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  • #177274
    Ralf
    Keymaster

    There has to be some limit and the limit chosen was chosen for the reasons explained multiple times above. Sorry again.

    On a more general note: I really try to be as open as possible here and explain what deserves explanation, but sometimes you guys make that really, really hard. Please try to take an answer for an answer at least occasionally even if you do not like it.

    If you ever wondered why you so seldomly get detailed explanations from developers anywhere, this is why.

    #177271
    Ralf
    Keymaster

    I have to consider more than things than just the wishes of a (sorry) very small minority of users who might want to play with a even more extreme “doll house” effect than the one already possible. Stereo disconnects lead to severe discomfort und thus the current max of 5.0 was carefully chosen. That is all I can say. Sorry again.

    I understand that you want “more 3D”, whether that might be realistic or not. Please try to understand in return the decision I tried to explain in detail above. It has nothing to do with beliefs or opinions It’s purely based on the fact that beyond the current max the separation gets so high for nearby objects that it actually breaks the stereo 3D effect, far beyond a point already that is comfortable for most people.

    #177270
    dimensionaldude
    Participant

    @Ralf Well, you’re making it clear you’re not going to budge on this. All I can say this is immensely disappointing. I’ve been using stereoscopic 3D ever since the Elsa Revelator and it’s been one of the most wondrous experiences I’ve had. Even Nvidia’s buyout of Elsa I thought toned down the settings in many games to make them worse than the original experiences I’ve had. VorpX has been the ONLY software to come close to those fantastic experiences I’ve had in the past.

    I’ve been building up a lot of hopes and plans as to all the games I can play and have been looking into new VR devices specifically for VorpX, assuming I would be tune it to get it just right for as many games as possible. To discover that I’m being blocked from being able to have those fantastic experiences again for reasons I honestly don’t understand is frustrating to say the least. I admit, I’m more passionate about this stuff than is probably healthy, I just want you to understand where I’m coming from.

    I’m not exaggerating when I say I would willing to pay $300 or possibly more to have an OPTION to increase the depth more, even if it was something buried away in a special commandline option inaccessible by average users.

    If you’re so resolved in your belief on the matter to refute customer feedback, solutions to satisfy both parties, and literally more money for you, then I guess I can’t do anything to convince you otherwise. I won’t debate it anymore with you, since I swear I’m not trying to cause you more work or problems, just know you’re really crushing my hopes for VR with this.

    #177267
    dimensionaldude
    Participant

    The goal of VR typically is to recreate scale and 3D in a natural way. Base profile parameters are usually defined so that this is the case at or close to the 1.0 you see in the vorpX menu. Originally the user definable max. was 2.0 and was later changed to 5.0 due to similar requests in the past. You probably would like another answer, and I can understand that, but that is where it will stay. Beyond that you get serious convergence issues with objects nearby. Untrained people will reach that point long before 5.0.

    For reference: a 3D-Strength of 5.0 usually means being a giant with eyes 30cm apart, or in other words a 1.8m NPC appears only 0.36m high. That should be “enough 3D” even for most who aren’t after realism.

    BTW: Ideally a VR app should have no user definable 3D-strength setting at all, no VR game has something like that. In reality the amount of depth perceived is defined by the distance between your eyes and it should be the same way in VR. The only reason this setting was made available originally is that the scale of games not made for VR isn’t always 100% clear and consistent.

    I’d like to offer a respectful rebuttal to the points you’re making:

    -You refer to other users having convergence issues that you don’t want to ruin their experience for. This is a fair point, however is there a hack-y solution advanced users who sincerely care about this could use? An additional .ini setting, registry key, something like that? Then advanced users could be happy and newcomers would have the option normally hidden from them so as not to cause problems. That would be an “everybody wins” solution as I see it.

    -As far what’s the correct scale or not, you can tell me all day what’s right and wrong, however, I’m afraid I’m going by my own “lying eyes”. I’m not crunching the math on what the correct setting SHOULD be, I just know if I see a crate right in front of me and it seems obviously too flat and not like reality, then I need more depth. That’s literally all the consideration I’m giving to this. If I’m playing, and the entire time I’m thinking “this is still too flat”, I can’t shake that feeling and it significantly detracts from the experience for me.

    -I agree completely that an ideal VR app should have no defined strength, because they’re tailored for a specific experience and should look one way. VorpX, by definition is about getting games running that are NOT designed for VR. The amount of depth needed for one game varies greatly from others. Additionally, Cinema mode halfway across the virtual room, is a different experience than Immersive mode, close up. There are a lot of variables involved, so what’s perfectly tailored for one method can be lacking in another.

    In short, I’m practically begging you to reconsider. I’m in “Help Me Ralf, you’re my only hope” mode here.

    #177266
    Ralf
    Keymaster

    The goal of VR typically is to recreate scale and 3D in a natural way. Base profile parameters are usually defined so that this is the case at or close to the 1.0 you see in the vorpX menu. Originally the user definable max. was 2.0 and was later raised to 5.0 due to similar requests in the past. You probably would like another answer, and I can understand that, but that is where it will stay. Beyond that you get serious convergence issues with objects nearby. Untrained people will reach that point long before 5.0.

    For reference: a 3D-Strength of 5.0 usually means being a giant with eyes 30cm apart, or in other words a 1.8m NPC appears only 0.36m high. That should be “enough 3D” even for most who aren’t after realism.

    BTW: Ideally a VR app should have no user definable 3D-strength setting at all, no VR game has something like that. In reality the amount of depth perceived is defined by the distance between your eyes and it should be the same way in VR. The only reason this setting was made available originally is that the scale of games not made for VR isn’t always 100% clear and consistent.

    daggey
    Participant

    See here :

    Guide to VR using VorpX for 3.3
    byu/baybiker2000 instarcitizen

    for guide re: star citizen 3.3x and vorpx – using the renaming binary trick to load Star Citizen with Kingdom Come: Delivery’s vorpx profile.

    Any chance we can get the Kingdom Come: Deliverance profile or a variant thereof as an option for the star citizen profile (hopefully not much work to be done there), rather than the rigmarole of having to rename binary files etc ? Or even the ability to swap it over if we want to ? It has Geometry 3d and the Z-buffer modes seem to get faster frames.

    Thanks

    FMG
    Participant

    Well, that vanished when I edited so take 2….

    Hi again, I’ve had a chance to sit down and have more of a play with this.
    Yesterday a new GFX driver popped up so after installing it I tried again to see if that changes anything.
    Nope, still crashed as soon as I loaded into a game or started a new one.

    So I uninstalled skyrim from Steam and then tracked down and deleted all of the mod files still floating around plus the save/settings data folder in My Docs.

    I then re-installed Skyrim from Steam, with even the official high res pack disabled and cloud saves disabled to prevent anything being added that could cause an issue.

    I launched Skyrim again with completely stock Skyrim and am still running into this same problem.
    The game will load the menu screen and even the loading screens, but will then CTD within about 1/2 a second of loading a new game – but only with VorpX running.

    The only additional thing I have noted is that Skyrim is now giving a framerate warning and running at 30 FPS roughly.
    I’ve never had frame rate issues previously in VorpX even with the mods I had been running previously all active – and again the FPS is only limited by Vsync with Vorp turned off.

    This is running Win10 Pro (legit and upto date).
    Intel I7-4790K
    16Gb RAM,
    Nvidia 1070GTX GFX card
    Oculus Rift retail version.
    Win10 runs off an SSD, moving Skyrim around the installed HDDs makes no difference.
    I’m not running an ENB as I couldn’t get them to inject correctly in the first place, even back when Skyrim still ran.

    This PC is dual boot so assuming my activation Key will work again to install Vorp on the other partition, I can test this in Win 7 if required – although as the Rift doesn’t like 7 much I’ve never tried running VorpX on that install and am not sure there’s any purpose in doing this..

    If you could take a deeper look at this that would be appreciated, Going back to 2D skyrim isn’t really something I want to do!

    #176992
    a_giiling
    Participant

    I had a play around with this game last night and to my surprise managed to get Vorpx to hook with perfect G3d using the Gone Home profile.

    The 3d is perfect if you use Immersive screen mode and you can even lean in to the world like a native VR game.

    Just though I would give a heads up for anyone who has or is interested in playing the game.

    #176990
    Ralf
    Keymaster

    If you are new to vorpX, you probably want to hop right into the action instead of learning how to configure vorpX. The list below contains first person games that work with litlle to no configuration in ‘Full VR’ due to vorpX’s DirectVR functionality, which can configure important things like field of view, head tracking or resolution automatically.

    For third person games that are usually played best in immersive screen or cinema mode not much configuration is required in general, so this list focuses on first person ‘Full VR’ games that can be a little harder to configure without DirectVR.

    If you are stuck, make sure to check the ‘Essential Hints Guide’ and the ‘Quick Reference’ in the help. They help you understand a few basic concepts.

    Metro 2033
    Metro Last Light
    Kingdom Come Deliverance
    Half-Life 2
    Portal
    Portal 2
    Cyberpunk 2077
    Left 4 Dead 2
    Black Mesa Source
    The Stanley Parable
    Prey [2017]
    Mirror’s Edge
    Deus Ex: Human Revolution
    Thief [2014]
    Get Even
    Dishonored
    Aliens: Colonial Marines
    Oblivion
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Fallout 76
    Skyrim
    Outlast
    Outlast 2
    Crysis
    Crysis 3
    The Hunter: Call of the Wild
    Titanfall
    Titanfall 2
    Conan Exiles [no BattleEye]
    ArmA III (no BattleEye)
    Far Cry
    Far Cry 2
    Far Cry 3
    Far Cry 4
    Far Cry Primal
    F.E.A.R
    F.E.A.R 2
    Shadow Warrior [2013][DX9]
    Shadow Warrior 2
    The Talos Principle
    Unreal Tournament 3
    Bulletstorm Full Clip Edition
    Conarium
    The Turing Test
    Hard Reset [original version]
    Farming Simulator 2017
    Gone Home
    Dear Esther (original Source engine version)
    Quake 3
    Quake 4
    Tron 2.0
    Deadfall Adventures
    Star Wars: Jedi Knight II
    Star Trek Voyager Elite Force
    Alixen
    Participant

    Hi, hopefully I can get a bit of advice, as I’m really not that good at tech. I’ve managed to setup my PSVR headset to register with SteamVR. I can get into the ‘house’ or grey-room and it works. I can also stick it in cinema mode to see the desktop clearly.

    All I really want to is to play New Vegas, and maybe Vampire: Bloodlines and a few older FPS, though. So I bought and installed vorpX. Several hours later I have a pounding headache from test donning the headset and seeing nothing but warped sections of my ‘Second Desktop/Screen’.

    Whenever I launch a game it vorpX says it is trying to hook onto the game. Scenario #1 it lags and then gives me options, and whether I press ‘do nothing’ or just ignore the box, the game launches in the standard 2D mode on my Primary Screen/Desktop, and the Windows+Shift+Right command doesn’t send it across to the headset. Scenario #2, tested with 7 Days to Die, it seems to hook fine (or at least, I didn’t get the hanging message box) but again is 2D and won’t be sent to the ‘Second Screen’ via Windows+Shift+Right.

    I suspect what I’m doing wrong is something wrong on a very basic level, but since I can get SteamVR to work, I’m not sure where I’m going wrong – or if its even anything I’m doing.

    #176876
    hot00frb
    Participant

    Hey guys and gals . I’m trying to play tron 2.0 im using a rift cv1 with i8700k gtx1080ti the game does load and there is a game file for it but I get a low fps warning when I start it . I turned graphics to low so hoping that solves that but the game is very twitchy like even if I’m not moving it’s shaky and it feels to zoomed . Any help is appreciated !! Also need to double check order of how I should be starting a game , vorp-oculus-game ?

    #176669

    In reply to: Arma 3 settings

    DarKcyde
    Participant

    I have. It works great. Head tracking works in vorpx, so Opentrack isn’t required any more. However, I like opentrack better because its got perfect 1:1 tracking, while the vorpx is still mouse based, and takes some tweaking, never quite feels the same as opentrack.

    DirectVR only uses 4:3 ratios, and the FOV isn’t quite perfect. Mentioned it on reddit, and Ralf noticed it’s off too. The value is calculated for the headset, which should be perfect, but Arma uses some zoom. Its pretty close on stock DirectVR settings, and will get tweaked in the next release (from talking to Ralf on Reddit). Helicopters use a slightly more zoomed FOV from on foot, so that takes even more tweaking. I highly recommend mapping analog zoom to a slider/rotary. I use the friction control on the warthog, its perfect. Lets you easily tweak it realtime, just swing your head left/right until things stop swimming and look normal.

    There’s always issues with FPS. I get a strange double image when moving, like every other frame is one behind. Locking ASW 45fps makes it very obvious. You can still play, but its annoying. When i (rarely) get the FPS up to 90, it goes away. Since the best you can usually do is somewhere between 45-90, its not ideal. Someone mentioned judder issues w/ 18.0.3 on the newest nvidia drivers, I dropped down to 398.36 driver and things feel smoother.

    For maximum tweaking, create these custom rez:
    1080×1200 (oculus native)
    1296×1440 (1.2x)
    1512×1680 (1.4x)

    Then you’ll have to do repeated restarts to tweak up the FOV, but a zoom control lets you know which direction to go at least. Those are 9:10 aspect ratio. Start at 96deg vertical, and work down from there.

    If you use opentrack, don’t disable headtracking in vorpX, just set the sensitivity to 0, and turn off roll/translation. That way you can still look around in edgepeak mode.

    #176667
    dellrifter22
    Participant

    Been messing more with the shader authoring tonight. Figured out how to hide miss-match textures and shadows, but don’t yet understand what the Transform and other functions do. Is there a brief explanation of their purpose and potential?

    Like can miss-match shadows be corrected with this tool?
    Or HUD reticles made 2D, or with corrected separation?
    What do you typically use the tool for most?

    How are dynamic shadows generally corrected for stereoscopic? I get the impression it can be tricky and difficult. Is it even possible for engines like CryEngine and Unity?

    A lot of question marks, sorry :)
    Learning to make better profiles.

    Nova_eXelon
    Participant

    I would like a rollback function aswell because I have a similar problem as the OP. Played Skyrim + ENB in the evening with 18.2 and the next day vorpx updated itself to 18.3 and now I only get a black screen.

    I reseted vorpx to factory default.
    Reseted Skyrims INI files.
    Updated nvidia drivers.
    Updated ENB’s dlls.

    Not even ENBoost without the graphics enhancements is working. Vorpx does hook (I have sound, can load saves etc) but I can’t see anything and the biggest problem is that my Skyrim is so maxed out on mods that without ENBoost TESV.exe goes over the 2.8GB memory limit instantly and just crashes.

    And in terms of whether a rollback option is a support nightmare or not, one question: Will I lose Windows 7 support eventually because “we can’t support everything”?

    The Oculus software tells me everytime that Windows 10 provides the best performance and Steam charts show that more and more people are using Windoes 10 instead of 7/8…….

    zahncisten
    Participant

    Is there an ingame setting for volumetric lighting or any lighting settings? …

    Alright, just downloaded the game to check and I can’t find any lighting specific settings in either in-game or .ini settings. There are mods for lighting, but that’s not really what you want. You can check at the site provided by @RJK_ but they may be incompatible with the Restored Content Mod and they may prevent VorpX from hooking properly. Obviously, there is a “Brightness” slider in the game settings; that may be as good as it gets 😢

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