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  • #208563
    luis84
    Participant

    Ralf – 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.

    #208528
    stanley550
    Participant

    Thank you for the mod.
    I’m using Oculus Quest 2 and the game launches into VR just fine and I’m getting an excellent performance an a picture.

    However I’m having a really bad time turning the character. When moving my head from side to side and looking around, the picture is stable and the VR representation is great.

    Once I start turning the character in the world using the controller, the whole picture stutters really badly and I’m getting extremely nauseous from it. I am a VR “veteran” and do not suffer from motion sickness even in a low fps scenarios, this is something different, it feels like the picture is not consistent between the two eyes and that I’m getting a flicker between left and right eyes causing a really big discomfort.

    Again, this is happening ONLY when I turn the character in the world using the controller, when just rotating my head and looking around the picture is absolutely stable.

    Any help with this please?

    Specs:
    Geforce 2080 Ti
    i7 4790K
    32G RAM
    Win 10
    Oculus Quest 2 (via Airlink)

    #208520
    markbradley1982
    Participant

    I can’t really say anything else than what I said above alraedy: in G3D profiles the base settings are dialed in to provide up to five times the realistic 3D-Strength for those who want a dollhouse effect. Base parameters are typically dialed in so that the default 1.0 provides realistic 3D, by raising the strength you can get five times more if you want, corresponding to the inter-eye-distance of a respectable hammerhead shark.

    No native VR-game lets you do something even remotely like that. vorpX does, although this is not really what it is supposed or meant to do. On an admittedly slightly annoyed sounding sidenote [insert rolling eyes here]: sometimes I wonder if all other VR devs also are forced to have this discussioun on a regular basis considering that in contrast to vorpX they don’t offer such an option at all. Or maybe they aren’t BECAUSE there isn’t such an option in their games in the first place. I’m almost tempted to try. ;)

    For Z3D that much 3D is too glitchy, hence for Z3D profiles the max. limit has to be lower unfortunately.

    Seriously guys: If you want a developer (anyone actually) to answer your questions in an open and direct way, you have to accept the possiblitly that sometimes the answer may not be the one you hoped for. The alternatives are no replies at all or meaningless feelgood replies (‘Thanks! Great feedback, we have have forwarded your suggestion to the team’) as you would typically get in forums of bigger devs/publishers. They know why they do it that way, but that is not what I want for you here.

    I love it that Ralf is keeping it real. I also loved his detailed explanation on why FOV is more important than 3D. VorpX gives endless enjoyment.

    #208507
    fluxywild
    Participant

    What would cause my game to crash while launching it?

    I can’t even get into the intro

    #208505

    In reply to: Bus Simulator 21

    duke54
    Participant

    The game runs in DirectX 12 and I can’t get it to run in DirectX 11 even though I used the -dx11 start option in Steam as well as forcing the game to use DirectX 11 using these instructions:
    https://steamcommunity.com/groups/TheUsefulWindowsGroup/discussions/0/2741975115082003449/

    So far I have had no luck getting Vorpx to hook into it

    #208364
    kgian
    Participant

    I did some more testing. I have set the quest 2 to 80Hz.

    Vorpx resolution 3rd down from the top. In game settings to medium. Vorpx % set to disabled I get almost always 80fps even on outside places. Seems playable. I have got a 3080ti but it gets hit hard with 80% usage. CPU is stuck at 100%. i5 11500.

    #208341
    Ralf
    Keymaster

    Why that? You just have a to be go a bit easy on the graphics settings and it even runs fairly well on mid tier-hardware. With the recommended minimum settings from the start message (game graphics settings at ‘Low’, and resolution in vorpX at ‘Nice’) you’ll largely get 60fps on a GTX1080/5700XT and it doesn’t look too shabby.

    And with a newer high end card, you can even make it look really good. If you have an RTX card, I’d recommend to trade raytracing for a higher resolution, although that’s a bit subjective, of course.

    #208330
    Stryker_66
    Participant

    For a Reverb using SteamVR as OpenXR runtime doesn’t really make sense. That will just translate OpenXR to SteamVR calls, better use SteamVR directly in that case, avoids the unnecessary extra translation.

    SteamVR as OpenXR runtime only really makes sense for native SteamVr headsets like Vive or Index. For Oculus or WMR headsets it’s always better to use the native OpenXR runtime and skip SteamVR altogehther.

    Got it, thank you. I always challenge myself with things that might be placebo. I’ll use SteamVR in this case.

    I’ll take a look at the cinema mode mouse glitch, although that probably just stems from the fact that the game runs at a lower frame rate than the headset, but not an at an even fraction. In FullVR mode that gets all factored into the frame interpolation, but in cinema immersive/mode you might want to ensure an even game to headset FPS ratio by capping the FPS to 50% of the headset refreshrate.

    Cool, I’ll take a look at the FPS ratio.

    #208327
    Ralf
    Keymaster

    @ Stryker_66

    For a Reverb using SteamVR as OpenXR runtime doesn’t really make sense. That will just translate OpenXR to SteamVR calls, better use SteamVR directly in that case, avoids the unnecessary extra translation.

    SteamVR as OpenXR runtime only really makes sense for native SteamVr headsets like Vive or Index. For Oculus or WMR headsets it’s always better to use the native OpenXR runtime and skip SteamVR altogehther.

    I’ll take a look at the cinema mode mouse glitch, although that probably just stems from the fact that the game runs at a lower frame rate than the headset, but not an at an even fraction. In FullVR mode that gets all factored into the frame interpolation, but in cinema immersive/mode you might want to ensure an even game to headset FPS ratio by capping the FPS to 50% of the headset refreshrate.

    @ kia

    Awesome, glad you got it sorted.

    #208303
    thetommyboy2002
    Participant

    So I uninstalled the mod and went back to using the “pressstart” cloud profile with regular VorpX, and as I recalled I get 60fps @4k with ray tracing enabled, and it looks fantastic.
    I guess the 3d reconstruction used (z-normal?) in regular VorpX is better suited to the power of my machine.
    Weirdly I tried the other reconstruction methods (z-normal etc) with the mod, but could never get the same performance or image clarity with the mod. Though I may not have tried every possible combo of reconstruction and resolutions.

    It does seem to “feel” better in the Mod version, but the lower framerate and resolution make me want to stick with the regular VorpX version for now.

    A couple of other minor mod issues (when zooming in with a weapon, head movement is reversed on all axes, making aiming a pain, even though I could use the thumbstick to aim. And there is an enormous amount of bloom and blur when driving, like the resolution drops way down or something, and sometimes it is just all bright white outside the car but normal inside).

    It is still a fantastic mod and a hell of an achievement, but I think I’ll stick with VorpX 4k 60fps and ray tracing for now… sorry.

    #208215
    Ralf
    Keymaster

    @ Lawrence: I’m thinking about adding a little hint to the installer that makes purists who don’t consider VR without full motion controls worth it aware of what to expect. Don’t want to waste anyone’s time.

    That aside: motion controllers work fairly well as gamepad. They will be set to gamepad mode per default for the release, so no tinkering required to get any key mappings right.

    Obviously not as good full native motion controller support, but leagues better than holding a gamepad in front of you when you play standing. Having your hands free just feels more natural and if you want, you even can fake object interaction or aiming with guns, playing ‘air guitar’ so to speak. That can add quite a bit to the immersion.

    That works well with any FPS game where vorpX supports 6DOF Tracking btw. I played through large parts of Half-Life 2 that way for example some years ago. All you need is a bit of an inner child left in you, and you forget that you aren’t actually aiming in a blink of an eye.

    #208146
    thomas3d
    Participant

    The patch 1.4 also works great with VorpX Direkt VR Scan … as well as the new DLC … great atmosphere in VR with fantastic 3D … !!!

    The weapon in front of the nose is excluded or hidden with Direct VR … unfortunately there is no other way to solve it … but the target crosshair is displayed … The 3D depth or the miniaturization effect can be set individually using the G3G scale … now I don’t have my value in my head … but the terminator world looks damn good in 3D VR … every time it was difficult to stop playing … this immersion was so awesome … !!!

    For perfection only a mod is missing that fades in the weapon and the body like with Luke Ross RDR 2 Mod … and of course hand controller support … then it feels like real VR … !!!

    But even as it is now … it is 1000 times better than playing in 2D Flat with one eye … !! * smile*

    #208114
    Sephael
    Participant

    I tried the Dragon Quest XI (Conarium good) profile and it is a little better.
    -Head tracking needs to be turned off.
    -G3D is here but even at max, it’s not very strong.
    -Characters are still blurry, but i found that if you select a main eye (right or left), the characters will be rendered sharp for the eye selected only… i don’t know if it’s possible to get both at the same time.
    -Shadows seems to be coherent as long as you don’t put too much strenght içn G3D (which is always problematic)
    -Unlike the Tiral of Mana profile, this one did not craches.
    -there is still the green glowing effect on characters’s skin

    #208103
    Ralf
    Keymaster

    @ both : Yes, free and standalone means that it will be a separate, unpaid download. As a gift for vorpX’s 10 year anniversary.

    Most of you probably aren’t aware of that, but vorpX pretty much was born together with modern consumer VR. The vorpX of today would have been a VR enthusiasts wet dream back then. When vorpX made its first humble baby steps, nothing of what you know as VR today existed, not even affordable headsets. 10 freaking years ago.

    #208085
    Ralf
    Keymaster

    Some games can combine multiple AA methods, but as far as I’m aware Cyberpunk relies on TAA alone. Whether vorpX does TAA or the game wouldn’t really make any difference sharpness wise. The method isn’t exactly the sharpest on earth in general.

    Better get used to dialing down details a bit in favor of a higher and thus crisper resolution. TAA like used in modern games will not go away anymore. These games are primarily made for consoles, i.e. TV’s two or three meters away from you, where many developers don’t really mind a bit of extra blur or maybe even consider it beneficial due to the more cinematic overall look.

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