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  • #165111
    Tiggerdyret
    Participant

    To anyone interested I found that decreasing the image zoom to 00.70 (maybe it’s just 70) and decreasing the fov to 90 in manual mode the aliasing less intrusive because of the higher pixel density. It also fixed the character height making it feel more natural than 110 and full image zoom. I you are using direct vr the fov should adjust automatically when you decrease the image zoom, but I don’t know if the pixel density will increase. My resolution is 1920×1440 and the fps is a solid 45fps on Oculus with my gtx 980.

    #152223
    wahchewie
    Participant

    *update*

    never mind.

    I was able to get a semi decent first person VR going on, adjusted the.XML for a FOV of 120, set head tracking sensitivity to 3.00 and increased the brightness and found it to be good.

    In the end, its never going to be particularly successful because the menus just dont work and textures more than 15 meters away are incredibly distorted, and thats not something thats going to change. oh well.

    #134034
    nieda113
    Participant

    Hi today i gave MO another try because NMM cause my modded game to crash almost every minute. Here is what i did.
    The problem is when starting tesv through MO with skse the well known message .. exe or waiting too long appears. The reason is that one needs to pause the vorpx watcher first and than start skse in mo and then resume vorpx watcher . The problem here is, that when starting skse skyrim loads immediately so that one has not time to resume the vorpx watcher it just too fast game start. So I used the enb injector . I first run the enb injector, than pause voprx watcher, than start skse in MO and as fast as possible i resume the vorpx watcher. that did the trick so the enb injector somehow delays the start of tesv.exe.
    If someone knows how to delay the tesv.exe through MO that would be more convenient since to get the coursor to the vorpy resume is bit tricky atleast for me..
    But anyways MO and 230 mods running as for the ctds i will see tomorrow…..

    #128558
    Wildan
    Participant

    Console inteface works just fine, you probably can’t see it because your resolution is to wide for the native 1080 x 1200p display.
    Set Skyrim resolution to a 4:3 aspect ratio. Setting resolution directly to 1080 x 1200 would be best pixel-wise but there is a massive problem with some ui elements such as perk and item descriptions. I have yet to find a mod which optimises Skyrim for narrow resolutions.

    In any case, you can always use the EdgePeek function (middle mouse button) to look around to screen areas you don’t normally see.

    #128485
    Michelangel0
    Participant

    Indeed AVAST was reported also to cause issues.
    But those 382.05 drivers were reported by many users also in the nvidia forums.

    I´m using a 1080 and without AVAST was having major performance and stuttering just by entering SteamVR and without running any game at all. Of course when running VR games it was worst, also with VorpX.
    So that+s why I told you, but great that you found that. Still those drivers have other issues as HDR support is having major issues and some resolutions do not work correctly neither.

    #128268
    AresKhan
    Participant

    Hi,

    I’ve been trying to play DA2 with Vorpx. But I can’t get a mouse cursor. I’ve tried everything I can think of and nothing seems to work. Any ideas/solutions?

    I’ve checked through all the settings both in Vorpx and DA2 (enabled and disabled hardware mouse etc)
    I’ve tried using DirectX 9 and 11.
    I’ve tried to use the Vorpx cursor I read about somewhere (Alt+C by default supposedly) but that doesn’t seem to appear/do anything.

    I can see a cursor on the vorpx controls or if I start up the game without vorpx/occulus and the mouse pointer is there fine. It just seems to be trying to use it on rift with vorpx that causes the problem of the disappearing mouse.

    Once again, any help would be much appreciated. THanks.

    #128212
    mfesta
    Participant

    I just bought vorpX, but have not been able to get it to work with the vive or the rift. It appears to be a problem with a dll, because I get the following message when trying to run vorp Desktop:

    [ vorpDesktop.exe – Bad Image ]
    C:\Windows\SYSTEM32\d3dx11_43.dll is either not designed to run on Windows or it contains an error. Try installing the program again using the original installation media or contact your system administrator or the software vendor for support. Error status 0xc000012f.

    [ vorpX Control ]
    Injection failed: Unable to hook: vorpDesktop.exe

    System Information:
    Windows 10 Pro
    AMD Ryzen 7 1800X
    64 GB Ram
    Nvidia 1080 Ti

    Has anyone else seen this error?

    #128198
    steph12
    Participant

    hello,

    i found a profile working in Z3D for prey 2017, call of duty advanced warfare, copy that profile, rename prey.exe to something like prey1.exe (cause vorpx already has prey.exe profile from the first game).

    then disable steam overlay in steam, settings -> inside a game -> uncheck activate steam overlay.

    inside the game i put image zoom to 0.8, and use others settings to your liking.

    To adjust FOV, you’ll need to use Notepad, or your text editor of choice, to edit the game.cfg file located in the root Prey folder of your Save Games folder (typically c:\users\Saved Games\Arkane Studios\Prey). Find the “cl_hfov=85.5656” entry, and change the number as you like, up to a maximum of 120 -sorry for the copy/paste.

    IMPORTANT, if you guys find a geometry3D profile please let us know here. i didnt try every profile yet, just a few.

    let me know how it works for you guys.

    #128053
    Elpolako666
    Participant

    Hello guys. Yesterday i bought a Vorpx. At first i want to apologize for my english because its not so good but i will try.

    Already i dont know anything. I got htc vive and yesterday i want to play outlast 2 in “FIRST PERSON” i installed vorpx , tried to launch couple of time outlast 2 with vorp x. When it launch i have a window close to my eyes and any of hotkeys dont work. Only shift + scroll. No ingame vorpx menu or something.

    Well i thought i must try another game. I launch Cs:go , elder scrolls online and always screen was blinking in white and i wasnt able to do anything.

    Well i’ll be very glad if anyone will try to “introduce” me to this program because i really wan’t to learn how it works and make some progress with it.

    Im a quite smartass so just tell me what shoulda i know EVERYTHING about Vorpx and i will listen to you.

    Thank you very much.

    Jmander11
    Participant

    Hello everyone,
    I’ve done my share of googling and research about vorpx settings, but I haven’t had much luck with my particular problem so I’m making a thread on it. Essentially, my gpu load is around 35% and my cpu under half load with a framerate hovering around or above 80fps a little bit on my rift. I have a framerate counter displayed on my monitor along with gpu and cpu loads all from afterburner. This is pretty annoying, but better than the 45 fps with the vorpx fluid setting (I disabled that). It also has the occasional hiccup while running lightly like this so far as well with some noticeable stutter. I can see the stuttering from the 80 fps and really feel it when moving around.

    My rig:
    Gtx 1080 TI with a small overclock
    I5 4690k overclocked to 4.5ghz
    16gb ddr3 ram
    Oculus rift cv1

    I’m just trying to figure out what settings to look at to increase the load on my rig because I’m still in the vault with this framerate.

    My settings: (not at my gaming rig atm, but I’ll update when I am)
    Resolution – set to what vorpx suggested (1280×1024 IIRC)
    Geometry 3D mode because the others flickered or caused other graphical glitches.
    In-game graphics are set the highest because of how old this game is asides from anti-aliasing.
    The only settings I played with were the 3D effect and camera things, so I don’t think that would affect the fps at all really.

    If there are some other settings needed for a full diagnosis then just ask for them. Everything else I reset to default for the most part anyway.

    Some other issues I’ve been struggling to solve:
    FOV – I tried the suggested 110 FOV in the console in-game, but that didn’t seem to do much. Should I be looking at resolution or field of view changes in the game to adjust this best? I was playing with the settings a lot to tweak this. I’m seeing from my googling that I should use edge peak to use my pipboy. Should this also be applying to conversations? Because I am way in their personal space haha.
    I’m assuming my 5:4 aspect ratio isn’t helping and creating a proper 8:9 ratio will reduce the zooming I see? I see a noticeable amount on the side in wrap mode that I normally don’t see.

    Aiming – What’s the best way to get the shooting to line up with the cursor? I’m hoping that when I was playing with settings I just broke this and it’s an easy fix. Shooting the bb gun at the start was insanely hard and I had to get quite close and aim up to the left to make the hits I needed to progress.

    After I have dealt with this framerate issue, what should I look at for the best leap in in-game graphics? Should I be increasing the resolution past the oculus rift’s resolution or look at supersampling? (not sure which is optimal for overall graphical improvement). Should I figure out how to create an 8:9 resolution and just increase the resolution to be a multiple of that to the point my graphics card is close to max utilization? I don’t see nvidia control panel anymore, so either I find a version of it or maybe the new GeForce experience allows for doing that. I’ll have to do research on this.

    My game is still vanilla with no mods until I sort out these issues. I’m hoping a nice texture pack will help pretty the game up a bit, but the game look quite beautiful already considering its age.

    The 3D effect works great in the game (except talking to people heheh) and this is going to be a blast once I figure out how to tweak the game.

    Thank you to all kind souls willing to lend me a hand. I just got vorpx and this is my first game, so I’m a scrub at it haha. I’ll apply what I learn here to other games in the future.

    #127953
    baggyg
    Participant

    Thanks for the response!

    A month with a 1080ti and no VR Skyrim! That’s torture.

    Indeed it is!

    Your summary is almost right… everything works as intended apart from the scan. It is worth pointing out that the problem is in all games, not just Skyrim so that should rule out issues with SKSE, etc (although I am running vanilla Skyrim). I use Fallout 4 as a good example as this is a fresh install and the scan worked for me previously there. So at worst I can play with head tracking as mouse emulation.

    I assume you’ve got the three necessary apps running… Oculus Client, VorpX (v17.2.1 running in the taskbar with ‘Device Selection’ set as ‘Oculus Rift’) and you’re starting Skyrim via Steam. Because you’re having trouble you’re running no mods whatsoever (so no SKSE).

    Correct

    I also assume that non-VorpX VR titles are working without issue.

    Correct

    Launch Skyrim from Steam. From ‘Options’ set as ‘Aspect Ratio (4:3 or 5:4)’ to ‘1280×1024’) and ‘Windowed Mode’, then ‘Play’. The monitor should show a black window with the VorpX logo bottom middle and the app starts in the Rift.

    It does, yes.

    On or before the Skyrim main menu did you see a message window that says ‘DirectVR supported. Partially cached’ and ‘Recenter tracking if it feels odd in any way’?

    I get the ‘Recenter tracking…’ message. I don’t get “DirectVR supported, Partially cached” in any games (Bioshock 2, Fallout 4, Skyrim, Dishonored, Deus Ex)

    Still in the Skyrim main menu (before selecting ‘Continue’ to start game) can you press ‘Del’ on the keyboard to bring up the VorpX in-game panel? In ‘Main Settings’ there’s a bunch of options starting with ‘Virtual Cinema Mode’ which should have a ‘Direct VR scan Alt+L’ option below. Is this there and can you left-click it if it is?

    When I press the Delete key the menu pops up with, as you say, the Virtual Cinema option at the top. The only buttons I get are “Alter FOV” (this just attempts to open the Skyrim console and enter “fov 110” – I only have this button in certain games and “Recenter Tracking (Alt + Space)”. There is no ‘Direct VR scan Alt+L’ button. It is worth pointing out I used to have this as of Vorpx version 17.1. As of 17.2.1 it has disappeared…

    #127686
    Karlor
    Participant

    I was able to fix the zooming while sitting problem! One more thing to check off. It really bugged me I couldn’t sit and chill comfortably. It’s not an FOV issue its fNearDistance that’s changing and making a “magnification” effect. TO FIX:
    Go into Enhanced Camera ini (SteamLibrary\steamapps\common\Skyrim\Data\SKSE\Plugins)

    Go down to the fNearDistance section and turn on the override option. Next change ALL the fNearDistance= to 10.0 (the normal 1st person distance) and you should be goo to go! Now no matter whats going on you wont get that weird effect.

    Below is my ini settings for Enhanced Camera for people who want to try it out. It has many other tweaks to the stock ini (maxed sitting view limits, constant forced 1st person view/views for all instances, fNearDistance tweaks, Zero headbob, and other tweaks):

    [Main]

    ; Enables a visible body when in first person
    ; This should be disabled when using Enhanced Camera with Joy of Perspective
    bEnableFirstPersonBody=1

    ; Enables a visible body when the console is open
    bEnableFirstPersonBodyConsole=0

    ; Enables shadows on the player when in first person
    bFirstPersonShadows=1

    ; Adjusts the first person camera height to match your character’s race scale
    bAdjustPlayerScale=1

    ; Settings to hide weapons on back when in first person to prevent camera clipping
    bHide2HWeaponFirstPerson=1
    bHideBowFirstPerson=1
    bHideQuiverFirstPerson=1

    ; Settings for hiding the body
    bHideBodySitting=0
    bHideBodyJumping=0
    bHideBodySwimming=0
    bHideBodySneakRoll=1
    bHideBodyAttack=0
    bHideBodyPowerAttack=1
    bHideBodyAttackBow=0
    bHideBodyKillmove=1

    ; Fixes the oddly positioned torch when sitting in first person
    bFixTorchWhenSitting=1

    ; Fixes the missing hands when reading an Elder Scroll
    bFixReadingElderScroll=1

    ; Hides the body during the Skyrim Intro
    bFixSkyrimIntro=1

    ; Faces the camera forward when mounting a horse
    bFixHorseMountCamera1st=1
    bFixHorseMountCamera3rd=0

    ; Used to reset camera rotation to face forward after finished crafting
    bCraftingResetCamera1st=1
    bCraftingResetCamera3rd=0

    ; Used to match camera rotation for 3rd person when switching pov back to 1st person
    ; X – Up/Down rotation, Z – Left/Right rotation
    bSwitchPOVMatchCameraRotX=1
    bSwitchPOVMatchCameraRotZ=0

    ; Used to switch the camera back to 1st person after the player is killed by a killmove
    bFixCamKillmovePlayerDeath=1

    ; Setting to make camera match head rotation for idle animations when switching pov is disabled by script
    ; This setting can cause issues with animations from transform into creatures mods
    bScriptedIdleAnimMatchHeadRotation=0

    ; Fixes a bug with sheathed custom weapons (e.g. short spears) causes a duplicate to appear when looking down in 1st person
    bSheathedCustomWeaponFix=1

    ; Fixes hands not visible during unequip animations when using hand-to-hand or magic
    bEquipWeaponAnimFix=1

    ; Fixes the werewolf head appearing during the transformation
    bFixWerewolfTransformation=1

    ; Enables an alternative method of detecting if the player is done transforming into a werewolf by checking if weapons are out
    ; For detecting mods using the werewolf system to transform the player but don’t play an animation
    bWerewolfTransformDetectWeaponOut=1

    ; Rotates the camera for werewolf during idle anims (transformation and feeding)
    bWerewolfCameraRotateIdleAnim=1

    ; Rotates the camera for werewolf when restrained (Moonlight Tales Essentials animations)
    bWerewolfCameraRotateRestrained=1

    ; Holding the SwitchPOV key down while on a mount and moving the mouse changes the camera distance
    ; This the the minimum distance to detect if player is just tapping the SwitchPOV key
    fMountedSwitchPOVDetectDistance=0.03

    ; Enables smooth animation transitions but also adds inertia when moving
    bSmoothAnimationTransitions=0

    ; Used to set the amount of inertia
    fControllerBufferDepth1stOverride=0.01
    fControllerBufferDepth3rdOverride=0.14

    ; Enables compatibility with 360 animations mods
    bFix360Animations=0
    fDetect360AnimDegrees=20.0

    ; Sets the maximum angle you can look down while sitting
    ; Valid values between 0 and 90, Game Default: 40
    fSittingMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down during mounted combat
    ; Valid values between 0 and 90, Game Default: 30
    fMountedMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down while dragon riding
    ; Valid values between 0 and 90, Game Default: 70
    fFlyingMountedMaxLookingDownOverride=90.0

    ; Sets the maximum value you can look left/right on horseback
    ; Valid values between 0 and 180, Default: 120
    fMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right while dragon riding
    ; Valid values between 0 and 180, Default: 120
    fFlyingMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for werewolf
    ; Valid values between 0 and 180, Default: 120
    fWerewolfRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for scripted forced 3rd person
    ; Valid values between 0 and 180, Default: 120
    fScriptedRestrictAngle=180.0

    ; Enables first person during events where the game normally switches to third person
    bFirstPersonSitting=1
    bFirstPersonCrafting=1
    bFirstPersonKillmove=1
    bFirstPersonKillmoveBow=1
    bFirstPersonKnockout=1
    bFirstPersonDeath=1
    bFirstPersonCannibal=1
    bFirstPersonVampireFeed=1
    bFirstPersonHorse=1
    bFirstPersonHorseTransition=1
    bFirstPersonDragon=1
    bFirstPersonDragonTransition=1
    bFirstPersonWerewolf=1
    bFirstPersonVampireLord=1
    bFirstPersonTransform=1
    bFirstPersonRestrained=1
    bFirstPersonDontMove=1
    bFirstPersonIdleAnim=1
    bFirstPersonPairedAnim=1

    ; Sets the percent chance of staying in first person when performing a killmove as a werewolf/vampire lord
    ; Valid values between 0 and 100, Default: 33
    fFirstPersonWerewolfKillmoveChance=100
    fFirstPersonVampireLordKillmoveChance=100

    ; Enables first person for when the camera is forced into 3rd person by script
    ; This also enables compatibility with transform into creature mods
    bFirstPersonScripted=1

    ; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key
    ; Can be used to increase compatibility with custom animation mods but there may be bugs
    bForceFirstPersonCamera=1

    ; Forces the camera to stay in 1st person during 3rd person only sitting animations added by some mods
    ; Requires bForceFirstPersonCamera to be enabled
    bForceFirstPersonSitting=1

    ; Enables settings for changing fov
    bEnableFOVOverride=0

    ; Settings for changing fov
    fFirstPersonFOV=130.0
    fFirstPersonFOVCombat=130.0
    fFirstPersonFOVSitting=130.0
    fFirstPersonFOVCrafting=130.0
    fFirstPersonFOVKnockout=130.0
    fFirstPersonFOVDeath=130.0
    fFirstPersonFOVCannibal=130.0
    fFirstPersonFOVVampireFeed=130.0
    fFirstPersonFOVHorse=130.0
    fFirstPersonFOVHorseCombat=130.0
    fFirstPersonFOVHorseTransition=130.0
    fFirstPersonFOVDragon=130.0
    fFirstPersonFOVDragonCombat=130.0
    fFirstPersonFOVDragonTransition=130.0
    fFirstPersonFOVWerewolf=130.0
    fFirstPersonFOVVampireLord=130.0
    fFirstPersonFOVScripted=130.0
    fThirdPersonFOV=130.0

    ; Enable settings for changing fNearDistance
    bEnableNearDistanceOverride=1

    ; Settings for changing fNearDistance
    ; Decreasing these settings reduces camera clipping but may make mountains flicker
    fNearDistanceFirstPerson=10.0
    fNearDistanceThirdPerson=10.0
    fNearDistanceSitting=10.0
    fNearDistanceCrafting=10.0
    fNearDistanceKillmove=10.0
    fNearDistanceKillmoveBow=10.0
    fNearDistanceKnockout=10.0
    fNearDistanceDeath=10.0
    fNearDistanceCannibal=10.0
    fNearDistanceVampireFeed=10.0
    fNearDistanceHorse=10.0
    fNearDistanceHorseCombat=10.0
    fNearDistanceHorseTransition=10.0
    fNearDistanceDragon=10.0
    fNearDistanceDragonCombat=10.0
    fNearDistanceDragonTransition=10.0
    fNearDistanceWerewolf=10.0
    fNearDistanceWerewolfKillmove=10.0
    fNearDistanceVampireLord=10.0
    fNearDistanceVampireLordKillmove=10.0
    fNearDistanceRestrained=10.0
    fNearDistanceDontMove=10.0
    fNearDistanceIdleAnim=10.0
    fNearDistancePairedAnim=10.0
    fNearDistanceScripted=10.0

    ; Enables the head bob when in first person
    ; Position setting match the camera to head position. 0 – Disabled, 1 – Enabled
    ; Note: This overrides the camera position and may not be as compatible with some animations
    bEnableHeadBobPosition=0
    bEnableHeadBobPositionSprint=0
    bEnableHeadBobPositionCombat=0
    bEnableHeadBobPositionBow=0
    bEnableHeadBobPositionBowAim=0
    bEnableHeadBobPositionCombatSprint=0
    bEnableHeadBobPositionSneak=0
    bEnableHeadBobPositionSneakCombat=0
    bEnableHeadBobPositionSneakBow=0
    bEnableHeadBobPositionSneakBowAim=0
    bEnableHeadBobPositionSneakRoll=0
    bEnableHeadBobPositionHorse=0
    bEnableHeadBobPositionHorseCombat=0
    bEnableHeadBobPositionDragon=0
    bEnableHeadBobPositionDragonCombat=0
    bEnableHeadBobPositionWerewolf=0
    bEnableHeadBobPositionVampireLord=0
    bEnableHeadBobPositionScripted=0

    ; Rotation settings match camera rotation to head rotation
    ; Valid values between 0.0 and 1.0 controlling the amount of rotation
    fHeadBobRotation=0.0
    fHeadBobRotationSprint=0.0
    fHeadBobRotationCombat=0.0
    fHeadBobRotationBow=0.0
    fHeadBobRotationBowAim=0.0
    fHeadBobRotationCombatSprint=0.0
    fHeadBobRotationSneak=0.0
    fHeadBobRotationSneakCombat=0.0
    fHeadBobRotationSneakBow=0.0
    fHeadBobRotationSneakBowAim=0.0
    fHeadBobRotationSneakRoll=0.0
    fHeadBobRotationHorse=0.0
    fHeadBobRotationHorseCombat=0.0
    fHeadBobRotationDragon=0.0
    fHeadBobRotationDragonCombat=0.0
    fHeadBobRotationWerewolf=0.0
    fHeadBobRotationVampireLord=0.0
    fHeadBobRotationScripted=0.0

    ; Sets camera position relative to the head node
    ; Note: Only moves the camera if head bob is enabled, otherwise moves the body
    fCameraPosX=0.0
    fCameraPosY=14.0
    fCameraPosZ=6.0

    ; Sets the camera position for horse riding
    fHorseCameraPosX=0.0
    fHorseCameraPosY=14.0
    fHorseCameraPosZ=6.0

    ; Sets the camera position for horse riding combat
    fHorseCombatCameraPosX=0.0
    fHorseCombatCameraPosY=2.0
    fHorseCombatCameraPosZ=6.0

    ; Sets the camera position for dragon riding
    fDragonCameraPosX=0.0
    fDragonCameraPosY=14.0
    fDragonCameraPosZ=6.0

    ; Sets the camera position for dragon riding combat
    fDragonCombatCameraPosX=0.0
    fDragonCombatCameraPosY=2.0
    fDragonCombatCameraPosZ=6.0

    ; Sets the camera position for werewolf
    fWerewolfCameraPosX=0.0
    fWerewolfCameraPosY=14.0
    fWerewolfCameraPosZ=6.0

    ; Sets the camera position for vampire lord
    fVampireLordCameraPosX=0.0
    fVampireLordCameraPosY=14.0
    fVampireLordCameraPosZ=6.0

    ; Sets the camera position for scripted forced 3rd person
    fScriptedCameraPosX=0.0
    fScriptedCameraPosY=14.0
    fScriptedCameraPosZ=6.0

    ; Moves the body in first person to adjust the camera height
    fCameraHeightOffset=0.0

    ; Enables the head node when in first person (may make hair visible)
    bEnableHeadFirstPerson=0
    bEnableHeadFirstPersonHorse=0
    bEnableHeadFirstPersonDragon=0
    bEnableHeadFirstPersonWerewolf=0
    bEnableHeadFirstPersonVampireLord=0
    bEnableHeadFirstPersonScripted=0

    ; Enables experimental third person arms when in first person
    bUseThirdPersonArms=0
    bUseThirdPersonArmsBow=0
    bUseThirdPersonArmsBowAim=0

    ; Fix missing enchantment art when using 3rd person arms (including bound weapons)
    bFixEnchantmentArt=0

    #127529
    prinyo
    Participant

    I uninstalled MEA after the trial so I can’t test what works and what not.

    Since I posted first about Tridef here I want to say that I don’t see it as a product in the same category as VorpX. One of them is specifically useful with 3D TV sets, the other one is VR specific. And while I have no intention in discussing Tridef here, there is something I wanted to say about VR theather mode vs 3D TV.

    I feel I (and other users that own and use 3D TV sets) have a different idea of what we value in VoprX the most. For me it is the DirectVR and the way VorpX turns an old flat game into a VR experience. I actually started seriously replaying Skyrim and FO3/NV (TTW) in the past weeks because they feel now like completely different games. And the heavily modded Skyrim playthru I’m doing now is one of the 3 best experiences I ever had in VR.

    I completely ignore the existence of the Theater mode. The resolution of the current HMDs, the SDE, the sweets spot issues, the general inconveniences coming from wearing the headset for hours, make me prefer the big 3D TV. In the next few years – until the screens, the graphic hardware, the optics in the VR headsets improve a lot, playing on a 3D TV will be a vastly superior experience to any form of VR theater mode. (I don’t know if providing a 3D SBS stream to a monitor/TV is something that was ever considered as an option for VorpX.)

    As as result of all this I consider all the time spent into making a game playable in theater mode in VR to be wasted. As opposed to making a game be able to be experienced and played as a VR experience. It is slower and harder to do I guess, but it is worth it. Just my 2 cents.

    #127467
    nixxon
    Participant

    You may should check that again. Because ETS2 runs just fine with my Vive…

    #127181
    psyx
    Participant

    No date has been set yet. The last update was released just three days ago. Thanks for your patience.

    The GTA V issues occurs randomly. If you had it working once, it will work again if you restart the game eventually. Just make sure that G3D is actually enabled when you start the game. It should happen rarely if that is the case. I have no idea yet what might cause this random issue, *if possible* it will be fixed.

    Thanks for your quick response Ralf I did try restarting it multiple times and had no luck. It’s weird Saturday there was a Vorpx update and then it worked twice then after that it just stopped working. Do you think it’s some kind of memory leak or something?

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