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  • #190141
    rombodawg
    Participant

    Ok so i got the game to work with vorpx, paritally. I am able to attach vorpx to the game as long as i 1: load steam vr first 2: make sure my resolution matches my screen.It load into the menu, and i can even start the campaign. But my problem now is getting the game to display onto the headset. (using psvr with trinuspsvr) first the headset displays steam vr viewer as a red screen, which isnt a problem, this happens with all my games running in vorpx, all i have to do is click on steam vr’s viewer and it displays the game. But once i click off the World at War (to display the game in my HMD), then click back onto World at War (to regain control of the game), the game goes to a black screen and vorpx sais its “waiting for world at war to load”. Not sure if this might be a trinuspsvr issue. If the vorpx is automatically suppose to show the game in the hmd (instead of a red screen) without clicking on steam vr, or if that happens to everyone but thats my issue right now.

    #190075
    Eola667
    Participant

    That sounds exactly like what I want to do, I’m awaiting the key for advanced authoring now, I hope the mail didn’t get bugged.

    Edit: support replied, thanks for the info. Since the button for the key is still available I thought there were even more in-depth settings apart from the G3D authoring checkbox xD

    #190074
    Minabe
    Participant

    It can be used to reach places not intended to be available. In “The Forest” i could only walk in the same plane so when going uphill i ended up clipping through the textures and could see anything under the floor, if there was anything anyway… i did saw a canyon really far away but couldn’t even get there bc the more i walked towards it the more glitchy movement became, to the point the animations slowed down and i couldn’t even move towards it anymore, i guess i got too far away from the origin.

    This with forced artificial locomotion ofc.

    mr_spongeworthy
    Participant

    I finally had time to sit down and really tackle getting Fallout 3 to work properly with vorpX. For those who don’t know, titles based on that engine (so at least FNV and Skyrim, plus probably others I don’t know about) had all kinds of fundamental game-engine-based frame-rate and stuttering issues, even on vastly overpowered rigs. So I thought I would put my finding here in case other vorpX users want to get it running well.

    For reference, my rig is a Quad-core i7 overclocked (and liquid cooled) to 4.4 ghz, 16GB ram, all SSD storage, and an RTX 2080 Super card. So pretty capable, but definitely not top-end by VR standards. This is running a Pimax 5K+ HMD, so I have to run relatively high resolutions to really make use of the Pimax.

    I’m only shooting for acceptable lounge-mode performance here with – not full VR. If you want to achieve true 90fps you might have problems anyway, as the FO3 engine will experience significant issues when pushed above 60fps. So everything here will probably apply to you but you’ll likely need to to use one of the various fake-frame methods (brainwarp, async, fluid sync etc.)

    I’m not going to give step-by-step instructions here, because if you need a true step-by-step for any portion you can easily find it already written-up online many times over. I’m also not going to cover what FOV settings to use etc., because those are all going to depend on your HMD and personal preferences anyway.

    Here are the key things you will need to do to make FO3 run smoothly:

    1) Disable Vsync in your .ini files. Don’t rely on the launcher option to do this, it doesn’t actually work. You have to set the iPresentInterval value to 0 manually in the ini files.
    2) Install FOSE: https://fose.silverlock.org
    3) Install the Fallout 3 Stutter Remover: https://www.nexusmods.com/fallout3/mods/8886?tab=description
    4) Edit the stutter remover .ini file (sr_Fallout_Stutter_Remover.ini file in the Data\FOSE\plugins folder) and set the maximum fps to 60 (you can use other settings if you wish, that one works very well for me. If you rarely get 60fps you might want to limit your fps to a value that works better for you. Even clear down at 30fps the game isn’t too bad in Lounge mode).
    4b) If you are using Windows 10 also edit the stutter remover .ini file with these necessary Win10 fixes:

    turn off the features in these 2 lines:
    bHookCriticalSections = 1
    bHookLightCriticalSections = 1
    by changing the 1s to 0s:
    bHookCriticalSections = 0
    bHookLightCriticalSections = 0

    5) Disable any driver level fake-frame features (brainwarp, motion smoothing, etc.)
    5) Launch your game using the FOSE launcher app.
    6) Disable all vorpX fake-frame features (this isn’t technically necessary, but to my eyes they just make things look uneven. If you absolutely have to get 90fps I suggest trying the Fluid Sync mode and limiting the fps to 45 in the stutter remover .ini file. That’ll give you a game engine running at a solid 45fps, doubled to 90. To my eyes that looked like the best of the fake frame methods in FO3).

    Using those settings I’ve got absolutely silky-smooth framerates with zero stuttering at very high resolutions (2560×1440+) and quality maxed across the board for FO3 (plus many high-rez texture mods and ini tweaked to ugrids=7), even with all of my “VR Quality” settings set to 100%.

    Note that there appears to be some sort of a bug in the Fluid Sync setting – after an area transition and at other times it will still lock my FPS to 45 for a period of time. You can either toggle Fluid Sync on and off again, or just wait a while, and in a short while (usually less than a minute) Fluid Sync will disable itself again and your FPS will shoot back up to whatever your maximum value is. (P.S. Would *love* to see this Fluid Sync issue fixed!)

    Hope that helps a few people!

    Things I haven’t been able to fix: Incorrect focal-depth for PipBoy display and terminal screens. (If anyone knows how to fix this PLEASE LET ME KNOW!) This causes a double-vision effect for those items. (P.S. Would also *love* to see this fixed!)

    Here is a “solution” of sorts:

    1) Bring up the vorpX in-game menu and set a dominant eye.
    2) Close your non-dominant eye when using the PipBoy or Terminals.

    #190034
    Eola667
    Participant

    I’m using an HTC Vive and an Unreal engine 3 game. The geometry is perfect and the objects (like characters) are rendered completely 3D themselves, the problem is that if I move too far off center Vorpx auto-resets my screen and the message “Head tracking re-centered, stay in place to avoid” shows up, this also resets my current position in the 3d world and the camera. This is what I want to disable in order to be able to walk around the space Vorpx renders, even if I get into a black hole if I move too far off bounds xD

    Edit: to clarify a bit more, this happens when I physically move around the room, not ingame. In this case what I’d want is to leave the game be and physically move to the 3D objects rendered by Vorpx in VR, without my position/camera resetting.

    #190031
    Eola667
    Participant

    Hi, sorry for bothering you. Is there a way to disable the full VR screen from auto-centering if I start to walk around the room or towards something? I want to get as close to objects as I can but the auto-reset is preventing me from doing so effectively.

    #190027

    In reply to: Red Dead Redemption…

    dborosev
    Participant

    I started a thread about this in technical support a few days ago.
    Here is my findings:
    – Its minor for me at least
    – Sounds like its not VorpX by the internet chatter.
    – It doesn’t *seem* to be related to CPU or GPU, or any graphical settings. It actually happens the most when I’m in first person mode and indoors or up close to something.
    – The FOV mod may make it worse, haven’t tested enough to tell.

    In any case, I’ve decided I like 3rd person better for this game anyways, so I rarely get the stutter there. Even in first person it was tolerable.

    #190026

    In reply to: Red Dead Redemption…

    ChrisCarson81
    Participant

    Thanks for chiming in. Didn’t even occur to me to test it without VorpX running. I’ll check out the article and will test without VorpX and will post back if I find anything.
    You are playing with RDR2 in VorpX and you’re not getting stutter? My gaming rig has never let me down to date… I wonder what’s up with it now…

    EDIT: After reading more online about RDR2… Seems like that is most likely the problem. Lot of PC gamers struggling with it regardless of what specs they have under the hood. Such a shame.

    #190024
    erised
    Participant

    The controller trackpad/stick can be used in conjunction/collaboration with cybershoes (both native vr games and Vorpx). So long as you select Trackpad or Trackpad – default in the cybershoes configuration, the shoes will automatically move you in the direction where the shoes are pointing relative to the HMD – what this means is you strafe by turning your hips into the direction you wish to strafe (essentially how humans strafe in real life, as we rarely take steps sideways).

    Right now my setup is just the concave base in the middle of my vr room with a pulley system in the drop down ceiling for cable management. I’ll see if I can setup a public drop location for some photos, however the base I build is almost completely copied from this youtube video (https://www.youtube.com/watch?v=oi5DU2JfRhU), I even built the same original harness (but since removed it).

    I actually don’t have a dedicated cybershoes chair at all – I committed from the outset that I would get it to work standing. However if the standing simply couldnt’ work, I was planning on using the included hydraulic lift that comes with the shoes and a bicycle seat attached to my concave base (so flush with the “ground”)

    Your idea for the concave platform plus chair would work, although in that case I would simple recommend simply drilling a hole into the concave base for the hydraulic lift as mentioned above.

    Thanks for the dark souls info, I have the first so might try it out.

    Cheers
    James

    #190008
    dellrifter22
    Participant

    Wow, that would be great Ralf! Scalable HUD would make this much more functional. At the very least, a simple mod that can allow the HUD safe-zone lower than 90% as the in game settings permit. I tried looking for a value in the system.xml but couldn’t find one.

    @ forlaunchcast: I think the Reverb is prime for vorpX. It’s comfy and convenient to wear, impressive high fidelity screens, and more importantly, a modest FOV great for FullVR. My Pimax8k has awesome FOV, but realistically only few vorpX games can handle that, so you end up seeing the screen edges way too much. My Reverb isn’t perfect (right eye has a few dead pixels and a touch of mura), but overall I’m enjoying the crisp stable image, with quite acceptable brightness and color.

    If you get a chance, try running a resolution even higher than 2160p for any game, and you’ll discover how quality and clarity can still improve much beyond 4k. At 2880p, games begin to look as clear as looking at my 1080p monitor. ACOdyssey I’m running 16:9 5120×2880 (double my 2560×1440 monitor) and it looks fantastic. It comes at a framerate cost of course (averaging ~35fps which is my personal tolerance) that may not be acceptable to many, but the potential is there for future processing power to grasp.

    I’ve never tested if TVs allow this, but most monitors can imitate higher than native resolutions. Using Nvidia Control Panel you can create and test virtually any res or ratio you want, and if your display passes, you can use that for games. Anyway, sorry for the wordy response, just wanted you to know that that RDR2 begins to look good at 2160p, but man it starts looking great at 2880 if you can manage.

    @ calvincrack: I haven’t tried all Low yet myself, but it’s possible that low settings lean more on CPU and are not taking advantage of your monster GPU. See if a mix of medium to high settings do anything to even out performance.

    It’s a lengthy watch but if you’re interested, Digital Foundry goes through all the settings explaining performance impact. At the 25:38 marker a chart is displayed for the settings equivalent to the Xbox One X, which may provide a good balance.

    My take away was: reduce reflections,volumetric effects, and water physics. Medium SSAO, disable volumetric Ray, and dial back grass distance about half way.

    At 3200×2880 my 2080ti is targeting 35-45 fps, which is my personal sweetspot. I may experience hiccups in a random open field at times, but I have not felt any severe impact entering Valentine town for example.

    Head tracking at the moment seems to introduce unavoidable stutter reguardless of framerate, so best to use mouse rotation for turning. Hopefully experimenting a bit more with graphic settings can iron out your stability.

    #189984

    In reply to: Experiences so far!

    TheBalt
    Participant

    i’m with you op, i have vorpx since 3 years and i love it so much that i could not live my gamer life without it.

    this is an essential software if you own a VR headset.

    and i will add this and i’ll be probably spank by others customers for saying so, but i’d be ready to pay a yearly licence to use vorpx, let’s face it, Ralf keep working on Vorpx with updates & improvements and all work deserve financial reward. right now vorpx cost 36 euros and then you’re golden for forever, but people buy vpn licences access yearly for more, or antivirus or others softwares, or even netflix for a whoopy 11 euros/month ! asking customers to keep paying every year to be able to use them, how come you dont do the same Ralf.

    i’m no one to tell you what you have to do, but i’ve been wondering why for a long time now.

    maybe you should consider finding a better balance between the work you put into vorpx and the money you get out of your incredible work.

    It is such a badass damn program, i still remember back in dk2 days when people were calling vorpx trash and i just dived in cause i was like, hell, i got the headset already, might as well try it… havent played a game outside vorpx since unless necessary. best video game software purchase ive ever made, far and away.

    i am advertising it to my friends as they get vr headsets lol.. i still dont understand all the hate it gets, why people have a problem with it makes no sense to me – we are just trying to experience games in full 3d… it doesnt need motion controls to be effective at making you feel connected to the game world.. plus, it ‘kinda’ has motion tracking cause i primarily use my ‘face’ as my way of targeting for a headshot and stuff lol

    great program tho for sure

    #189983

    In reply to: The Outer World

    TheBalt
    Participant

    Thanks! That is definietely the culprit. Since I have the Windows Store version I had to guess the Epic store .exe name, unfortunately I guessed slightly wrong (‘IndianaEpicStore’ instead of ‘IndianaEpicGameStore’). I’ll update the profile.

    19.3.0 with the updated profile will be made available again once I figured out something in regard to RDR2 launcher problem.

    Hey Ralf thanks for getting the new update out! Outer worlds looks great even tho I am having issues with directvr not scanning and working – it’s fine tho, I can configure those settings no problem

    The issue I am running into is controller support – I have just spent like 45 minutes trying to make the Xbox one controller work with headtrscking, it will work for a few moments if you “move” in the game, but once I touch the right stick, it basically “turns off” headtracking no matter what settings I try.

    I just wanted to know if you had an idea of what setting I should be looking at – but ya, I have tried everything I know in vorpx game menu to get the controller to just work with right stick for look + headtracking being on and the right stick just seems to override the headtracking once I touch it and then effectively turns headtracking “off” until I move, stand still and don’t touch it, then headtracking resumes. The two are not working in concert, the right stick movement basically “kills” the headtracking.

    Thanks for you time and the profile! HUD adjustments seem great and it looks great!

    Thank you for your time and work for us!

    Did you end up getting the head tracking to work? That’s my exact problem with the controller

    unfortunately, no.. not sure what to do with it exactly to make it work yet. are you on xbox game pass version as well? might be something to do with that, Ralf has the way of making it work, since hundreds of games do, so im thinking its an xbox console companion/gamepass thing; if youre on gamepass as well. not sure if this is fixable if its xbox console companion doing something to the controls :\

    #189982

    In reply to: Experiences so far!

    steph12
    Participant

    i’m with you op, i have vorpx since 3 years and i love it so much that i could not live my gamer life without it.

    this is an essential software if you own a VR headset.

    and i will add this and i’ll be probably spank by others customers for saying so, but i’d be ready to pay a yearly licence to use vorpx, let’s face it, Ralf keep working on Vorpx with updates & improvements and all work deserve financial reward. right now vorpx cost 36 euros and then you’re golden for forever, but people buy vpn licences access yearly for more, or antivirus or others softwares, or even netflix for a whoopy 11 euros/month ! asking customers to keep paying every year to be able to use them, how come you dont do the same Ralf.

    i’m no one to tell you what you have to do, but i’ve been wondering why for a long time now.

    maybe you should consider finding a better balance between the work you put into vorpx and the money you get out of your incredible work.

    #189968
    LegendaryTubcaak
    Participant

    I’ve had vorpx for just over a month or so I think and so far it has been amazing! I had a little bit of a learning curve to perfect the ingame adjustments, resolutions, and other settings because I have played a few games that aren’t officially supported so they took a little bit of tweaking, but once they are set right, it saves the profile I adjusted so I only have to get it right once! (The official supported games work great out of the box for most, only adjustments I usually make on these is ingame graphics higher for quality which doesn’t even have to do with vorpx, and is more of a preference thing). Its pretty fun for me anyways to be able to tweak and adjust settings to my liking and Vorpx does a great job with all the different user customization options.

    Currently playing splinter cell: chaos theory with all ingame graphics maxed, resolution upscale, and in cinema mode with full geometry 3d and can say it is so cool to be able to go back and play all these old school games with new school tech! For the price of Vorpx, what all can be gained from the program is more than worth the price. Amazing program and Id like to say a special thanks to Ralf for spending so much time listening, and staying proactive with communities suggestions and support needs; I believe there is a lot of constant time that goes into being tech support and tech developer simultaneously, especially when games update constantly. So, thanks for the awesome program!!! Cheers.

    #189965

    In reply to: Red Dead Redemption…

    dellrifter22
    Participant

    I was able to solve the boxed in cursor by setting my monitor to the same resolution as the game first in Windows Display Settings. I still need to run the game in Windowed Boarderless to prevent squishing, but things look and work as intended now.

    I’ve found 10:9 ratio 3200×2880 to be the perfect size to fill FullVR (zoom 0.90) in my HP Reverb without waste. It looks nearly HD monitor sharp while maintaining above 35fps with a mix of high and Ultra settings. It’s coming together nicely and making my investment toward 2080ti/Reverb worth it.

    I know there are a few other Reverbers in here, so I’ve posted my setup here and on the cloud for anyone to try. Soon I’ll be ready to start playing for real, just gotta get it best it can be first 😎.

    @ nieda : Did you get it to work? Are you able to load the game without vorpX? What are your system specs. Hopefully it’s not running out of ram or something.

    @ testgrounds : The game doesn’t seem to have selectable aspect ratios, but you can create your own custom ones in Nvidia Control Panel and they will show up to choose from in game – if your TV supports them that is. If you want to play in a 4:3, you might try 1920×1440 for example. As mentioned above, try setting your TV to the same resolution or higher than the one you use in game, and it should solve your cursor problem.

    @ matteo : Seems like it. With modest settings at least:

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