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  • #209378
    dellrifter22
    Participant

    Ghost Recon Wildlands + FPS mod (G3D) cloud profile updated 2/5/2022

    -clouds, stars, water reflections, and light sources are now correct in stereo (nice!)
    -increased 3D strength for more accurate depth and scale
    -decreased image zoom a bit for improved image clarity and FOV (better with vehicles)
    -TAA motion blur effect now assigned to vorpX Shadow Treatment for toggle options:

    Auto = motion blur on static objects/furniture, but clear guns and moving vehicles/NPCs
    Turn Off = motion blur on guns and moving vehicles/NPCs, but clear static objects

    Or if the slight TAA blur bothers you altogether, you can try the other AA methods in Game Options to see which you prefer.

    I have been quite pleased with how the authoring tool (and a bit of patience) has been able to bring this profile together with near flawless G3D. It is very rare that a dx11 game has correct stereo shadows and lighting effects. Now all that remains to fix are decals for wall art and bullet holes (if those are even possible, I’ve always struggled with decals..Ralf?)

    Anyway, worth trying out with the mod if you own Wildlands. I prefer the stealthy approach, but as you can see here, it can now play like a Far Cry game if you want:

    p.s. oh, I get a crash sometimes when trying to access my loadout menu directly, but I’ve found if I indirectly access it by opening the skills menu first (press J), I can navigate to loadout from there okay.

    PentaclesVII
    Participant

    Heya!

    I’m wondering if anyone has been able to get teamfight tactics or league of legends to run on VorpX?
    I’ve been trying for a while but haven’t been able to succesfully open or attach the game. Would love to hear if someone got it to work (or even open).

    Thanks in advance!

    #209304
    Styxarius
    Participant

    Thanks Ralf.
    I’ve encountered a few consistent crashes between act 1 and 2, disabled the standalone mod to pass the bit that was crashing, but after reenablong it I found it too hard to get the decent quality / performance for some reason. Fps constantly drops below 72 even on low settings making it very uncomfortable on the eyes.
    I’ve decided to play it on my monitor for now as I can play it on ultra with raytracing without any performance issues. Perhaps it’s an oculus link issue on windows 11 that is giving me the problems.
    I’ll try again when the next vorpx version is out. Thanks!

    pbase
    Participant

    I installed a 1tb Crucial SSD, installed Cyberpunk on it through Steam, but cannot get the standalone VR mod to attach to the game.
    Works fine when installing the game either on my stock internal SSD or even an external USB drive, but the new one, no go. Even though the game itself runs fine on the Crucial, just won’t launch the mod.
    I looked in the folder and the plugins aren’t there, although it seemed that the installation process was successful.
    Anyone have this experience, or any advice? Much appreciated.

    S3Dgamer
    Participant

    Hello, I downloaded the ghost busters remastered profile from syberjunkie.
    I set the method to alternative hook method.
    I got the epicstore version of the game. The game hooks and launches with vorpx.
    All I get is a flat screen in vr with no depth. Even when changing 3D modes and the messing with the 3D effect sliders the game is in 2d.

    Anyone experiencing the same problem?
    Any solutions to get this game working in S3D?

    Thanks!

    #209246
    RJK_
    Participant

    Sadly noone was able to give me a hand in finding out if NNW: Enhanced has a legacy rendering mode or not. Today ive spend the money for the game and it doest look like we will get any 3D from it because of which i guess the game uses OpenGL 3xx.

    In case someone finds out a hidden mode or something (OpenGL 1x compatibility or even about a wrapper) please let me know.

    Thanks

    #209213

    In reply to: not usable in VM ESXi

    baron05
    Participant

    Bumping this thread even though it was from some time ago. Has anyone been able to get this to work? I want to buy Vorpx but my VR gaming setup is through a esxi VM with GPU passthrough and I am unsure if it will work for me.

    #209134
    mr_spongeworthy
    Participant

    I’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?

    Mine reverts of “ON” every time also, at whatever rate is saved (i.e. the 75%, or 66%, sticks, but the ON/OFF toggle always reverts to ON.)

    I also revert to Direct VR every time, even though the vorpX UI shows Z3D. I have to toggle both each time I launch Cyberpunk. Then again, it takes about 2 seconds to do that, so no big deal.

    I’ve found that 90hz at the HMD and 45fps seems to be working well for me currently. If you want the eye-candy the Cyberpunk engine can provide it’s very, very hard to get that at 60fps minimum. On a 3080Ti here. Then again, I’m either fortunately, or unfortunately (depending on how you look at it) having to push a lot of pixels in order to really make use of my HMD’s clarity (Pimax 8K-X).

    yonkiman
    Participant

    OK, we’re getting there, thank you both.

    The reason I initially strayed from the Vorpx defaults was that the rendered width was so wide I couldn’t even see the left and right sides of the HUD.

    So I reset everything to the defaults as you recommended, and VorpX changed the game resolution to 3000×2400, and the display basically looked pretty good…but as before, I couldn’t see the sides of the HUD. Now I have a 3440×1440 21:9 monitor. So on a hunch I changed my desktop resolution to 2560×1440 (16:9), and when I launched again the HUD sides were a little closer. I tried 1920×1440 (4:3), and the HUD was almost perfect.

    This is why I get confused. Why does my desktop resolution affect the in-game resolution? Why is desktop resolution never mentioned when I try to get this working? (I’ve had vorpX for about 4 years and tried off and on to get it working well.) I believe I understand that vorpX must render two 3000×2400 images to get the stereo image, but why is it also rendering a 3440/2560/1920×1440 image on my screen – doesn’t that eat up GPU bandwidth?

    Anyway, is adjusting the desktop resolution the correct way to control the aspect ratio of the rendered image or am I still doing something wrong?

    At least I’m making progress – thanks again!

    #208931
    mr_spongeworthy
    Participant

    Thanks for the update!

    Out of curiosity, is there any way I can get this working in Cyberpunk v1.23? I keep noticing new visual ‘glitches’ only to discover that what I’m seeing is just the visual downgrades that occurred between v1.23 and v1.31. Most impacted are draw-distances, which have gone from “kinda crappy” to “unbelievably awful.” I clean-installed the game just to be sure, and even completely vanilla it does this. It’s so bad it’s kind of funny. Makes the draw distances in Skyrim and Fallout 4 look good, and those were awful at time of release.

    I’ve tried everything I can find to fix the issue, and it’s so baked into the engine that nothing seems to actually touch it. Only way I know around it is to revert to v1.23, which was bad, but no where near this bad.

    #208907
    Demuse
    Participant

    With any melee weapon or fists equipped, there should be no ADS, only blocking. ADS doesn’t exist for melee weapons, the blocking mechanic replaces it.

    Some data points for future testing: I’ve had the feeling that something doesn’t look as smooth as it should, even taking account of framerate and AER. Today I did testing at resolution of 1280×1024, low graphics, turned off vsync and framerate cap. The game looks smooth as silk (albeit blurry and pixelated). Looking around and walking is very smooth.

    Observation #1: Using the gamepad thumbstick to rotate, at a slow smooth rate. When I stop rotating, the view appears to snap back several degrees in the opposite direction. The faster I’m turning, the greater the snap back. Happens with one eye closed, so not AER. I get the feeling that the perspective shifts somehow, like the view is calculated differently when in motion or standing still. No such issue when turning my head while walking and strafing, only when turning with the thumbstick.

    Observation #2: Got on a bike, pulsing the throttle as if I’m revving the engine, as gently as possible, nudging forward just a few inches each time, starting and stopping. The view looks very jittery, not just bobbing up and down with the motion of the bike, but jumping around, even with one eye closed. Checked the view on my monitor and it looks steady and smooth. Then I switched back to 3840×2160 and tried again, and the jittery problem seemed to go away?

    #208905
    Demuse
    Participant

    First let me say again how much I appreciate all your work and responsiveness, Ralf. It must sometimes feel like we’re ungrateful and never satisfied, and if you gave us every feature we demanded, we wouldn’t even like it and we’d complain and want it back the way it was. I have a lot of comments because I’ve been playing a lot of hours, and having a lot of fun, thanks to you!

    Yes, the problem with melee is the ADS button. It’s used to block, which is an essential part of melee combat with a weapon or fists. Throughout a melee fight, I’m tapping or holding block constantly, to block, counterattack, power attack, then block again. (There are perks to increase the damage of your counterattack, which is done by attacking while blocking.) I use the block button as much or more than the attack button. So the FOV is switching back and forth which is pretty disorienting. If you can detect the weapon type, then I think the ADS button should never alter the FOV for any melee weapons (bladed or blunt) or fists.

    I’ve also been using a pistol with open or low-mag sights, and a sniper rifle with high-mag scope, and the current implementation of ADS works fine for both.

    But my personal preference is the FOV shouldn’t change for pistols, either. I like to use a pistol for run-and-gun, moving quickly around the map and taking shots of opportunity, and similar to melee it’s disorienting when the FOV keeps switching. I find myself mostly hip-firing for this reason, which is terribly inaccurate as you know.

    On the other hand, it feels right to me that you can’t as easily run-and-gun with an aimed rifle or SMG (despite how common that is in FPS games) and the trade-off with ADS between spray-and-pray mobility and stop-and-aim accuracy feels natural. I like it when pistols and rifles are functionally differentiated so it isn’t all just about highest DPS.

    Then, when sniping from an elevated position, every time I release ADS for a second to look around for a new target, my view pans back up to horizontal, then when I hold down ADS again I have to pan back down with the thumbstick every time. I’m loving the “return to horizontal” for general running around gameplay, but for sniping in particular it would be great if the behaviour changed, if that’s possible?

    Regarding weapon scale, my preference would be for sliders for “weapon scale” and/or “weapon distance from face” and a “left/right” main eye setting, to fix the appearance of giant-sized guns — I mean, that really looks like a “hand cannon”, alright! If the view is different by weapon type then aimed pistols should be out at arms length, so red-dot optical sights are useful but high-mag scopes aren’t, while aimed rifles are much closer.

    At the risk of commenting without having tried it, I think it would be cool to close one eye to see through the sniper rifle scope, and open the other eye to spot for new targets, with the same line of sight but totally different FOV?

    But the current solution is perfectly functional!

    Ralf
    Keymaster

    In several ways the best solution to your issue would be switching to the original DX9 Bioshock, for which vorpX provides better DirectVR support.

    If you only have the remastered version:

    Sounds like something is getting severely in the way if not even a hook helper helps. Try to disable everything you may have running in the background that potentially also hooks into games. E.g. any kind GPU utility, chat apps and generally everything that show overlays in game.

    TheQuartermaster
    Participant

    I’m trying to use Vorpx to simulate head tracking in star citizen. The first step to this is just getting VorpX working in desktop view mode. Unfortunately, while my framerate will show 60fps, the actual video feed inside the headset is unplayably choppy. What’s even stranger is that regular airlink works smooth as butter and if I click “view desktop” from within my oculus airlink app I can see the same game running very smooth and even play it from within that view. I just cant use vorpx features on it. So why is it that vorpx is unable to achieve the same performance? Is vorpx unable to use oculus’ compression or something?

    #208865
    JochenH
    Participant

    That hybrid support is exactly what I hope for. To develop VR only games is risky because of the smaller market, but when a game only gets an extension for VR than we will see AAA games going hybrid. The Last of Us, Assassins Creed etc. could be just great with VR support. Maybe even FIFA soccer can work with it, but of course still with normal controller.

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