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  • #167469
    Ralf
    Keymaster

    I always find it difficult to name top favorites, be it games, movies, books, music or whatever. There’s something good to be found in so many things.

    That said, what I recently enjoyed immensly was the first hour of Half-Life 2 Episode 1. Even more than the rest of the game this first hour is an almost perfect for VR mix of shooting and (easy) physics puzzles. If I was to make a VR first person shooter, it would be exactly such a mix of adrenaline driven sequences and puzzles to cool down in between. Must! be played standing with motion controllers.

    Then there is of course Fallout 3, I just love the mood and atmosphere of this game which is amplified by VR ten fold. If you like other Bethesda RPGs more, they are also always a good choice, of course.

    Next would be Bioshock 1, again mainly because I love the mood and atmosphere of the game. Exploring this beautiful Art-Deco underwater world is breathtaking in VR even if you already played through it on the monitor.

    As number four I would name one that generally is considered a mediocre run of the mill shooter, but personally I find it surprisingly good, at least in VR: Aliens: Colonial Marines. If you like Sci-Fi themed games or Alien in particular, give it a try.

    And last but not least there is one that isn’t actually officially supported for various reasons: Descent/Descent II with the fan-made OpenGL port D2X-XL. Probably my all-time favorite shooter game. Far from what one would consider perfect with vorpX, but if you are fond of 6DOF action and don’t mind the extremely outdated graphics, I can still recommend it. That’s a highly subjective assessment though, I’d almost be surprised if anyone else would agree. So be warned.

    Honorary mention: Resident Evil 7. I really wanted to play this one and it’s great, but in the end actually too scary for me. I chickened out before the introduction level was over… VR horror isn’t for everyone, I guess.

    #167217

    In reply to: Dishonored

    iselvisforreal
    Participant

    There appear to be different types of flickering issues. Let me describe mine with solutions that I found:

    Initially, I had massive flickering all over the screen, with different sections flickering at a different rate, starting at the main menu screen (or rather the initial “DISHONORED” title screen before the main menu). Yes, before any DirectVR attempts. And DirectVR didn’t change anything when it worked, or when it failed.

    I figured out soon that this occurs only with Geometry3D, but not Z-normal/Z-adaptive, but G3D is just so much better when it works, like in other games…

    So I took a look at the settings files. First, I realized that my settings files are laid out differently than what other resources have described. There is no DishonoredGame\Config\DishonoredEngine.ini, but those settings appear to be in Engine\Config\BaseEngine.ini. It appears that the flickering that I had in Geometry 3D is related to some floating point operations because setting “FloatingPointRenderTargets” to False resolved the flickering in G3D completely. Unfortunately, the graphics quality suffers – increased banding, and poor lighting effects are a result – but Geometry 3D works, and it is so much better than the Z modes!

    Not sure if anybody else can replicate this, or if anyone knows of a possible fix that preserves the graphics quality AND allows for working G3D on my configuration…

    By the way, my setup is a Ryzen 5-1400, Radeon RX570, OSVR HDK2, 8GB RAM, VorpX version 17.2.3, Radeon Software Version 17.9.1, Windows 10…

    Hikari
    Participant

    Hello guys.

    I just bought my Oculus Rift, and the bought vorpx. I did Oculus’ tutorial, SteamVR tutorial, played a bit of Lucky’s Tale and The Lab.

    On all these tests, VR graph was great. Almost as great as in my monitor. Indeed, in some The Lab environments I really felt I was inside it, given the quality of texture and lighting.

    Then I went to vorpx, and graphics are bad. And very very bad. I first tried Outlast (coincidently, it’s for free on Humblebundle!). Used 1920×1440 with no performance issues, but graph was very ugly, much worse than monitor. It seems the game is in 8bit color…

    Maybe it was because the game is very dark, so I tried Oblivion. But again, very ugly graphics, as if in 8bit color. I made some tweaks changing its fov, its resolution, no luck.

    In both games I applied Optimize Settings.

    Also, sometimes menu texts are almost unreadable, in both immersive and EdgePeek modes. Even vorpx ingame menu is very hard to read.

    I started to believe it was Rift’s lack of quality, but I went back to Lucky’s Tale and its graph is great.

    Considering that monitor graph is 100%, I’d give The Lab a 95%, Lucky’s Tale a 85%, and both Outlast and Oblivion not even 20%.

    Really, it’s so bad that games are unplayable. It’s not a matter of resolution, headache, disorientation. I’m feeling no sickness at all and my GTX 1070 is easily running these games. It’s that colors are very very bad, even worse than old Quake colors.

    Anything I can try? This is very frustrating because I really wanted to play horror and TES games on VR. I wasn’t expecting to have the dame image quality of my monitor, but I can’t play games this ugly.

    #167119

    In reply to: Skyrim artifact

    Yearlink
    Participant

    In high contrast situations you sometimes see something like that as an display artifact in any VR game, especially when reprojection (“Timewarp”) is used.

    In your image the effect looks stronger than I would expect it though. Provided the image wasn’t retouched, the only option that comes to mind is that maybe time warping doesn’t work like it should, which would leed to motion blur/double images similar to what your image shows whenever you rotate your head.

    In case you changed any settings on the Direct VR page of the vorpX menu, please check whether “Async. Rendering” is enabled. Having that on (which is the default) not only helps massively with performance, it also ensures that Timewarp is working.

    Also make sure that the game is running at 45fps min. Lower frame rates can’t be compensated that well with time warping.

    i’ve seen this timewarp effect during other applications, but i dont think it is the issue here. the image is as close to what i see as i could recreate, ingame it can actually be more intense at points than what the picture shows.
    ill check async rendering, think i messed around with it at some point, Thanks :)

    i’m not sure if using any mods with skyrim vorpx vr is a good idea.

    i played skyrim vanilla with vorpx and i didnt have any issue.

    did you try to run it without any mods ?

    yea, with or without mods, same issue :P thanks anyway

    I had the same problem. I never figured out what caused it, but re-installing Skyrim fixed it.

    funny thing, i had just reinstalled skyrim, but i have a steam folder on both my HDD, perhaps it found already messed up files in the reinstallation. at this point, im wiping skyrim from everything, complete fresh install. hopefully the issue is fixed, as it was with your case. thanks :)

    Electryic
    Participant

    Just picked up Quake 3 Arena (again.. as I bought the discs years ago) because
    they have an official profile with the latest VorpX.

    Alas the game won’t come on at all with VorpX enabled. Wondering if the profile was screwed with to work with Doom 2016 etc and now won’t work w/ the actual game its for.

    Disappointed to say the least.. I expect if it has an official profile that it should work. I’ve been using VorpX for 2+ years so know all the normal troubleshooting steps… will continue to work with it.

    #167102
    ohgrant
    Participant

    I guess I’m as close to a VR pioneer as it comes. I’ve been experiencing 3D and VR for about 20 years now. My first HMD, which I still have and use, is a Emagin Z800. I’ve had the DK’s 1 and 2 and now the Oculus CV1 with touch. I’ve used VorpX for about a year now. Still surprising how some older games are so great in VR and some are still better just playing in 3D on my DLP projector. In my opinion, great games that are also great in VorpX VR, are few and far between. The ones that are real gems make it all worth while because they have so much more content and replay ability. A few games that are like that for me are. F.E.A.R. and the old opengl game Star Trek Elite force. Was a delightful surprise to get Elite Force to work, I have all the community mods for that game, and have been playing it in VR for many years on my old system. Crazy how that game is so wonderful in VR, the 3D is perfect and fully supported. There are so many games from back then that are better VR experiences than a lot of the made for VR games today. Many of those games are earlier versions of Direct X and not supported by the VorpX driver. Would be great to get support for older direct X games. I would even purchase as an in app add on. Another great in app purchase would be voice recognition with programmable keystroke replacement ability. For my old set-up I use my Microsoft Game Voice. Would be great to have a modern equivalent to that.

    #167073
    Synfair
    Participant

    (Havent read all sides, only the first 2)

    Hello guys!

    First of, I’m damn impressed about this software at all, really cool tool and totaly worth the money (just sadly running on Win7 and cant use all those features now).

    But for now… I dont want to use mods or this GTRVR to get just a seated/standing exp for GTAV, because I’m willing to get this VR-experience in multiplayer roleplay projects. Now I got it so far to work atleast so far I’m able to play with it.
    But some questions are still open:

    >I dont really feal any difference (only in Display changes) by switching this 3D enviroment. I’m using my own headset for sound and its doing the job good with simulated 7.2.
    >I can’t get the normal controller features to work right. I only want some adjustments with the right stick, but it seams like override all buttons too. A on my Xbox360 controller always starts recording clips, which should actually be the running button.
    >The side-mirrors in ego perspective during driving arn’t real mirrors, or? For me atleast some dont even work prop. or only show the world and not other vehicle/people in it.

    Thanks for you help! (sry for my grama)

    #166992
    cwright
    Participant

    Hi,
    I’ve just got the Oculus and vorpX.
    I have developed a simulator in Cry Engine 3. I was very pleased to find that vorpX works in Cry Engine 3 Sandbox game mode, something that wasn’t certain. Using Oculus Rift in my simulator will be amazing! Particularly useful for aerial combat, where I should be able to turn my head to track aircraft targets.

    I did notice one odd thing, though. When in an aircraft cockpit, if I turned my head the view turned correctly – but it also moved the control yokes. It seems that turning my head also changes the mouse x,y values. I hope vorpX doesn’t control head turning by actually changing the mouse x,y values, that would make it impossible to use the mouse for other functions. Is there a solution for this?

    I have a *big* problem with my glasses. For now I’m using Oculus without my glasses, but it’s very blurred and I can’t read text. I need to reduce the head turning gain. If I press Del the vorpX menu appears, but I can’t read it. For now, is it possible to change the vorpX game settings on the main computer screen?

    One other problem. Crysis 2 works, but not Crysis. If vorpX is active, Crysis fails to load after just a few seconds. The error message is:
    “Crysis has stopped working
    A problem caused the program to stop working correctly.Windows will close the program and notify you if a solution is available.”
    Does anyone have any ideas how to fix this? I’m running Windows 10.
    Many thanks,
    Chris

    #166920

    In reply to: VorpX compatibility

    jcee
    Participant

    Ok the doc I linked has a pretty good list of games, though I am a little un-clear on the terminology used for the columns, could someone give be a description of each, and what it actually does? Heres that list(and specific questions i have about each):
    1. Direct VR position: (does this make your character move, when you do? or just the game camera?)
    2. Direct VR rotation: ( can you aim by moving the touch controllers? or is the ‘gun’ stuck in the center of your FOV?, or something else?)
    3. Direct VR FOV: ( I assume this is ‘fisheye’ and means things on the sides don’t get ‘warped’ because you can match oculuses FOV with the ingame FOV?)
    4. Game Settings Optimizer: (does this mean there is already a community profile for it? or something else?
    5. G3D rendering and positional Headtracking: (what does this mean, and whats the difference between it and Z3D rendering?)
    6. Z3D rendering (Is this conversion of a 2D image/video to 3D? or an alternate rendering method, that still gets actual 3d?)
    7. Virtual Cinema (I’m pretty sure this is just a big-screen tv in a virtual space? can you adjust distance, and screen curvature? (2 features I like with tridef VR))

    JayJ
    Participant

    It seems the SKSE-plugin called “Crash fixes” (link to Nexus) is doing something (memory related stuff?) that causes vorpX’s Direct VR rotation scan to fail every time. As soon as I disable the plugin or change UseOSAllocators from 1 to 0 in the plugins ini-file the scan works perfectly.

    This plugin has made my modded Skyrim a lot more stable, I just wish I could get the smooth Direct VR head movement + game stability at the same time.

    #166808
    Sleep
    Participant

    I have a steam deus ex mankind divided version that is no longer renders in 3d even though the vorpx is working. 3d injection probably stopped because of some minor automatic game upate because it litteraly stopped working mid-game. it was working fine and when I opened the game menu (not vorpx menu) and got back to the game it was no longer 3d injected even though vorpx was still working. I have a non steam version of deus ex mankind divided which does allow vorpx to inject and 3d is working just as it did with the steam version prior todays update (9/5/2017).
    did anyone ever encounter such issue maybe with previous updates that interfered with vorpx? how can I get it working again?? funny thing is that I have bought a new pc for this game including pimax 4k and it suddenly quit on me..thanx

    #166768
    PhoenixSpyder
    Participant

    rss334, when you are running any game in vorpx…make sure you set your Steam account to display the FPS count in Steam, settings, ingame. It will show the fps in one of the corners of your 2D screen. It will be a good indication if your system is setup to run properly with Vorpx and games. Getting a consistent fps is key to not feeling sick for most people.

    Native VR games are not making you feel sick because they are already tweaked to run properly and at 90fps…usually…or 45fps if it can’t. Vorpx needs tweaking…most of the time…to give you proper fps…besides running whatever game in the proper resolution for your system for proper fps.

    Also, since you are new to VR…you will definitley need to get your VR legs happening. Just as others have stated…it will take some time. Get some anti-nausea pills (ginger root also) too…it will help you while you get your VR legs in motion.

    Good luck!!!

    #166761
    Karlor
    Participant

    I would maybe hold off on the GPU and think about maybe an SSD if you don’t already have one for your SKyrim/Fallout rig. I would think your video card will give you the same performance on those 2 cards compared to an upgrade, just because the limitation of the actual games and how they are made to function. That being said I would start your SKyrim VR roll with OldRim.

    Get it set up and running and looking the way you want BEFORE adding a ton of mods. Once you got it looking good as far as resolution, FOV and vorpX tweaking then its time to patch it up. Get all the memory patches boosters installed and calibrated for your system alongside your ENB injector to make them work. Once you got it to that point you can go nuts with mods, but be smart about modding, use the same common sense you would for modding flat screen and you’ll be fine.

    You should be able to get what you want now from your system and GPU, just make sure you patch your OldRim. Also I would recommend using a game pad over motion controls at this point simply because of a lack of inputs. If your clever you can get your controller to have all needed inputs plus some that are required from mods. Around 1000 hours deep after 3 years of playing with vorpX and it only gets better so if your a Skyrim freak just dive in and get it set up, you’ll be glad you did.

    nilez
    Participant

    Hi guys I’m new to vorpx and as these two are my favorite games I tried to get them working right away. I searched the forums and it wasn’t good news a lot of people only got them to work with no or barely any mods and support for fully modded versions just wasn’t there

    but I’m stubborn so umm yeh it actually works this is what I have/did I hope it helps anyone that wants to go back to these amazing games.

    (fallout 3 with fose and fully wanderer edition mods is on bottom of post)
    MORROWIND WITH WORKING DISTANT LANDS! WITH LANDMASS MODS/GAMEPLAY MODS/GRAPHIC SHADERS/REFLECTIONS WORKING)

    modlist
    Morrowind rebirth (giant land mass/city/gameplay overhaul better then MOSG imho)
    Tamriel rebuild (giant main land added right of morrowind)
    Better Heads
    Better Armor
    Better Bodies
    XE Sky Variations (from MGEXE sky and weather mod)
    LGNPC (dialogue only version, large dialogue mod)
    Quick char (to skip intro)
    Merged Objects (merged list to make all armor/clothing mods work better)
    Morrowind Graphic Extender XE
    4gb patch
    Morrowind Code patch

    This all runs at 1600/1200 or 1440/1080 depending on your machine. FPS drop in seyda neen/balmora but are decent everywhere else
    Cinema mode close up to the screen 80-90% you can use vorpx controller or just go keyboard.

    Key to not getting the graphic glitch that makes everything grey/white. In MGEXE make sure you turn off the extenders FPS counter. This is the reason your graphics is glitching out. You can have the ingame engines fps counter (which will be bottom right) but any other fps counter will cause vorpx to glitch out into white/grey polygons.

    This is the same glitch you get after installing MOSG and I know that has an fps counter to so I’m sure that’s linked to the white/grey polygon screen glitch BUT I haven’t tested it on that cause I’m using rebirth. Rebirth changes more on the landmass then overhaul does so if rebirth is working you should be able to get overhaul working also.

    Assuming you get all the latest mod versions from nexus make sure FPS counter is disabled you can just run distant lands and use ALL SHADERS/reflections etc etc it looks amazing really and hooks without issues. Use MLOX for mod load order amd testool to merge lists if needed depending on your preferred mods.

    On MGEXEgui you can easily reproduce the graphic glitch by ticking/unticking the fps counter on the first tab.

    FALLOUT 3 with FOSE working WANDERER EDITION
    so I spend a ton of time getting all recommended mods to play on wanderer edition.

    MODS
    Fallout 3 Wanderer Edition
    Marts mutants
    weapon mod kit
    project beauty (fallout redesigned)
    EVE
    texture packs
    DarnUI interface
    blackened compatibility patch
    FOIP for weapon mod kit
    Expanded Unofficial patch
    4gb patch
    LOOT (mod load order)
    FO3Edit for making merged patch

    theres an extensive guide on wanderer and steam how to do a perfect new installation (theres to much steps) so you can just follow that. Make sure your using Fallout mod manager.

    Then after doing all that and making your merged lists and what not it plays but it wont hook unless you don’t use fose. Problem is your mods wont work without fose right?

    So make sure the game runs, try it out without vorpx.

    You can play with controller but youll miss a lot of keybinds for all the new gameplay additions so id go with keyboard mouse on this one.

    Once your game is running perfectly its time to get your VR on.

    go into your steam folder and rename your falloutlauncher to something else, like falloutlauncherbackup. Now rename your foselauncher to falloutlauncher.

    Now you can just launch the game from steam and it will use fose to launch BUT NOW IT HOOKS!!!!!

    if you need to change resolution or graphic settings you can do this in your fallout mod manager. I’m running at 1600/1200 with AA and every setting maxed, lower if needed.

    For me I prefer cinema mode over direct VR even tho direct vr works normal framerate seems fine but when you turn your head it stutters at times for me so I prefer just go cinema, its better for pipboy/interface/dialogue imho anyways.

    Theres 2 things for preference.
    There is no FOV slider in game but if you go to your documents/my games/fallout3 folder you can tweak the fallout.ini,

    under [display] find
    fPipboy1stPersonFOV=70.0
    fDefault1stPersonFOV=85.0000

    this lets you tweak first person FOV but also how close your PIP boy is to your face when you pull it up. This setting worked best for me but its all personal preference play around with it.

    On the pipboy the bottom 3 buttons click seem a bit off the mouse but clicking on the actual options in the pipboy seem fine.

    then I upped the FOVassist in vorpx by 0.5 (again personal preference) somehow felt the depth feel more right in megaton etc.

    Hope this helps anyone out there wanting to play these classics but maybe didn’t cause they couldn’t get it to work with mods!
    These 2 are definetly in my top 5 games of all times and I absolutely love replaying them in VR.

    #166641

    In reply to: VorpX compatibility

    jcee
    Participant

    thanks for the info. yes i assumed 2d without tracking would work just fine in most cases… as there is nothing to inject (atleast on windows 10)
    but no-one buys vorpX simply for playing on a virtual monitor, when there are other (free) solutions.

    so what would you say the success rate is, for a random DX 9-11 game, given up-to an hour of tinkering with the profile? I know its hard for you to give a subjective answer (because people will try and hold you to it) so this question is probably better left answered by a community member, rather than a developer.

    but you can probably answer the tridef Question on if your app supports side-by side 3d as output by tridef 3d, while running in the 2d ‘compatibility’ mode stated above… (virtual desktop does for $15)

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