulting package full name:
    Faulting package-relative application ID:

    Source: Windows Error Reporting. Level: Information
    Fault bucket 2078721561616297287, type 1
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: vorpConfig.exe
    P2: 21.3.2.0
    P3: 6203f585
    P4: amdxn32.dll
    P5: 8.14.10.171
    P6: 61f0b1f7
    P7: c0000005
    P8: 001462f1
    P9:
    P10:

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER109A.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1185.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1196.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1194.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER11E3.tmp.txt

    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_vorpConfig.exe_6a709b6d58e159821d3dd8e1a8403db230532e21_bb949080_01e2c762-90d2-4223-9716-f80af8fb19d0

    Analysis symbol:
    Rechecking for solution: 0
    Report Id: c25c89bc-f524-4660-81d6-7f8c17636c68
    Report Status: 268435456
    Hashed bucket: 41031bbcab477acf4cd91a3f2b15ad47
    Cab Guid: 0

    #209572
    Lawrence1962
    Participant

    quote ” it isn’t a *perfect* ‘true VR’ experience ”

    We will get a extended (but not full) motion controller support of all official vorpx profiles soon, but even without that it is fact that vorpx user’s have better games than the Native VR user’s, who criticize us !

    mr_spongeworthy
    Participant

    Really, just make the leap to Skyrim VR; sure it’s ‘not supported’ but the modding community has, as usual, come through a made a great game out of a buggy Bethesda mess.

    But if you *have* to stay with Skyrim LE then keep in mind that the Pimax (I have an 8K-X myself), while very, very good, is also a PITA. I mean, in terms of clarity, IF you can push at least the native resolution, it’s downright incredible; it’s as good or better than anything else out there except for the Varjo (but that has a tiny FOV). There is effectively zero SDE. I mean, if you go out of the way to really look for it you can kind of see it, but that’s it. It’s basically not there. The FOV is of course the killer feature, and that’s also awesome. But just like people will tell you ‘don’t drive a Porsche unless you can own a Porsche’ it’s kind of the same situation: Once you get used to a wider FOV you’ll find other HMDs to be totally unacceptable. Additionally there is an extra software layer to control things (PiTool) so it adds an entire layer of complications.

    If you really have to have FOV, there is no other option, and I love mine, especially in Assetto Corsa, Alyx, etc. (games that run really well). In other titles it’s not a great of course, because they don’t run smoothly enough to use Wide FOV. Note that even “Normal” FOV is larger than anything else out there, and even “Small” is wider FOV than some. So you don’t have to push “Wide” you can go “Normal” and probably be perfectly happy.

    brown66
    Participant

    Owner of the Vive Pro 1 here!

    My Vive Pro is almost 4 years old, with several thousands hours of use in Skyrim LE and I have the feeling that I must run to find a replacement, because it won’t last forever!

    I love the colours in the Vive Pro, the great contrast, the great overall image quality I can get now (with a i7-10700K + RTX 3090), but I hate (I always hated…) the small FOV, even using a 6 mm face cushion from Kiwi. And I’m also a little tired of the SDE, specially when looking at the far end or at very small objects.

    And so come the questions…

    1 – Has anyone already use the HTC Vive Pro 2 or the Pimax 8KX to play Skyrim LE with Vorpx?

    2 – If yes, could anyone say what is his/her experience, especially compared to the previous VR headset? And what was the previous headset?

    There is many people talking about these two VR headsets in internet, but I see a lot of different opinions, many of them totally different from one to the other, and almost none specifically about Skyrim LE with Vorpx.

    Is there any good soul that could give a help?…

    #209551
    drowhunter
    Participant

    when aiming down sights using gesture. I notice that the zoom in happens but movement can only be done right stick and not by your hands.

    Also right stick can only move view horizontally when in ADS which makes it even harder to hit a target.

    One other thing. Using index controllers the amount of force required on the grip to enter shift mode is too hard.

    Would it be possible to make thr force required adjustsble under input?

    Even better once toggled if could stay toggled until you completely remove your fingers from the grip this way I dont need to do a death grip on my left hand whilst also tryimg to use the dpad or buttons on the left.

    #209416
    Ralf
    Keymaster

    Just a little heads-up that the next release will be finally out later this week. Took a bit longer than I originally had anticipated to get the motion controller gesture stuff production ready, which now also includes a learning environment with graphical ingame explanations for each available gesture. Without that the whole system would have been pretty much useless since noone would have been able to figure it out.

    Now all that is finally nearing completion, except for some gesture parameter finetuning and game testing. So I expect things to be ready for release within a few days. Throw away your gamepads and get ready for something more immersive! The gestures are a shitton more fun than pressing buttons, even when playing seated or in cinema mode. Just actually steering your car, being able to switch to aiming down sights with a natural gesture, or throwing a grenade really makes all the difference.

    Gesture input lives happily alongside the regular motion controller gamepad emulation, so you can mix and match ‘normal’ input and gestures any way you want.

    BTW: For everyone owning the regular vorpX version: the gesture system has evolved quite far from the quick and dirty CP2077 specific tests as shown in the videos on page 11 of this thread. It’s now a general system that will also make its way to other games.

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