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Oct 18, 2023 at 10:38pm #218179
In reply to: Is Canal + Classic Billar supported in 3d stereo?
rogertyParticipantFinally ! I succeeded; The instructions, if anybody is interested are as follows:
– Download dgVoodoo2_81_3 from here: http://dege.freeweb.hu/dgVoodoo2/ReadmeGeneral/ (*)
* Note: make sure you use http:// at the url, because in many browsers I have to change it from https to http, because it changes automatically for some unknown reason.Also, it’s not related to VR but those instructions are also necessary to run this program on Windows 10:
Before you run the game, create a preparebillar.cmd file with the following lines and run it as administrator:
cd c:
cd “C:\Program Files (x86)\CANAL+\CANAL+ CLASSIC BILLAR”
cd Divers
del FS_Device
del FS_Driver
del FS_Mode
pauseContinuing with the VR stuff, now copy the following files (without including its folders) from the folder you had decompressed dgVodoo, to the folder where the main executable for the game is installed, for example in “C:\Program Files (x86)\CANAL+\CANAL+ CLASSIC BILLAR\CCBillard.exe”:
dgVoodooCpl.exe
All files inside the “MS\x86” folder: D3D8.dll, D3D9.dll, D3DImm.dll, DDraw.dll
All files inside the “3Dfx\x86” folder: Glide.dll, Glide2x.dll, Glide3x.dllNext, open the configure Vorpx dialog and download the cloud profile named “Aliens vs. Predator 2 (DGVoodoo2) – Z3D” and change its executable to point to CCBillard.exe and rename its local profile to “Canal + Classic Billar” and apply the changes.
Run the preparebillar.cmd as administrator.Finally, open your VR Headset e.g. Quest 2, connect to link, show the desktop and run the program CCBillard.exe as administrator from its folder (the desktop shortcut method does not seem to be working): A message will appear with a warning that a third party DLL (from dgVoodooCpl) has been detected; minimize all temporarily, find again that message and click on accept; Then return to the game.
When you accept from inside the game the initial proposed resolution, it should then attach to vorpx and launch it in VR.
Tips: you can also use RivaTunerStatisticsServer that comes with MSI Afterburner to show the api level used by the game, that should display Directx 11 if dgVoodooCpl.exe is working properly.
Oct 15, 2023 at 1:11am #218118In reply to: Baldur’s Gate 3 Black screen
MazzleParticipantTo avoid polluting the main thread, let me add my question to this one since I’m also failing to launch.
When I have vorpx enabled, Bg3 is crashing pretty early in the load process. I don’t even get to the point where it says anything about hooking. It just dies with no error message and no windows. If I tell vorpx to stop watching, it loads fine.
It’s definitely set up to use dx11. (I put the setting in Steam’s launch setting and enabled it in the BG3ModManager, which is how I usually launch Bg3.)
I did notice one weird thing. On one of my attempts to get it to work, I stopped vorpx from watching, launched the game, waited until the point when it would crash if I had vorpx enabled, and then told vorpx to start watching again. I did see a window pop up that said it was attempting to hook to bg3_dx11.exe, but it didn’t seem to succeed.
I do use a good number of mods. I tried disabling all of my native mods (wasd, native camera tweaks, and game speed) and ScriptExtender, but that didn’t seem to help.
It’s been a while since I’ve used vorpx. It did update and download a new profile library when I first started trying today. Any ideas what else I could try?
Oct 5, 2023 at 3:35am #217980Topic: Assassin’s Creed Mirage
in forum User Profiles
RalphParticipantTo play Assassin’s Creed Mirage with Vorpx, please follow these steps:
1. Install the Vorpx Beta and the Vorpx (DX10,11,12) hook helper if prompted. Before installing the Vorpx hook helper, make sure to rename any existing “dxgi.dll” file in the Game Folder of Assassin’s Creed Mirage to “d3d12.dll.”
Import my user profile Assassin’s Creed Mirage (VR-Punk) in the cloud section of the vorpx-config-tool to your local profiles section in vorpx.
Make sure, that all “game”.exe files of Assassin’s Creed Mirage are associated with my profile in the local profile section.
2. Resolution
In most cases, your GPU driver will automatically suggest a suitable resolution for Assassin’s Creed Mirage.
For the best gaming experience, I recommend the following resolution settings:
Aspect Ratio: 16:10
Resolution: 3456×2160Optionally, you can use Vorpx’s virtual monitor:
1. Right-click on the Vorpx-config-tool icon in the tray and open configure
2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
3. Create a custom resolution, such as 3456×2160 or 3840×2400.
4. Minimize it to the tray again.
5. Right-click on the Vorpx-config-tool icon in the tray.
6. In the menu that appears, select the option to enable the virtual monitor manually.Now, open the Windows System settings and go to the display and resolution settings:
You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the 16:10 resolution you created, such as 3840×2400, select the Vorpx virtual monitor and change the resolution to your custom 16:10 setting.
3. Game settings
You can find your game settings in the following location:
%USERPROFILE%\Documents\Assassin’s Creed Mirage\ACMirage.ini
After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)
In the INI file, you can adjust various settings, including language, graphics, input, and more to suit your preferences. Feel free to customize your game settings as needed
Motion Blur, Depth of Field and Film Grain have to be deactivated. I recommend to use DLSS in combination with Adaptive Quality to 60 FPS.
One of the most interesting settings is:
FOVScale=2.13000
This Super Third-Person FOV allows you to zoom very high in the Cinema Screen in your Headset while maintaining a reasonable distance from your player character
My game settings are looking like this, but feel free to customize it for your needs, Assassin’s Creed Mirage allows many different settings and still works well in vorpx.
[Language]
Client=de-DE
Text=en-US
Sound=en-US
Subtitles=en-US
[Graphics]
AdapterVendorID=4318
AdapterDeviceID=8712
MonitorDesc=
DisplayIndex=0
WindowPosX=0
WindowPosY=0
FullscreenWidth=3456
FullscreenHeight=2160
WindowedWidth=3456
WindowedHeight=2160
WindowMaximised=0
RefreshRate=0
WindowMode=1
VSyncMode=0
MaxFPS=50
IsFpsLimitEnabled=0
PixelDensity=1.00000
LastUsedFullscreenMode=1
KeepStandardAspect=0
HDREnabled=0
Freesync2Enabled=0
UpsampleType=0
UpsampleQualityMode=0
UpsampleSharpenStrength=0.60000
UpsampleUseSharpen=1
AdaptiveQuality=3
Antialiasing=2
Bloom=1
Character=2
CharacterTexture=2
Cloud=3
Clutter=3
CrowdDensity=0
Culling=0
DOF=2
Environment=4
Fog=2
Lighting=0
MotionBlur=1
Rain=3
Reflection=1
Shadow=4
SSAO=3
Terrain=1
Tessellation=3
Texture=4
TextureFiltering=2
Water=2
[LightingDevices]
Config=[{“id”:”MSI MysticLight SDK”,”enabled”:true,”config”:{“ip”:”localhost”,”port”:1462,”ambientPort”:14621,”authToken”:””}}]
Enabled=0
[Input]
InputSourcesSelectorMode=0
ActiveSourceIndex=2
[Options]
Controller Feedback=4294967295
WideAspectStretchedHUDMode=1
KeyboardHighlightingMode=dynamic
FOVScale=2.13000
AutoFOV=0
LockCursorToTheWindow=0
AlwaysShowCursor=0
LODDissolve=1
[Startup]
StickyKeys=2
ToggleKeys=2
FilterKeys=2Because you have to restart the game many times to make changes to the settings and the vorpx profile, i recommend you to skip the intro videos
Delete or rename the video files
Go to <path-to-game>\videos\.
– Rename, move or delete ANVIL_Logo.webm, Intel_Logo.webm, AC15th_Logo.webm and
UbisoftLogo.webm.Go to <path-to-game>\videos\en\, or the folder that corresponds to the currently set text language in game.
– Rename, move or delete Epilepsy.webm, PC_WarningSaving.webm, and
warning_disclaimer.webm.Sep 30, 2023 at 5:42pm #217938In reply to: Cyberpunk VR Update Thread
TheVRGuyParticipantHey I just started using Vorpex for Cyberpunk and it’s working surprisingly well so thank you for that.
I just wanted to know if anyone had a solution to aiming controls being reversed during vehicle combat? When I look to the left the gun goes to the right and vice versa. I checked the in-game controls for vehicle but could not find anything that would reverse it back. Same with the Vorpex menu unless I missed anything?
I didn’t find a way to edit my message but I just noticed that my controller don’t work with the Vorpex menus. It works fine with the game but not with Vorpex. For example I cannot activate edge peek using my controller only using my mouse. Could this be the reason my controls are acting weird during vehicle combat? Anyone know why my controller might not register with Vorpex? I’m using a PS5 controller wired to my PC btw.
Sep 28, 2023 at 9:54pm #217900In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantthe user profile is great BUT i cannot use the controller at all. would an official profile fix that or can i bury my hopes of starfield in vr?
As long as you have proper controller type set in VorpX, both Alpha and my profile work for me in terms of controller gamepad emulation. My profile has gestures mapped as well – aiming, throwing grenades etc. I like to set controllers as only buttons visible (no controller models) – it’s less distracting that way. I’m on WMR though, so not sure about other VR platforms.
If you want to use both VR controllers and gamepad (or joystick via emulator) there is a mod that allows SIMULTANEOUS operation of both, instead of the takeover mode that can be set in the game menu: https://www.nexusmods.com/starfield/mods/1603 I haven’t tried it yet, but there are a lot of happy people in the comments there. I suspect it will be awkward as head tracking would clash with gamepad control in flight. But maybe it would alleviate some issues I was writing about earlier. Anyway, best to test it with an official profile when it’s out, but the option is there.
Is it normal to have artifacts in this game?
I noticed wobbles with native FSR support, and I do have wobbles with DLSS (FSR Bridge) mod. But normally they are only present in menus and they get better in virtual screen mode that you should be using in menus anyway. In game everything is fine normally, but sometimes I see corrupted video in the top third of the image, and changing the scaling slider in-game seems to help with that. I have no problems with around 84% setting. More or less can give scrambled top of the screen that can randomly appear and disappear. Last few days it’s fairly stable.
Sep 23, 2023 at 6:08pm #217812In reply to: Can you change the Cinema room?
RalfKeymaster@ Tre4b
The 3D Cinema environments involve more work than just loading a model. The scene graph with model/texture paths, material descriptions and so on is hardcoded, 3d models are in a custom format that can be read directly into vorpX’s small but nice 3d engine without runtime conversion, also two different lightmaps have to be produced each with certain requirements etc. Last but not least I take great care to create super low poly environments to make sure there is no noticeable performance impact.
If you have a nice idea, some 3d modeling experience and are willing to create the base geometry (adhering to a certain poly count), shoot me a mail to support at vorpx dot com to further discuss the matter. I could take your base geometry in some common exchange format and do the rest.
Alternatively you can render and import 360° panoramas of various kinds and formats without any poly count or other restrictions. Not quite as nice as a dynamically lit 3d scene, but on the other hand you can do that fully on your own. Check the ‘Cinema Environments’ section in the config app. The import dialog shows what panorama types are supported. The config app page also has a bunch of links with downloadable panoramas, both stereo and mono.
Sep 23, 2023 at 3:00am #217795In reply to: VorpX cannot hook armored core 6
RalphParticipantYou need a profile that matches ! First try Elden Ring and Sekiro: Shadows Die Twice
After that, step by step all other profiles for games from FROM Software.
The Engine doesn’t really have a name. It’s a somewhat heavily modified version of the PhyreEngine which is a freeware engine provided by Sony with a lot of custom stuff added onto it. They also used Havok for physics in DeS, DS1 and DS2 however that doesn’t seem be the case for BB, DS3, Sekiro and Elden Ring. Sadly there isn’t really much information about it.
But many people say that’s a myth unfortunately !
But you can even try resident evil village, grounded, starfield, cyberpunk77 and Red Dead Redemption. because it is dx12 game in general !
Sep 22, 2023 at 7:13pm #217788In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantBeing a huge space sci-fi fan, I first hated the game for not having the atmospheric transition quality
Ouch… I feel your pain. I’m a lifelong hard sci-fi fan too, and I’ve written a sci-fi thriller novel and just finished a novelette (ping me if you’re interested in reading it). I’m also a huge flight sim fan (I also produce airports for MSFS). So the lack of reentry, atmospheric flight, and sim aspect is a massive disappointment for me, along with no native VR support. Still, the game is amazing.
I’ve determined that I will bring it to the best degree of immersion I possibly can.
– So the first step was bringing it to VR. I tested the Reshade3D to see that the performance and general VR look would be good enough, then bought VorpX for the true immersive VR and gesture support. I added all gestures to my profile (Roman Design). But that’s just the beginning.
– I’ve recently built a full motion simulator for flight sims, including custom-built controls: joystick/pendular yoke and hotas/heli collective hybrid controls, throttle quadrant modelled on 737, an array of switch boxes, encoder box, and off-the-shelf pedals. So I mapped all the relevant control axes and buttons to an X360CE gamepad emulator. The game thinks I’m using a gamepad, but I now have proper controls for space flight.
– Unlike flight sims, there is no position/acceleration data that I can use for driving motors on my motion cockpit. But I pull the data from my joystick and other controls and use that! Because there is no gravity in space – spacecraft position/orientation is not important. And joystick movement pretty much corresponds with thruster acceleration motion cues, so with some formulas, it’s possible to create a very believable motion. I use deltas from throttle changes to jerk the seat forwards/backwards to create a sensation of braking/accelerating as well. It works surprisingly well. I had to tone it down a bit not to get sick from all the space dogfighting.
– I built two DIY vibration transducers from old car speakers, driven by a separate amp. Again, I have no events to drive the software, but I mirror the game audio to a mixing software that EQs it to hell, leaving only very low frequencies that I feed to transducers – now all the rumble and explosions from the game are felt by my body. In addition to that, I used Voice Attack software to intercept all trigger presses from motion controllers and joysticks and play a “thump” sound to the device that feeds the vibration transducers. That way I feel the recoil of every shot I make. It fires every time the left mouse button is pressed, for example, so some false positives are there when I’m not actually shooting – but it feels very satisfying when I shoot.
– I created a Voice Attack profile that covers everything available in the game with voice control commands and text-to-speech. I can say “initiate take-off” and it will answer “Crew – prepare for take-off. Ignition. Engines nominal, taking off” etc. while pressing the appropriate button for me. Same for jumps etc. The voice commands cover everything that can’t be fitted to motion controllers, or just more fun to speak out. I can say “sniper rifle” or “quick slot 9” and the weapon is equipped. And so on. I programmed some energy management presets: when I say “battle stations” it will depower the grav drive, set max shields and power weapons. “Maximum lasers” will depower other weapons and set full lasers first, then add other weapons as available. And so on.
– I’ve also created a complicated .bat file that launches all the necessary software, kills off all the unnecessary processes to free up CPU and GPU, sets CPU affinities to 3D-cache CCD0 cores for the game, and CCD1 cores for everything else, etc.
There are some glitches here and there, due to game bugs and software issues etc. but mostly it works great, incredibly increasing the immersion! I’m going to make a video about the whole setup soon.
Now all I wish for is that someone mods in the atmospheric flight and manual landings/takeoffs. The ship can appear at the edge of the generated area and lets you fly and land manually – that would be such a great thing for immersion without changing the game engine in any way. Also it would be nice to decouple aiming from looking, and map the motion controller movement to aiming – that would really be almost full VR. But I’m not sure that is possible.
Sep 19, 2023 at 5:28am #217724In reply to: Starfield Hype Train – CHOO CHOO!
dborosevParticipantRoman – Zoom the screen in dude. Then it fills your whole vision. Problem solved.
I’ve tried reshade3d,and has Better 3d ,no flickering and better performance,but not headtracking
It’s not just head tracking, there is no full VR. You see a 3D screen in front of you, not a full immersive VR view. That was a deal breaker for me. I’m not sure 3D is better though, compared to VorpX if you put it into the immersive screen mode. That’s much better than a flat monitor, but you’d still have to play with a mouse or gamepad.
But it was very useful as I could see if I can get the game sharp enough in high enough resolution and graphics and at >45 FPS to be playable and enjoyable in VR. After I confirmed it, I bought VorpX. Otherwise, it would make no sense. So I suggest anyone who’s on the border to do the same. If it works for you and you like it – chances are VorpX will work too. I think the quality and performance are fairly similar, if you compare the same modes.
But headtracking with vorpx Is not ok
I don’t have any problems with headtracking with Reverb G2, other than a tiny small oversensitive jitter when I’m keeping still – it’s in sync with my pulse, and that problem is present in MSFS too, so it’s not VorpX fault. Not noticeable when moving or doing anything. Other than that head tracking is perfect.
Sep 11, 2023 at 7:32pm #217612In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantYou won’t have to care about any of that once the official profile is ready.
When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?
For anyone interested in performance and general experience:
My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.
I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:
iSize H=3056
iSize W=3060And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.
Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.
Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.
Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.
The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.
Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.
Here’s what’s missing or would be nice to have:
– Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.
– Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…
– Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.
– Filter for smoothing out tiny head movements or head tracking jitter.
Sep 10, 2023 at 6:31pm #217595In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantThe motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.
I modified Alpha v0.2 profile locally to include gestures and it works beautifully!
Also added more quick menu mappings and changed/added key mapping on controllers to include more of the necessary keys, and shortcuts for map and inventory.
Would there be a way to merge my control mapping and gestures with the official profile somehow, when it’s added? Like copying a few lines to XML file or something? I just bought VorpX few days ago so I’m unfamiliar with how the profiles work.As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster,
Would it be possible to include a mappable shortcut for temporarily disabling “mouse look” headtracking? There is a specific problem with Starfield in the way the game controls are implemented: it can support keyboard/mouse AND gamepad but not at the same time! Any input from one TAKES OVER all controls. During FPS shooter mode everything is OK as VorpX just emulates the head tracking as a mouse and VR controllers as a keyboard. But there is a problem when you get to spaceship piloting: steering with head tracking is horrible, just as bad as it sounds. So you’d want to use a gamepad (or in my case – joystick/hotas/pedals mounted to the motion seat I built and mapped through the X360 gamepad emulator), and it works fine, but the problem is that you have to keep your head absolutely still! And this is virtually impossible as you naturally tend to follow the target with your look. The game tracks it as using a mouse and cancels all gamepad controls, using your head movement instead. Often just when you are ready to shoot – your ship veers to a completely wrong direction. It’s extremely disorienting and inconvenient. If mouselook can be easily paused in space, that problem could be solved.
I also read that it is possible to look around in the cockpit by holding Q key or “change view” controller button, but I didn’t test it yet. Though it sounds like this would cancel the ship control and is used just for a quick lookaround. So the best would still be a head-tracking pause function. Maybe it already exists and I just haven’t found it yet?
Important note: It’s actually important that VorpX emulates the keyboard/mouse and not the controller, because it’s not just me – any simmer would like to use the joystick for spaceship piloting. Bethesda already made a huge mistake of not supporting joysticks, but that is solvable through the X360CE emulator. But it means the gamepad should remain free from VorpX so it can be used for piloting.
On a side note: it would be nice if the little square labels on the controller buttons could actually reflect functions and not just key names, somewhat like key menus, or show both functions and keys. There are many keys (normal+shift) and it’s difficult to remember all their functions. If VorpX uses images, maybe at least include a small library of common assignable labels used in games that can be specified like “map”, “inventory”, “grenade”, “crouch”, “weapons”, “menu” , “camera”, “zoom” etc.
Sep 10, 2023 at 12:30pm #217583In reply to: Starfield profile?
cole00ParticipantOK, for those interested, here’s my experience with VorpX + Starfield so far:
– Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
– Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
– Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
– FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
– Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
– 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
– Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.
I read most of this and I’m new to vorpx, just got it working with ESO. With ESO I had to disable dlss because it blacked out the right lens on my quest 2. Also iirc I had to set it to use the integrated graphics instead of my dedicated graphics card for ESO but in the quoted text he uses his GPU. Was I doing something wrong with setup for ESO?
I only tried it on ESO so I could get a feel for it for when I get starfield but due to not using the dedicated graphics card the graphics weren’t that great. Will it be the same situation for star field? Thanks guys for reading 😁
Sep 7, 2023 at 8:35am #217535In reply to: Starfield Alpha v0.2
dellrifter22ParticipantYou don’t really need cheatengine here, I wouldn’t worry about it. Maybe the viewmodel distance isn’t perfect with all guns, but good enough I’d say.
While maybe a little redundant, here is what my StarfieldCustom looks like, that is working pretty good for me: (It’s a combination of lines I’ve seen others mention in forums. My headset has a smaller vertical FOV than average, so I use a smaller 120 with vorpX image zoom reduced to 0.82, so that my image is a little sharper. The less zoom you can get away with, the more pixel dense your image will appear. But most may want to follow Daves advice for 130 or more at 0.95 vorpX zoom)
StarfieldCustom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=[Display]
fDefault1stPersonFOV=120
fDefaultFOV=120
fDefaultWorldFOV=120
fFPWorldFOV=120.0000
fTPWorldFOV=120.0000
# Aspect ratio 4:3 use 1.33 , for 1:1 ratio use 1.00
fWideAspectLimit=1.33[Camera]
fDefault1stPersonFOV=120
fDefaultFOV=120
fDefaultWorldFOV=120
fFPWorldFOV=120.0000
fTPWorldFOV=120.0000[Interface]
fSafeZoneXWide=440[Dialogue]
# Anything over 1 eliminates the camera/collision zoom
fDialogueCameraCollisionRadius=2# Dialogue Camera FP FOV
fDialogueCameraFailsafeFPFOV=55———————————————————–
That last line is for NPC dialogue zoom. I’ve found that 105 will eliminate zoom, but I prefer a zoom to 55 so that I can better see their faces.
I saw it mentioned that the gun models can sometimes look very low poly and blocky. I have encountered this too and tested several things. I’m not sure how to fix it, but I know it’s not vorpX that is doing it – it happens with vorpX off. It’s something about the game not liking different aspect ratios I think. I’ve read others who play normally encounter this too, but only when outdoors. Indoors the models look fine. It may either be a bug or an optimization for the large out doors. Fortunately our attention isn’t really focused on the gun when we get it out to use it anyway.
Yes, you can turn off the crosshair in game Interface settings if you want. I did that first thing.
Regarding the ship cockpit view, I don’t’ think the game allows you to freely look around the cockpit. Basic vorpX headtracking is mouse based and can only do what the in game mouse can do. That said, you can use the EdgePeeK feature (middle mouse click is default I believe) that lets you at least look around the screen a little. Until there are proper mods for cockpit flying, I don’t think you’re going to get that experience you are looking for.
One last tip that is helping my experience so far is an edit to movement speed. I find the walking too slow, but the jogging too fast. With a simple command I now use a slow jog to move around at a brisk walking pace. Until the Kit is released we can’t change speeds individually, but we can set the base line for all foot movement.
In the same directory as Starfield.exe, create a text document called mspeed.txt
in mspeed.txt create the line:
player.setav speedmult 50.25
Save and close. Once in game, open the command console (default tilde key ` or ~ by the 1 key) and type:
bat mspeed
This should stick with your save file, and only need to be done once. In my testing I found that the number must be higher than 50, so 50.25 was my preference. This makes the slow walk very very slow, but the jog is now more of a brisk walk. Might looks a little strange in 3rd person, but feels good in 1st. default speed is 100. If you’d rather increase the slow walk speed you can try 125 or higher, but it will also speed up your running.
Just be warned that any use of console commands may disable your steam achievements, if you care about any of that. Though I’ve read there are already mods to re-enable the achievements if you want.
Sep 7, 2023 at 6:45am #217529In reply to: Starfield profile?
RalphParticipantOK, for those interested, here’s my experience with VorpX + Starfield so far:
– Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
– Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
– Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
– FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
– Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
– 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
– Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.
Sep 7, 2023 at 6:40am #217527In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantOK, for those interested, here’s my experience with VorpX + Starfield so far:
– Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
– Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
– Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
– FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
– Resolution: surprisingly sharp. I’m using OpenXR Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows me to appreciate the graphics that really looks very nice.
– 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. The funny thing is that sometimes they are there, and then they disappear – the same view, but where the top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent but extremely annoying. Another thing about it is that farther objects look nice, but my own hands and a weapon are atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. The image is fine, but the 3D part is extremely blocky. Same with weapons, they don’t look smoothly 3D, instead, it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
– Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly a 90-degree turn in the game when I turn my head 90 degrees. It’s slightly weird to interact with stuff that way, but not too bad. But the v0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. Then, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and realistic – it would force you to shoot down sights. So controls are as good as can be expected. However many ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.
– mouse pointer is blocked at the bottom and can’t get to the bottom menu buttons, using both head or mouse.Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.
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Topic: Assassin’s Creed Mirage
To play Assassin’s Creed Mirage with Vorpx, please follow these steps:
1. Install the Vorpx Beta and the Vorpx (DX10,11,12) hook helper if prompted. Before installing the Vorpx hook helper, make sure to rename any existing “dxgi.dll” file in the Game Folder of Assassin’s Creed Mirage to “d3d12.dll.”
Import my user profile Assassin’s Creed Mirage (VR-Punk) in the cloud section of the vorpx-config-tool to your local profiles section in vorpx.
Make sure, that all “game”.exe files of Assassin’s Creed Mirage are associated with my profile in the local profile section.
2. Resolution
In most cases, your GPU driver will automatically suggest a suitable resolution for Assassin’s Creed Mirage.
For the best gaming experience, I recommend the following resolution settings:
Aspect Ratio: 16:10
Resolution: 3456×2160Optionally, you can use Vorpx’s virtual monitor:
1. Right-click on the Vorpx-config-tool icon in the tray and open configure
2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
3. Create a custom resolution, such as 3456×2160 or 3840×2400.
4. Minimize it to the tray again.
5. Right-click on the Vorpx-config-tool icon in the tray.
6. In the menu that appears, select the option to enable the virtual monitor manually.Now, open the Windows System settings and go to the display and resolution settings:
You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the 16:10 resolution you created, such as 3840×2400, select the Vorpx virtual monitor and change the resolution to your custom 16:10 setting.
3. Game settings
You can find your game settings in the following location:
%USERPROFILE%\Documents\Assassin’s Creed Mirage\ACMirage.ini
After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)
In the INI file, you can adjust various settings, including language, graphics, input, and more to suit your preferences. Feel free to customize your game settings as needed
Motion Blur, Depth of Field and Film Grain have to be deactivated. I recommend to use DLSS in combination with Adaptive Quality to 60 FPS.
One of the most interesting settings is:
FOVScale=2.13000
This Super Third-Person FOV allows you to zoom very high in the Cinema Screen in your Headset while maintaining a reasonable distance from your player character
My game settings are looking like this, but feel free to customize it for your needs, Assassin’s Creed Mirage allows many different settings and still works well in vorpx.
[Language]
Client=de-DE
Text=en-US
Sound=en-US
Subtitles=en-US
[Graphics]
AdapterVendorID=4318
AdapterDeviceID=8712
MonitorDesc=
DisplayIndex=0
WindowPosX=0
WindowPosY=0
FullscreenWidth=3456
FullscreenHeight=2160
WindowedWidth=3456
WindowedHeight=2160
WindowMaximised=0
RefreshRate=0
WindowMode=1
VSyncMode=0
MaxFPS=50
IsFpsLimitEnabled=0
PixelDensity=1.00000
LastUsedFullscreenMode=1
KeepStandardAspect=0
HDREnabled=0
Freesync2Enabled=0
UpsampleType=0
UpsampleQualityMode=0
UpsampleSharpenStrength=0.60000
UpsampleUseSharpen=1
AdaptiveQuality=3
Antialiasing=2
Bloom=1
Character=2
CharacterTexture=2
Cloud=3
Clutter=3
CrowdDensity=0
Culling=0
DOF=2
Environment=4
Fog=2
Lighting=0
MotionBlur=1
Rain=3
Reflection=1
Shadow=4
SSAO=3
Terrain=1
Tessellation=3
Texture=4
TextureFiltering=2
Water=2
[LightingDevices]
Config=[{“id”:”MSI MysticLight SDK”,”enabled”:true,”config”:{“ip”:”localhost”,”port”:1462,”ambientPort”:14621,”authToken”:””}}]
Enabled=0
[Input]
InputSourcesSelectorMode=0
ActiveSourceIndex=2
[Options]
Controller Feedback=4294967295
WideAspectStretchedHUDMode=1
KeyboardHighlightingMode=dynamic
FOVScale=2.13000
AutoFOV=0
LockCursorToTheWindow=0
AlwaysShowCursor=0
LODDissolve=1
[Startup]
StickyKeys=2
ToggleKeys=2
FilterKeys=2Because you have to restart the game many times to make changes to the settings and the vorpx profile, i recommend you to skip the intro videos
Delete or rename the video files
Go to <path-to-game>\videos\.
– Rename, move or delete ANVIL_Logo.webm, Intel_Logo.webm, AC15th_Logo.webm and
UbisoftLogo.webm.Go to <path-to-game>\videos\en\, or the folder that corresponds to the currently set text language in game.
– Rename, move or delete Epilepsy.webm, PC_WarningSaving.webm, and
warning_disclaimer.webm.
