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  • #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.

    #208855
    Lawrence1962
    Participant

    The 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.

    #208844
    mr_spongeworthy
    Participant

    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.

    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.

    #208843
    Ralf
    Keymaster

    Big 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.

    #208829
    optical10
    Participant

    Many 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

    #208800
    Jey123456
    Participant

    G3D 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.

    #208792
    mr_spongeworthy
    Participant

    I 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.)

    #208777
    Ralf
    Keymaster

    @ 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.

    #208757
    drowhunter
    Participant

    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.

    Is there any way to force disable TAA, maybe a mod?

    #208735
    mr_spongeworthy
    Participant

    After 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.

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