Archives

Homepage Forums Search Search Results for 'Inside'

Viewing 15 results - 331 through 345 (of 535 total)
  • Author
    Search Results
  • #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.

    Findian
    Participant

    Yes, it’s all peachy again, thank you very much.

    On previous versions positional scan worked usually, but at times when it doesn’t I had to restart the game. That was immediately visible as character positionally moved around before Direct VR scan. If this movement didn’t occur I never got positional movement working with scanning. Now after the update: camera viewpoint before VR scan seems to point about 30 degrees up and no movement at all but after VR scan everything works as it should. I tried to switch cache back on and looks like it works too.

    About positional tracking, I’ll imagine if playing with roomscale area character movements would clip a lot inside the walls but for seated gaming current implementation is just fine. I like the extra dimension positional movement adds to ranged weapon gameplay.

    #171139
    Grumdark
    Participant

    I just bought the physical edition for PC, which at the same time adds code for Steam, and download the game right now.
    I’m doing a quick little test, with Vorpx and Oculus CV1.

    So the first thing I’m going to do is introduce this essential mod to eliminate camera movements during the movement simulation (headbob), to help with nausea / motion sickness problems with the use of VR headset.
    This is essential for a fairly decent experience with virtual reality.
    KCD should/could include an option to disable this easily menu inside, but this is not the case.

    https://www.nexusmods.com/kingdomcomedeliverance/mods/67?tab=description

    ———————————————————-
    In general terms, the content that I have seen with KCD seems very good to me, and finally some developers, dare to try some new and interesting things in the genre rpg first person.
    It seems that optimization / performance needs a good push, however, is something that I feared from the start.

    Something that I did not like at all is the way the dialogues develop.
    I prefer something more oriented in real time face to face, like Skyrim with Vorpx.
    Maintaining at least this as an option, would be a good start to make the first person more immersive, and at the same time, the developers get used to leaving the way prepared for possible adaptations with VR support in the future.

    I will try to do everything possible to play this game with G3D in Oculus Cv1, if the results are fairly decent, otherwise, I would have no choice but to enjoy it on my projector or another screen of considerable size.

    What resolutions and FOV are you testing with CV1? Any advice with this?

    #171004
    steph12
    Participant

    yes, you can use that user.cfg ingame, bring console up, and type exec user.cfg, that way you’ll be inside the game with vorpx already and you’ll be able to enjoy your tweaks, and dont forget to remove +exec user.Cfg in target field.

    to be honest i didnt try kcd with vorpx yet, i also use a custom user.cfg, so not sure if your issue is your side or a general one.

    the downside to this is that you will have to type exec user.cfg every time you start the game.

    #170739
    Sune Jorgensen
    Participant

    Starting ACO from inside Uplay without overlay, it works every time now.

    I use Z-Normal with FOV=2.5 (in ACO.ini) and Image Zoom = 0.7.

    #170551

    In reply to: Screen spinning

    Tynchus
    Participant

    It’s very strange, the same thing keeps happening, and to think that it did not happen before, from one week to the next everything happened. And I reinstalled the video drivers,of the windows, the oculus and nothing, the screen inside the vorpx game keeps turning/spinging fast, and sometimes it does not hook one, and it tells me that it does not have permissions, when I always opened the games with admin permissions. I will keep looking for ways, some will work for me. Thank you very much anyway.

    LukeRoss
    Participant

    Should I give up all hope for this great game? :’-(

    BTW, Z3D is also not working for me in AC2: Normal has zero depth regardless of the settings, and Adaptive has uniform depth (toying with the settings I can manage to push the whole world more or less “inside” the virtual screen, but there is no convergence whatsoever). It’s as if vorpX were unable to read the depth buffer.

    #170404
    tig3rmast3r
    Participant

    just tried deus ex hr, direct vr does NOT work,if i press ctrl-L it fails FOV adjustment.
    Also it doesn’t use the custom resolution, i’ve set 1680p inside vorpx panel but it gives 1900*1200 instead.
    i’ve set vorpx to launch as admin.

    basically i’ve disabled direct vr, changed fov manually in regedit, set resolution to 2560*1440 (will try custom resolution next time), and it looks fine, but i did the same as last year, everything manually.
    btw there is too much latency on head tracking, don’t know if it’s possible to reduce it, tried the slider also on head tracking settings, no changes, maybe there’s to disable mouse smooth from regedit, with that latency i’ll get sick after a few minutes, will do more tries next time…

    hope it works for other games but for this one it doesn’t look it works so well.

    #169975

    In reply to: Skyrim with FOV Zero!

    brown66
    Participant

    Just to correct to things I said in the previous post…

    The tweaks I use in Vorpx inside Skyrim is Sharpen Amount set to 1,75 and Internal Resolution Upscale set to 2,0.

    Sorry my mistake.

Viewing 15 results - 331 through 345 (of 535 total)

Spread the word. Share this post!