Je suis bien en 1.5
j’ai:
version.dll de 16/02/2022
LICENSE
d3dcompiler_47.dll
global.ini
et le dossier plugins avec dedans les 4 fichiers
Cela dit le jeu se met en petite fenêtre, je suppose que ça vient du mod.
En tout cas mille merci Ralph pour le temps que tu passes à m’aider.
I’m in 1.5
I have:
version.dll from 02/16/2022
LICENSE
d3dcompiler_47.dll
global.ini
and the plugins folder with the 4 files inside
That said the game goes into a small window, I guess it comes from the mod.
Anyway, many thanks Ralph for the time you spend helping me.
Really nice work ! i love it !
When bigger GPU will be out in the futur, playng this game in full3D with maxed out graphicd and resolution will be a blast for many years !
Driving inside the car and being able to move your head freely is so great for immersion.
But i noticed that external views that could show the player were taken out; same for the bike.
That’s too bad, we don’t see your character often in the game and that’s why i loved a lot to ride on the bike for that reason. Though i saw that if we cycle quickly the view on bike, we could see for a brief instant our character before going fps again.
Is it due to technical constraints for the mod ?
Could classic external view could be added back ?
Thanks for the tips. I’ve now disabled Vorpx’s auto resolution feature and am trying new resolutions with the same aspect ratio of the 1620×1440 you mentioned. The problem I have is that my graphics card seems to be rendering the *visible* image inside what looks like 1/9th of the pixel real estate.
In this example pic (https://i.imgur.com/dJ5muva.jpg), the resolution is set to 1890×1680. But the image visible in the headset is bounded by the yellow HUD – it’s basically the size of the center square in a 3×3 array. So to the best of my understanding,
1) The resolution of what I can see is low (approximately 630×560)
2) The GPU is spending 8/9ths of its power generating pixels I can’t see
Now I admit I have little idea of how VR works – I know you need to generate a little more than what’s visible for overscan and geometry. But this seems like way too much waste.
What might I be doing wrong/misunderstanding?
I’m having trouble with this (Oculus Quest 2, RTX 2080 Super). I’ve been playing in non-VorpX mode in 3440×1440, and everything looks great.
But when I launch it with VorpX, the HUD is too small to read and the response is a little laggy/jittery – I think I need to go to a lower resolution. VorpX says it automatically sets the optimum resolution, but it doesn’t seem to. Inside the VorpX GUI, I changed the auto resolution target several times from “Just OK” (or whatever it’s called) to “Ultra”, but the screen looked exactly the same after rebooting – same image quality, everything the same size, etc.
Someone suggested 1832×1920 as a great resolution for VorpX and the Occulus Quest 2, so I added it to my nVidia settings and changed my fallout.ini file to 1832×1920, but that just made the game tall and thin, with the sides clipped. I tried standard 16:9 resolutions like 1920×1080, but it didn’t look right either. Ironically the best it looked was when it was set to the original 3440×1440.
What might I be doing wrong? Is there a way to see, while inside the game/VorpX, what the resolution Vorp is actually getting? I’m worried that the video card might be sending a 1920×1080 image inside a 3440×1440 frame or some sort of scaling screw up like that. I’ve set the GPU to no scaling, which I think is right, but there are so many dang variables…
Any help appreciated. Cheers.
I’m trying to use Vorpx to simulate head tracking in star citizen. The first step to this is just getting VorpX working in desktop view mode. Unfortunately, while my framerate will show 60fps, the actual video feed inside the headset is unplayably choppy. What’s even stranger is that regular airlink works smooth as butter and if I click “view desktop” from within my oculus airlink app I can see the same game running very smooth and even play it from within that view. I just cant use vorpx features on it. So why is it that vorpx is unable to achieve the same performance? Is vorpx unable to use oculus’ compression or something?
I’m using Desktop Streamer. Should I be launching the game from my laptop or from inside the HMD using the mouse/pointer? I’m running into issues, usually VorpX wants me to rename d3d9.dll (I think it’s a dll that I installed from DJVoodoo2 which is a requirement)
ArmA also relies on moving a mouse and it’s the one of the most realistic tactical game of the history. Ready or Not it’s the sucessor of Swat 4, the best police tactical game. Probe it and tell me if is not realistic, are exact real police tactics.
In VR the games near of “Ready or Not” are Onward and Virtual WarFighter. Both are tactical and realistic FPS. Maybe Contractor VR but is in the level of Zero Caliber, very good FPS but not tactical and realistic.
Yes but ArmA was released when there was no Virtual Reality, my point is that every FPS today that doesn’t support VR is less realistic that if there was VR support.
Moving a mouse as today is NOT realistic compared to what you have today, where you can replicate a 1:1 model and aim the way it is actually designed.
And yes I can prove it easily, here are examples of new ways of trainings when different police departments understood that VR is closest way to simulate realism>
One thing is to enjoy 2D graphics on what we can both agree is fotometry and how real it looks, but is still a 2d image, and the real police is not shooting with a mouse.
So the real training is to simulate the entire situation in Virtual Alternate Reality that creates it on real scale and only at that point the police can practice and shooting not with a mouse of course.
But of course I would love to have the same quality level on VR, do not get me wrong, my point is that for realism reasons the approace is to allow the player to move inside that simulation the same way as in real life.
Maybe to study a situation without needing the same level of interaction it can be used a 2d Game as ArmA, but if you want to have a real simulation for real movements, then VR is the best choice today.
Here are more:
Ralf – thanks. I sent you a few, we had talked in email, I reached out here to see if any community folks had an idea.
The issue is exactly like you say. If for testing I switch the mode to “Generic 3D Display” I can then of course get the FO76 VorpX menu inside the game etc but not in the actual HMD.
It looks like it hooks ok but the HMD does not show FO76. It does not happen with anything else except FO76 that I can see, I’ve tested other games. I am really sad since VorpX is great and I want to play FO76 (even though it’s a dumpster fire, yeah yeah) in VR.
Hi there,
I hadn’t played in a few months until now. Now I have a new video card, WoW has updated, VorpX has updated… now I’m having an issue.
Basically, all works perfectly. Immersive screen mode, full 3D, it’s awesome. But after a while, the screen inside VR just squishes. It looks to be about half width. The mouse cursor is gone. I can still click things, just can’t see the mouse cursor.
If I stay in VR, and switch to Fullscreen mode, it is good again. Then after a while the same happens again. If I then switch back to Windowed mode, it is good again. So both modes work, but not forever, and switching between them fixes it.
Under Advanced in WoW, I’m in DirectX 11 Legacy mode, as I understand it should be. The other choices are DirectX 11, and 12.
Under Graphics in WoW, I have Window Size at 3840×2160, which is my screen resolution. Then under Resolution Scale, I have moved it down to 72% / 2773×1559 so it can render performant in VR. Otherwise, graphics is on 10 / Ultra.
Is there a fix so it doesn’t squish after a while? When it squishes, it shows a lot of moire and looks really terrible.
Thanks!
Sandra
After some futher testing, i have 2 questions.
Vehicule cameras; i love the inside view, it’s great, much more comfortable than original :)
Outside view got changed as well but they feel totaly differents; it was not possible to keep the behind the car view ?
Also on motocycle, it’s not possible to driving in TPS, which was one of the only possibility to see our character in the world, so i kinda miss that view :)
About scopes, testing differents scopes on differents weapons, ADS behave differently.
For exemple, if i use a sniper scope, looking abover my right shoulder and use ADS, my view will join back 99% the body orientation and get stuck on the scope’s reticule, making it very close to aiming with the mouse vanilla style and i love it.
But guns scopes ADS doesn’t bring back the player vision as much. For exemple, same as the sniper, if i look above my right should, ADS will bring me back to body orientation only 50%, i have to move the other 50% with head aiming and it is a lot of guess works to match the gun’s reticule at first shot.
If i had to decompose actions during gameplay it’s :
SNIPER :
->look anywhere
->ADS
->aim with mouse where the reticule is
->target hit
Gun :
->look anywhere
->ADS
->guess work
->hit testing
->miss
->adjust head to match reticule on last impact
->target hit
Is it possible to make gun’s scope to be as efficient as sniper scope with ADS reticule ?
Merry Christmas and “frohe Weihnachten”! Have a good time inside and outside VR.
This is pretty great, its awesome being able to drive around the city inside of the car. Was finding the bumps in the road to aggressively jarring in directvr mode though so I switched it to the z-adaptive which seems to tone that down a bit. The scale gets a little weird on somethings but it also sharpens up some world details that were getting fuzzy.
So I uninstalled the mod and went back to using the “pressstart” cloud profile with regular VorpX, and as I recalled I get 60fps @4k with ray tracing enabled, and it looks fantastic.
I guess the 3d reconstruction used (z-normal?) in regular VorpX is better suited to the power of my machine.
Weirdly I tried the other reconstruction methods (z-normal etc) with the mod, but could never get the same performance or image clarity with the mod. Though I may not have tried every possible combo of reconstruction and resolutions.
It does seem to “feel” better in the Mod version, but the lower framerate and resolution make me want to stick with the regular VorpX version for now.
A couple of other minor mod issues (when zooming in with a weapon, head movement is reversed on all axes, making aiming a pain, even though I could use the thumbstick to aim. And there is an enormous amount of bloom and blur when driving, like the resolution drops way down or something, and sometimes it is just all bright white outside the car but normal inside).
It is still a fantastic mod and a hell of an achievement, but I think I’ll stick with VorpX 4k 60fps and ray tracing for now… sorry.
Yes, shadows are fine. G3D is not done on the Direct3D level in this case, but directly ‘inside’ the game engine. That doesn’t come with the usual difficulties in regard to shader glitches. It’s entirely game sepecific though. Walk (or drive) and look direction are fully separate things.
The whole thing is basically vorpX beefed up with an individual Cyberpunk mod portion that adds some functionality vorpX does not provide normally.
Try the Delete key on your keyboard. That is the keyboard key to open the vorpX menu.
It’s possible that the profile author that uploaded that Halo profile disabled the menu button for gamepads. It is a setting inside the vorpX menu that allows you to turn off edgepeek and vorpX menu access in the case that you need all of those buttons for gameplay instead.