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  • #173501
    RJK_
    Participant

    Hello guys, i just can not find out how the ingame hotkeys can be setup and used.
    I found out that you can give for example field 1 a value like SETFOV 110 but how will i use that ingame ? When i bring up the little key window and look at that configured field nothing happens.

    I want to use this as a little macro after bringing up the console for a game. I assume i can not use “tab” (open console) inside that command string,or can i ?

    The required keystring would be tab (bringing up console) + Setfov 110 + tab or Esc to close console.

    Can someone give me an example ?

    Beliarsfire
    Participant

    Hi,
    i’m using the latest VorpX Version with the prepared 18.1.2 No Man’s Sky Profile.

    When I’m launching the Game via Steam (Already deactivated Steam Overlay and the Cinema Mode), two short “lags” are notable inside the Ocoulus Home Interface, but nothing happens then.

    On my desktop, the game is normally launched with the screen settings of the OR.

    How can i start and launch the game “inside” my Oculus Rift? I’ve also tried different No Man Sky Cloud Profiles, but none of them works.

    #172860
    dellrifter22
    Participant

    Yes, try to disable Positional tracking if you haven’t already (thought you had). In vorpX config checkbox “never change any game settings” and apply. Then in the ingame menu positional tracking should be off, but turn it off there if it isn’t.

    Any gamepad emulation drivers/processes like Xpadder running? Racing wheel drivers?
    what about Windows Sticky Keys? I’ve read having that enabled can cause control problems in normal games.
    Sorry, taking shots in the dark. You are testing several games, not just one, right?
    —————————
    Correct, the Pimax should not show up as a display. All custom resolutions are made for your primary monitor (games render to the monitor and vorpX borrows that signal). Mine for example is native 1920 x 1200, but through method similar to DSR it can attempt to display much higher resolutions. They won’t look perfect on your monitor, but will look better in the headset.

    Each resolution you create is tested to see how your monitor can handle it. try 3840 x 2160 on you monitor, see if it passes etc. If its flashing or all black it didn’t pass.

    while gaming, you don’t set your desktop to these custom resolutions (keep native), you select the custom resolution inside each game’s video settings.

    These are things to try after the headtracking gets sorted of course :). good luck.

    #172803
    Paris
    Participant

    Ok so I’ve fiddled around quite a bit with different profiles and still not too much luck. I am getting what seems like some games to attach properly however they will not render anything in the headset and my steam vr shows “monitor and headset plugged into different graphics cards” or something to that nature. When in game the headset is working with tracking, the mouse appears in the center of my field of view on the monitor and works very smoothly, but inside the headset display theres nothing. Only the steam vr waiting room and no game or window of a game at all. Delete here doesnt bring up the vorpx control either. But again, i can move the headset to be pointing at options on the screen and click with the mouse and that is working. I’ve yet to get a game boot together with head tracking and rendering inside of the headset, is there a way around this “plugged into wrong card” error in steam vr? I only have the 1 gpu and both the monitor and headset are plugged in with hdmi.

    I just want to add I am very patient, I understand it can take time to get this working properly and if I can even get one game working
    close to intended it will be very worth it for me. I appreciate your help!

    #172784

    Topic: Call of Duty 2

    in forum User Profiles
    RJK_
    Participant

    …some games need an awful amount time to fix, but i finally got this one to work with VorpX. I played this game with 3D Vision before and i threw it against the wall. I must say VorpX beats 3D-Vision again. Beeing inside the game instead of in front of a monitor let you handle this wild shooter way better.

    Call of Duty 2 (G3D)

    -Important: First you need to follow this link and the instructions under Call of Duty 2. https://reshade.me/compatibility otherwise the game will not work.
    -Gain FOV with the console command seta cg_fov 120, this setting will be remembered until the end of the level.
    -turn OFF shadows when using VorpXs 3D FOV enhancement at its max. setting.

    Screenshot 1 Screenshot 2

    Call of Duty 2 VR

    Call of Duty 2 VR

    #172624
    Thris
    Participant

    Hi, i having some problems running any gmae with vorpx, they just wont attach only run in desktop and not inside my vive, i have tryed ever guide i could find , i even try to make a desktop sortcuts but nothing (the game dosnt even start from sortcuts)
    i would really apriciate some help here.

    p.s. i did also disabled all the programs running in background

    #172529
    steph12
    Participant

    cinematic mode is like looking into a “window” a virtual world with real 3D depth.

    full VR mode is like actually being inside the world.

    it has nothing to do with 3D movies you can see in a movie theater where you have some 3D effect but not really real depth.

    #172330

    In reply to: Questions

    Ralf
    Keymaster

    Your third person questions are largely covered directly on the front page. “Optionally you now can play third person games, strategy games, sports games etc. on a huge virtual cinema screen.”

    Rule of thumb: first person games default to “Full VR” mode, third person games default to “Immersive Screen Mode”.

    You can switch any game to FullVR mode though if you want (might require additional FOV adjustment). Whether that makes sense is a matter of taste, personally I think that for third person games in most cases the immersive screen mode, which places you very close to a huge 3D screen so that it almost fills your entire view, is the best way to play. Doubly true for games like Mass Effect/Dragon Age that require frequent UI/menu interactions. That way you are almost ‘inside the game’, but UI/menus can still be easily used normally.

    Controller wise you can use mouse and keybord, a gamepad or your VR cotrollers, which vorpX can map to either mouse+kb or gamepad controls. For many games vorpX adjusts the important settings like resolution and FOV automatically these days. vorpX does not change the gameplay, that is beyond its scope.

    #172314

    In reply to: Oblivion Error and CTD

    Grumdark
    Participant

    Hi Ralph
    It seems that I have finally discovered the problem with TES Oblivion.

    If I write a 16:9 resolution customized by me manually inside the configuration file, I do not suffer the problem of locks or CTD.
    When open saved screen interface and move the mouse, it does not lock and I can save once or several times without problems.

    However with the default resolutions copied from the web, which I entered in Nvidia panel some time ago, to work with Vorpx, the sutuation is different.
    Even if I switch between 1280p or 1440p inside the vorpx menu and restart game,this problem occurs to me.

    The problem with my current solution is that a resolution of 16:9 res, such as 1920×1080, does not allow the rescaling of the interface and dialogs by default, which is perfect if the other resolutions are more square.

    Perhaps the problem here,is only in incompatibility with certain resolutions that produce this error.

    Ralf
    What resolution exactly do you use for Vorpx and TES Oblivion with Oculus CV1 to allow interface rescaling?

    With only discover a resolution that does not cause crashes while moving mouse in the save screen, but allows the interface and dialogue rescaling,is enough, so it would be completely solved.

    What resolution do you use?

    Demosthenes
    Participant

    Having had the PC version of Skyrim for a few days now here are some quick thoughts on how it compares to my Vorpx experience and whether or not it’s worth buying.

    I run Skyrim VR on a Win10 1080ti pc and Vorpx Skyrim in the original 32bit version.

    Firstly, the main impression I have inside SkyrimVR is that the scale is excellent. Objects, buildings, people and landscapes all feel life-size. Distant areas feel like you can judge that distance accurately just by looking. Roomscale and positional tracking is really convincing.

    These elements of scale and tracking are by far the most positive features.
    Performance is excellent. It seems that they have optimized textures to give a smooth framerate. Unfortunately they have decided to crop objects at the extreme field of vision, which means you might notice this while turing during gameplay. I did, and it is quite distracting.

    Combat is in all honesty not good at all. The bow angle is wrong [as in PSVR] and will not feel anything like bows in VR archery games like Apex Construct. The melee weapons don’t seem to be able to block reliably, if at all. Swords and shields are not the way to play this version of Skyrim if you want to feel like you are there. Hitboxes [where you are judged to have connected with a character in combat] are unpredictable and don’t appear to move with you in roomscale. Swords go right through solid objects and stone. No hitting a dungeon wall and seeing sparks fly. This, while expected in VR, is still jarring.

    Magic feels good and this combined with archery is probably the best way to play for now.

    Even though there is a character generation screen you cannot, as I can in Vorpx, look down and see my character’s body. If your hands are empty of weapons you see your controllers. No 3rd person option, which is possible in Vorpx.

    Mods seem to work surprisingly well! Apart from ones that involve complex scripts or SKSE.

    In comparison to Vorpx:

    I have a heavily modded Skyrim build created with Mod Organizer. 254 plugins and over 400 mods. Also using enb injector for memory. Surprisingly stable with all that.

    Vorpx Skyrim looks far better with all those wonderful mods. The world is more interesting and engaging. The detail is fantastic. It is unlikely that the SkyrimVR will ever achieve that level of detail [especially with script heavy mods] that Vorpx can achieve.

    It took me a long time, first following the STEP guide, then adding many mods upon that, to get what I have now in Vorpx. I don’t relish the prospect of doing that again. Although it should take far less time knowing all I know now.

    Combat in Vorpx is far better than in SkyrimVR because things connect. Swords spark off walls, block enemy blows, scatter objects etc. I suspect it would be like playing with a playstation type controller in SkyrimVR, which is a choice in the menu. I have not tried that yet.

    Interior locations in Vorpx look far better graphically and almost indistinguisable from SkyrimVR in terms of scale.

    The only real change is outdoors, where SkyrimVR feels better because of the scale and positional tracking. If I could get positional tracking working in Vorpx without the flicker…My Vorpx Skyrim also jitters slightly outdoors, but I suspect that is the ridiculous amount of mods, textures etc.

    It’s hard for me to compare performance because my Vorpx Skyrim is so modded, and it would be unfair when SkyrimVR is quite stripped back in terms of textures. SkyrimVR also uses TAA which blurs things beyond what some people might find acceptable.

    Conclusion:

    SkyrimVR has bugs and I’m hoping it will be better with a few patches. It is expensive given it is one game that and Vorpx gives you far more value for your money with VR for many.

    If you are never going to mod SkyrimVR then buy it. If you are planning to mod, but money is a factor, wait for a couple of patches. It is already in a far better state than Fallout4 VR was. If you are deciding between Vorpx and SkyrimVR buy both!

    The odd thing is that I am now using SkyrimVR as basically a baseline template to minutely adjust the Vorpx settings to get it as close as possible.

    I would certainly not just migrate away from the modded Vorpx version, SkyrimVR is not that good. Once the magic of scale has diminished you will be hungry for something that will allow you to add world detail and new adventures. For that Vorpx is still king.

    And of course, for Vorpx there are many more games than just Skyrim :)

    #172242
    bcozier
    Participant

    Same thoughts I had when running Trine 2 in Immersive mode for the first time. I will give Ori a try also. Inside also works but that is a minimalist graphical game, still better in 3D mode though. I would also like Rochard and Bionic Commando Rearmed to work they are also 3D backgrounds but sideways-movements platformers.

    #172171
    Ralf
    Keymaster

    There is no general Unity profile, you may have to try several ones and there is no guarantee that one will work for your game, but you could try these profiles:

    Off the top of my head, there probably are a few more.

    Unity 4 (DX9):

    Slender: The Arrival
    Gone Home

    Unity 5 (DX11):

    Fe
    Firewatch
    Inside
    Ori and the Blind Forest
    Life is Strange: Before the Storm
    The Long Dark

    RJK_
    Participant

    Today i tried VR Capture, a free VR video capturing tool with VorpX.

    I disallowed vorpx to hook in its exe files, pressing the recoding hotkey while playing works, i saw the blinking recording button inside the game, but the game freezes.

    Did anyone have more luck ?

    #171918
    nex86
    Participant

    I’m still new to VorpX.
    But how can I set up my Vive to use with VorpX?

    What do I have to pick in Device selection?
    It shows:

    Generic VR Headset (extended Mode)
    Oculus Rift
    Oculus Rift Devkit 2

    When selecting Generic VR Headset it doesn’t seem to work and I see the double screens on my games.

    Also do I have to be inside or outside of SteamVR.
    Neither seems to work.

    #171631
    RJK_
    Participant

    Yes i have. The Dunia Engine seems rather something like a FC 2.9 because using a FC3 profile works best for the game. The G3D was perfect accept the shades were wrong. That could be worked around by disabling bloom and lower shadow quality i think it was. Inside the miltary base G3D was perfect, but soon as you enter the forest a certain layer of objects (plants) is totally out of depth. I have uploaded a profile to the cloud which can demonstrate how good G3D can look in that game (and how bad).

    There is an issue with a vertical stretch that can be handled by using a custom resolution 16:9.

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