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  • rustyshackleford
    Participant

    Half-life 2 is already amazing and runs well with vorpx, but i was thinking we may be able to get more optimization with this update.

    https://www.pcgamer.com/valve-quietly-updates-half-life-2-with-increased-fov-ultrawide-support-and-ancient-bug-fixes/

    dimensionaldude
    Participant

    I’m struggling to get VorpX to work on some old games in OpenGL mode. The games are Need for Speed 2 and Need for Speed Porsche Unleashed. These games are so old they can’t be run on modern systems without special patches, and it happens that an OpenGL 1.1 wrapper has been made for both of them:

    https://verokster.blogspot.com/2019/11/need-for-speed-ii-second-edition-patch.html
    https://verokster.blogspot.com/2019/11/need-for-speed-porsche-unleashed-patch.html

    OpenGL

    The problem is, I can’t get VorpX to work on them based on any profile. Profiles I’ve tried:

    Quake
    Quake 2
    Quake 3
    Half-Life
    Hexen II
    Doom 3

    They’ve usually hooked, but there’s no 3D depth whatsoever in them. Does anyone have advice on what I can try? I’ve read how VorpX has great older OpenGL support, but it seems like nothing can hook.

    #205739
    CrazyDolphin
    Participant

    @NightMare-_-,

    Thanks for the tip.
    A method that seems to work for me for Half-Life 2 is to start voprX 1st, plug in the headset 2nd, start Steam 3rd, and then start the game 4th.
    This is strange in that any other game I’m trying to vorpX, I: start Steam 1st, plug in the headset 2nd, start vorpX 3rd, start Steam VR 4th, and then start the game.
    Now I can finally see Half-Life 2 in the HMD. Unfortunately, in Full VR mode the image was shifting too much and I could not see 360 degrees, but doing some ‘Direct VR Scan’ (as hinted by vorpX) solved both of those issues, and now the image is steady and I can look in all directions without feeling like everything is moving with me.
    Now to tweak some settings.

    Thanks again.

    dimensionaldude
    Participant

    I’m trying to get SiN: Episodes working in VorpX, so I used the Half-Life 2 profile since they both use the Source engine.

    This worked pretty well, except some of the decals are very off, they’re either at the wrong depth or only appear in one eye, etc. What’s weird is that they look correct on wooden textures like crates, but are off on metal and concrete textures (in my limited testing). If there any way to fix this besides disabling them entirely?

    I tried enabling advanced settings to fix it, but it said I needed to email support to have access to advanced settings for the profile. I emailed support, but didn’t get a reply, but it’s only been a few days. I’m assuming I’ve been denied and they’re not telling me, but maybe it just takes a while. It seems kind of bizarre to me to lock access to fixing profiles behind support anyway.

    Anyway, does anyone know of things I can try to fix this (besides disabling decals entirely via the console)?

    #205471
    CrazyDolphin
    Participant

    Hello there!
    I’m a newcomer to vorpX, but have managed to get it up and running, and have been able to play Dead Space and Aliens: Colonial Marines (via Steam) so far.

    Prior to using vorpX on any game, I always try to play it on a monitor first, before applying an vorpX profile to the game.

    When trying this approach for Half-Life 2, trying to use vorpX results in a black screen, although audio works just fine.
    I do get a couple of messages from vorpX indicating ‘you may have to exit Steam and restart the game’. I tried this and nothing changed: a black screen with working audio.
    The other message was something along the lines of ‘vorpX will initialize the game/start up Steam’.

    Deleting the game and re-installing it has done nothing to change the situation, but Dead space and A:CM still work fine.

    Does anybody have any tips or advice for the situation I am facing?

    LuigiChoolis
    Participant

    Oh definitely, VD is in a difficult position now, anything it comes up with will be copied asap for AirLink. But to be honest, the one thing that impacts my wireless performance the most is the router.

    Everywhere online they keep telling you to buy this or that expensive router. I have now tested a number of expensive routers, both ax and ac, and at the end of my testing that one that performs the best is my old trusted TP-Link AC1750 :D No jitters, clear graphics everywhere and smooth motion. None of the other routers were able to offer that, I was surprised that even the most expensive AX routers had crap performance with the Quest 2 :D

    Only thing I noticed is that when my wife logged in to Netflix my performancce would suffer for like 10 seconds. So I bought another AC1750 as dedicated access point only for the Quest 2 and now Half-Life Alyx runs smooth like butter on Ultra graphics setttings, turns out having an additional AC1750 dedicated actually improved also the general quality of the graphics and the motion, which I did not see coming because it already looked very good :D Totally recommend the AC1750 if anyone is having performance issues with AirLink, it’s very solid and really plug and play.

    #204229
    Ryks
    Participant

    I’m having this same Portal 2 headtracking issue; doesn’t happen in Half-Life, or HL: Episode 1 (not sure about Episode 2); whenever I move my head, a subtle swimmy rotation echoes for a moment, then stops.

    vorpX scanning & settings have no effect…the behavior remains unchanged.

    (This was my first ever Portal 2 session with vorpX, yesterday, 2020-05-20; it directly followed a vorpX update).

    Edit:
    VorpX version 21.2.0.3

    (having an issue with post, re-edit…wanted to add specs)

    CPU
    AMD Ryzen 7 2700x

    GPU
    AMD Radeon 5700xt

    32GB RAM

    HMD
    Valve Index HMD

    Control
    Mouse & Keyboard

    SteamVR Beta 1.17.9

    #204228
    Ryks
    Participant

    I’m having this same Portal 2 headtracking issue; doesn’t happen in Half-Life, or HL: Episode 1 (not sure about Episode 2); whenever I move my head, a subtle swimmy rotation echoes for a moment, then stops.

    vorpX scanning & settings have no effect…the behavior remains unchanged.

    (This was my first ever Portal 2 session with vorpX, yesterday, 2020-05-20; it directly followed a vorpX update).

    Edit:
    VorpX version 21.2.0.3

    Ralf
    Keymaster

    Just a heads-up that the feature has to be enabled on a game-to-game basis since it rquires some game specific settings. It doesn’t work automagically. Currently it’s enabled for the following games: Half-Life 2 (+episodes), Portal 2, Black Mesa Source, Titanfall 2, Fallout 4, Crysis, Skyrim Special Edition, Aliens: Colonial Marines.

    Ralf
    Keymaster

    Below is the list list of games that this feature will be enabled for in vorpX 21.2.0 (release tomorrow).

    Tweakable options include the feature mode (off/auto hide/size and position only/always hidden), the auto hide timeout, the position of the weapon in 3d space, and weapon FOV and 3D-Strength for tweaking its size. Shouldn’t really be necessary to tweak anything though. Each profile has carefully chosen individual defaults that work just fine.

    Games for the first release:

    – Half-Life 2 (+episodes)
    – Portal 2
    – Black Mesa Source
    – Titanfall 2
    – Fallout 4
    – Crysis
    – Skyrim Special Edition
    – Aliens: Colonial Marines

    More games will follow shortly, I’m fairly confident that adding the feature will be possible for about 4 out of 5 potential candidates, i.e. first person G3D games.

    Note that in this first release there is no UI for changing gamepad/key assignments, will also follow shortly. For the time being make sure to use a game’s default bindings, otherwise vorpX might not be able to reliably detect when the weapon is supposed to be shown/hidden under all circumstances.

    #201855
    AceTheKangaroo
    Participant

    Hello, I am having an issue launching any steam games and trying to use vorpX. The problem is if I launch a game with steamVR turned on it tries to enter into steam vr theater and the game doesn’t work with vorpX.
    VorpX then tells me to launch the game without steamVR enabled however when I do this vorpX will not attempt to hook to the game since if steamVR is not launched my htc vive is turned off.
    The game I attempted to play was Half-Life 2.

    #201617

    In reply to: ARK with full VR?

    thomas3d
    Participant

    Hello,
    So now and then I play Ark with the G3D profile … plays great with the Reverb G2 and Pimax 8KX and the immersive screen … !!
    By the way, yesterday I successfully tested “The Isle” with the Ark (G3D) profile … and uploaded a profile for the dinosaur game …

    The game runs in real geometric 3D, i.e. (G3D) and it just looks fantastic … !! … I have a lot of fun walking through the real 3D landscape as a dinosaur … Grass and trees that look like dinosaurs themselves in real 3D but much more real and lively … plus the very good soundscape and the huge world …
    For Jurassic Wold Evolution there is also a new VorpX profile with G3D …!

    In the German forum it was reported that there should now be a Trespasser VR Mod …

    https://vrforum.de/threads/half-life-alyx-modifikationen-und-fixes.8793/page-7#post-136125

    #201514
    jjensson
    Participant

    Much appreciated, Ralf. My Quest 2 looks forward to play some vorpexed titles (was busy with DrBeef’s Half-Life port the last weeks…).

    @moadepth – Great idea, IMO.

    #200790
    VV00
    Participant

    3d is weird, it’s like the world is flattened half a meter in front of you. Head tracking is misaligned, it overshoots the angles (if I look down 30 degrees the view is moved by more than that). For some reason, stick turning can change x-rotation (further misaligning the view with the actual eye direction), when previously it would only rotate around the y-axis, as it is supposed to.

    These problems have been there for a while, but I played HL2 and Episode 1 in Garry’s Mod instead. Episode 2 just won’t run in Gmod though (can’t get out of the train because the animations for Alyx getting you out don’t load) so I’d like to play Episode 2 with Vorpx at least. But as I said it’s broken, same way as the main game when I tried months ago.

    I already tried resetting the HL2/Portal profile to factory settings but that didn’t fix it.

    ToxicMike
    Participant

    Since its fully 3D, I think of it more like looking through a window into a VR world. I don’t really think of it as a “screen” since it fill my whole FOV, and looks 3D.

    Well of course that´s right what you say, especially being “surrounded” by this ambient gamescreen-light is something completely missing with any real world screen and adding lots to the atmosphere, but still “vr games” do first of all mean something like “being inside” a game rather than looking at it onto a 2d-screen (even if it´s inside this virtual world), but that is still how i am playing and enjoying them and for sure VR wasn´t just made to experience games this way mostly.

    i already said it many times, but Ralf should be awarded & recognized by the whole game industry for this incredible software.

    Not sure about the gaming industry in general, but for sure the VR industry should not only honor Ralf but also be very thankful for him and his software, i mean in my case it saved VR for me! If i wouldn´t have found myself playing on this immersive vr-screen, i´d have dumped VR one month ago coz from all my “vr-disappointments” i wasn´t even interested in HALF-LIFE:ALYX anymore.

    So in my opinion vorpX did far more for VR than they expected HL:Alyx to do, let alone that Alyx is getting old anyway, but vorpX not.

    Getting back to vorpX´s immersive screen and wishes users here have made public. I think i read a few comments where people wanted to have the option to make the screen even bigger plus more distance options:

    First of all i think it would be better not to have too many options, coz i often find myself trying out different ways for way too long and still can´t make up my mind what is finally better for my taste, on the other hand…i would definitely say “YES!” to the option of increasing screen size along with increasing distance. Hopefully this would be something Ralf puts into his mind within the next few updates, but i can also live with it not happening.

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