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  • #172072
    RJK_
    Participant

    Hello there,

    I havent played first person shooters with VorpX because of the motion sickness i initially had experienced.

    Now since this seems to be gone i ran into a little problem with Depth Settings in a Game running with G3D.

    I dont know (yet) if any other 1 rst person game behaves like that too.

    I mainly set 3D Strengh to a value where everthing looks natural, keeping this value to 0 makes the game 3D but still kind of flat compared to lets say a value of 2 or 3. I set this value at maximum depth without destroying the normal gun view.

    Most 1st person shooters have a sniper mode where you lift the gun in front of your head for shooting. Here is where the problems occurs. The convergence of the stereo image moves behind my head so i cant use the sniper mode, left and right at gun view is too much separated while distant objects remain ok. In normal mode ( a bit further away from the eye ) guns look all right.

    Now if i want to use the sniper mode i must set 3D Strenght to 0 which in return makes the 3D effect not so nice.

    Is this normal in 1 st person shooters or can this only be adjusted with internal tools ? If you own Call of Duty 1, you can use my profile from the cloud to see what i mean.

    #172013
    Grumdark
    Participant

    Ralf, will G3D for ESO be available in full VR or just Cinema mode? Also, any hope for Direct VR in ESO? Sorry if this has already been asked or answered.

    that would be ideal, because one of the biggest problems that I remember with this title concretely and working in full VR mode, was exactly with the aspect ratio did not seem to scale totally in formats 5:4 or 4:3 (advisable for the headset current)
    I do not know if something has changed here recently.

    Some time ago, I proposed a couple of possible fixes among other users, such as a new specific aspect mode within vorpx for this case, or the possibility of adjusting window height and width separately, at least as an “expert option”.

    In any case, it would be fantastic support for all functionalities technically possible with Direct VR, in Full VR mode.

    Recently, I had the opportunity to see some with TES Oblivion, which denote a great effort.
    I still have some hope in getting TESO G3D + direct VR working in Full VR mode with a little patience.

    gcogger
    Participant

    just wait for the official skyrim VR from bethesda release on 3 april.

    playing skyrim with vorpx is nice cause you can use all the mods if you use old skyrim, but myself i’ll just play the official skyrim VR from now on.

    Yes, I might just do that. My only concerns are that I’d like to keep some of the mods and that I want to play this seated (as I sometimes play for several hours!) and with keyboard+mouse (my preferred controls for first person games). If I do play seated, I also quite like the ‘mouse only controls left/right’ and ‘move head to aim’ scheme from Vorpx. I’ll have to see what control schemes are available in the official release.

    haints
    Participant

    yesss thank you!!!

    These are some of the resolutions I’ve used:

    1350×1080
    1400×1050
    1400×1080
    1600×1200
    1800×1600

    If you want to run in higher res you can try dropping shader, texture and postfx quality.

    I also prefer to use the FOV mod and I tweak the “zoom” setting in vorpx just slightly–to get fullvr vorpx really zooms the image in as a necessary trade off. You can zoom it out a little (make it smaller) which gives you some very slight letterboxing in return for a sharper image … there are also all sorts of “Increase your FPS!” mods out there you can try which are mostly just tweaked config files but they seem to help some people. Let me know if you have any other questions.

    Wait, forgot–there is also a gigantic texture replacement mod for GTA V which is supposed to give a speed boost for people with really low end machines. You might try that too.

    And one last thing–I use the Oculus Tray Tool to turn OFF ASW (it’s on by default) because GTA V seems to run much better with Vorpx if I disable ASW. I’d try that too.

    haints
    Participant

    There have been no changes in this regard. You can still disable The DirectVR FOV in vorpX and use another method. If that does not work anymore, the external fix may be broken due to a GTA V update.

    I don’t think that could be it, One: because I’ve blocked GTA V from updating (I only care about single player+mods) and Two: when I disable Vorpx … the mods work again. When I remove vorpx from the equation, the mods continue to function. Therefore I think something must have changed in vorpx.

    Could the option to disable vorpx FOV/other settings be bugged somehow? Before the recent updates, disabling vorpx FOV meant the other FOV mods would work just fine. Now it makes no difference.

    You can apply a +/-20% offset to the pre-calculated FOV on the DirectVR page of the vorpX menu though if you want.

    Thanks, I did try that, but the effect is not quite the same and I lose quite a bit of FPS with vorpx FOV as opposed to the external options.

    Just keep in mind that FOV for full VR mode is not a matter of taste, there is only right or wrong in this case.

    Yes, and no. I am sure you are setting FOV correctly for the Rift’s FOV. However there is an issue with that and GTA V: If I extend my arm and pretend I’m aiming a pistol, the reality is I can see my entire arm extending out from my body. With vorpx FOV and GTA V, I see mostly my hand/hands and the pistol–in other words, the view is zoomed in a little too close to match what I would see in reality. It’s like I’m holding the gun up right in front of my face instead of extending it to aim.

    Same thing with driving a car. When you are driving in real life you can see your entire arms reaching out to grasp the wheel. In vorpx FOV for GTA V, again you mostly see your hands and a little bit of your arms–which works against the feeling of immersion–of actually being present in the game world. It’s like you’re hunched up against the wheel while driving.

    I’m sure there are other metrics in which the FOV you’ve set is the correct one–I’m just saying there is more than one way to be “correct” in this instance, even if some of those ways are in conflict with each other. And of course, they involve different trade offs.

    BTW: Please post such things in the “Technical Support” sub-forum to help keeping the forum in an at least halfway structured state. Thanks! In the future I will move more posts without further notice.

    Sorry about that, Ralf. I’ll be more careful to post in the correct forum in the future.

    Ralf
    Keymaster

    There have been no changes in this regard. You can still disable The DirectVR FOV in vorpX and use another method. If that does not work anymore, the external fix may be broken due to a GTA V update.

    You can apply a +/-20% offset to the pre-calculated FOV on the DirectVR page of the vorpX menu though if you want.

    Just keep in mind that FOV for full VR mode is not a matter of taste, there is only right or wrong in this case. You might want to achieve a special effect with another FOV, hence the option to apply the manual offset, but there is only one correct FOV and that’s the one that is pre-calculated. Everything else will cause image distortion.

    BTW: Please post such things in the “Technical Support” sub-forum to help keeping the forum in an at least halfway structured state. Thanks! In the future I will move more posts without further notice.

    #171297
    neaumusic
    Participant

    I messed around a bit trying to fix things, but nothing ultimately worked. The closest thing to a solution was the “Show expert settings” and “Camera height” which helped with one aspect, but not others. If there was a “Camera left right” adjustment I think it may work fine, but may also need Camera tilt up down or pivot left right.

    I feel like there’s an arithmetic problem where the default camera is cast to the right eye, and the left eye just gets a new camera, rather than having both cameras equidistant from the center. This makes sense for 2D crosshair or overlays to be accurate for the right eye, but it’s pretty confusing. I may need a mod to shift all UI positions, because the health bar, top bar etc are just not actually horizontal, but tilted away from me on the right side

    Pretty much, my camera is not lined up with the goggles. It’s possibly lined up with the right lens (I close my left eye and try to judge the picture), but its hard to tell. All I know is that the screen is too high and too far to the right, so the plane is tilted and right side is farther away.

    #171196

    In reply to: vorpX service

    Ralf
    Keymaster

    if you have a Vive, it just sits there and does nothing (yet). If you have a Rift it takes care of issues with fullscreen games on some systems that are caused by Oculus 2.0.

    #171015

    In reply to: GTX1080TI over GTX 970

    RJK_
    Participant

    I just phoned my dealer. He said faster ram then 2400-2600 wouldnt make sense because theres no cpu that can provide this. ( with overclocking – yes of coarse).

    We were talking about my setup which is an ASUS B150-Pro with DDR4-2133Mhz and an I7-6700k. He said even that uptodate cpu can only provide 2133 mhz ram speed at max. (not-overclocked). So i guess you must do some heavy overclocking to reach 3000Mhz and above.

    Anyway thanks for that hint with steamVR, ill try that tonight.

    PS: pricing for fast GPus has exploded because of “bitcoin mining” the dealer said , when i asked him about the nvidia rumors, he comfirmed something beeing in the pipeline.

    RJ

    #170949
    spacecadet102
    Participant

    Can anyone point to a guide for starting out with VorpX in Windows Mixed Reality? I just spent an hour or so with my Lenovo Explorer in Skyrim SE, but I get the feeling there’s still so much more I can do to get it running. For a start…on the configuration menu, what should I use as my device selection, “SteamVR” or “Generic VR Headset”?

    SteamVR mode
    Make sure to run the directVR scan and center view with the other button on the in-game menu first page.
    You can get to the in-game menu by hitting Delete
    set to geometry mode if you can maintain game FPS of at least 45fps so directVR mode can run at 90fps. You can see keybinds in the vorpX configuration application in the “In-game key bindings” section but pressing Alt f in game will display vorpx FPS info.
    If you can not maintain 45FPS game fps so directVR fps is 90 + or – 1 or 2 fluxuating or solid so moving looks smooth then you need to lower your settings/turn off shadows(Not sure how in Special Edition). Or just lower resolution(5:4 resolutions work best for Skyrim LE…not sure about SE).
    Skyrim LE or Vanilla is recommended for vorpX last I heard.Skyrim SE is not recommended. Not sure if that has changed.
    z-normal or z-adaptive are similar and honestly I can not tell the difference between the two. They are an alternative if your pc can not handle geometry mode. I prefer geometry though because it looks more 3D to me. More real. I got it working barely and I got a gtx970 so you can use that for reference. Your experience may differ drastically because I use Skyrim LE and not SE.
    Any more questions just ask.

    If I’m giving bad or outdated info here someone please correct me.

    #170813
    haints
    Participant

    Just use the Crysis 3 profile and don’t rename anything

    What are you talking about?

    The Crysis 3 profile is locked down to the Crysis3.exe. You can’t add KCD to that profile because VorpX won’t let you. So you have to rename the KCD.exe.

    If you are talking about making a COPY of the Crysis 3 profile and using that, I already said I tried that and it didn’t work for me.

    What’s to keep trying?

    Like I already said, even when I got the Crysis 3 profile to work with KCD, ONLY the HUD was in 3D. Everything else was flat, with no depth at all.

    #170749
    Ralf
    Keymaster

    The settings optimizer is now built into the core app and “just happens” when you start the game, which is a lot better than the prior config app optimizer since more information is available at this point, allowing precise FOV adjustment for example. You can control various optimizer settings on the Direct VR page of the ingame menu.

    The performance penalty sounds pretty steep for Z-Buffer 3D, usually Z3D should cost around 15%-20% at the same resolution, which actually isn’t even caused by Z3D itself for the most part, but by rendering the game to the headset. I have no experience with the Pimax though, so maybe there is something about its SteamVR driver that causes that.

    #170713
    Sune Jorgensen
    Participant

    Using the newest software as of February 2018 (PiPlay V2.0.7.54 and vorpX V17.3.2) when I try to run Assassin’s Creed Origins I always get “unable to load library dbdata.dll” at launch.

    I have turned off Uplay overlay.

    vorpX works fine with FarCry4 and Just Cause 3.

    Any help please ?

    Ralf
    Keymaster

    After the latest Oculus Core 2 update I encounter a pretty severe issue here and like to know whether that is something that happens for everyone. To check you have to 1. be signed into the Oculus public test channel, 2. have the new Oculus Home enabled.

    What happens here is that I can’t launch any DX9 fullscreen games anymore as soon as Oculus Home 2 is running. Running games windowed still works, fullscreen fails (black screen), games have to be closed via CTRL+ALT+DEL/task manager. It doesn’t matter whether vorpX is running, this is purely caused by the new Oculus software.

    All you need to do for testing is making sure the new Oculus Home is running and then start two or three DX9 games in fullscreen mode. Leave vorpX off to take it out of the equation. If you are affected, the issue occurs with or without vorpX.

    It would be great if a few of you could let me know what happens (or not) for you and whether you are using an nVidia or an AMD GPU. Thanks in advance for your feedback!

    BTW: A fix is already being worked on and working well, before I release it I’d just like to know whether this is a general issue with the latest Oculus 2.0 beta or some rare glitch that only affects a small minority. Strikes me as a bit odd that noone reported this so far.

    #170665
    prinyo
    Participant

    About ENB Boost working I was replying to the post by lipplog. Just wanted to make it more clear that the way to use ENB Boos with VorpX is to use the Injector version of ENB. He says that it can, but doesn’t say how, so I wanted to clarify.

    About the Windows update, I hope I’ll be able to test it this weekend with MO2.
    In general it is expected Oldrim to keep crashing as before. Here is a discussion I had about this ( I was expecting the crashes to be fixed). https://www.reddit.com/r/skyrimmods/comments/757orf/minor_update_to_windows_10_performance_guide_for/do48ts0/

    If Oldrim is indeed not crashing for you because of the memory usage it would be very cool if we could find out why.

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