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  • #125886
    Ralf
    Keymaster

    This sounds very much like a virus scanner issue. If you use anything else than Windows Defender (or Microsoft Security Essential on Win 7), which I would recommend, please also try uninstalling. Some of these programs don’t really allow their users to fully disable them.

    If you are on Windows 7, please also try to install the DotNet framework 4.6.2 (again), judging from the crash message a virus scanner issue sounds more likely though.

    https://www.microsoft.com/en-us/download/details.aspx?id=53345

    If all fails, you can also use vorpX without the config app. Not ideal, but possible. With a Rift it would work out of the box, if you have a Vive please open C:\ProgramData\Animation Labs\vorpX\vorpX.ini with a text editor and change sDeviceIniName=OculusRiftCV1 to sDeviceIniName=HTCViveCV1.

    #125849
    MathF
    Participant

    Hello I have a problem with fallout4 in DirectVR mode.
    DirectVR works perfectly on skyrim with mod
    and NewVegas with mod but when I try on fallout4
    without any mod and vanillia ini file I encounter the following problem

    The screen freeze when launching the Rotation scan
    And the PC no longer responds for 5 to 10 minutes
    if I do a CtrlAltSupp I see that several
    windows process uses 100% disk and the scan is unresponsive

    system (ntoskrnl.exe)
    com surrgate (dllhost.exe)
    processus hôte de service (svchost.exe)
    antimalware service executable (MsMpEng.exe)
    runtime broker (RuntimeBroker.exe)

    I have blocked several windows processes
    and this disk usage problem only occurs in
    Fallout4 during the scan, I no longer experience this problem at startup
    because it is a common problem on windows 10

    I updated the profile by downloading from the cloud

    Here is the list of exceptions I added to windows defender
    So it does not scan:

    Files and folder :
    Animation Labs\VorpX (folder)
    Animation Labs\vorpxConfig.exe
    Animation Labs\vorpxControl.exe
    Animation Labs\vorpxControl64.dat
    Animation Labs\vorpxDesktop.exe
    steamapps\common\Fallout 4 (folder)
    ProgramFiles (x86)\Windows Defender (folder)
    Program Files\Windows Defender (folder)
    Program Files\Windows Defender\MsMpEng.exe
    ProgramData\Animation Labs\vorpX (folder)

    Process:
    vorpxControl
    vorpxControl.exe
    vorpxControl64
    vorpxControl64.dat
    vorpx
    vorpX VR Driver Control
    vorpX VR Driver Control (32 bits)
    vorpXscan64
    vorpXscan64.exe

    I also tried without windows defender by installing
    Avast but nothing change.

    with the many test I did with different savegame
    and in different cell the worst is that it succeeded only once
    the scan rotation and fov was ok and i was able to enjoy the game in DirectVR
    but since then it’s always the same problem that forces me
    sometimes to force reboot if the CtrlAltSupp does not work.

    I don’t know what to try next
    then if you have an idea I thank you in advance.

    Sorry english is not my first language.
    I use FallOut4 In French could it be the problem ?
    I notice during the problem that the notification icon
    for the volume was on mute and came back normal when i quit fallout.

    #125770
    chisel316
    Participant

    Since last night I started getting warnings from Oculus that my audio device has changed and I need to restart. I only get them when using VorpX and it’s making it impossible to play anything because it shuts down the game and forces me to restart the Oculus software in order to play again. I’m not touching the audio device so I’m not sure why these messages are popping up. I already opened a ticket with Oculus, but I figure I’d also post it here since it only happens when I’m playing a game with VorpX.

    Thanks,
    chisel316

    #125481
    FriskyNoodle
    Participant

    So I managed to get Reshade to inject into depth buffer using SuperDeppth3D.fx by BlueSkyKnight and got side by side with lens distortion and actual 3D depth! IT WORKS Now Im trying to use 0.6 runtime for extended mode, but also get opentrack to detect my HMD but it wont detect because 1. its in extended mode 2. because it doesnt have support for 0.6 runtime. I did try forcing extended mode on oculus 1.4 runtime, but to do this, the OSVR service needs to be stopped, and since its stopped opentrack with 1.4 runtime WILL not detect HMD (I tried forcing extended mode while the service was turned on also) oculus and display driver kept crashing and restarting until my PC bluescreened, so thats no bueno. I also attempted to just run the game in SBS3D with reshade, then combine the images with virtual desktop’s SBS 3D option, it looks like shit that way and it lags but I would theoretically have headtracking since Oculus is in direct mode and opentrack detects my HMD. Now I just need to find some way to get a good balance of extended mode, headtracking, and 3D depth through reshade. If I find a method, ill update my post here.

    #125356
    steph12
    Participant

    pfff.

    your how to youtube video is just bullshit.

    sorry to say that, but there is absolutely no depth at all, headtracking is working but you still have a flat image.

    fov is not high enough.

    it’s absolutely not playable, not immersive, nothing.

    so no, this game right now doesnt work with vorpx, far from it.

    the day when we’ll be able to put 110-120 fov and able to use geometry 3D or at least Z3D then vorpx will work with this game, untill then it’s a big no.

    your thread is misleading. you should rename it asap before people get hugely disappointed just like myself.

    First of all, it’s not my video, it’s a video I found by somebody else and I thought it would a nice thing to share my findings with other people.

    Secondly, I already stated the FOV wasn’t high enough, thank you again for pointing that out captain obvious.

    There is depth, head tracking is fine and there is NO flat image, you obviously done something wrong because I am not having this issue. It is definitely playable, incredibly immersive and you’re being obnoxious with your comments.

    I don’t care if people LIKE you get disappointed, because people LIKE you, don’t seem to understand that this is far better than nothing.

    Don’t come here making accusations and claims if you can’t even get the damn game working properly. Or if you didn’t read through my experience first before trying anything, because you obviously weren’t paying any attention.

    I am receiving nothing but thanks everywhere else, and here you are with your salty attitude making claims on something you can’t get working properly.

    To sum it up, the video I found isn’t bullshit, YOU are bullshit.

    Geometry 3D and a good FOV or it’s worthless.

    Yeah, you’re welcome.

    you obviously never played a game with vorpx with geometry 3D, you’ll see what depth is.

    i didnt want to be mean to you but i got disappointed, you cant say the game is working with vorpx when it doesnt.

    a game working with vorpx means vorpx rendering methods work with that game either geometry 3D or Z3D.

    you cant play a game in VR with a fov of 90, not a first person game at least.

    and yep image is flat, nothing wrong on my side, i didnt wait for this youtube video to make the game “works” that way, i just uninstalled re7 until this game is really VR ready either with vorpx or official capcom Vr patch.

    #125342
    Spazem
    Participant

    pfff.

    your how to youtube video is just bullshit.

    sorry to say that, but there is absolutely no depth at all, headtracking is working but you still have a flat image.

    fov is not high enough.

    it’s absolutely not playable, not immersive, nothing.

    so no, this game right now doesnt work with vorpx, far from it.

    the day when we’ll be able to put 110-120 fov and able to use geometry 3D or at least Z3D then vorpx will work with this game, untill then it’s a big no.

    your thread is misleading. you should rename it asap before people get hugely disappointed just like myself.

    First of all, it’s not my video, it’s a video I found by somebody else and I thought it would a nice thing to share my findings with other people.

    Secondly, I already stated the FOV wasn’t high enough, thank you again for pointing that out captain obvious.

    There is depth, head tracking is fine and there is NO flat image, you obviously done something wrong because I am not having this issue. It is definitely playable, incredibly immersive and you’re being obnoxious with your comments.

    I don’t care if people LIKE you get disappointed, because people LIKE you, don’t seem to understand that this is far better than nothing.

    Don’t come here making accusations and claims if you can’t even get the damn game working properly. Or if you didn’t read through my experience first before trying anything, because you obviously weren’t paying any attention.

    I am receiving nothing but thanks everywhere else, and here you are with your salty attitude making claims on something you can’t get working properly.

    To sum it up, the video I found isn’t bullshit, YOU are bullshit.

    Geometry 3D and a good FOV or it’s worthless.

    Yeah, you’re welcome.

    #124842
    Marco
    Participant

    The small black bars on Vive are on purpose for the sake of a better image quality (higher pixel density). It’s dialed in to provide the same vertical FOV as Rift.

    If you prefer the full vertical FOV of your Vive over the higher pixel density, you can easily achieve that by setting the Image Zoom slider in the vorpX ingame menu (image page) to the rightmost position. That will exactly fill the screen vertically on your Vive.

    If rotating your head feels slightly off-center, re-center the head tracking, either in the vorpX menu or with Alt+Space, which will solve this.

    I’m using 1920×1440 res and i think the new picture format fits the VIVE screen much better. I may be wrong but i think that avoids having big bars on the side instead, with better overall proportions. I didn’t know what this was but i immediately noticed a difference for the better. Thanks for that.

    #124821
    thejhereg
    Participant

    Morning Ralf, Welcome to Friday!

    Trying to get Strike Fighters 2 with Oculus Commercial version (running on an i7 4970K, Win7 SP2 machine with a Zotac 1070 AMP edition video) running and the Vorpx is essentially ignoring the SF2 completely. I’ve gotten the system working rudimentarily working with ROF and to the menus with Falcon BMS 4.33 (no 3D accees yet, obviously and why DOES it say that there’s a BMS profile already existing, but not reference to it in the config area!!??), but not getting anything at all out of Strike Fighters 2 (North Atlantic as a start), just the message in the Oculus screen that it’s ‘taking too long and to check the app in Windows…’).

    SF2 is running as DX10 minimum req’s, but compatible with DX11+. I’ve tried going in and copying, locally, a profile for something that was a DX9-10 basis profile, assigning the SF2 .exe file and saving, but I can’t get the options in the config to allow for the FOV, forcing DX version compatibility, etc., even with the ‘Advanced’ options checked. Since I can’t get the .exe to pull up in the VR, at all, I can’t use the in-line menu display system to edit anything to try. Is there some place that all of that can be manually edited for the entire profile for the .vpp/.vpr files as a line item edit? What editor needs to be used?

    SF2 would be really nice to get working in VR as the cockpits are at times very well built and detailed in the 3D models and well rendered hi-res skins for doing 3D steroscopic display…. plus there’s no other sims out there currently doing 60’s-70’s a/c -;7.

    Any ideas or have you or anyone else gotten either Strike Fighters 2 or the earlier Wings over Vietnam, Europe, Isreal, etc. (https://store.thirdwire.com/store.htm) working with the VorpX/Oculus?

    Also, any other help we can all get trying to get Falcon 4.x behaving would also be appreciated, greatly!!!!!! We all dearly want our Bouncing Baby Vipers to work in VR!!

    Thanks for the hand and have a great weekend!

    -Scott

    #124753
    Ralf
    Keymaster

    If you can’t connect to the cloud, there is some network issue between you and here. Either on your PC or somewhere in between. As much I would like to give some more concrete advice, all I can do is recommending to double and triple check every possible thing that may have an influence on your network connectivity.

    If you are 100% certain that it’s nothing on your PC (which always is the most likely source of an issue in this regard), then it has to be something else in between you and our server (e.g. your router, a potential external firewall, or a network outage somewhere).

    Star Citizen is not supported by vorpX and never was, there is an *unofficial* workaround to play it in 2D that may or may not work, but there is no support for that:

    1. Start the vorpX desktop viewer
    2. Disable the vorpX watcher (right click the tray icon, choose “Pause watcher”)
    3. Play the game either windowed or “windowed fullscreen”, real fullscreen will not work this way.
    4. Change the cinema mode options in vorpX to something more immersive (e.g. scene “None” with the screen moved closer.
    5. Disable the “Lock Head Tracking” option in the virtual cinama options if you want head tracking to work.

    #124322

    In reply to: 7 Days To Die

    Odencrantz
    Participant

    Notes about playing 7 Days to Die with Vorpx:

    – Download my “7daystodie” Vorpx profile (or make one of your own)

    – You can’t play with EAC enabled. Play the non-EAC version of 7DTD

    – Run 7DTD at least once beforehand. Go to the display menu and turn off Depth and Blur and Vertical Sync

    – I also turn off my nVidia card’s global vertical sync as well, but up to you

    – Make sure you can support the 1600 x 1200 resolution. Create the custom resolution in the nvidia control panel (or AMD equivalent) if needed

    – Sorry, but you’ve got to change some registry keys.

    * Open REGEDIT
    * Browse to HKEY_CURRENT_USER\SOFTWARE\The Fun Pimps\7 Days to Die
    * Change “OptionsFieldOfView_h1003984851” to decimal 110
    * Change “Screenmanager Resolution Height_h2627697771” to decimal 1200
    * Change “Screenmanager Resolution Width_h182942802” to decimal 1600

    (I used REGEDIT for the resolution because 7DTD menu doesn’t always present all resolution choices in the display options menu)

    – Before playing 7DTD, change your desktop resolution to 1600 x 1200 (it will look weird I’m sure). This tricks 7DTD to use the resolution properly

    – When you play the game, NEVER open the display options menu … it will reset the FOV

    – Play the game! Works so awesome, especially with Vive controllers!

    – It will – of course – look bit pixelated, but that’s due to the stock graphics, which are not HD. Fun Pimps will supposedly release HD textures in Alpha 16

    – Optional: I chose 1600 x 1200 resolution because it looks awesome and I can’t seem to get it any higher. Feel free to use a different resolution. Make sure you change the registry values to match. Just don’t open the display options menu ingame after you’ve changed the FOV or it will reset

    #124257
    TheIronWolf
    Participant

    Yep, 1280×1440 is one of the res I am trying (yesterday I tried 1080×1215, did not get FPS gain though). I have some suspicion that FPS might not be calculated correctly, because I don’t see much of the visual speed up (smoothness) with lowering the settings, but it might be all asynchronous hacks in Oculus fooling me :)

    Here are 2 things to make rF2 look nicer, though. – Use SGSSAA (again, check guide I linked earlier). And, I just discovered, Sharpness setting in vorpx. I bumped it to 2.00 – looks much better. You might want to try Crystal image Aggressive, although I prefer Normal. No way it will be 90FPS with SGSSAA, but again, with all the asynchronous things involved games is playable event at vorpx reported 30FPS.

    Good thing rF2 will be getting native support soon, so we hopefully will have higher framerate.

    Both eyes don’t render the same, that’s for stereo vision, but again, there serious issues in G3D (mirrors, flashes etc).

    Ralf
    Keymaster

    Such issues can happen in Geometry 3D mode, sometimes they can be fixed, sometiimes shadows can be disabled (IF that is case there is an option to change the shadow handling on the image page of the ingame menu). And sometimes nothing can be done besides switching to Z3D in areas where it is too distracting.

    BTW: it would be extremely nice if you could post technical issues in the proper sub-forum. I’m always hesitant to move threads around, but next time please use the Technical Support sub-forum for technical support. Thanks.

    MrHazardous
    Participant

    Hello, my order still has not been fulfilled and I’m getting a little concerned because I haven’t gotten any emails or anything. I did send a support message with the code from the commerce website in (https://www.vorpx.com/frmct856453/). Don’t what else to do. Please help.

    #123789
    Greif
    Participant

    One more Thing about the “real 3D”. I just found the post of Ralph talking about it:

    “If a game has Geometry 3D everything is rendered twice using two cameras exactly like in native VR apps. This is ‘real’ 3D. If you think it’s not enough and want to enhance the effect, you can do that by raising the “3D-Strength/Separation” parameter on the main page of the ingame menu. Be careful though, the default value usually is close to a natural 3D strength. You can go way beyond that, but doing so makes the world look smaller.
    Just in case: also make sure to raise the field of view. Things looking wrong may be a result of skipping this (very important!) step. The general options you have in this regard are described in the Essential Hints Guide in the help.”

    You know it makes sense. If you wouldnt see 2 diferent Pictures you would recognize it :-D

    #123622

    In reply to: How to get real 3D?

    Ralf
    Keymaster

    If a game has Geometry 3D everything is rendered twice using two cameras exactly like in native VR apps. This is ‘real’ 3D. If you think it’s not enough and want to enhance the effect, you can do that by raising the “3D-Strength/Separation” parameter on the main page of the ingame menu. Be careful though, the default value usually is close to a natural 3D strength. You can go way beyond that, but doing so makes the world look smaller.

    Just in case: also make sure to raise the field of view. Things looking wrong may be a result of skipping this (very important!) step. The general options you have in this regard are described in the Essential Hints Guide in the help.

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