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  • #205074

    In reply to: do you play flat games

    Michelangel0
    Participant

    Mostly VR games, flat games in Vorpx only, and Magic the Gathering just in pancake. I’m happy to play a flat game, and sometimes play out of vorpx if I’ve only got ten mins or I’m doing inventory management in a game or suchlike. Otherwise it’s HMD all the time but I only have 2 hours a day game time max anyway and mostly much less.

    To the poster above, how is Gunfire Reborn? Is it g3d? I’m considering getting it on sale.

    I just read this. I can fully recommend Gunfire Reborn.

    As a game is incredibly fun and well balanced, it starts with certain limitations and difficulties that depending on your FPS skills you can overcome but at the same time playing well will unlock gradually weapons and abilities for your character that will make the game amazing to play.

    Regarding VorpX it looks fantastic in G3D is one of the best looking ones with good depth and very fluid performance to play and enjoy. It really adds another level of visual candy to the player.

    so yeah… fully recommended even on full price :)

    #204980

    In reply to: do you play flat games

    Deadaus
    Participant

    To tell you the truth, I bought VorpX just to play Cyberpunk 2077 in VR. After playing with the settings, I truly like playing the game more in Cinemas mode with 3d enabled and a huge screen in my loft. What makes this software good is you can create custom resolutions and use them for your nice big screen separate from what your monitor resolution can show. Once I have completed Cyberpunk, I am waiting for Resident evil village as my next game.

    #204915

    In reply to: Death Stranding

    Twinguistics
    Participant

    Really think the advice regarding EGS games should be more prominent somewhere.

    Well its just a general thing to check when running a game from a another store that the .exe is the same name. I don´t have any idea why different stores might use different .exe files since the game is otherwise identical. Demo versions also might have different names than the base game.

    That’s my point – how does a new user know that’s it’s a “general thing” to check the exe file and then add it? It’s not in any help text that I’ve seen.

    It’s hardly just general knowledge for the general public. Maybe you know to check that but tons of people like me wouldn’t.

    #204787
    dellrifter22
    Participant

    4:3 @ 2304×1728 is a good balance of G3D clarity and performance in most games with my HPG1. You can also lower your image zoom down a bit to increase the pixel density. I can go a little below .90 before the screen edge becomes noticeable.

    Just curious… besides the obvious performance advantage, is there a reason it must be alternate frame rendering? Is normal G3D SBS not possible in a similar fashion?

    @ Jarilo I did notice that the vorpX overide keys are now working again, so I had to go to the input page of delete menu and set Alt key override to NO, and now I can use they Alt key as normal.

    #204753
    Ralf
    Keymaster

    @both

    The “visual epilepsy” at low FPS is why noone does alternate frame 3D normally. It really just works well enough at high frame rates. Where exactly the threshold lies before things become too uncomfortable is pretty subjective, but I’d say anything below 60fps (i.e. 30 per eye) starts to look decisively odd in motion. Some of the oddities the method introduces by rendering each eye at a different time can be tricked away during frame interpolation in VR, but not everything.

    You should ideally shoot for 90/90 in the ALT+F fps counter (or 80/80 with Rift-S, 72/72 with Quest). That means the images get submitted at full rate while each eye gets rendered at half of that. At least the second number should be your headset refresh rate. That improves things a lot since it allows vorpX to factor in gamepad/mouse rotation into the frame interpolation, not just head rotation.

    The slightly unusual controls are a side effect of how the cameras are implemented. Takes a bit of time to get used to, but in the end I found it actually quite nice this way since walking and turning with just one stick is actually closer to natural movement than your usual shooter strafing. That said, I’ll see what I can do about that, can’t promise anything though.

    The 3D-Strength is actually physically correct, or at least almost. The beauty of doing 3D within a game engine with known scale is that there is no guesswork involved in that respect. The virtual eyes are 6.4cm apart. This distance is what defines the perceived scale. The fully correct way would be to bind it to the dialed in headset IPD, which will definitely be done. I’ll think about an additional customizable offset, would like to keep it simple though.

    Res: 3:4 is a bit too narrow. I would suggest a 4:3 res instead, which is a bit more than required horizontically, but that’s actually helpful – especially with AFR 3D – since it leaves a bit of wiggle room on both sides for vorpX’s ‘Timewarp’ (frame interpolation) before black slides in from the sides when rotating your head. For a few extra FPS go for one of the ~8:9 resolutions from the Custom Resolutions recommendations on top of this sub-forum.

    #204656
    dellrifter22
    Participant

    I mistakenly took this thread to mean it was already released haha… was scratching my head for minute wondering why the authoring tool still wouldn’t open.

    It will be nice to finally allow shader editing for these profiles. There are so many it’s impossible to keep them all updated on your own, hopefully now everyone can help. I’m personally hoping that we can eventually also use the advanced tools page, to modify the G3D definitions, and possibly add experimental G3D attempts to profiles that don’t currently include any (ex. CoJ:Bound in Blood, COD WW2).

    Excited to try the RDR2 G3D camera mod, a nice unexpected surprise!

    #204574
    Ralf
    Keymaster

    When you lower the zoom, the image becomes crisper since you scale it down, i.e. the pixel density gets higher. However, like said three times now that is not what you want to do since as you noticed lowering the zoom obviously shrinks the image. Instead please raise the game’s resolution for a crisper image. That has the same effect on pixel density without shrinking the image. That costs FPS though.

    There isn’t really anything to suggest than that: for a crisper image you have to raise the game’s resolution. There is no way around that. You can’t run the game at 1600×1200 (plus DLSS, which means effectively rendering at someting like 800×600 and then upscaling to 1600×1200) while at the same time get an image fully filling the view of your headset with comparable sharpness to a native game that renders at more than 2000×2000 pixels internally.

    Sorry if I’m unable to explain this so that you can understand it better. It is so obvious that I just don’t know how to explain it any other way.

    TLDR: The only way to get a crisper image without shrinking it is raising the resolution the game runs with. There is nothing else that can be done to achieve what you want.

    roguepacket
    Participant

    Hey, I just wanted to let folks know about a new hotfix that was released. After I installed 466.47 drivers a couple weeks ago I kept getting repeated crashing during my Vorpx plays of RE7 and RE8. I initially thought it might be Vorpx but I ruled that out. I ended up creating a second Windows 10 OS clean install (and then I removed all bloatware with blackbird and decrapifier). That seemed to fix the issue for RE7 anyway, although it did freeze on me once. RE8 became unplayable due to framerate drops. If the freezing kept up I was about to see about troubleshooting with perfmon, but when I opened SteamVR today I noticed a new announcement about a hotfix that would apply to me.

    Here’s the link:

    https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/454753/announcing-geforce-hotfix-driver-46655-released-52/

    I’m eager to try this out. I know it’s not directly Vorpx related, but what originally lead me to this forum was trying to figure out what the problem could be. I’m posting this here in case others run into the same problem.

    Thanks!

    #204236
    TheBalt
    Participant

    Another option would be to try OpenXR instead of SteamVR. Unlike the Oculus mode that should work while still avoiding the SteamVR detour:

    1. Make Oculus your system’s OpenXR runtime by double clicking the .reg file in the linked zip archive: OculusOpenXR.zip. Oculus doesn’t enable OpenXR per default yet, but ist’s already working quite well from my experience. Caveat: The .reg file assumes that the Oculus software is installed in its default folder.
    2. Select OpenXR as your headset type in the vorpX config app on the ‘General’ page.
    3. Use Link/Air Link. DO NOT start SteamVR, it’s not required with OpenXR.

    Hey Ralf, just gave it a shot and wanted you to know – HUGE – performance boost. Im at an area in the game where you cross a foggy bridge and with SteamVR it brought my framerate down into the 10s-20s range, with this, it was 99% steady above 45 fps the whole way across. I went across this bridge multiple times in SteamVR and always got a major, major performance hit for it.

    Two problems though – Headtracking was not working at all for FullVR and ‘Edge Peek’ sent the screen ‘downwards’ like 10 feet, not expanding it in front of eyes like it typically does. SteamVR was not enabled, but ya, performance boost was truly insane for a CV1. Not sure if these problems with the headtracking and Edge Peek are solvable in the near future, but this looks like the solution to using SteamVR if those little issues get worked out.

    Thanks for sending that over, was nice to see my PC wasnt total garbage and that it was SteamVR messing with my performance lol.

    Please let me know if you are going to look into updating it, I may hold off the rest of my playthru until that is done, even if it isnt a priority for you now; the performance boost was so huge I really dont wanna play it on SteamVR now lol

    #204175

    In reply to: Nothing seems to work

    Jim Dogma
    Participant

    Hi Ralf, thanks for the help. Here’s the update. 1) I started out by switching the preferred graphics processor setting in the Nvidia control panel to the “high performance” GTX processor since it was on “auto.” I thought that might do the trick but it didn’t. 2) The second thing I did was try to disable the intel GPU in the BIOS but it didn’t give an option to do so. So 3), I did some research online and found out that you can disable the Intel GPU from “Device manager,” which I did and lo and behold that worked. Only the Nvidia card GPU showed up in the Task Manager.

    Unfortunately, disabling the Intel GPU didn’t fix the main problem which is that all I see through my HMD is a big, frozen black rectangle. This is the case for all the applications. It happens identically for games, the MPC-HC, VLC, and the Desktop Viewer. The good news, I suppose, is that it does look as though vorpX is “hooking” (if that’s what they call it) into these apps. That is, on each of those apps, a display box comes up that says, “Attaching to VLC” etc. and then you see the vorpX logo on the screen and the info box in the upper left. So, I’m guessing it’s doing it’s job in the app, it’s just not making it to the HMD. Which is curious because every other VR app and game I have works just fine.

    In any case, I will send the troubleshooting report to the support link. Please let me know what you find.

    #203871
    Thoris
    Participant

    Hi everyone,

    I installed Vorpx a few days ago and I still cannot launch a game with it. I’m trying to use Vorpx with Resident Evil 7 on Steam. I’m using an Oculus Quest 2.

    First I connect my Oculus by USB-3 then I activate Oculus Link. I open Vorpx with “Start Vorpx” and a tray appears in the task bar. Then I configure Vorpx, I set “Oculus” in the Device Selection and I choose Resident Evil 7 in the game list, then I apply. I open Steam and launch SteamVR. My Oculus is recognized and I launch Resident Evil 7. A message appears to tell me that the game is not VR and I press OK. The game’s launched but I cannot see Vorpx message that tells me Vorpx is attaching re7.exe. If I press del button, nothing happens.
    I execute re7.exe in a windowed mode.

    Please help me, I really don’t know what to do.

    Thanks for the help

    #203855
    Ralf
    Keymaster

    The easiest way to play the game is with everything set to default. The default settings are dialed in to just work without any tinkering at all.

    I would highly recommend to do just that, you won’t even notice that the image is cut off at the top/bottom after a little while.

    If you really can’t live with the bars, you will have to raise the game’s FOV beyond what it allows normally with a mod:

    1. Download and run the mod: https://www.nexusmods.com/residentevil7/mods/23.
    2. Set the FOV to 127 in the mod.
    3. Set the Image Zoom to 1.0 in vorpX.
    4. For a crisper image raise the ‘Resolution Scaling’ in the game’s graphics options.

    Aspect ratio: Only with a 16:9 res the game will ever fully fill the view in the headset, at narrower aspect ratios it displays black bars itself. Also the FOV value for the mod will have to be slightly lower for 1440×900, probably something around 120.

    Controllers: Either just move them out of sight or disable them in the vorpX menu. They will also disappear after a while when they go to sleep.

    #202135

    In reply to: Toukiden 2 (Z-Normal)

    ilkj4832z
    Participant

    OK,
    My Cloud Profile name (jik64mnz53)
    I chose one of my Cloud Profiles that I often try when creating a new profile.
    However, it changes depending on the time, so I think there are some omissions.

    Rare:
    Age of wonders Planetfall (Z3D)
    Dynasty Warriors 9 (Z3D)
    MASSIVE CHALICE (G3D)
    The Crew (Z3D)
    Tales of Zestria (Z3D)
    This War of Mine (G3D)
    Ys VIII Lacrimosa of DANA (Z3D)
    TT Isle of Man-Ride on the Edge 2 (G3D)
    Sleeping Dogs Definitive Edition
    Kingdoms of Amalur (G3D)

    Very Rare:
    SteamWorld Quest: Hand of Gilgamech (G3D)
    Lightning Returns (G3D)
    Valkyria Chronicles (G3D)

    #202043
    Stryker_66
    Participant

    Again, it seems like a keyboard issue with the key input lagging, so the movement is messed up, and radial menus lag. Almost like the new mouse input causing the keyboard to jam up.

    I don’t anything about your setup but do you have a Keyboard/Mouse combo that is using some sort of “profile” or “programming” software? Example, I have Logitech products (Programmable Keypad) and this has what’s called a “Gamepad/Joystick Emulator” driver that has given the problems you’ve described with some of my games. My remedy was to go into “Device Manager” and right click this “Gamepad/Joystick Emulator” and disable it. I no longer have these problems.

    USB device drivers are often culprits for these kinds of issues. Suggestion is to look in this area and troubleshoot which may or may not solve your problem.

    #201994
    dellrifter22
    Participant

    Wow! I just had a quick go with Titanfall 2, and I must say I am super impressed by the new weapon adjustment system.

    I don’t think the auto-hide timeout was working properly here, as the gun was never visible for any animations in auto-hide mode (only ads scope), but the options in the other mode – to position and scale the weapon exactly how I want – works incredibly well.

    This is exactly what Titanfall 2 needed, and I am already jazzed about the possibilities with this being added to the profile authoring tool for user profiles.

    Oh, and about the advanced authoring tool… I have noticed that I no longer have access to the advanced pages suddenly with this update, only the Shaders page. Do we need to request new keys?

    OpenXR seems to be working great so far, and the custom profile messages are indeed appearing on the monitor, which is helful. Thanks for that Ralf.

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