OK guys, you won :) . Before we get a lengthy discussion here about less than a pinky finger’s width of a visible bar in immersive screen mode that 99% of you (everyone with a headset that has positional tracking) can easily get rid of themselves in 1 sec., I’ll adjust the minimum distance slightly.
@ nieda: Immersive screen mode didn’t even exist in the DK2 days. You can easily not use it and turn off everything that makes your life easier if you prefer the DK2-vorpX-experience.
A few more games I’ve tried:
Bioshock 1 RE: Works great, but once you get inside Rapture you notice game hands flip a bit, not game breaking but a bit annoying, maybe it will work better with some weapons over others. It also crashed to desktop at one point, i’m really pushing it with 2700p and everything on though.
Hard Reset: Works great, no issues.
Quake 4: Works great, no issues, but wow is this game ugly, it really aged badly.
Return to Castle Wolfestain : Wow, this game really surprised me, perfect scale, really immersive, silk smooth performance, doesn’t look bad even so many years later. Still it gets some clipping at the edges of the screen, maybe it can be tweaked.
Tron 2.0: Scale was wrong, maybe it would look better by tweaking FOV, i just didn’t bother.
Stanley Parable: Works great, no issues, performance could be better though for such simple graphics.
If you want to get even closer thna the min. distance, there is a simple ‘trick’: lean back 30cm, hit ALT+SPACE to recenter tracking and return to your normal position.
I would only do this for games that allow to raise the FOV somehow though. Games with a typical monitor FOV start to become uncomfortable when you get too close. That’s the reason for the chosen min. distance, which almost fills your entire view but still works comfortably with a relatively low FOV.
The method above works perfectly fine without any side effects though, so you can easily get as close to the screen as you want.
Get Even, The Turing Test, Conarium are worth a shot. With some luck you might even be able to carry over DirectVR head tracking with one of them.
All three nice matches for vorpX in itself BTW. Relatively slow gameplay with gorgeous graphics (especially Get Even).
DISCLAIMER TO TEMPER EXPECTATIONS OF NON-MODDERS: The below will only be applicable to a small fraction of games!
The upcoming vorpX release will include a small C API that can be used in camera/fov/head tracking mods or even for direct integration of vorpX into a game with minimal effort. You don’t even have to know how to load a DLL, getting it up and running requires just a few lines of code.
If you happen to be a die hard modder who mods a game that allows actual C/C++ code in mods or maybe even want to integrate vorpX directly into your own game, send me a mail to support |at| vorpx com for more detailed information. A C# wrapper could be written if someone is interested.
If you aren’t a modder/dev yourself, but maybe are active in a modding community, spread the word!
C/C++ mod/game devs only have to set up the camera with fov/position/rotation retrieved from the vorpX API, everything else is handled by vorpX as usual. The pseudo code example below is all you need to make it work in a basic scenario without controller handling. Literally couldn’t be easier.
SomewhereOnStart()
{
vpxApiInit();
}
InYourGameLoop()
{
if (vpxApiIsActive() == true) {
float fov = vpxApiGetCameraFov()
float pos[3] = vpxApiGetCameraPosition();
float rot[3] = vpxApiGetCameraRotation();
// Set up your camera with the values above
...
} else {
// Set up your camera normally
...
}
}
Didn’t even realize I de-railed the thread here… Sorry about that. To the OP… I’m also a long time 3D Vision user… VORPX is definitely worth getting. Many years ago I was only able to get it to work with a few games but these days I am finding it invaluable.
Anytime you want to really immerse yourself completely inside the game, at the expense of some visual fidelity, VORPX does the trick. Seems most games now support proper 3D and thanks to the awesome user base, you can often find a custom profile for the game your looking at.
Actually, we just assumed the problem was not understanding Image Zoom. But as the thread eventually reveals, the problem was the Cheat Engine FOV didn’t work with the Steam version of Edith Finch, which was why tweaking Image Zoom didn’t work very well. Once we figured that out, budwheizzah was able to tweak it to work with steam as well. I didn’t mind being the guinea pig if it means getting a game working.
I haven’t checked this thread in a couple of weeks, but yikes! It took a lot of posts before lipplog finally got the game working.
This is why I didn’t want to even attempt to explain how to get the game running with Full VR in this thread, because though it’s a simple process, it requires dealing with things that most vorpX users probably aren’t used to working with. Apparently even Image Zoom was one of them.
Anyone who dares to venture beyond the safety of the Official vorpX Game Profiles needs to have a comprehensive understanding of how vorpX interacts with games, the many settings vorpX has, and some general tips and tricks for improving the experience.
For this, I recommend budwheizzah’s video, VorpX Universal Guide 2018 Edition – HTC VIVE, Oculus Rift & SteamVR.
This is a looong ass video, but it would take even longer to figure this stuff out on your own, so set a side an hour and watch it. It’s worth it.
You can also be limited to what your monitor can handle. I’ve recently switched from a 1200p Ultrasharp that could get me near 5k, to a 1440p that can go even higher.
With my new video card I’m able to push just above 6k in AC Odyssey before it starts dumping dramatically below 36fps. You’d think that sounds crazy, but I still notice subtle world detail improvements the higher I go in my Pimax 8k. In the distance particularly.
h TriDef, and in the distant past even ReShade would occasionally cause issues.
Can anyone chime in on an easy fix for getting reshade to work with vorp X? I.e. how to easily rename one or the other files? As of now, any game that I have reshade installed to, will not work with vorpx, as I get the message saying vorp x couldn’t hook due to a conflict.
Since I have reshade installed on most of my games this is currently making it so I don’t use vorpX very much. If there was a way to have both vorpx and reshade installed easily without conflict I would appreciate it.
Hey, I’m trying to set up an ME1 profile. When I loaded up the given profile, it has a LOT of problems. It’s using geometry rendering and cinema view. The cinema view fits well with the 3rd person perspective, but I’ve noticed a lot of trouble with the rendering:
1) Dialog cut scenes are terrors. The near plane is so close that I can’t resolve characters – they’re stuck as two images while my eyes want to kill me. Even the farthest characters in dialogs are impossible to look at.
2) I get frequent black artifacts in distant areas. As an example, the first time you see a reaper ship, right at the start of the game, I couldn’t really see it because half the sky was always covered by an opaque black sheet. Very frustrating!
As there’s no specific near-plane setting in the in-game config for geometry rendering, the most I can do is lower the 3D multiplier, move the virtual screen further away, and change the FOV. I can get the cut-scenes to look good, but then during gameplay, I’m practically playing a 2D game and the virtual screen is much farther away than I’d like.
I tried the normal and adaptive Z rendering, but no matter what I do to the settings, even after game reboots, I can’t see any 3D-ness. I’m just watching a 2D game in a virtual space.
After 1.5hrs of testing and tweaking, I just can’t find settings that lets me comfortably play ME1. Any suggestions?
The bug was there from the beginning. If you google about it, you will find many reports of this “inventory crash”. I guess they have tried to fix it, but the crash still happens on some systems with specific settings, but this was not common enough for the developers to bother about. On the internet, people mention that lowering physix settings indeed helps partially. Some even suggets to remove the physix software completely. I did not have to do it, but maybe this will help you. Another interestinng suggestion was to just start a new character. I can confirm that if you pick up a wrong gun at the wrong time, you might get a crash almost every time you enter the inventory.
In addition to the fps cap limit, I can only suggest to play around with the game settings some more. I always switch vsync off. You could try to lower bullet decals, set ambient occlusion to off, swith off depth of field. Also, I play in fullscreen mode.
The game is absolutely amazing with vorpx, one of the best.
@Ralf Actually it seems that the FullScreenMode value gets saved elsewhere (the registry?) after it’s read inside that ini file. It’s very strange but the game will pick up whatever you’ve put in the ini file and remove the entry when you launch the game, and will keep loading with that last fullscreenmode value until you specify a different one in the ini. Both the GOG and Epic editions also remove that line after loading it.
@lipplog For the crash with the Steam edition I’m afraid the base game files don’t like running with that replacement EXE, which effectively invalidates that solution. This does leave one hope, however, but I’d need someone with the Steam edition to verify this for me: There is another CheatEngine table that supposedly works speicifically with the Steam edition.
This is the alternate cheat table:
http://www.wsgf.org/phpBB3/download/file.php?id=1810
This one is a bit trickier to use, mostly because it’s trying to cover v1.0 and 1.1 of the game at once. I’m assuming you’ll want to edit the v1.1_FOV value. So basically run the actual Steam edition of the game (FinchGame.exe), open that process in CheatEngine while this table is loaded and finally set the v1.1_FOV value somewhere near 0.0123 by double-clicking on the value itself. I’d love to know if this table still actually works. If it does, I’ll feature it in my eventual video setup guide.
This is interesting.
Every time I run the FinchGame -Win64 Shipping.exe and get the Fatal Error crash, it deletes the FullScreenMode=1 line from the GameUserSettings.ini File. I add it again (exactly like your pic above), save, even open it again to confirm it’s still there, then run the exe with the same results.
What could be causing this?
Also, yes, the FinchGame – win64 exe gives a fatal error crash even when VorpX is off.
(Repost since the original was somehow removed after an edit… TWICE?)
@eincrou Thanks for keeping everyone caught up on the process and the possibility of running this game in full VR. Also thanks for the credit :)
If anyone wants to run WRoEF in Full VR I’ve drawn up a document explaining what to do to get everything working correctly and I tried to include every single required step from avoiding a possible game crash all the way to adjusting FOV and everything in between. I plan on making a video with visual aids which should make the process even easier, but for now here’s a PDF file of the instructions me and Eincrou have built up so far.
VorpX Instructions for What Remains of Edith Finch in Full VR
If anyone tries these, I’d like some feedback, notably those using the Steam version which we are unable to test with (since I own the GOG version and Eincrou uses the Epic version)
PS: @Ralf , please add FinchGame-Win64-Shipping.exe to your default WRoEF profile so we don’t have to rename the EXE or copy profiles when we’re using the Epic Games/GOG edition. Feel free to read through my document as it might help you create a built in profile to run this beauty in Full VR. Thanks for all your hard work, too.