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  • #103315

    In reply to: Overwatch

    BlueSummers
    Participant

    Blizzard would have to program it into the game tho.
    Their own version with checks and balances inside the walls.

    Because if you notice when playing a game like Fallout 4 on VorpX.
    You can move your head around on the Vive and even peek through walls.
    I assume the same goes with Oculus.
    Essentially making the HMDs into a type of wall hack for multiplayer games like CSGO, TF2, and Overwatch.

    Someone want to verify this?
    Into your own private match of course.
    Don’t get banned on a real server.

    Edit:
    Actually just read head tracking is only enabled in Fallout 4 at the moment.

    vorpX 16.2.0 has been released.

    #103224
    RAGEdemon
    Blocked

    I have been doing some investigating:

    The Oculus render resolution absolutely has a great affect on the image.

    Please see here:
    <unable to paste link; uncool>
    Just google “Increase the render resolution of the Rift” – it’s the top link…

    This is an extremely important tool because it dramatically changes the Rift’s resolution, sharpness, and antialiasing effects. It completely transforms the Rift IMHO.

    I believe the render target resolution on the Rift when this tool is set to 1.0 is the native resolution of the display, i.e. 2160×1200.

    Setting this to 1.4 (a render resolution of 1513×1680 I think) gives great image quality in games compared to default! (Some games use values lower than 1!).

    With VorpX, We want to get this close to the game resolution, i.e. 1920×1440, so we want to set the debug resolution to 1.2, which brings the render target to 2592×1440.

    I have tested this with various settings:

    Setting of 0.4 = smooth (high game resolution) but blurry (low Render target).
    Setting of 1.0 = smooth and sharp.
    Setting of 1.2 = smooth and sharper
    Setting of 2.0 = smooth and even sharper (Placebo?)

    The interesting thing is that although in other games, this value heavily impacts performance, with VorpX, this setting doesn’t seem to impact performance probably due to the fact that the scene has already been rendered at the game resolution, and is only passed along to Oculus software for final warping. This means that this does not seem to impact performance! I would recommend 2.0 setting, if indeed it’s not a placebo above 1.2.

    Ralph, a quick breakdown of the different stages of the rendering, with their respective resolutions would be immensely helpful in our understanding. Right now, I’m just taking stabs in the dark. This could potentially be a huge boon to VorpX Image quality.

    For example, my understanding is that:

    Image is rendered at Game Resolution then passed into –> Oculus Render Target Resolution which does the anti-lens distortion, which is then passed onto the display –> Rift Display 1080×1200. Am I correct?

    Thanks :)

    #103173
    RAGEdemon
    Blocked

    Hi Ralph,

    “All headsets warp the image because of the lens distortion which leads to larger pixels in the center. Hence the best render resolution is higher than the display resolution. ”

    Yep, I understand that, hence my trying to find an optimal render resolution (‘I’m a huge fan of supersampling with GEDOSATO tool, as well as nVidia’s DSR).

    Due to my experience with supersampling, I know how important it is to have exact 1:1, 2:1, 4:1 etc supersampling ratios, as in-between ratios will yield unsatisfactory results.

    This is the reason I am trying to ascertain the correlation between the screen resolution of 1080×1200 and the render resolution.

    So that I understand, 1920×1440 is indeed a 4:3 resolution. This just does not make sense to me if we are distorting onto a 9:10 screen. surely we would want a 9:10 supersampling resolution?

    Now you are saying that there are black bars on the horizontal extremities, which somehow affect the rendering ratio?

    I apologise if I am not getting this. Would you kindly elaborate, perhaps by using a diagram?

    I am sure the more technical of us would be able to use the information to best calculate our preferred custom resolutions. I personally find this fascinating!

    I should add that I use the VorpX cinema setting in games, rather than the VR setting, as it gives me proper head tracking.

    #103052
    chunt5009
    Participant

    i just bought vorpx … i installed/purchased on my offfice computer ran through it got it installed… went downstairs to my vr setup computer and now i cant install it because my receive code is different… HOW DO I INSTALL VORPX DOWNSTAIRS!!!!

    #103051

    In reply to: license on 2 computers

    chunt5009
    Participant

    what is a bbcodes …. if i install vorpx on my upstairs computer and want to install it on my downstairs but cant because of the license agreement… im not a pirate i just want to use the 2 computers in my home… how would one do that…
    explain the process in detail or make a youtube video post it and ill just follow that

    #103005
    Marco
    Participant

    I just tried the resolution 1920×1440. It performs much better than any other combination tried so far, especially the suggested 1280 x 1024. My suggestion is to make clear the resolution matter here in the forum and directly in the software because i think that suggesting 1280 x 1024 can be misguiding. I see that with lower resolution games performs slightly better but looks too much worse to be a fair trade and someone may get a wrong impression about your fantastic software.

    In 1920×1440 games such Dishonored, Aliens:Colonial Marines, Bioshock Infinite runs very well on my Gtx970 and Vive, looking almost as good as native VR titles! Well done!!!!!!!

    lipplog
    Participant

    You should have basic to medium knowledge in regard to using Windows and your graphics driver control panel to follow these steps.

    vorpX now has support for arbitrary game resolutions and aspect ratios. You can take advantage of this to substantially improve both performance and quality in many games. Here’s how to do it:

    1. Create a custom resolution with aspect ratio 8:9 in your graphics driver control panel. It can be anything, but a few options are: 1280×1440, 960×1080, 1600×1800, and 1920×2160. A good choice quality wise is 1280×1440 (if possible on your PC). If you are after performance, choose 960×1080. You can create the resolution in NVIDIA Control Panel or AMD Catalyst/Vision Control Center. Not all the above resolutions are possible in every case. If you want to set a resolution higher than your monitor allows, you may need an externel tool like the Custom Resolution Utility.
    2. Select the newly created resolution in-game. If it does not show in your game’s resolution list, you may have to set it manually by editing an .ini file or the registry. Instructions can usually be found via Google.
    3. Depending on the game, you may now not need an FOV as high as before. If that is the case for your game, about 100 are enough now, instead of 120 before. As a pleasant side effect, this trick enables you to play titles that don’t permit FOV to be set above 100 degrees without having to resort to workarounds like using vorpX’s letterbox modes.
    4. You may need to adjust “Separation (3D-Strength)” to maintain a correct world scale in the game’s vorpX settings. For example from 1.0 to 0.6.

    That’s should be it!

    Here’s how it works: in the Rift, each eye view must be rendered with a fixed aspect ratio of 8:9, since the 16:9 display is divided between the left and right eyes. Because traditional games don’t typically render at this aspect ratio, vorpX normally gets around this by setting the FOV to something really big (about 120-130 degrees). Although vorpX doesn’t render all of it in all cases in the end, this is still a very wasteful process, as all internal game calculations are done with this high FOV. By using a custom 8:9 resolution, we can ensure that the game only has to calculate what is really shown on the headset.

    With special thanks to reddit user u/eVRydayVR.

    Hi Ralf,

    Is this still a relevant post? Can I still use these steps to create a custom resolution? What if my desktop display isn’t capable of ratios like 8:9? It’s a cheap flatscreen TV.

    zarlor
    Participant

    I believe if you are using a Rift you MIGHT need to have Oculus Home running if it wasn’t already. I think you only need Steam VR running if you’re using the Vive (I have to run it with my Vive that way, anyway, and I’ve never tested VorpX with my DK2 so I’m not too sure there.) The other big thing, though, might be to make sure you try disabling things like any security software you have running to see if that might be interfering. Do you have something like Comodo or AVG running, by chance? Those can cause issues in certain configurations (especially if you’re running Comodo and you notice any windows with your application that have a green border added to them which indicates Comodo has “sandboxed” that application which would definitely prevent something like vorpX from working.) That’s different from the firewall, though, so just disabling the firewall probably won’t fix the problem.

    Dudesre89
    Participant

    I just installed this and so far I’m not very happy with it. I installed it to play GTA 5 and it doesn’t work. I have started VorpX and applied the tweaks in VorpX with a message to say that they were sucssesful, but then when I start steam and run GTA, there’s just a small screen on my desktop and nothing in my DK2. All my other apps work on Oculus Home, but VorpX does nothing? How am I supposed to get GTA working with this app? Step by step instructions please, because I’m totally lost on how to get this to work. I did watch a Youtube video that said all you do is launch VorpX and then play it in steam.

    #102762
    ZeeMox
    Participant

    No big. Anyway, the problem is solved. It appears what was going down is that the config will not start before the product is registered, and when the desktop app failed to start, I couldn’t register, hence, no config. I’m all registered now.

    Haven’t had a ton of luck with games so far but that could be down to my setup. My Vive goes grey constantly due to performance issues, and this happens in official SteamVR software as well. With new graphics cards and intel chips rolling out in the next month, it seems I will be building a new computer to use this thing. I got Vorpx a bit prematurely knowing I would probably run into the same problems with it that I did with games in Steam VR. I got Proteus started in Vorpx (had to create a desktop shortcut), but the display kept going grey. I went with Proteus even though it’s not officially supported because its graphics are not demanding. Alas, it seems they are still a bit *too* demanding for my barely-functional VR setup. I can run Tilt Brush in this thing and that’s about it.

    For those curious,
    i7-4770K @ 3.5 ghz
    Radeon R9 290
    8 gigs DDR3 (soon to be 16, this was the easy part to improve upon…)

    I think I’m running into problems with my motherboard, CPU, and GPU alike. The system as a whole just can’t roll with the VR experience yet. However it does look like when I get the rest of it working, Vorpx will be functional as well. Thanks for the help! See you all in a bit when I get my shit ironed out :P

    #102652
    AccessDenied
    Participant

    I bought Thief (2014) on steam the day it came out, it’s been installed ever since. When I try to run the optimizer it says that it’s not installed and there is no path. I noticed that some games say “Steam” by them and others don’t. The only reason I bought VorpX is to play these games I have on steam because the website said that these games are supported. I’m starting to think that they’re not.

    Is there a way to get these to work off of steam (I’m using the HTC Vive btw), or do I need to just attempt to get a refund for Vorpx?

    #102605
    Morfium
    Participant

    Hi,

    I bought Vorpx two days ago and tried to get it working in my spare time since.
    I wanted to play one game, Vampire the Masquerade Bloodlines.
    It’s source engine and I saw videos of it working. So I’m pretty sure is has to somehow work.

    Here’s my setup:
    Vive is in Direct Mode.
    Vive is on Beta update.
    Video drivers updates. (Yesterday and Today)
    3 Monitors – One on my Main Card and two on mys onboard card.
    Radeon HD 7900 Series card.

    Here is my problem:
    I get an reproducable Video_Scheduler_Internal_Error.
    I get it immediatly if I start VLC player and I get it ~2 minutes in game in Bloodlines.
    I tried to start Alice Madness returns and it failed by being stuck in a black screen. But I think I might be beyond that by now, because initially Bloodlines did the same. Haven’t tried since though.
    I also have two mouse cursors. One appears on windows logon for some time at the top left corner of my primary monitor. It also appears reproducable when switching with my mouse to another monitor. Since the secondary and third monitor are on my intel hd onboard card you could say it always happens when I switch to another graphics card. Not sure if that might help finding the source.

    If you need any more information that I might have omitted here, please feel free to ask and I’ll try my best to deliver.
    I also got a pretty big game library, so if there’s anything I can try to recreate with a specific game, there’s a change I got that.

    Edit:
    I just reread the basic troubleshooting and saw the multimonitor part. I must have missed that yesterday. Was pretty sleepy. I’ll try that, but for a long run it’s not an option to rearrange my desktop everytime I want to play bloodlines. Is there a chance this is going to get fixed in the future? :/

    Regards
    Morfium

    #102559
    alegse
    Participant

    SOLVED
    I have finally solved this problem. Everything is nice and smooth now.
    It turns out that my CPU was the issue. I had AMD Athlon X4 860K overclocked to 4.2 GHz. My GPU is GTX980.
    I changed to a 4GHz Intel i7 and now everything runs just fine with same GPU. The AMD cpu single thread rating was just too low and can’t handle VorpX, games and keep the input latency down all at the same time.

    Sorry AMD, I say you should only go with Intel if you want a good VorpX experience.
    For anyone looking to upgrade their computer for VorpX I recommend splurging on a good CPU and motherboard first because it is easier to upgrade the GPU later on.

    #102512
    DeltaChris
    Participant

    Thank you sir – the controller does not hook into the game, it is seen as either a mouse and keyboard or an Xinput device by the PC. – So that leads me to believe its how I’m trying to get everything opened and running.

    Everything used to work flawless, with the .8 runtime, and after the oculus updated and added their frontend, I’ve been unable to play. – again, because I’m sure “im just doing it wrong” haha.

    So if I’m understanding correctly, I should follow these steps to get my games to open properly:

    (make sure im not running software such as MSI afterburner, and that I am NOT using an SLI config. Also be sure that I am using a single monitor with my PC to avoid any other issues with hooking)

    Start VorpX

    Oculus Home will Open -> Sign into Oculus Home

    DV2 will display the white-tiled-floor environment asking to accept ToS (focus on button for 2 seconds) and will now be in the oculus “lounge” type environment.

    Opening my game should now allow VorpX to hook and my DK2 will go from displaying the lounge to playing the game.

    – Are the above steps correct?

    – I’m also willing to make a tutorial video for your customers to follow :)

    Thanks for your time

    eio239
    Participant

    I have vorpx with my vive. I start up Vorpx, then I start up steamVR. Everything seems to be ok. But when I start up a game I get a black screen for 30 seconds followed by system reboot.

    No error message. No BSOD. Just a sudden reboot.

    Win 10 x64
    32gb ram
    htc vive
    nvidia 980 ti

Viewing 15 results - 811 through 825 (of 975 total)

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