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  • #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?

    #104579
    kandor
    Participant

    I am on a 200hz monitor with g-sync.

    And problem is, when you do not run this limit of 90 in CSGO at least, the game is very stuttery
    I dont know what framerate the game runs at as I could not get fraps or any other tool to overlay the fps inside vorpx

    But I know for a fact the game looks like it goes less than 30fps when I dont limit
    But when I do the limiting at 90 it goes super smooth, it absolutly rocks how it works

    So my guess is that it actually is going higher than 90 and thats where the stutter comes from as I think the Oculus rift cv1 and probably all other models all force output with vsync on and the games probably hitting higher rate than it suppose to be and introduce the stutter, because if it would be that it goes too slow then limiting to 90 should not have made any difference

    the fps lock removal is how it runs standard as it runs easy near 300fps with everything maxed out on my screen when vieweing with Fraps

    Best,
    Kandor

    #104560
    kandor
    Participant

    Hi everyone

    I noticed something very interesting today while I was setting up CSGO with vorpx

    The game play has been so so, without vorpx running I get about 250-290fps / s on max settings in 2560×1080 resolution
    As soon as I run vorpx with geometry 3d it would go to a shitty framerate the game, even at low resolution like 960×1080

    Anyway I was experimenting today with command line switches and saw there is -refresh setting

    I set this to 90

    Ohh my god, everything is as fluid as on regular monitor screen, could even run the game in full monitor resolution and it was going every bit as good as he monitor

    As I can not run 90hz on my screen I need to run it in windowsed mode and not full screen

    But this works perfectly, have not tried any other games but my guess is the results would be very similiar

    We need to be able to control the refresh rate inside games to get full effect

    Only issue I still have is that I get double crosshair in geometry 3d, everything else works perfect and I have gotten used to pretty much use the space between my crosshair as aiming point

    Anyway hope this will help some people out

    this might help people interested in CSGO

    -w 1280 -h 1024 -novid -refresh 90 -windowed

    I know max res I can get geometry 3d in is 1920×1080

    Best,
    Kandor

    #104447
    Andrewcd
    Participant

    oh thats easy, im running skyrim in 4k, everything is turned on except shadows *i always hated shadows imo* and antialiasing off too

    thats probably why i’d assume for sure

    mine looks gorgeous, im actually in the game, i was going to make a whole new thread about this, but i just wanted to say thanks to ralf and whoever helped, skyrim in vr has really changed the way i see gaming, these vr devs have no idea what gamers want, THIS is what gamers want

    there is nothing like it in the world, to be ABLE to just like BE INSIDE THE FREAKING WORLD is just……and to be able to do small things like if it was winter in real life, and in the game, i went into a merchant/hotel place, with the fireplace and just sit down and be in the ambience, is just insanely cool, to be able to just go into another world without the freaking phone dying ala gear vr lulz, its just something special, call me crazy but i think vr games shouldn’t be focused on vr, i think games should continue coming out normally but add optional vr support!!!!, or at least a file config to let ralf add vr into it :P
    nah but yeah games should be made normally with both m/k / control / vr optional controls

    #104241
    filotti
    Participant

    Hi,

    I’m having trouble getting vorpx to work on my DK2.

    If I enable head tracking, the screen rotates wildly and out of control on my headset. This happens in the desktop viewer and in all the games I’ve tried (GTA V and Fallout 4).

    This doesn’t happen in the health warning, in the oculus store or in native oculus games.

    Here’s a video where I am turning head tracking on and off from inside the desktop viewer:

    https://www.youtube.com/watch?v=DLjLYLlDEKY

    My oculus software version is 1.5.0.240083 (1.5.0.241049).

    #104118

    In reply to: Low FPS in Skyrim

    Ralf
    Keymaster

    You can’t compare vorpX to monitor S3D rendering. vorpX is quite a bit more demanding since 1. It renders two full res images instead of two half res images and 2. a second render thread is running in parallel that copies the final image from DX9 to the DX11 based rest of vorpX, which is necessary since the Oculus runtime does not support a DX9 direct mode. On top of that the Oculus runtime itself drives yet another render process.

    22fps still looks very low. You should get ~45fps on medium to high settings normally with Geometry 3D in most parts of the outside map (less in towns and areas with dense vegetation, more in dungeons). Just in case you are using an insider build of Windows 10: go back to a non-beta Windows 10. Insider builds may break parts of vorpX at any time.

    #103840
    tig3rmast3r
    Participant

    Do you even read the message or what ?

    ok i’ve tried cod:ghosts with various resolutions, even if i put a very large resolution like 1920*2160 doesn’t change anything because vorpx downscale it always to the same small screen inside the VIVE. higher res maybe does better job for aa but it’s a very small improvement because the resolution is too small.

    and

    It looks like the full screen image (the one that fit your entire vive display) is not at full resolution but is a stretched image taken from the smaller one, the one that is displayed when you press the middle mouse button.

    i have a gtx 1080 so performances are not a problem.

    i don’t know how to say it in other words i’m sorry

    let’s do the steps.

    i set 1920*2160 ingame (windowed)
    i launch vorpx and game
    vorpx downscale it to something like 500*600 (and is good looking when is small on the vive, middle mouse button)
    i press middle mouse button and that 500*600 is then zoomed in to fit the display.
    in fact the image is not crisp like when is zoomed out, it clearly looks as an upscale.

    it should instead show me a 1080*1200 and not a 500*600 stretched.

    #103777
    tig3rmast3r
    Participant

    ok i’ve tried cod:ghosts with various resolutions, even if i put a very large resolution like 1920*2160 doesn’t change anything because vorpx downscale it always to the same small screen inside the VIVE. higher res maybe does better job for aa but it’s a very small improvement because the resolution is too small.

    It uses the resolution you have when you zoom out with middle mouse button, that is something like 50% of the vive display, and then uses this downscaled resolution to zoom in when you press middle mouse button to exit windowed mode.
    Why it does’t do the opposite ? use full resolution and downscale only when i press the middle mouse?

    it’s like gaming at something like 500*600 all the way in to your face…

    i believe oculus doesn’t have this problem, right ?

Viewing 15 results - 436 through 450 (of 528 total)

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