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  • #217734
    romandesign
    Participant

    Generally, Reshade3D is a very good and free solution for bringing Starfield to VR. But what sets VorpX apart is the controller integration, gestures and head tracking. Starfield is a huge game and I’m sure it can bring many people to VorpX, just like it brought me, so I bought it. Free is tough to beat though :-) The huge selling point of the VorpX is the immersion features. So let’s see what the official profile can bring. This may be big, or not. I already think it was worth it for me, but there may be things that will make it so much better: if only it would be possible to decouple looking (directions/moving) and aiming (moving the reticle), then mapping motion controller movement/tracking to aiming (“air mouse”) should not be difficult, and that would be mind-blowingly huge! I’m not sure it’s even possible to decouple it in the game, but if it is – that would virtually be bringing the motion controllers inside the game. Something like that could bridge the last gap of VorpX vs. native VR – aiming with your hands. I think most people who are not sure if they want to try WorpX are worried about the whole “aiming with your head” thing. And while it’s not as bad as it sounds, it’s not ideal. Managing to bring hand aiming into the game would be amazing – I’m probably dreaming, but who knows…

    #217704
    romandesign
    Participant

    You must download flawless widescreen . This program allow you that set any fov. Viewmodel , ship , world

    Looks like it does exactly the same as the mod I mentioned does. But I suspect that the mod also resets it after a dialog etc. Anyway, why use extra software when there’s a mod?

    I downloaded the game a week ago but haven’t opened it yet, waiting on full vr

    I’m also eagerly waiting for an official mod, but you can try my profile, based on Alpha v2 – it’s pretty playable. Only disable the gamepad override, I think it works better that way for the ships. Also, if you are using joystick like I am, program the emulator for cross-controls: so joystick controls proper roll and pitch – they are on separate thumbstick on the gamepad, and pitch should be reversed (in-game menu option or inside emulator). And throttle and yaw should be programmed on proper axes too. That way ship combat is much better than when joystick emulates gamepad normally.

    Official profile might have lower latency, and other nice-to-haves, but it’s quite well and playable as it is, full VR with gestures, so the beginning is slow and long anyway, and it’s really not bad. BTW not sure what people were complaining about – slow beginning, boring game and all. It’s basically exactly like Fallout/Skyrim in space with very nice graphics and cool hard sci-fi aesthetics. It plays exactly like that. All the clunkyness is the same as with the older Bethesda games. But nobody does a better job in this gameplay style, which is my favored. I only wish there would be native VR support, atmospheric flight, manual landings and docking and generally more believable space simulator dynamics. And of course less loading screens – game could check if there is enough RAM/VRAM available and preload the next zone in the background…

    #217612
    romandesign
    Participant

    You 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=3060

    And 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.

    #217557
    romandesign
    Participant

    I installed v0.2 but then made a lot of adjustments inside the VorpX interface. Should I get rev.b? Will it overwrite my settings? Or can you say what the adjustment was in rev.b so I can add it manually?

    FYI what I changed was added gestures (aiming etc.), adjusted eye distance (or whatever it’s called) – it was 0.3 but I increased it to 0.66, I think it’s meant to match IPD in HMD. When I did that the 3D effect on hands and weapons became much better – not so blocky and misaligned. Anyway, I don’t want to lose those settings. Is there a way to merge profiles?

    #216601

    In reply to: Games Wish List

    Parotaku
    Participant

    Quickly tried to create profiles for ‘Somerville’ & ‘Planet of Lana’ using the one for ‘Inside’, but no luck this time: the first has shifted lighting problems and the second has a shifted camera angle but no depth… :-/

    #216336
    EvgenPeka
    Participant

    Okay, I admit I was stupid, but in my defense cloud profile menu is very confusing.
    It offers to create or change the password, and since I don have a VorpX account already, I tried to change it. It redirects me to the page to change my account password (the one used at forums).
    But what I HAD to do, is to create a new, separate, cloud profile right inside the UI. Then it lets me log in. So those are separate profiles, huh?

    TheLastStarfighter
    Participant

    I can’t wait to replay this, I love being inside the ships. Has anyone tried Star Wars Galaxies? Is it G3D?

    #216055
    MarcDwonn
    Participant

    Ralf got us so hooked, LOL…

    But seriously, great topic, and one i’m passionate about, so i just have to add my thoughts.

    I’m a gamer who plays for the experience, which sometimes can be “life-changing”. Did i hear someone laugh? Bear with me for a moment (and excuse all the fighting with the English language :). I remember that in the 80s i watched “Star Wars: A New Hope” for the first time – i was a child then – and i can honestly say that it *did* change my life. It influenced my choice of profession, it contributed to my visual sensitivity and my style as an artist, and even influenced my way of thinking.

    Games do similar things for me, albeit, as a grown-up, on a smaller scale. I still remember how i felt while exploring the dungeons of “Quake” in the 90s, the sense of wonder and complete detachment from real-life in “Unreal”… I dreamt multiple times, like being really there, of the assault on the Chernobyl plant in the 1st STALKER game. I still now and then think about the stories & characters of “Mass Effect” and “Dragon Age”, and i still often ponder the mankind-old questions about consciousness and self-awareness i was confronted with in SOMA. I could go on and on, but it’s getting excessive…

    This is what kind of gamer i am. I don’t care about MP games or competition, combat and looting have always been a means to an end and IMO should be well balanced with story / characters / world building to remain fun. So you’d understand why the current native VR games don’t interest me. Thanks to vorpX i can enjoy “real” games with even more immersion, sense of scale, being inside the game-world etc. Oh and it’s the biggest upgrade to all those classic game experiences.

    >>>>>i often wonder how anyone can even barely “enjoy” a game on such a small 31-inch screen.<<<<<

    I still play flat from time to time, when the friction of current VR tech starts to annoy me too much, but then again i have an 38″ curved ultrawide monitor with DIY ambilight (got the idea from vorpX ambient background in immersive screen!). But it’s still inferior to what vorpX offers and i always come back to strapping a brick to my face.

    >>>>>we are getting an overload with great games and i understand that if one ain´t “careful”, you´re getting too much of your beloved hobby and lose some joy and interest in it.<<<<<

    This is a point that i’ve always been worried about since my teen years, so i’ve made a habit to always making sure that the things i “consume” (movies, games, books etc) are well chosen and only the best of the best. I’m never gonna play a samurai game because it’s the only samurai game in existence on PC – i’m gonna wait until some studio releases an excellent GOTY level samurai game and then i’m gonna play it. :)

    Oh, and i refuse to play multiple games at the same time. I need to immerse myself fully. If a game doesn’t “catch” me after a couple of hours, i uninstall. And maybe re-try years later. But i do careful research and this doesn’t happen often.

    Gotta get back to work, but i’m looking forward to my adventure in Undvik tonight. vorpX in Reverb G2 @2560×1440 Immersive Screen – i couldn’t imagine a better way to play “The Witcher 3”, even though i sometimes wish for a higher resolution and less screen door effect… It’s never enough, right? :)

    jossm97
    Participant

    Hello,

    Since december 2022, I can’t run Vorpx on my main PC properly both in HP Reverb G2 as Oculus Rift S (specs below).

    Games like oblivion, fallout 3, fallout vegas skyrim… textures look blurred inside headset (I don’t know how to express it, it’s like a posterized image with much less quality) and all the games have much less performance even at minimum resolutions/quality. (on the monitor textures show properly, I don’t understand that)

    When trying to run games in z normal or z adaptative, headset shows only colored lines on the image (on the monitor it shows perfectly again). What could be happenning?. I have made a clean vorpx reinstall without success.

    Thank you in advance

    SPECS:
    VORPX 21.3.3
    Core i7 12700k
    32GB DDR3600
    RTX3090
    Windows 11 22H2 updated
    HP REVERB G2 and Oculus RIFT S

    Windows has been being updated during this time, also my RTX 3090 (it has been tested with drivers 517.48 to 531.68)

    #215966
    socode
    Participant

    Same things! Installed Cyberpunk (Steam), installed Standalone Vorpx Mod, selected Steam VR in the settings, installed a new CET. Then I launch VR helmet (Pico 4), launch Virtual Desktop, launch Cyberpunk with exe in the bin folder, Steam VR launches, the game loads. Learning works. Controls work. But the game runs on a flat screen, although in the settings Vorpx inside the game is set to Full VR mode.

    #215958

    In reply to: Metal Gear Solid 5

    Ghost75757
    Participant

    none of the profiles work. but I got it to run greatly in 3D with Vorpx viewer (turn off monitoring when you launching)

    My steps:
    – in Steam I unchecked the box : Enable the steam overlay while in game
    – downloaded https://framedsc.com/GameGuides/mgsv_phantom_pain.htm DXVK from this website
    – extracted in the directory , copied the set up_dxvk.sh file into same directory like theh exe as well as all 64 dll files.
    – tested without reshade, game starts

    run reshade 4.9.1 , only that version works X95
    – selected mgsvtpp.exe in application
    – selected vulcan
    installed Superdept3dvr+fx

    https://reshade.me/downloads/ReShade_Setup_4.9.1.exe

    There is also a hint that on start up another active document has to be open. Test it. I think it runs for me withoiut that part.
    if not, open a word document and start the game and quickly change to the word document and type something inside so its an ACTIVE document open and game starts in background.

    #215934
    socode
    Participant

    Hi! Any updates for patch 1.62? VR controllers don’t work inside the game when I see a flat screen with menus. Neither does the character editor.((

    Heon_X
    Participant

    Quick update:

    I was wondering if the fact that my CPU (i7-9700KF) does not have Hyperthreading could be related to this performance issue, especially in CPU bound scenarios like the aforementioned racing games.
    I do get a similar performance drop even in GPU-bound games but I was wondering if maybe vorpX had trouble dealing with hardware that does not physically support hyperthreading even though the CPU performance is quite good (8 cores @ 4.7 GHz).

    @Ralf is there a way to assess this on my end? Cause I don’t see a vorpX process doing much if anything when hooked into a game, so I don’t know how to see how many resources it’s taking for rendering the game inside the headset.

    #215776
    Ghost75757
    Participant

    yes I am aware of this reply but I *REALLY*! want to play with full haptics of the PS5 controller! that is my selling point here and its only available with the enhanced version :)
    without the PS5 controller haptics its half the fun. I now about the graphics and I started play the normal version with vorpx which is great but with haptics would be amazing!

    I renamed the exe and cyberpunk and horizon copy hooks but inside the game , no 3D.
    maybe a small update , tip would could make it work in 3d?

    #215725
    DanThePman
    Participant

    To reiterate this topic it is possible to use both dlss 2 and frame generation at any resolution with vorpx’s latest beta version (version 23.1.0).
    However one has to use the new desktop viewer with it instead of injecting into the game.
    Furthermore some settings tweaking is needed for a smooth experience.

    Here are the steps needed:
    1. Launch Nvidia control panel and enable vsync globally
    2. Inside the control panel also set the frame rate limit to your headsets refresh rate (e.g 90hz)
    3. Launch vorpx desktop viewer
    4. Disable the vorpx injection watcher
    5. Start the game

    A more detailed description can be found here: https://www.vorpx.com/forums/topic/vorpx-23-1-0-beta/page/9/#post-215678

    As a side note using dlss 3 is more valuable than pitool’s frame interpolation or oculus aws because it produces clearer images and is solely calculated on the gpu instead of the cpu.
    So in case you are running into a cpu bottleneck then dlss 3 is the way to go to achieve 90hz+ vr.

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