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  • #210742
    Zel1984
    Participant

    Cheers for this, just got it as it was on sale, changed some settings to get it how i like it, looks and plays really good, my settings below, i play using a Rift S and xbox controller, with a 6700xt.

    Resolution set to 2560 x 1400 (for some strange reason i have to set my desktop display to 2560 x 1400 for the game to play in that resolution, without doing that the game only gives me a choice of 3 resolutions all of which look crap in the headset, never had to do that in any other game, weird)

    Image zoom – 0.78

    Under the “more stereo 3d settings” i put “main eye” to Right and “3d fov enhancement” to 0.50

    Head tracking sensitivity to 0.55

    Clarity (fidelity fx) – Full
    Sharpen amount – 2.00
    Texture detail enhancement – 2.00
    G3D shadow treatment – Auto

    Override xbox gamepad – Partial (have to use middle mouse button for edgepeek as clicking the right analogue stick does nothing, pad works for everything else)

    Really cool game in VR.

    #210736

    In reply to: Quest 2 Vs Reverb G2

    Obneiric
    Participant

    I have both and the G2 blows away the Q2 in image quality, its the pretty obvious choice for vorpx. I only use my Q2 for roomscale games like Blade & Sorcery.

    #210734

    In reply to: Quest 2 Vs Reverb G2

    Smoils
    Participant

    For vorpx only I’d recommend reverb. I have index and quest and its really hard to chose between resolution and quality – no matter what GPU you have quest even set on top quality with a cable will have the feel of compressed video – here and there there will be compression artifacts hidden in dark corners, some textures smeared into single color, overall image quality being a bit blurry even with sharpening.

    This especially matets if you try to play a heavy modern game using Z3d and compression eats small objects like rain or pixel thin bullets or whatever too.

    I do enjoy higher resolution of quest and compression isnt game breaking, but if index screens had quest resolution I wouldnt even think twice, but even with inferior pixels I chose index for number of games just to get sharper image and better 3d feel.

    Oh and more juice you try to squeeze out of quest more chances image quality will degrade even further, like if you set supersampling to best it can do and 120hz you wont just get a bit of stuttering in games, compression artifacts will become worse too.

    Considering HP device has higher resolution than index and you plan to only use vorpx I’d say there is no reason to chose quest apart from price or potential to play wireless.

    haints
    Participant

    Yes, that is what he means.

    I’ve noticed that with some games–and Mass Effect LE is one–if HDR is enabled, the image quality will be terrible with Vorpx. Mass Effect LE may automatically enable HDR so you have to go into the menu and turn it off. Since no existing VR headsets have HDR screens, it’s a useless feature to enable anyway. PSVR 2 will be the first HDR VR HMD when it is released.

    DirtyTec
    Participant

    Guten Tag

    Ich besitze Windows 10 mit meiner HP reverb g2 Omnicept

    Ich bin sehr erfahren was Windows und PCs betrifft ich bin leidenschaftlicher gamer seid 17 Jahren.

    Ich Kämpfe schon seid zwei Wochen um ein vorpx Problem was ich leider nicht zu beheben schaffe.

    Und zwar ist es ein maus und ab und zu tastatur Bug, die Maus friert im Sekunden takt alle 1 bis 2 Sekunden an kurz ein zu frieren (frezze stutter)

    Aber hauptsächlich der Maus Fehler alle Sekunden macht das Spiele sehr anstrengend. In einigen Spielen war es auch mit dem Head tracking verbunden wenn ich mein Kopf bewege das es auch hakte. Letztes Spiel war hl 2 ep1 dort geht Head tracking ohne probleme aber maus fehler ist vorhanden. Brothers in arms, need for speed, days gone, medal of honor allied assault, also egal ob alte oder neue Spiele es liegt nicht an den Spielen.

    Mir ist aufgefallen wenn ich den PC frisch gestartet habe und manchmal nach einer halben stunde (30min) oder 1 stunde fängt der fehler an das ist auch merkwürdig.

    Das problem besteht auch wenn er mal startet nur im vorpx dekstop viewer.

    Fehler besteht im openxr sowie im steam vr API Modus auch im dekstop viewer.

    Ich habe auch alle möglichen windows Dienste probiert nach und nach zu beenden leider ohne erfolg.

    Ich habe versucht =

    -Avg Virenscanner deinstalliert
    -Windows defender verwendet und deaktiviert.
    -Alle möglichen Windows Dienste deaktiviert.
    -Gefroce experience deinstalliert
    -Neuer Windows Update.
    -Neue display driver
    -Wmr neu installiert (seid dem auch volume Bug der speichert die alte Lautstärke leider nicht mehr stellt sie immer auf 50%)
    -Vorpx gelöscht mit reg delete
    -Vorpx neu installiert.
    -Vorpx gelöscht ohne reg delete auf andere HDD ssd
    -Steamvr neu installiert.
    -Beobachtung task Manager nach Auffälligkeiten nichts gefunden.
    -Taskkill dwm.exe
    -Taskkill wudfhost.exe
    -Enable / disable pre accolation virtual display
    -Vorpx neu gestartet
    -Vropx vr driver Taskkill
    -Alle möglichen task Prioritäten im Wechsel von niedrig bis hoch ob vorpx oder wmr Tasks
    -CPU hyperthreading disable
    -Viele Einstellungen bei nvidea control panel.
    -Omnicept Tools beendet
    -usb Geräte entfernt auch Maus und Tastatur

    Ich habe das wmr tray Tool installiert und wenn ich den Fehler habe mit vorpx und mein Headset Restart mache funktioniert es wieder. Aber nur für eine 1 Stunde oder weniger.
    Das war vor einer Woche jetzt aktuell weiß ich nicht ob es mit einem Restart wieder für eine Stunde geht. Heute habe ich hl2ep1 mit Fehler gespielt aber ich habe es nach einer Stunde beendet ohne Restart.

    Meine Vermutung liegt am wmr portal wenn alles komplett neu gestartet wird geht es für eine kleine Zeit. Aber das macht kein Spaß.

    Eine Idee von mir

    Hat vorpx vielleicht ein Problem mit meinem Arbeitsspeicher?

    Aber was ich denke das es am Windows mixed reality Portal liegt :(

    PC specs:

    ASUS ROG STRIX Z490-E Gaming | Intel Z490
    Intel Core i9-10900K
    NVIDIA GeForce RTX 3090 24GB GDDR6x | ZOTAC GAMING Trinity
    (128GB) DDR4-3200 Corsair Vengeance LPX
    1 TB M.2 Samsung 860 EVO Windows 10
    250 GB Samsung 860 EVO
    4TB Seagate Barracuda | HDD | 5.400U/min
    4TB Seagate Barracuda | HDD | 5.400U/min
    Corsair Hydro Series H115i RGB Pro XT | 280mm/2x 140mm
    Seasonic PRIME | 850W

    #210167
    run-up15
    Participant

    Headset HP Reverb G2 – Cyberpunk 2077 Vr mod: “Use OpenXR instead of SteamVR” does not work for me.

    Error message in VorpX log file:

    WRN: OpenXRDevice: fov requested without valid view state.
    WRN: OpenXRDevice: eye offset requested without valid view state.

    I would be very pleased to receive help.

    #210136
    Maichevsky
    Participant

    Sure, at 180fps the issues become less obvious. But that’s purely theoretical for newer, more demanding games. Most people without super highend GPUs are lucky if they can run demanding games at 60 (i.e. 30 per eye with alternate frame 3d). At such a framerate there are a lot of highly uncomfortable situations.

    There’s a reason why no aftermarket 3D injector (let alone any native 3d game) over the course of 25 years ever worked that way. The very first private vorpX builds 10 years ago, when the whole VR gaming community was maybe a few hundred enthusiasts large, used alternate frame rendering because it is so much easier to implement. Didn’t even make it into the first public release… Just mentioning that I plan to do that caused a backlash big enough to send me back to the drawing board.

    Besides: the starting point for vorpX back in the day was my wish to play Descent in VR, an ages old, fast paced shooter. In a game like that with constant fast motion alternate frame 3d is fairly sickening even at twice the display refresh rate. I have that on good authority. ;)

    I am here (in VR) since the kickstarter off DK1, man was I happy VorpX existed in those first years :) I had no idea there was a VR community before that, I would have joined sooner!

    #210098
    dellrifter22
    Participant

    I would call dx12 functionality very limited right now. We only have a handful of official dx12 profiles to try from, which makes it risky to pick up any new games at full price.

    I for example wanted to play AC Valhalla and Far Cry 6, but no existing dx12 profile provided working Z3D, only flat. I have stopped buying new because of this.

    G3D (true 3D) is not even coded for dx12 yet. Only about 3 specific dx12 games have specialized mods for alternate eye rendering to imitate G3D visuals.

    So if you’re lucky, Metro Enhanced with ray tracing and Z3D is possible yes (3D enough to convince your brain that the general scene has depth and space), but if not lucky, you’ll see only a flat image.

    One more thing to note is that you will need to push high resolutions to gain a satisfactory image in a vr headset, so make sure your pc can run the game at least 50+fps @ 4k+ with ray tracing on.

    Not trying to discourage you, just being realistic. You might have luck with some games, and you might not with others.

    #210097
    Ralf
    Keymaster

    Sure, at 180fps the issues become less obvious. But that’s purely theoretical for newer, more demanding games. Most people without super highend GPUs are lucky if they can run demanding games at 60 (i.e. 30 per eye with alternate frame 3d). At such a framerate there are a lot of highly uncomfortable situations.

    There’s a reason why no aftermarket 3D injector (let alone any native 3d game) over the course of 25 years ever worked that way. The very first private vorpX builds 10 years ago, when the whole VR gaming community was maybe a few hundred enthusiasts large, used alternate frame rendering because it is so much easier to implement. Didn’t even make it into the first public release… Just mentioning that I plan to do that caused a backlash big enough to send me back to the drawing board.

    Besides: the starting point for vorpX back in the day was my wish to play Descent in VR, an ages old, fast paced shooter. In a game like that with constant fast motion alternate frame 3d is fairly sickening even at twice the display refresh rate. I have that on good authority. ;)

    #210046
    Ralf
    Keymaster

    Did you change to a 4:3 res? has to be exactly 4:3 for Portal 2 and other games based on the same engine (e.g. Half-Life 2 or Black Mesa). Viable resolutions would e.g. be 1600×1200, 1920×1440 or 2560×1920.

    On a sidenote: Watched your Far Cry video earlier and noticed that you changed the aspect to ‘Letterbox’. While that is highly useful when vorpX can’t handle FOV automatically, it’s not necessary in games where vorpX adjusts the FOV. Whenever a profile supports automatic FOV, vorpX computes an FOV that perfectly fits your headset FOV regardless of settings in the menu.

    The only reason to prefer ‘Letterbox’ with automatic FOV handling would be getting a crisper image, which of course can be a good reason too.

    Just a guess, but I wouldn’t rule out that in case of Portal 2 that may introduce flicker.

    #209966
    drowhunter
    Participant

    Just locked in the best performing settings on my 3080Ti,5800x I’ve ever had with this mod.

    With these settings I’m hitting high 60’s in the El Coyote bar and I’ve seen framerates as high as 85fps in some areas.

    Normally on Quest the image looks garbage on anything less than phenomenal. But thanks to the latest DLSS version here

    I can get it to look really good with Vorpx set to “Nicer” & DLSS set to Quality, 0.1 sharpness.

    FSR in Vorpx set to Low 1.3 sharpness

    The trick that did it for me was disabling the framerate cap and tracking prediction. Oculus ASW is on “Auto” in the Oculus Debug Tool I made no changes to that, but it doesn’t seem to do anything( at least to the frame counter) as my framerate doesn’t seem to lock to 45. It just feels smoother to me almost as smooth as that “other mod”.

    I have attached my Vorpx settings here, just extract it into your vpxCP2077 folder. Its just the ini files for Oculus devices. Hope it helps.

    Super Fast Oculus Settings

    #209741
    Jools92
    Participant

    Excellent mod, really enjoying it so far. Taking in Night City in all its glory is genuinely ‘breathtaking’!

    Sadly though, I’m having the same issue as Demuse and xt4k – frequent crashes upon leaving the menu, almost always after using more demanding tabs like the Map or Inventory. Exiting store/ripperdoc interfaces does not result in any crashes however. I had a similar crash after exiting the Map interface on a fast-travel point. I’ve followed your advice for graphics settings (medium, with DLSS) and running at ‘Phenominal’ resolution with great performance on a 3080 (using a Quest 2 via Link). I normally have between 800-300mb of VRAM headroom, and GPU veers between 60-90% usage.

    Can confirm that entering the menu in edge-peak seems to decrease the number of crashes, but does not eliminate them. I’ve done a clean re-install twice now with no luck, and tried running it at less demanding resolutions with pretty much every VorpX setting on and off. Ultimately switching back to regular old pancake mode does seem to resolve whatever is causing the crashes, so likely not an issue with the regular game.

    As a stop-gap, would it be possible to allow us to more easily turn the standalone VR mod off (perhaps via the configuration tool?) without having to completely uninstall it and lose all our settings? It’s not perfect but at least we could reliably change our equipment, add perks points etc, and then head back into VR. At least until a full fix is available.

    brown66
    Participant

    Lawrence1962

    Thanks for your post! It brings a very important point to me.

    I had already seen these two videos. These and many more, including this other one, which describe a different experience from the same HTC Vive Pro 2:

    https://m.youtube.com/watch?v=oTv-m2dXnAA

    It’s from a small and unknown YouTuber channel, and I know, from my original HTC Vive and also (and specially) from the HTC Vive Pro 1, that changing the original tick face cushion to a thinner one, makes a great difference in FOV and sweet spot in these headsets. These and running the game at the very high resolution possible, even a way higher than the VR headset original resolution.

    That’s the small kind of information that the great YouTubers many times don’t tell you, but that is very important (at least to me…) to make a barely accepted experience in VR on to a great VR experience!

    Also, I’m tired to see some this great YouTubers don’t tell you some weakness from a VR headset, until they make a review from a new one, been this new one from the same manufacturer or another one.

    Let me give you an example (and there are so many like this one!)…

    Sebastian Ang, from the MRTV channel, praises a lot the new Varjo Aero, with a fantastic resolution. I believe that’s entirely true, but why he doesn’t also make a so great warning about the very small FOV from this headset, which looks like to be the same size of some VR headsets from six years ago?

    That’s the main reason I created this topic where. I’m looking for people who have a Pimax 8KX or the HTC Vive Pro 2 and already has tried it to play Skyrim LE with VorpX. I usually trust more the opinions of this kind of people.

    About the HP Reverb G2, I also have view YouTube videos and read a lot of reviews. It looks to be a very good headset, specially for the price, but I excluded it mainly because of the small FOV, even with the FOV mod installed. Also, I don’t like to see so many people saying that it has a small sweet spot.

    For me, it’s out of question to go to a new VR headset with a smaller FOV or even a FOV with the same size from what I got now with the HTC Vive Pro with a thinner (6 mm) face cushion installed. Add to this the fact that the Vive Pro is OLED, and you start to understand why I’m still using an VR headset from almost 4 years ago.

    Again, thanks for your message!

    #209378
    dellrifter22
    Participant

    Ghost Recon Wildlands + FPS mod (G3D) cloud profile updated 2/5/2022

    -clouds, stars, water reflections, and light sources are now correct in stereo (nice!)
    -increased 3D strength for more accurate depth and scale
    -decreased image zoom a bit for improved image clarity and FOV (better with vehicles)
    -TAA motion blur effect now assigned to vorpX Shadow Treatment for toggle options:

    Auto = motion blur on static objects/furniture, but clear guns and moving vehicles/NPCs
    Turn Off = motion blur on guns and moving vehicles/NPCs, but clear static objects

    Or if the slight TAA blur bothers you altogether, you can try the other AA methods in Game Options to see which you prefer.

    I have been quite pleased with how the authoring tool (and a bit of patience) has been able to bring this profile together with near flawless G3D. It is very rare that a dx11 game has correct stereo shadows and lighting effects. Now all that remains to fix are decals for wall art and bullet holes (if those are even possible, I’ve always struggled with decals..Ralf?)

    Anyway, worth trying out with the mod if you own Wildlands. I prefer the stealthy approach, but as you can see here, it can now play like a Far Cry game if you want:

    p.s. oh, I get a crash sometimes when trying to access my loadout menu directly, but I’ve found if I indirectly access it by opening the skills menu first (press J), I can navigate to loadout from there okay.

    #209299
    Ralf
    Keymaster

    Currently the standalone version is the recommended way, it does a lot more than the ‘normal’ profile since it comes with a game specific mod that not only allows to adjust the driving FOV, but also provides (alternate frame) G3D, positional tracking, decoupled walk/look and a lot more stuff that isn’t possible without more direct access to a game.

    With your GPU you should be able to get a decent framerate pretty much all the time with medium graphics details set in the game options. Most importantly disable raytracing. Looks nice, but without you will be able to go a bit higher resolution wise. Overall the crisper image from the higer res is more beneificial than raytracing effects.

    BTW1: The next version of the mod (hopefully next week) will come with a motion controller gesture system that let’s you use motion controllers for more than just gamepad emulation. E.g. for steering cars/bikes, throwing grenades and more.

    BTW2: The next vorpX will have the mod built-in, so after the next vorpX update standalone and regular vorpX will be the same.

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