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  • Deceptive Pastry
    Participant

    Have been having a hell of a time getting this to run at 1920×1440 or higher.

    – If I allow Vorpx to change game settings (default), it runs at 1600×1200 no matter what and changing the resolution in the Vorpx menu (1440p, 1680p) doesn’t seem to make a difference.

    – If I disallow Vorpx to change game settings and set the resolution through Black Mesa, I can get it to run in any res up to 1856×1392, but any res 1920×1440 or higher causes BM to revert to 16:9 1920×1080 (native). I have even tried forcing res in launch options which again works for anything under 1440.

    – Changing resolution in-game causes a crash every time, so res has to be set before launching the game.

    – All resolutions are defined as custom resolutions in the Nvidia control panel and work in other games.

    #191729
    steph12
    Participant

    everquest in VR…i’d love to try that as a everquest player from 1999 to 2006.

    but i doubt we could get it running in G3D or even Z3D, it’s such an old game.

    TheBalt
    Participant

    Hey guys,

    So i dont know for sure – i didnt have fraps running or anything, but ive been playing Jedi Lost Order and ill be honest – my rig is vastly underpowered for actual VR. I got a good processor, i7 4930k, but my card is an overclocked 780 and i have 8 gigs of ram.

    Anyways, as an oculus user running on lower than suggested hardware, my default is to always open the Oculus Debug Tool (use the search bar in windows to find it and go ahead and pin it to your dashboard)

    So I always force Asychronus Timewarp 45fps locked because i know my computer cant do 75+ FPS.. but to my point about performance boost in Vorpx and potentially other games.

    Ive been playing Jedi Lost Order, went so far as to go into the config files (the game only goes from Medium – high – epic, but actually has low options hidden in ini files in game directory or appdata, i dont remember)

    ANYHOW, even with everything at 0, lowest possible graphical settings i was getting extreme judder… i had seen people complaining about the game optimization and kinda just accepted it and kept playing… then i just had an idea and tried it – and i wasnt running FRAPS or anything so i have no way to PROVE this..

    But i actually found Launching Vorpx and telling on the ‘main vorpx page’ that youre running on a Vive, then, once you open Oculus VR, open Steam then Steam VR then launch game from Steam.

    Im not sure if i was just in low impact areas or what- but the game went from chugging every 20-30 seconds to literal minutes of completely smooth gameplay.

    im not sure if Valves timewarp options are maybe overriding and are ‘better’ than oculus’, but, this was an experience i had… if anyone has any oculus games theyre having trouble getting stable framerates – maybe try this trick and we can see as a community if we see a performance boost… but in my case, it could have been a placebo affect, but the game appeared to run MUCH smoother if i launched SteamVR (with oculus running in background) and telling Vorpx that i was using a Vive and not a CV1.

    I dont know if this works or not, but wanted to throw it out there for other oculus users to test to see if they notice a difference

    #191392
    Ralf
    Keymaster

    I knew it was a mistake to even mention dgVoodoo before I did it… :)

    Just a heads-up that the dgVoodoo2 profile is purely there for you to play with it and see what is possible. dgVoodoo2 itself is a moving target from my perspective. I have zero influence on its development, it may fail at any time and there won’t be any “official” support for any dgVoodoo2 games at all.

    That said, I re-check the profile from time to time to see whether it still generally works, and maybe (*maybe*!) I’ll add something in the future, but do not expect anything in that regard ever. And even if I do, that will still be considered unsupported as far as I’m concerned.

    #191337

    In reply to: Games Wish List

    ChrisNonyminus
    Participant

    The Sims 4; Sims 3 works with Unity profiles such as Anna with minor glitches with g3d and pos tracking, but Sims 4, even if it manages to get g3d and pos most of the geometry doesn’t move while other geometry does, making the game really messy and not really playable. I’m not even sure if it’s possible to make this game official, I only know it somewhat works with Unity profiles.

    Same here, I’m experiencing the same problems.
    I wish there was a profile that could work with the game.
    Also, when in first-person mode, the head-tracking is kinda wonky.

    #191263

    In reply to: Games Wish List

    Eola667
    Participant

    The Sims 4; Sims 3 works with Unity profiles such as Anna with minor glitches with g3d and pos tracking, but Sims 4, even if it manages to get g3d and pos most of the geometry doesn’t move while other geometry does, making the game really messy and not really playable. I’m not even sure if it’s possible to make this game official, I only know it somewhat works with Unity profiles.

    #191208
    Ralf
    Keymaster

    I can only give you the answer I gave you above twice already. If you want vorpX to behave like before, turn FluidSync ‘Off’. That is what happened before even if you had selected ‘Auto’.

    Again: in contrast to most other headsets, which mostly work fine without FluidSync, WMR headsets don’t really like uneven framerates, hence FluidSync in now on per default for WMR. I highly recommend to leave it that way, but if you prefer the prior state, ‘Off’ gets you back to that.

    #191206
    Ralf
    Keymaster

    The ‘Auto’ setting didn’t really do anything in the last version on your headset. ‘Auto’ basically was the same as ‘Off’. Now ‘Auto’ checks whether a game can reach 90fps and based on that decides whether FluidSync should be turned on or off. If you want the old behavior, set it to ‘Off’.

    For the reasons explained above I would highly recommend not to do that though. While Oculus, Vive, Index etc don’t really need FluidSync, WMR headsets never worked well with uneven frame rates. FluidSync on is best for WMR, always has been.

    In a nutshell: best to leave everything at default, but if for whatever reason you don’t want that, ‘Off’ gets you back to how things were with the last vorpX version.

    #191193
    mayhem911
    Participant

    It has sort of a Mickey Mouse activation process, which I mention because I would still say the program is worth it. Even if you run into the little hiccup in the process that I did. Some profiles have some bugs but it’s a whole new way to experience plenty of games. So far, from what I see here and what I experienced with that slight hiccup with the registration, the developer is very responsive, which is always a good sign. Some profiles are great and some are trash but you do get the necessary tools to make your own, which I am starting to learn about. I have already tried some officially and unofficially supported games, as well as some completely unsupported games. So far, I got a satisfying experience out of most.

    By the way, I am also a content creator.

    rombodawg
    Participant

    Just upadated to 20.1 after having 19.3. 19.3 worked great with monster hunter world. Although my fps would be anywhere from 25-40, which isnt very great. I would get no stutter and it would be visually smooth. Now that i updated to 20.1 there is a clear stutter making the game very difficult to play and view. Even when switching to Z3D and getting about 50 fps, the game still has the same aweful stutter. Im assuming the issue is with the update since my game was working fine before updating. A solution or at least a way to go back to 19.3 would be nice. I have a Intel Core™ i7 9750H CPU and a NVIDIA® GeForce RTX 2060 GPU. running on the Oculus rift S

    #190925
    Robocop
    Participant

    I edited my response and now it’s not appearing. Here is a copy in case you can’t see it either:

    I did finally get custom resolutions to work.

    My system specs:
    AMD Ryzen 7 2700X Eight-Core 3700mhz
    MB: X470 Gaming Pro Carbon
    16gb ram
    RX 470 graphics card
    Odyssey+ WMR Headset

    Issues I’m having:

    1) Blurriness. I can’t read any of the text that appears when I look at the controllers, regardless of “sweet spot” or distance. I can read text fine in Steam Home and in most games, but the control text is illegible.

    2) Games become nightmares in VorpX. Both Skyrim and Battlefront 2 (2017) go insane in VorpX with graphical glitches and issues. In Deus Ex, the left lens and right lens don’t display the same things, so it’s like looking at a magic eye puzzle. Shadows, for instance, only appear in the left lens. Even after turning off shadows, enough random textures and effects appear in only one lens that the game is unplayable. Skyrim seemed to have a similar issue, though it was the first game I tried so I didn’t know to check the lens issue. Everything had a copy of itself a few pixels off, like a bad 3d movie, from the mountains and trees to the characters.

    3) When I run the scan for headtracking, it usually breaks the game, forcing either a full system reboot or a forced closing of the game. Twice it has altered the resolution of my computer until I had to reboot. In Deus Ex, headtracking will be working ok until I run the scan, and then I can no longer look around the world; the screen moves with the headset. I can only look around with the controllers at that point. When I run the scan, I am not in any menues, I am not near any walls, and I am in full control of my character.

    4) Beyond the graphical issues mentioned above, the games just look very pixelated and low-quality. I’ve got Supersampling turned up in Steam as high as my system can handle. I played a bit of Arizona Sunshine and it looked great. But every game I’ve tried in VorpX has just looked awful. I can’t make out any facial details if the character is more than a few feet away. Everything is harsh and jagged.

    UberDemon
    Participant

    I have been using this unique piece of software for about a week now, and am getting more and more appreciative of its features. I searched in the forums and found a few references to a “virtual keyboard” interface within vorpX but I could not find a response. So apologizing to begin with if this is a well known subject…

    [If some of what I am requesting is already available, please let me know how to access these features!]

    I got vorpX in the hopes it would allow me to play the classic IL-2 Sturmovik 1946 series, as well as the multitude of mods available these days. When I got it to work using a Cloud Profile, it literally brought tears to my eyes (you know… allergies). I like how the Oculus Rift S controls are able to display in the game interface, including the cockpit, but as it is a Flight Sim, even in easier settings, there are a multitude of controls, and since the game did not inherently include controls in the virtual cockpit (like mouse click), you can’t do much except use blind/braille to feel the keyboard or HOTAS joystick, or mouse.

    So there are three (3) distinct capabilities I would like the developers to consider which I think would add to the value of this already great piece of software:

    1) A basic VR keyboard (priority 1) with custom labeling (priority 2):
    — vorpX already has a lounge, and controller display options, so it seems like adding a keyboard would be doable feature.
    — it may be more resource effective to run the feature within vorpX instead of using an additional program with more bindings to the interface, if even possible
    — Oculus application has a keyboard, but you must leave the game temporarily to make it work, and it does not always work as intended
    — Probably best way to allow it to work is by either pointing the controllers or using the VR index fingers to click buton
    — Would probably need to find a solution for 3-key combinations, like “shift+control+s”
    — Would be great if there was a way to label key… maybe with a “tooltip hint.” Say for example instead of “F”, label it “Flaps Up” or maybe have a tooltip when you hover over the key that tells you what it does, depending on user custom input, like “F – Flaps Up; Ctrl+F – Manual Gear Up; Shift+F – Fire Extinguisher” etc… it would be up to the player to label these things, and there should be a way to share these settings with other users.
    — possibly having a virtual mouse interface to click buttons, wheel, perhaps some alternative way to move it… sometimes in busy games it is nice to have it all there. At least the buttons and wheel scroll/clicks emulated would be useful.

    2) Axis Binding to VR controllers (priority 3):
    — In many VR applications, the user is able to grab an object and move it around. Say for example in a virtual cockpit which has not virtual controls, as long as you can see the joystick you could move the VR controller or hand (depending on vorpX setting) to where it would be in the cockpit, although not necessary…
    — The basic concept is that if I am right handed, when I squeeze the middle finger in the controller, it would automatically bind to the X-Y-Z axis, basically creating a virtual joystick… I pull control back (closer to me), trees get smaller (go up); I push control foward (away from me), trees get bigger (go down). I move it to the left, I roll to left; I move it to the right, I roll to right; I twist it counterclockwise (parallel with floor), I yawn to left, and vice versa.
    — In the same thought, my left hand binding would be to the throttle… hand moves forward speed goes up, etc.
    — Once you let go of the middle finger squeeze, it is analogous to hands-off, which the games will handle themselves.
    — There would be a need to adapt it to left-handed players, although in the real-world you would be out of luck because no one is going to build a left-handed fighter aircraft for you
    — Maybe there are other things as well, like twisting perpendicular to ground would be like rolling, or squeezing perhaps using a driving wheel

    3) Ability to build a VR cockpit by placing “hot zones” in the cockpit or interface:
    — This again would be user defined, and not expected from vorpX team. You would build the feature.
    — Let’s go back to a non-functioning 3D cockpit or interface/world. There are areas that remain the same, like the imaginary position of a button (here the user would have to use the VR Desktop to use the proper zoom level (user could customize it by guestimating)
    — Say instead of using the VR Keyboard I spoke about above and pressing “Ctrl+C” to open the canopy/cockpit, I would click a hot-zone (which could have a level of transparency, or maybe glow then hovering finger/or tolltip) which is placed in an area of the cockpit.
    — Although this sounds painful, hardcore flight simmers go through extensive pain to create these environments
    — There would be a need to be able to customize multiple cockpit profiles in a single game, perhaps through a VR popup menu in which the user would select from, say “Generic, Bf-109, Mustang, etc” depending on what is available. These configs should also be shareable.

    Yep, I know this is a complex ask… but a VR keyboard overlay (with mouse buttons, and wheel), and a way to bind axis to controller movement would be a great start.

    Thank you for considering my enormously complex (if not thoroughly unreasonable) suggestion.

    #190697

    In reply to: Halo Reach with VorpX

    dellrifter22
    Participant

    I haven’t tried yet myself, but Beardo claims hooking is possible with the alternate exe provided for modding that disables EAC for singleplayer.

    This is good news! When I heard EAC, I figured we were out of luck.

    I believe Master Chief Collection is now Unreal 4 based, but not entirely sure. Beardo mentioned he has tried a few Unreal 4 profiles already, but so far no 3D.

    When I get the chance, I’d like to try more profiles and run in through the authoring tool and see for myself. Perhaps Ralf may even take interest and get this working beforehand.

    $10 on steam. You don’t need to buy the full collection even though the store tries to convince you it is required for dlc.

    Ralf
    Keymaster

    This message might get shown if the server session gets invalidated while being logged in, although normally vorpX should notice that and change the state to logged out. If you haven’t done that already, try directly after logging in, sessions time out after 10 minutes or so of inactivity IIRC.

    Apart from that: can you download profiles from the cloud? In that case there might be an issue with your firewall preventing the upload.

    #190682
    Ralf
    Keymaster

    I perfectly understand that you can do exciting and fun things by changing the camera position more than necessary for actual positional tracking, but that can also be used for severe cheating in online games and getting banned for stuff like this is neither fun nor exciting for anyone, may even lead to vorpX getting disallowed in games where it currently can be used without problems. Unfortunately I have to consider that more important. After all vorpX is not supposed to be a cheat tool of any kind, its purpose is to play games in VR.

Viewing 15 results - 961 through 975 (of 2,131 total)

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