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  • #111554
    Saika
    Participant

    Thank you for your reply.Actually I made a mistake in the title, it is Mod Organizer of course that I am using, not NMM.Shadows seem to work fine with Mod Organizer though?

    As I said, I am killing myself since now 10 days to try and fix it.I have reinstalled everything many times (including Vorpx).So now, it is a completely vanilla game and vanilla Mod Organizer.

    Without the rift, the benchmarks I do give the exact same fps and gpu/cpu usage between vanilla launcher/skse and vanilla skse/launcher through Mod Organizer.And absolutely no ctd (I could play for 10 hours straight and have 0 ctd).
    But when I use Vorpx, skse/launcher will give me 50 to 60 fps, and then when I launch skse/launcher through MO I get 30 to 40.

    I have tried so many things, and can’t find out why Mod Organizer is conflicting with Vorpx.Plus it seems that the more I launch through Mod Organizer, the more likely I am to get CTD’s inside Vorpx, while I will never get CTD’s playing on my monitor.And to fix the CTD’s I have to reinstall Vorpx every-time.This and strangely, my settings for in game skyrim never save after I close the program even though I did the vps save and reload trick.

    I want to fix it so bad, Skyrim without Mod Organizer isn’t an option sadly.

    #111550
    Saika
    Participant

    I did write that the Ini’s were the same.
    Launching skse or the launcher normally will give me around 50 to 60 fps inside the rift.But launching the skse or launcher through MO (we are talking about a vanilla MO with the same INI files) will give me 30 to 40.

    #111118

    In reply to: No game works!

    pamgpamg
    Participant

    OK thanks, another thing is that how can i adjust the screen up and down? In full vr mode, i use image zoom out. but the problem is my screen is too far above. I have to force my eye to look above if i want to aim correctly or something.

    Also, i tested out far cry 3. Fov maximum you can set inside the game is 110. Not sure whether game setting optimizer works for that.

    #111116

    In reply to: No game works!

    Ralf
    Keymaster

    If you mean the direct mode setting in SteamVR than yes, you need to use direct mode, which is the default setting. Do not touch that setting ever unless you know exactly what you do.

    If you can see something inside your headset with vorpX you probably already have that set up correctly, vorpX does not work at all with extended desktop mode.

    pamgpamg
    Participant

    Hi ralf,

    Just want to let you know i finally got it working with outlast. I don’t know how, but i read up some guide: disable steam overlay and desktop home threate and surprisingly it works. Values around 120 to 150 is comfortable for me. 160 or more is unbearable and screen starts to flip 180 deg upwards. Now the only problem is the game menu zoomed-in, is it intentional?

    Gameplay inside outlast seems fine for me. Maybe full vr works for me afterall, just have to do some tweaking or stuff.

    Game setting optimizer works by the way. But not sure for other games such as battlefield 4. This is the only game i got it first working with vorpX.

    I quite confused with the extended mode and direct mode you talking about. Not sure what mode i am. But pretty sure i am in extended mode. Just got htc vive headset sorry newbie here :).

    #110992
    Ralf
    Keymaster

    >> Help me Obi-Wan! You’re my only hope! ;

    I’m slowly getting old for sure, but not that old yet!

    In contrast to the everlasting struggle between the Empire and the rebellion unfortunately there is no black and white here, just grey and vague answers.

    A lot depends on the game. SLI might not help at all if it doesn’t work for a game with vorpX or your headset. Oculus for example didn’t in the past, not sure whether that is the case still.

    Regarding CPU-affinity: Since vorpX runs inside the games, it’s main work is done within a game’s main render thread, so nothing you could manually assign to a different core here. The only thing you could assign to a core yourself is the vorpX Control app which watches for new programs getting started, but that’s more or less negligible. A few percent while vorpX isn’t active, even less while it is running in a game.

    So all in all not much to gain by assigning something to an extra core, probably nothing. Since the 6/8 core i7 CPUs usually have a lower max. clock rate than the quad core units, I would even guess that you are better off with a fast quad core i7 model for gaming (which provides 8 logical cores with Hyper Threading enabled).

    On a sidenote: not something you can do yourself, but I experimented with assigning the direct mode render thread manually to a dedicated core some time ago within the vorpX source code. In the ~10 games I tested with that there was absolutely zero difference, which pretty much also is in line with the majority opinion among programmers on the matter: in most cases the OS task scheduler simply is better or at least as good at balancing workload than anything a programmer can come up with.

    #110692
    fernas
    Participant

    I’ve followed the optional steps but NMS still appears inside a rectangle instead of me being inside the world, most like cinema mode with borders outside the rectangle.

    I’m using DK2.

    Regards.

    #110634
    fernas
    Participant

    I know that Ralf released an experimental profile, but when I want to use it, NMS not work very well.

    NMS appears inside a rectangle, like a cinema view and also the cursor of VORPX is stuck, so I can’t change the settings of the driver.

    I’m using DK2.

    Regards.

    #110612

    In reply to: No Man's Sky support?

    fernas
    Participant

    I’m using a DK2, and when I start NMS I see it inside a rectangle, almost like cinema view. I’m not “inside the game”.

    Thanks.

    #110360
    optimus
    Participant

    I have a weird issue with DOOM (2016). It was working fine but it will no longer hook. I’ve tried using a new OpenGL profile and making sure it’s pointing to the correct EXE but the game just launches on desktop. Nothing in the Rift. I have tried launching from inside Steam and direct. Other games still work.

    Only thing I can think of that changed was an update to DOOM on steam.

    Any ideas how to troubleshoot this? I was really looking forward to trying it with 3D.

    #110002

    In reply to: Tracker emulation

    vetal_l
    Participant

    Let me up this topic. I got oculus and would like to play Mechwarrior online, but it does not support oculus from the box, instead it support trackIR.

    with trackIR you can freely move head inside cockpit, but if ones try to use vorpx – one can find out, that head tracking rotate torso instead of head.

    So Ralf, be so kind, emulate trackIR output from oculus tracking.

    rtoast
    Participant

    So Dying Light isn’t on the supported games list, but I do know that at some point the game had built-in oculus support at one point that you could enable via the video.scr file situated in the game’s folder in your documents directory. This support was later dropped during the switch to newer runtimes and patches as far as I can tell.

    I know this game in particular is sort of one of those “holy grail” games that a lot of people would love to support in VR, given the 1st person open world and parkour nature of it. So I’ve been trying to get it in a playable enough state with vorpx.

    One of my biggest problems was getting the FOV manipulated. Apparently, you used to be able to change it by editing that same video.scr file, but no matter what I did, the game just wouldn’t adhere to any changes I’d make to that file (despite tons of evidence online that this was how it was done). The game would just load up normally, ignoring said changes, and upon quitting out and checking that file, it would be reset to all the default values (yes, I even tried changing the file attributes to read-only, and still no go).

    However, I stumbled into a new way to alter the FOV which works surprisingly well in game (not a lot of problems with the character’s hands being off screen or anything like in some games).

    The value you need to change is in the data0.pak file in the game’s directory (I’m using steam). Use a program like 7zip to access the .pak file, and inside is a file called “default_levels.xml”
    In there is an FOV value which can be changed!
    As a warning however, by modifying this file the game will warn you that you have modded the game and thus will not be allowed to play with others online unless they also have the same modifications.

    So where I’m at now with Dying Light is that I’ve got everything set up and ready for some actual vorpx settings/profiles, but the problem I currently have is that it doesn’t seem like there is any 3D effect whatsoever. Vorpx allows the standard z-modes (adaptive and regular) but it doesn’t appear that they have any actual effect on the visuals. It’s basically still 2D, blown up into your headset, with a working aspect ratio.

    If anyone else can figure out the last hurdle here it’d be much appreciated!

    p.s. If anyone on here remembers what Dying Light was like back when it offered the internally supported oculus mode, could you describe what it was like? Did it actually have a pretty functional VR/3D aspect to it? If so, it’s a shame that such support had been lost with the updates/patches.

    Sphere
    Participant

    Cinema Mode

    That addition of the model that looks like you holding a controller.

    At first I thought It was nice to have that, but then realized later on that if you happen to move your own body in the real world, your position with the virtual one is out of sync. And yeah you could press alt + space to fix that, however it isn’t 100%. I have seen it where the body of the virtual character is right up there next to my face, like the character has no neck.

    Honestly I have seen the cinema mode of virtual desktop, and there was no virtual body, and that worked pretty well. And the comfy looking leather chairs in the virtual desktop cinema mode look nicer too.

    I think the screen that vorpX offers in their cinema mode beats the cinema mode of virtual desktop, because traditional cinema screens are catering to a pile of people, and you really want to have your own personal cinema screen more personal. VorpX got it right on that one.

    The issue that has been raised before on these forums according to a google search is, there is no hotkey to swap between cinema mode and virtual reality mode. YOU NEED TO HAVE A HOTKEY TO SWAP THIS because many games out there have NPC dialog and icons on the side, or chat boxes that are out of reach, or party menus that are off to the side. You cannot always drag these things to the middle of the screen. And thus because of the developer of the game’s lack of foresight on customizable UI, the other option is to have the ability to quickly zoom out and back in.

    Well sure, there is to an extent, a way to zoom out inside VR, but it’s not 100%, and most of the time is not able to do the job. That is shift + mousewheel. It doesn’t always work to the desired result to see everything. Others have already asked for this feature to switch between cinema mode and virtual reality mode. What is the problem with a hotkey developers?

    Other than this, the platform that vorpX is, is a very nice one that makes games that were otherwise just 3D on a screen, now more personal with virtual reality. Games such as Guild Wars 2 become a new game when played in VR. Areas that were old and already been seen at least a thousand times, becomes a new experience when putting on the VR headset.

    Thanks for reading. :)

    #104773
    prinyo
    Participant

    Not including FO4 here as it is better to not try to mod it in a more serious manner until the last patch from Bethesda drops later this year.

    So what is needed and is it even possible to add room-scale to Skyrim and FONV(TTW)? Even a limited one?
    I understand it will have limited use as many of the game mechanics will not work fine and there are only so many buttons on the (Vive) controllers but I still believe it will be cool.
    There are several mods that make changes to the camera, I guess it is possible to create one that will allow the headset to be tracked in all directions. The player character has to be made invisible so you don’see the body from inside when moving around. And there should be some way to enable sneak mode depending on how low the headset it. I guess controlling weapons and spells with the controllers would be the most problematic.
    Or maybe an option to switch such a “presence” mode on and off? So it can be used from time to time when it’s limitations are not a problem.
    What do you think?

    #104666
    Thouwlin
    Participant

    I’ve tried three different Controllers
    Xbox One
    MS Xterminator
    MS Sidewinder

    All work inside of steam but none seem to with vorpx. Is there anyway to tell if the driver sees the controller?

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