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  • diamonddust
    Participant

    I’m currently having an issue with F1 2020 where the original (dx11) .exe file results in a game crash as soon as a 3d rendered image appears on screen – either in one of the main menus or when entering a driving session. This happens even without using vorpx. It seems like this is related to the latest driver (I’m using an nvidia rtx 3070) and it may or may not be resolved in a future update. On the other hand, F1 2020 is totally playable for me when using the dx12 .exe file.

    F1 2021 runs well for me with vorpx despite being a dx12 title. Therefore, I was thinking I could try using a custom dx12 profile for F1 2020 based on the official F1 2021 vorpx profile, which runs with dx12.

    My problem is that the F1 2020 dx12 .exe file is linked to the official F1 2020 vorpx profile. This profile doesn’t actually use the dx12 .exe file – it forces the game to run in dx11. Basically the dx12 .exe file link to the official F1 2020 vorpx profile is redundant as it will never use that file except to redirect to a different file. This means it’s impossible to do anything with the F1 2020 in dx12 using vorpx.

    I have tried deleting the non-dx12 .exe file from steam and running the dx12 file, which works without vorpx, but when running vorpx it triggers steam to download the original .exe file. When attempting this while disconnected from the internet the game simply doesn’t launch. I’ve also tried switching the names of the files without success.

    Based on this situation, I was wondering if it would be possible to either remove the F1 2020 dx12 .exe file from the official F1 2020 vorpx profile, or creating a separate profile without any redirect, to allow an attempt to use it with vorpx. Switching between the different F1 2020 .exe files on steam is very straightforward and simple enough that anyone who can get vorpx working on their machine should be able to do so. I’m not requesting the removal of the F1 2020 profile – having read through a number of forum posts I totally understand and agree with the reasons for official profiles being fixed and protected. However as it stands, the dx12 .exe file being linked to an official profile means it can’t be used.

    One thing I don’t actually understand is how F1 2021 is able to run with vorpx – and I’m wondering if there is some reason that my plan to make a custom F1 2020 dx12 profile based on the F1 2021 would not actually work – if anyone knows more I’d like to learn.

    Thanks for reading, please let me know your thoughts :)

    #220784
    Boblekobold
    Participant

    Concerning FOV in standard edition :
    If you use the Steam Version, you may need to delete Exodus “remote” steam folder if you have it because it can interfere with your modifications in “Saved Games” folder (so you won’t be able to really change FOV).

    A good way to know if you managed to modify FOV value is : you should see most of the horizontal part of the yellow pipe at the right in the main menu, even in 4:3.

    Or simply : game scale is perfect (not zoomed in) and you can look arround you like if it was a native game.

    90 FOV is the max in Standard Edition, but I managed to put another value with Hex editor (it appeared to be almost useless with most current headsets given 90 is enough).

    Enhanced Edition has this mod for FOV :
    https://www.nexusmods.com/metroexodus/mods/62
    You can easily modify the script to get any FOV you want but keep in mind it’s vertical FOV, so 100 is already a lot (90 vertical = 120 horizontal in 4:3).

    And if you need uncommon ratio (some headset may not be 4:3, 16:9, 16:10, etc.) :
    https://steamcommunity.com/sharedfiles/filedetails/?id=2705127786
    You shouldn’t need this if you use a Quest 3, G2, Aero, etc. but maybe with a Crystal Light or else ? I don’t know…

    #220782
    Boblekobold
    Participant

    The resolution must have the same ratio as your headset (at least in full VR).
    What is your headset ?
    Usually, it’s 4:3 in Quest 3 and Reverb G2. The cutscenes in this game are probably designed for 16:9 but when you raise FOV to max, you can see everything you should horizontally, and more verticaly (you can always switch to 16:9 and immersive screen during cutscenes with high FOV in addition if you want to see even more than in flat).

    You can launch VorpX Desktop Viewer instead of VorpX in order to use Virtual Monitor (this way you have any resolution you want, but this game has a special ratio system, so, if you play in 4:3 for example, using Pixel 1:1 in VorpX, you should set aspect ratio to 4:3 in Exodus video options, under resolution).

    1080p can be enough for cinema mode with Clarity FX in some games, but 2.7k is the minimum usually, to take your entire field of view in immersive screen and get good results, and 4k (2880×2160 in 4:3) is the minimum to play full VR (it’s still a little blurry, but not much).
    I would recommand 2880p (3840×2880 in 4:3) at least in this game, given textures are very detailed, and it keeps getting better in 3200 and 3840p if you have a good displayport headset like G2, especially in full VR (but even in immersive screen, which is always a little more detailed in this game I think, given the textures).

    If you use a Quest 3, you’ll have to deal with compression first…so it would probably not be very useful to go that high.

    holzig
    Participant

    Hi, I can`t get vorpX to attach to Metro Exodus. Vorpx isnt attaching. Metro last light works fine. Did anybody get the enchanced edition to work?
    I tried a lot. I installed the helper. I tried with and without the alternative method. I even made a config change to run the game in windowed mode.
    I tried starting the game through the desktop viewer. I tried setting vorpx to the stema runtime and launching through steam vr. I disabled everything I can think of. I reinstalled vorpX.
    Is the Metro Exodus profile even the correct one? The exe file name matches and I get the attachment message that runs into its failure state.

    Vektor
    Participant

    Hi. I’m on Quest 2 and Virtual Desktop. I’ve had Cyberpunk (GOG) working great for some time. Then today when I started it, VorpX gave a message about missing a component, so I installed it. It didn’t say what component was missing, or what it installed. I selected to install it, and it just closed out of VorpX.

    It took much longer than usual to enter the game, (from the time I selected “Continue” to the time it actually entered the game,) and it’s stuck in EdgePeek mode when Full VR is selected. I tried Immersive and Cinema modes, and they seem to work fine. I tried both the thumbstick and the middle mouse button to exit EdgePeek, but neither work.

    Also, now when I exit the game, I get a message that it crashed even when I exit the game through the menu. And now the VR controllers don’t work. They worked fine the first time I started after the missing component message, but now they don’t. They work fine as far as the Quest is concerned – I can still bring up the menu to quit Virtual Desktop and all that – but as far as controlling the game is concerned, they’re non-responsive.

    Any help would be appreciated. Thanks in advance.

    #220731
    Boblekobold
    Participant

    Virtual Monitor is really useful. With Quest 3 and Reverb G2, it also helps you to get 4:3 resolution.

    Most useful resolutions are already predefined (I just had to add a 4:3 3200p resolution).

    On Reverb G2, Metro Exodus works with 2880p, 3200p and even 3840p (5120×3840) resolution (at least in Z3D) with an RTX4090 ! With ultra raytracing and no DLSS (with Cloud Profile Ennchanted Edition and renamed excecutable). Even official G3D allow very high resolutions (especially if you turn off G3D shadow in VorpX). You can play fullscreen and adjust ratio in game video settings in this particular game.

    Metro Last Light Redux (in G3D) is less optimized and 2880×2160 is already high resolution on RTX4090.

    Metro 2033 original can reach easily 2880p in DX9 G3D (but if you go too high, your’ll have some glitches, 3D should be perfect in this game, which is like perfect native).

    Bioshock 2 reach stable 90fps at 2880p G3D but you can’t really go above because it could crash. It’s still one of the best looking native like VR games.

    Bioshock Infinite handle very high resolutions (more than 2880p, even on a GTX1080) and you don’t even need Virtual Monitor because windowed mode allow you to use any resolution/ratio you want !

    I’m currently playing Atomic Heart and 2880p is smooth. 3840p works but it’s harder to fight.

    Immersive screen seems sharper to me. You need higher resolution in full VR.

    Of course with non 4:3 headset, you’ll have more megapixels, so 4:3 is better I think.

    #220724
    Ralf
    Keymaster

    If you use 24.1.0 with the virtual monitor, you don’t need to add resolutions in the nVidia control panel. The virtual monitor is the more comfortable alternative to adding custom resolutions for your actual monitor.

    Per default the virtual display should kick in when you launch the vorpX desktop viewer and put on your headset. Additional resolutions up to 8K can be added in the config app, including (almost) 1×1 with vorpX automatically taking care of adding a few extra pixels horizontically to ensure any 3D heuristics relying on detecting quad textures don’t get confused.

    IMPORTANT: SUPER HIGH RESOLUTIONS ABOVE 4K NEED LOTS OF MEMORY. vorpX creates several extra buffers at full screen res. May even bring your 16GB 4080 to its knees combined with games that have high GPU memory requirements even without vorpX. So don’t overdo it.

    #220721
    pitched
    Participant

    I’m trying to get Sekiro running with an Xbox gamepad on the v24 beta but there’s some sort of button remapping being applied that I can’t figure out how to disable.

    The A and X buttons are swapped, joystick sensitivity is maxed, LB/RB don’t register in the menu and the thumb button opens vorpx instead of crouching.

    I found the gamepad override option but it doesn’t fix the above for me even after a restart. Any hints on how to fix this? I really just want the inputs to get passed through untouched!

    Benedict81
    Participant

    Hi!

    Just bought Vorpx and I’ve only played with it for two evenings. Got some questions that I didn’t find answers for.

    Vorpx works and I’ve played Metro Last Light Redux with it for abit. Setting the game resolution is problematic, granted that this game has problems of its own with setting the resolution in windowed mode but heres what happens :

    – If I just start the game with Vorpx running and use the automated settings, it wants to use a very low resolution (1600×1200 or something like that). I can change the resolution in-game, but that garbles the graphics (this is because of the windowed mode, not because of Vorpx, the graphics go weird even in flat mode if the game is not fullscreen). So not a Vorpx problem, it is the game not liking windowed mode.

    – If I run the game through Vorpx Desktop Viewer, the resolution goes up, but now I can’t choose the resolution at all (the game locks the resolution to something weird like 5124×1440 (is that an ultrawide reso or something?), can’t remember the exact resolution but it was about that). Ok, the game is playable with this resolution, but I am still wondering why I can’t change the resolution in desktop viewer situation. I tried to turn the automatic resolution thing off, but that didn’t seem to do anything. I have created a plethora of custom resolutions into Nvidia control panel and if I understand correctly, it is recommended to run games in 4:3 aspect ratio or close to that for best results. And ofcourse I feel like I’d want to up the resolution a bit (getting near constant 120fps according to the Vorpx FPS thingy with this reso) cause the graphics still look a bit pixelated in the distance. Yes, I am new with Vorpx and I might be doing something wrong here, but thats why I am here :)

    -Another tech question not related to resolution – is the ALT+L thing something that should be done once you are in-game and in full vr? I ask this because if i tap ALT+L once in-game, it reduces mouselook to just horizontal movement and if I don’t tap ALT+L I have full mouselook in both axis. Using the ALT+L also seems to remove the Y-axis options completely from the Vorpx menu (delete key), again, if I don’t tap the ALT+L, the menus have all the Y-axis options (and I do want full mouselook, especially in first person games).

    Im running Win 11 (all the latest updates), RTX 4080, Pimax Crystal HMD.

    Thanks!

    JohnLasheras
    Participant

    Greetings Ralf,

    I hope all is well. I am just curious, even though it is very early and tentative, will vorpx support true geometry 3d multi planar rendering or not?

    If you work on a shader injection solution I’m wiling to pay for it or purchase another license. Please get into contact with pimax so you can work on it if you want to.

    Thank you Ralf for your good software. Vorpx is great..

    Also, if you are willing to work with me I would work with you contractually with a non disclosure and non ucompete agreement if you are interested. If not then OK.

    Johnclasheras. WordPress. com

    God bless and God speed,
    John Lasheras

    tjpblue
    Participant

    figure 1
    figure 2

    What I’m working with:

    QUEST 3, i9, 32gRam, 4070 RTX
    – COPY of Updated Vorpx CYBERPUNK Standalone mod dated SEPT 2024
    – Copy of CYBERPUNK 2077 2.13 + Phantom Liberty

    Everyone remembers what happened the dreadful week of the the infamous 2.13 update drop.
    Many solutions were sought. Many things wouldn’t work no matter how closely defined my actions were to the instructions concerning CET and the like.

    I was ecstatic that Ralf powered by Vorpx, or rather Vorpx powered by Ralf – was quick to update the stand alone mod and link. In my neck of the woods internet is non existent so after installing and and reinstalling with fixes in different combinations and orders it took forever each time I got exhausted – you have no idea how slow of a connection lol
    I looked forward to downloading CP2077 what I thought would be the final time and began to install the new updated standalone {all smiles}.

    Unfortunately I was stuck in the game waiting room , with the same message of “my version of cyberpunk being newer” ..etc etc. Realizing it could be a false message (see above if it linked properly) I sought to continue : However I noticed that I wasn’t able to use either the keyboard or Quest 3 controllers to continue. I was able to use the grips to use the vorpx configuration menu ( open and close the menu) – that was it. I changed a few settings in vorpx menu – gamepad back to keyboard etc – Mouse was only working in vorpx menu. upon closing the menu AND after the opening intro movie I would get a message saying {!} CONTROLLER DISCONNECTED Please Reconnect controller.No controller buttons or keyboard would work (other image if posted correctly)- I Never post to Forums, as most threads seem a spiral into condescension to the poster -Among other things Im embarrassed I cant figure this out – and reading comments on videos expressing that it worked first try no fuss no muss – Im pulling out what 3 hairs I have left on my head. Ive tried everything – I, in my heart think its got to be something I’ve overlooked, or accidental setting change.
    **Headset selection on The –CyberpunkVR config link — oculus headsets , rift , Quest via Oculus link is selected** (I’ve always used questlink for this game with unfailing great results)

    If anyone can Help, I would owe you my soul.

    Thanks in advance,

    TJP
    A Tenacious enthusiast even after a wrong turn or two

    #220361
    mr_spongeworthy
    Participant

    Just feedback to report that newer versions of Pimax Client (1.29.01.01, as of this writing) seem to be working well. Win11, HAGS on, etc. No major issues beyond the usual Pimax PITA stuff (broken motion-smoothing, etc.)

    Ralf, is there any way I we can override the resolution being sent to our Pimax HMDs through vorpX? Currently vorpX (current beta, virtual monitor disabled) sends fewer pixels to the HMD than it really requires for excellent clarity. I can compensate a bit by running a title at very high resolutions, but in effect that’s still getting downsampled to a lower resolution than ideal before being sent to my 8k-x (plus, it’s very GPU intensive obviously). I’m frequently leaving a lot of clarity on the table because of this: Running an older title, even at 5k, is doable, but that resolution is getting reduced considerably before it is pushed to my HMD, lowering the quality. It looks to me as if you push the same number of pixels to the 8k-x as you do to the 5k, but the 8k-x needs more than that. So far I’ve been unable to overcome this. Both Pimax resolution override and Steam SS do not result in a higher resolution. FPSVR shows this when one uses the “detect resolution” function.

    #220316
    Spinelli
    Participant

    vorpX may not work with the very first batch of TrackIR games. If it can handle the version the game supports (and TrackIR is enabled in the game) the support gets detected automatically and vorpX shows an according message.

    If TrackIR does not work, please also have an eye on the stuff that vorpX shows in the top/left corner of the game window as well as in the headset. The instructions shown there tell you how to enable mouselook.

    I always read everything that pops up in Vorpx.

    Upon launching the game, a VorpX message comes up saying TrackIR head-tracking is available and to enable it in game and in the VorpX settings. Then another VorpX message comes up saying to press the “U” key to enable freelook in cockpit view (I have it remapped, in-game, to the “T” key). So VorpX detects and is aware of both.

    Also, you have to set “TrackIR supports head roll” to No instead of Yes or the roll is messed up and the game actual rolls with your head so even that seems to be messed up.

    #220306
    Spinelli
    Participant

    Sorry for the spam detection troubles you encountered. The alternative to having spam detection on in the forum software would be a 3:1 spam:content ratio unfortunately, extra bad since the beautiful invention of drivel bots like ChatGPT etc.

    Your actual issue:

    Maybe some weird issue related to Pimax’s software that puts itself in between vorpX and the headset. Reversed eyes are conceptually impossible with vorpX’s G3D method (at least unless the profile author intentionally inverted them, which obviously isn’t the case here).

    Possibly related to the time vorpX hooks into the game (before or after Pimax initializes its stuff). Enabling alternative hooking in the config app may be worth a shot. That aside maybe check whether there is some stuff in the Pimax software you can turn off. Haven’t checked a Pimax headset in a long time, but a few years back they had some custom reprojection that could change the IPD and make things appear cross-eyed occasionally.

    vorpX does not change the power plan. Some VR runtimes do howewer. At least the Meta (Oculus) runtime does. Not sure about Pimax.

    OK, update.

      Starting Game Consistently

    It looks like I have VorpX, rFactor, and SteamVR consistenly playing good with eachother. I just try to start them in the following order: PiTool, VorpX, SteamVR, and reversed order for closing, and also I make sure to always close SteamVR (not Steam as a whole) once I’m out of any game along with starting the games from PiTool (which automatically opens SteamVR). Some of those steps may not be neccessary but the formula seems to work every time. I also make sure not to alt-tab out of the game. This caused issues last time with the SteamVR grid-environment being superimposed in the rFactor game and led to other issues too (had to end up closing game from task manager and then restarting all VR-related programs/services).

      Parallel Projections

    I forgot that Pimax’s Parallel Projections is a requirement for VorpX. It says right in the VorpX Pimax guide (which I’ve read multiple times). 3D is fine now

      Remaining Issues

    1. I still can’t get the head-movement to work without the entire game’s screen being locked to my head (unless I run in 1 of the interactive movie screen modes or whatever which). If I enable head-tracking, the entire screen is still locked to my head but, mixed with that, there’s a teeny, tiny but of proper head movement relative to the locked screen but it’s like 3% of the entire head movement compared to the locked-screen’s head movement.

    If I enable the game’s mouse free-look setting, the camera / driver’s head suddenly looks upwards while spinning and falling to the ground.

    If the game supports TrackIR / head-tracking (like rFactor and all games based on it’s engine), do we just rely on VorpX’s head-tracking being enabled? Or is the game’s mouse free-look setting supposed to be activated instead (via a game’s hotkey)? Or are they supposed to simultaneously be enabled/activated?

    2. The 3D is basically perfect – the ISImotor (commonly referred to as the ISI GMotor) engine that rFactor runs on has always been one of the best native Nvidia 3D Vision games anyways so I’m not surprised – however there’s one issue. Lots of the vehicles’ in-car dash’s gauges (or on the car’s dash, steering wheel, etc.) are almost impossible to look at as they’re being rendered in only 1 eye but not the other (or sometimes only partially in the other eye). It’s extremely disorientating and headache inducing even if you don’t look at it.

    This issue used to only occur with games running on the ISImotor engine if the particular game didn’t have a 3D Vision profile assigned to it. The fix is incredibly easy. With Nvidia Inspector in the Stereo section, make sure “StereoProfile” is set to “Yes” and “Stereo TextureEnable” is set to “0x00000001 COMMON_STEREO_TEXTURE_ENABLED”. After that, all the games’ cars’ dashes, gauges, display screens, etc. were fixed and PERFECT.

    The problem is, there’s no more “StereoProfile” setting in Nvidia Inspector, and the “Stereo TextureEnable” setting only has literally one option to choose from: “0x00000001” (no writing after it). I know Nvidia removed 3D support from their drivers but I thought simply enabling these “bits” in Nvidia Inspector would still be available.

    #220290

    In reply to: Battlefield 3 Help

    Ralf
    Keymaster

    Yeah, in cases where head movement is bound to the mouse, you may have to calibrate the sensitivity. Unfortunately sometimes it depends on the ingame mouse settings, or even the resolution, so providing perfect defaults for everyone is not always possible.

    There is a setting in the vorpX menu (main page as well input page) called ‘head tracking sensitivity’ that you can adjust.

    Hint: A good way to calibrate the sensitivity is finding a spot in the game where you can easily tell when you turn 90°. Any flat wall will do for example. Stand before the wall, facing it straight while at the same time facing your monitor in reality just as straight. Then turn 90° in the game and check how far you turned in reality. Adjust the sensitivity accordingly. After 2-3 quick iterations you typically get a perfect 1:1 match.

    Hint 2: Useful hints like the above and more can be found in the vorpX help under ‘Essential Game Hints’ and ‘The 1-2-3 Game Setup’.

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