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Viewing 15 results - 61 through 75 (of 221 total)
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  • #206984
    Dyortos
    Participant

    This sounds really interesting, Ralf!
    If you don’t mind I’ll use file.io to
    send the files through your Support>Contact Page
    it will be in the form of a link for anonymous download.
    Is that okay?

    This is what I managed to do with it lol.

    Halo VR – Glitchy Motion Controls & DoF Increase with Head Based Position Tracking
    byu/Dyortos inhalo

    #206976
    Ralf
    Keymaster

    Decoupling walk and look is out of vorpX’s scope usually. That requires more in-depth per game hacking/modding than vorpX normally does as it needs to fundamentally change gameplay mechanics. Even DirectVR memory scanner headtracking can’t do that usually.

    There are a few exceptions from the rule, either when games support decoupled aim themselves like Arma III or when I code game specific mods (GTA V, RDR 2), but for Halo none of these options apply.

    I’d still be interested in checking whether what you did might be a useful addition to vorpX, even without decoupled aim. Would be great if you could send me both your vorpX settings for the game (you can drag them from the local profiles list in the config to the desktop) as well as your OpenVR Input emulator setup (no idea where that is stored though) to support at vorpx com. Didn’t fully get what exactly you did, being able to use your setup myself would help me understand it better.

    #206962
    luka2099
    Participant

    I remember that only halo 1 run with geometry .

    Dyortos
    Participant

    Hey, Ralf. I was wondering, is it possible to emulate mouse/gamepad look axis to match where you point your VR Controller? I managed to somewhat do this with OpenVR-InputEmulator. This let me point my VR controller in the desired direction and it changed on screen. I combined this with your Vorpx Feature that allows you to look around freely from the static camera and this made Halo feel a lot more like Full VR lol. The issue I run into now is obviously the camera is now mounted to both my controller (OpenVR-IE) and my head (Vorpx).

    This guy made OpenVR-Input Emululator – https://github.com/matzman666/OpenVR-InputEmulator
    This is what stuck out to me. “The motivation of this driver is that I want to make myself a tracked gun that is guaranteed to work in any SteamVR game regardless of whether the original dev wants to support tracked guns or not. To accomplish this I need some way to add translation and rotation offsets to the poses of the motion controllers so that I can line up my tracked gun and the gun in the game. Additionally I need a way to easily switch between the tracking puck on my gun and my motion controller with the game thinking it’s still the same controller (Throwing grenades with a tracked gun is not fun). But this driver should also support other use cases.”

    I’m assuming this isn’t something Vorpx can just “fix” through some tweaking. I’m assuming I’d have to configure the game manually somehow to accept motion controllers as an alterative control source. Currently I’ve detached the head camera thanks to your Vorpx feature, now just the arms are static, no more static gun/camera movement which is great. Any idea what I could do? Anything at all you could do? After seeing what Nibre did with Halo I know this is possible somehow! :)

    #206958
    v0jelly
    Participant

    I’m using the GamePass version of MCC and have no issues getting Vorpx to hook. I’m able to load into the game with Vorpx but it won’t display the game in full geometric 3D. On the in-game Vorpx menu, the option for Geometry just doesn’t appear as a choice. The only two option under 3-D reconstruction are z-normal and z-adaptive. Anyone else experience this issue/have a fix? Thanks.

    (I also tried to use the Steam version of the MCC but I couldn’t even get that to hook at all.)

    #206897
    Dyortos
    Participant

    Ah I see! No worries it seems like a process that’s for sure! Well, down the road if its at all doable it would make it amazing. In the mean time, I’m okay with having the Blind Skull on as it removes all hud elements for me :). Halo CE is the only game that doesn’t run that well in VR for me which is why I asked. Thanks again! Auto weapon hide is amazing! I never encountered it until today.

    #206896
    Ralf
    Keymaster

    Masterchief Collection only, and I only checked the CE campaign, which is the one officially supported. With some luck it might also work for other MCC campaigns.

    Unfortunately the whole collection is structured in a very unusual way: there is only one overarching executable that loads the actual games as DLL. Makes it somewhat convoluted to load individual settings for each campaign. The vorpX profile system expects one game per .exe, not six… Hence only the CE campaign is fully supported currently.

    I didn’t touch the original DX9 Halo profile for the time being and also (obviously) no user profiles.

    #206895
    Dyortos
    Participant

    So I just tested this out. Does the auto weapon hide only work in Halo CE? I didn’t notice any difference with the other games. This feature, Ralf would make Halo VR fully playable with ease. If its not possible that is okay! If it takes time then I can wait! I was just wondering if this was for all Halo games or just CE?

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    #206878
    Dyortos
    Participant

    Thank you. Ralf, would it be possible to change the camera height beyond what you’ve given us access to? Also, is it possible to change not only the height but the other X, Y, Z coordinates? I’m trying to mod Halo to see if I can separate the Gun from the Head Camera allowing for independent head movement while the gun stays in its own general direction separate from where I’m looking. If I had access to a little more camera controls I could properly align the game camera where I’m unable to in this Halo Mod Tools. I’ve gone through every setting in this mod tool for Halo, not one of em changes the height of the camera at least Vorpx is able to! But 2.00 is too low, is this possible to turn up without issues?

    #206874
    Ralf
    Keymaster

    Not entirely sure if I understand the question. if you mean the original DX9 Halo, then yes. vorpX has a profile for it. Not sure about Halo 2, but worth a shot to check whether there is a user profile in the cloud.

    #206871
    Dyortos
    Participant

    It’s all thanks to you! AND WHAT?! I’m headed on right now. Question for you Ralf. Is it possible to get G3D on old graphics? Like with Halo CE and 2.

    Dyortos
    Participant

    I posted some Halo VR using Vorpx and it went mini viral over night. Thought I’d share, if that’s okay?

    Halo 3 VR – The Warthog Run
    byu/Dyortos inhalo

    #206757
    Demosthenes
    Participant

    It would be nice to have the profile fixed so that Halo 1 works again, I just downloaded a ridiculous amount of gigabytes for the free weekend on Steam.
    Reach works but not Halo 1, although it does do something in z3d.

    #206592

    In reply to: Games Wish List

    AsciiAficionado
    Participant

    The maker of the Alien: Isolation VR mod was working full-time on a full Halo MCC VR mod (for all games) but he recently sidelined it for something else.

Viewing 15 results - 61 through 75 (of 221 total)

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