Hi,
Game Engine : Unreal 4
FOV : Directly inside the game up to 90.
Tried with the Vampyr (18.3.0 vorpx version for this) profile and Geometry 3D is working flawlessly – All options like 3D FOV working (aditional to the ingame FOV) which makes the game pretty configurable.
The game is a very nice terror one, so, VR for this is a great addition.
Note : Important note, I’ve got a few issues where the game just hangs up at the very beggining (just after the unreal video). I’ve solved it running Remothered in “Windowed Mode” instead of full screen.
Enjoy!
If you mean how the fov inside the vehicles feels way too zoomed in, Far Cry 5 is the same way. Vehicle/weapon/hand models seem to be fov locked, independent of world fov changes. Not sure anything can be done about this.
Best way I found to deal with it was to zoom the screen out until it felt more comfortable behind the steering wheel. This works best with immersive screen fully zoomed out to 1.00, or cinema mode around -0.15. Yeah you’ll see some bars on top and bottom of screen, but it can still be a neat 3D experience.
Speaking of 3D though…
@ Ralf: my brief testing in FC4 tonight showed Geometry no longer working. Pretty sure it used to work pre update.
Z3D works, but it’s having the exact problem I noticed with FC5 – ground textures are failing to load properly. I suspect this for all dx11 Dunia profiles. Something a simple tweak might fix?
Update 2: I have tried to prove the FOV solutions that I have found at the moment, and these have been my results.
/run WorldFrame: SetPoint (“TOPLEFT”, 0,-150) WorldFrame: SetPoint (“BOTTOMRIGHT”, 0, 150)
This method can help, but it adds some black upper and lower bands, and I also have the impression that part of the image is lost when it becomes a letterbox with its consequent loss of performance.
Another method is the 3D FOV Enhancement option inside the Vorpx internal menu,
but when stretching this to a certain point, the image produces some glitch or artifacts in the image and breaks some effects in addition.
I have tried to reach an agreement between both, reducing the value of the first method, and slightly expanding the FOV slider within the menu, but I have not achieved results with the black bands produced by the first method.
Here I come to a point of inflection, where I can not imagine if it could be possible to obtain an image by resolution and FOV more or less calculated without getting distortions to explore in the first person camera.
I would not mind spending some time on this, because after these tests,
the sensation within the world of Azeroth with Vorpx and in 3D geometry, I have found something very good, very great gentlemen. It is worth the effort to achieve an optimized experience here.
I am open to any suggestion to achieve this.
Update: finally I got this provisionally, through addon console port + wow mapper.
I had to deactivate some control function, inside the vorpx menu but it works, it allows to use mouselook and controller stick at the same time,also binding skills in the interface itself of this addon.
http://consoleport.net/home/downloads/
the next step for me, is to find a way that the interface only appears visible when you manually press a skill, or my character enters combat. I also want to do some different tests with FOV and decide what I think is the best option in conjunction with the above.
regards
dunno, I’ve to check.
How can come back in Dx11? By settings inside the game?
Thanks
How are you able to play wow with vorpx? I’m trying but it doesn’t start. It keep the oculus rift launching screen (inside the visor) where i can see the wow icon and “wait…”
Can you help me?
thanks!
did you start wow in DX11 mode ? vorpx do not support dx12 right now.
How are you able to play wow with vorpx? I’m trying but it doesn’t start. It keep the oculus rift launching screen (inside the visor) where i can see the wow icon and “wait…”
Can you help me?
thanks!
I’ve tried again and vorpx is stuck in “attaching wow.exe” and nothing else.
Even vorpx desktop viewer is not working. I can see the oculus app loading screen inside my rift with “wait…”
Hello, new vorpx user here,
I am trying to play Oblivion with mouse and keyboard(tried with 360 game pad but it’s a mess since oblivion wasn’t coded to use gamepads). I am using oculus go with ALVR. I have a few problems :
– the mouse wheel doesn’t work inside game menus to scroll through inventory when vorpx is active. If I launch the game without vorpx, wheel is working fine.
– every time I start oblivion with vorpx, it seems I have to redo a directVr scan, is that normal ? The fov and other things are reset.
– every time I use the ingame vorpx menu with DEL and when I exit the menu, the game controls are messed up. I have to alt-tab out of the game then alt-tab back to it. For example, the character is moving backwards without pressing any key, or the character is casting spells until mana is emptied, or moving forward is extremely slow, etc..
– I would like to activate antialiasing, but oblivion asks me to restart the game. But when I restart, I have to redo a directVR scan, which disables antialiasing. So I am stuck with antialiasing disabled..
Anyone knows any solution to these problems ? I am not sure which problems might come from ALVR or VorpX.
Thanks in advance !
one week ago I bought vorpx and since then I have been looking to solve this problem, nothing helps with the exception of the one closed eye or standing close near the wall – that’s funny, but somehow this fact can help with the development vorpx? I don’t know, better letting you know…
so… I found advice from forum user AerowynX:
Fix for Skyrim giant hands!
and I can confirm folks IT WORKS PERFECTLY for me, thanks AerowynX
https://www.nexusmods.com/skyrim/mods/49036/
my 3D strengh is 1.00 – only small issue when you are in a building perspective changed my recomandation is set to 3rd person inside the building and all is OK
I wan to ask Ralf if is possible to rebind combo Alt + SPACEBAR… my hands are disabled after accident (quadruplegia) and I am using left ALT and SPACEBAR very often…that’s why I choose vorpx by the way – MANY THANKS FOR YOUR WORK
sorry for my english guys :)
bye and happy gaming
when you start a “vorpx supported” game, then when you press DEL (default key) inside a game, a vorpx window appears, there you can cycle through a few pages,on one of of those pages, there a button called DirectVR (only for DirectVR supported games), it’s a process who takes care for you of things like correct FoV and others important things for VR, you just have to click it (or press alt + L) then wait without moving mouse cursor, let the process gets the job done for you then you’ll be good to go.
since some updates, vorpx also changes by default (for supported games but not all) ingame settings, like resolution, shadows quality, lightning quality etc) for a smoother experience, usually when that happens you have to restart the game for the new settings work, and of course that auto change can be set to OFF if you prefer change the ingames graphics yourself.
hello,
i think magnifying glass is bound to clicking mouse wheel button by default, just rebind the vorpx function inside the vorpx configuration binding section.
I dont exactly know what you mean, if your are you talking about headtracking, this is very game dependent. If you were expecting to turn your head inside the game and it doesnt work ( “game is glued to face” ) in Full VR Mode, you could switch over to Immersive Screen Mode which let you at least move your head relatively to the scene. Using either Immersive screen or Cinema mode, pulling the screen real close let you have almost the same feeling as when inside a game w. headtracking
Whats the games name and which profile have you tried ?
The fov memory injection Vorpx uses will often cause pop-in. Obviously an in-game setting would not have that problem. I looked around and there seems to be settings for fov in TSW’s latest patch for very wide resolutions:
https://forums.dovetailgames.com/threads/no-adjustable-fov-ultrawide-support.2221/
There is also a ue4 general setting that causes fisheye, but maybe with a high enough 4:3 resolution and using vorpx zoom that warping effect would be beyond your vision inside a headset.
https://steamcommunity.com/app/530070/discussions/0/1692662484255931282/
If the fov has really been fixed in a patch for wider resolutions you could also try using a nvidia ultra wide custom resolution [which might make the fov natively increase] and then zoom in with vorpx.
The positional oddness might be fixed by turning off positional tracking or temporarily moving your head back/foward and resetting centre headset at that new point.
Or changing the Vorpx aspect ratio setting in combination with shift + mouse wheel for zoom.
I don’t have the game, but hope this helps.
Hi,I installed Metro 2033 redux hours ago, in my case, it is working normally.
At the moment I have no crash, nor lost g3d.
(Windows 10 last update release,drivers nvidia 398.36,Oculus Cv1)
The only “negative parts” or that I would like to improve for the support of this title are:
Decals, have a somewhat strange or annoying effect after shooting on the walls with G3D, I would prefer to deactivate them if this were possible or try to solve it in another way.
The part that I miss most with these titles…or that I consider most necessary, is the functionality in Vorpx to activate / deactivate an additional croshair inside internal menu. In this way, we could better adjust the aim especially when we make slight changes / adjustments in strength / scale among other things.