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AuthorSearch Results
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Jan 7, 2022 at 3:43pm #208855
In reply to: Vorpx as standard for games in future?
Lawrence1962ParticipantThe most big Publisher and Studios say, that they are only interested in the development of Games like Half Live Alyx, which are specially designed for VR and don’t work on PC Monitors or TVs. But there are not enough customers until now to develop such games with a AAA Budget.
But Sony announces that they will develop Hybrid Games of their PS5 Exclusives with the PSVR2. I guess that the same game will have full motion Controller support in VR and is simultaneously a regular Game on TV. I guess you don’t have to buy even a extra VR Version, because it is a Hybrid Game for TV and VR both. In my opinion Sony is going to support the Hybrid Games even on Handhelds via Game Streaming, and then the Sony Games can be played anywhere. Hybrid Versions of The Last of us 3, Uncharted 5 and Horizon 3 could be a Gamechanger, if they will be a financial success. And Meta and other could think again, if they will come back to PCVR. But that are only speculations by myself, Sony didn’t say anything detailed as they announced Hybrid Games.
Jan 7, 2022 at 2:22am #208844In reply to: Cyberpunk VR Update Thread
mr_spongeworthyParticipantAFR 3D realistically shifts the camera for 3D and thus produces realistic 3D even at close range, but its major downside is that it can become fairly uncomfortable with fast motion since the images for both eyes aren’t rendered at the same time.
Hence my hope for a hotkey like the G3D/Z3D hotkey. AFR isn’t bugging me *too much* in general exploring, but I want to turn it off for combat and for driving. You might even be able to get CET to allow automatic switching from AFR to Z3D and back depending on in-game context. I know there was a mod that could change resolutions based on “Combat” and “Exploration” for example.
Anyway, that would be mighty useful, even if it’s just a hotkey. Right now I pause, enter the vorpX menu, and manually choose the mode I prefer based on what I’m doing in-game.
Anyone else having weird shadow issues? It’s not happening all that often, but it’s pretty ugly when it does happen.
Jan 7, 2022 at 2:09am #208843In reply to: Cyberpunk VR Update Thread
RalfKeymasterBig yes from me, but that’s subjective, of course. Neither Z3D nor AFR 3D are pefect. Both have their strengths and weaknesses.
Z3D can only do so much until its own artifacts become too strong. Hence the scale of objects close to the camera is off, at least if one wants to avoid that half the image becomes a glitchy mess. For everything more than two meters away or so Z3D is just as good as G3D. This kind of unrealistc 3D at close range is something one has to get used to. On the upside Z3D doesn’t come with any time related issues.
AFR 3D realistically shifts the camera for 3D and thus produces realistic 3D even at close range, but its major downside is that it can become fairly uncomfortable with fast motion since the images for both eyes aren’t rendered at the same time.
Jan 6, 2022 at 5:18pm #208829In reply to: Unravel & Unravel 2 Issue.
optical10ParticipantMany thanks for your suggestions & sorry 4 delay.
I unfortunately have Steam version which opens Origin using OpenXR as far as I can see but even using SteamVR Unravel 1 never shows image (black screen), just sound of intro and menu I think running in background.
Alternative hook-up makes no difference via SteamVR or OpenXR, neither does disabling Origin overlay :(.
Unravel 2 gets further on both API’s & hook-ups, the Menu runs but once I try to load save slot the running image freezes but the sound keeps working!So I don’t know why other titles like F1 2020/21 work fine but not this.
Isn’t there a log I can send the dev’s or someone to stag the issue?
Much appreciated
Jan 6, 2022 at 12:27am #208800In reply to: Announcement/Idea: Certified Author Program
Jey123456ParticipantG3D support is pretty much entirely dependent on vorpx implementation for specific engines, custom profile have very little they can do about it unless the game in question use same or very very similar engine to an officially supported game.
And even if they do, theres usually gonna be some glitch and theres nothing the author can do about them other than masking/removing the 3d on whatever shader layer contain the glitch (and sometime even that isnt possible).
At least as far as im aware, we have no other control when making a custom profile to try to get things to work.
Jan 5, 2022 at 3:17pm #208792In reply to: Announcement/Idea: Certified Author Program
mr_spongeworthyParticipantI would love to see something like this. Currently there are lot of custom profiles out there, but all I can rely on is the number of upvotes.
Personally, I would really, really like to see more G3D profiles that work properly; like 100% properly. So far I’ve seen zero of these. While I’m sure some of this is just bad luck of not playing games where G3D works 100% accurately, it’s still my only real disappointment with vorpX, which otherwise I get happier with every time I use it. Even the best profiles I’ve used (Fallout 3, for example) have issues with certain elements (bring up the Pip-Boy and you’ll see what I mean). The vast majority of other titles I’ve tried have issues with shadows, lighting, or both.
Even though G3D take so much overhead, in the vast majority of cases I would choose G3D mode in Virtual-Cinema way down at 30fps over Z3D in VR at 90fps (also, many of the games I play aren’t suitable for VR anyway.)
Maybe a program like this would promote more G3D authorship.
(And, as I’ve mentioned before, I don’t think it would be a bad idea for Ralf to charge a nominal fee for full G3D support. I would happily, no, I would JOYFULLY pay a few dollars per game for perfect G3D.)
Jan 4, 2022 at 7:47pm #208777In reply to: Cyberpunk VR Update Thread
RalfKeymaster@ Stryker:
Thanks, a happy 2022 to you too!
@ mr_spongeworthy:
DLSS works perfectly well, if you really want to use it, that is. I‘d advise against that though in the majority of cases. It‘s useful at slightly below 4K resolutions to fake 4K, but at medium resolutions in a VR headset it‘s just too blatantly obvious that DLSS upscales to the target res from a way lower render res, AI or not. Clearly subjective, but except for the situation described below I wholeheartedly recommend to go without raytracing/DLSS. The crisper image without DLSS just is the bigger overall benefit, no matter how great raytraced lighting here and there may look in the game.
The only setup where I found DLSS (at ‘Balanced’) worthwhile is with a highend GPU (read RTX 3080+) and the ‚Resolution Quality‘ cranked up to max. No raytracing though. While performing similarly that looks fairly spectacular and actually better than ‚Resolution Quality‘ two or three notches below max without DLSS. If a stable framerate isn’t paramount for you (it should), with such a setup you may even experiment with raytracing.
Jan 4, 2022 at 6:17am #208757In reply to: Cyberpunk VR Update Thread
drowhunterParticipantThere are random times when you’ll get extremely obvious artifacts, which I now understand are due to TAA. It’s a real shame that even with direct VR we have to have these artifacts, because it’s really the only thing getting in the way at this point.
Is there any way to force disable TAA, maybe a mod?
Jan 3, 2022 at 5:51pm #208735In reply to: Cyberpunk VR Update Thread
mr_spongeworthyParticipantAfter some more playing-around I was able to get 1.31 to look as good at 1.23, and was able to transition and really dig into this.
I have to say, the results are very good most of the time. There are random times when you’ll get extremely obvious artifacts, which I now understand are due to TAA. It’s a real shame that even with direct VR we have to have these artifacts, because it’s really the only thing getting in the way at this point.
A quick tip for Pimax users (at least, my 8K-X, but I suspect other Pimax HMDs should behave the same way): In playing around I discovered that *by far* the smoothest and best performing HMD-sync parameters were: Custom: Sync = Fast, Frame Rate Limit = Yes -> Small Delay or OFF (but you’ll have to reset it every time if you choose OFF). HMD Multithreading = ON. Just the HMD Multithreading alone nets me 15fps. I’m running my HMD at 75hz in this case. I get very smooth overall performance that varies between approx. 50 and 75fps, but with zero stuttering or other issues.
Dec 31, 2021 at 8:19pm #208651In reply to: Resident Evil 8 THE VILLAGE
JariloParticipantDifferent base paramaters during authoring. I’ll revisit some more Z3D profiles from time to time over the next weeks/months and make similar changes to them either.
In RE8 and other newer Z3D profiles everything more than about 1.5 meters or so away looks practically the same as with G3D in respect to realistic 3D. Even ‘more 3D’ really doesn’t make sense anymore though due to excessive glitches.
I have to say, at 1.33 3d strength, RE8 between 5- 30 feet infront of my eyes is pretty incredible and rivals G3D. It just gets messy up close. I’m having a good time with it. The higher frame rate is nice though.
Dec 31, 2021 at 12:14pm #208636In reply to: Cyberpunk VR Update Thread
drowhunterParticipantI can’t aim with the stick to save my life, and aim assist has to be off to prevent horrible judder when moving while locked on to a target. Also I have the vertical sensitivity turned way down on my right stick so I don’t keep moving my view up and down when I’m trying to turn.
Good Idea about turning down the y sensitivity, I didn’t know you could do that. In Full VR there’s literally no reason to have to move the y axis when you should be looking around with your neck.
For me, anytime the camera isnt locked straight ahead its a one way trip to barf town. So I find myself very carefully trying to only move the view left and right.
I did find a solution potentially to the problem.
I hooked up a dual shock 5( 4 would also work)
using DS4Windows I set the DS5 to emulate a xbox controller. The default profile is mapped one to one with an xbox controller. I created a secondary profile called Vorpx and assigned it to the Cyberpunk2077.exe so that it loads automatically when the gane runs.
On the Vorox profile , I have unmapped the RY up and down axis so no more accidental vertical camera movement and I set the built in gyroscope set as a mouse which is only active when I push the Left trigger (L2)This allows me to aim with the gyro when aimimg down the sights which is far more accurate and intuitive than using the stick. ( It kind of feels like you are actually aimimg the gun with motion controls)
An alternative to this set up if you dont like gyro aimimg is.
under special actions tab add an action to L2 to trigger a temporary profile change to default which will switch back to the Vorox profile when you release the trigger. If you recall the Vorpx profile I unmapped the RY axis but when aiming down the sight this restores the RY mapping of the default profile.
To get the view straight again after aiming you can do it before you let go of aim. Or even better I have the touchpad in the center set up as a mouse trackpad so I can quickly adjust it with a swipe. This is very useful when the game decides to tilt your view to look at something.
@Ralf I know you have a vorpx option to disabke the Y in normal vorpx but I tried it and it doesn’t work.
Woukd it not be possibke to add an option under input settings to have a similar functionality as I described above since you’re emulating tje xbox controller anyway? Just dont map the RY axis unless you push a button of your choosing?
Obviously it would probably be impossible to do this with the gamepad because you probably aren’t emulating a real controllers xinput.
Edit: If the game you try this with actually supports the Direct Input controller you are using you can use the Ds4windows option to hide the original controller from windows.
Dec 31, 2021 at 11:42am #208635In reply to: Future Best FPS: “Ready or Not” (Unreal Engine 4)
artimageParticipantYou have to try a lot of profiles before you find one that works, quick test I did a while back gave me one that worked in z3d but it wasnt all too good in terms of depth feel and biggest issue was weapons – in z3d they seem to be too close to camera and using ironsights was not comfy – full of “watery” artifacts. No, I cant say what profile Ive tried as I dont remember and I got rid of it because it wasnt working well for me (game didnt want to run well with good resolution either on ,y 1070)
Im just saying there are profiles out there that will work but you have to spend quite some time trying them all.
Thanks, I probe with several profiles (Conarium, The Turing Test, Get Even, Observer, etc) but none function with any 3D effect. Although I active the Z3D/G3D option I don’t see any 3D effect. I also have a 1070 and the FPS are good at 1920×1080.
Dec 31, 2021 at 3:46am #208632In reply to: Cyberpunk VR Update Thread
DemuseParticipantI’ve taken your advice and turned off DLSS and raytracing; I agree that highest resolution and stable framerates are paramount.
Any insight on my inventory-screen problem? I can’t see any item stats, which is a pretty significant hindrance — this is now my biggest obstacle to completing a playthrough in VR. Is this just me? Is everyone else able to hover over any item in their inventory and see the pop-up window with item stats?
Regarding the HUD, maybe it’s the lens in my Reverb G2 with it’s notorious “sweet spot” towards the center (or maybe I just have lousy peripheral vision?) but in order to actually see all the HUD clearly I need to scale it to about 0.35, and at that size it’s too low-resolution to read it. I also find the loot icons very distracting when they’re not accurately placed, but I think your mod suggestion could turn those off, which would solve that problem.
I’ll add my vote for preferring head-aiming when aiming guns, if it’s technical feasible. I can’t aim with the stick to save my life, and aim assist has to be off to prevent horrible judder when moving while locked on to a target. Also I have the vertical sensitivity turned way down on my right stick so I don’t keep moving my view up and down when I’m trying to turn. So for now I just shoot everything from the hip. My V is a pretty lousy shot!
Dec 30, 2021 at 9:41am #208615In reply to: Future Best FPS: “Ready or Not” (Unreal Engine 4)
artimageParticipantIf you can’t find a user profile on the cloud profiles page of the vorpX config app, you can try to make your own by copying another UE4 profile and then assigning the game’s .exe to the copied profile.
For more detailed instructions check the ‘User Profiles’ section in the vorpX help. It also lists a bunch of UE4 profiles that you can try as a base profile.
Hi Ralf, I have tried these UE4 profiles (Conarium, The Turing Test, Get Even, Vampyr) but in none of them I have achieved any 3D effect, neither with G3D nor with Z3D. Is it possible that with this game the 3D mode cannot be activated?
On the other hand I have been testing the VorpX profile for the Arma 3 and it is very successful.
I like that you can play with the head separated from the weapon, but it would be even better if you put the option to assign the movement of the touch controller (pitch / yaw) to the weapon and it would be perfect. I have tried it with the auto_oculus_touch program and it works perfect but this program does not work from SteamVR.
In addition, this configuration would be useful for those who play FPS games in Immersive Screen mode and it is not convenient for them to use the head or the gamepad to move the weapon, and do not want to use the mouse.It would also be perfect if you left free decision of assigning buttons and axes to the touch controllers, since for example I need to assign the movement keys (wasd) to the thumb pads of both touch at the same time, but you only allow me to assign it or to the right or to the left. Wouldn’t it be easier to leave free assignment of axes and buttons to any remote control and to adapt it to any configuration?
By the way congratulations on the development on the VorpX, very good job.
Thanks a lot.Dec 28, 2021 at 10:55pm #208563In reply to: Fallout76 Will Not Display in HMD
luis84ParticipantRalf – thanks. I sent you a few, we had talked in email, I reached out here to see if any community folks had an idea.
The issue is exactly like you say. If for testing I switch the mode to “Generic 3D Display” I can then of course get the FO76 VorpX menu inside the game etc but not in the actual HMD.
It looks like it hooks ok but the HMD does not show FO76. It does not happen with anything else except FO76 that I can see, I’ve tested other games. I am really sad since VorpX is great and I want to play FO76 (even though it’s a dumpster fire, yeah yeah) in VR.
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