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  • #102284

    In reply to: Issues with some games

    Ralf
    Keymaster

    Please make sure that the mouse is enabled in Dear Esther. If there is mouse look in a game, there also always automatically is head tracking with vorpX.

    Not really sure about the others, sorry. Half-Life 2 and Portal were recently tested here during the Vive tests, so they should definitely work. Have to check Bioshock 2.

    First and foremost try to disable Avira. It may also affect injection, just as it caused your install issue. Also look into potential injection conflicts with other programs on your PC. Disabling all background processes that would not be there after a fresh, Microsoft only Windows install is the best way to trouble shoot.

    #102230

    In reply to: Vive/Skyrim issues

    Ralf
    Keymaster

    You do not have to use any of the fov enhancement functions for Skyrim. The FOV can be adjusted to the recommended value by pressing the “Aadjust FOV” button in the vorpX menu.

    Alternatively you can use other values by typing fov 120 (or any other value) into the game’s console. The console can be opened with the tilde key (the one below ESC).

    I would generally recommend not to tweak too much. You can very easily cause more damage than good. Adjusting FOV and head tracking sensitivity normally is all that has to be done.

    #102190

    In reply to: Forcing G3D

    jzer0
    Participant

    Sorry for the wait on a reply. The profile I used was from Bioshock, and getting it working is a little tricky. I’ve installed the latest Oculus stuff, so even though the DK2 is unsupported it still loads starts up its own interface in the rift display. The steps I follow are:

    – start Oculus software
    – start vorpx – will cause rift display to go to this loading grid screen, giving some warning about some crap.
    – immediately start Tesla effect while the grid screen is up on the rift, and focus the pointer on the button to accept the warning.

    maybe 1-2 tries out of 5 will get it to hook successfully, and you should have all of the same profile options as Bioshock is allowed. I was going to try to upload it to this cloud functionality thing, but vorpx just updated (yay) but seems I’ve lost the profile (boo). Anyway, best of luck. Thanks for the info on Tridef, tried that back when DK1 was out, didn’t know they were keeping it updated with the oculus software changes. I’ll have to check it out.

    Yohaskan
    Participant

    In fact, I written well command in the consol. it’s just when I wrote on the forum that the “-” is added.

    Another most interesting thing.
    I finally managed to change the Fov. because I have a keyboard “QWERTY” (I’m french). For that I have to put the bind the Z button instead of W.

    Remains my second most embarrassing problem. I see the HUF cursor too close, resulting in eye strain

    I have already zoomed out to 0.75, but that is just the stage3d. I can deactivated with “0 cl_drawhud” but there is an option in Vorpx to keep the HUD / Crosshair less close?

    Performance
    I’m surprised my FPS game without SteamVr and Vorpx be between 288-300 FPS. I was expecting a fall of about a little over half of the constant FPS, 120 FPS around. but with SteamVr et Vorpx and I drop to 45 FPS difficult, it is more than half or quarter.
    There would he not double process shader conflict somewhere?

    #101985

    In reply to: Skyrim + Vive

    MrEos
    Participant

    An even better solution would be to directly configure skyrim for 1:1 horizontal to vertical sensitivity:
    Under [controls] in Skyrim.ini (Found in “My Documents\My Games\Skyrim”) there are two entries.
    fMouseHeadingYScale=0.0100
    fMouseHeadingXScale=0.0200
    Change the YScale to match the XScale. If you do not have entries for fMouseHeadingXScale then just add them. Also set “bMouseAcceleration” to “0”

    I just want to say Thank you again, for these references. It’s exactly what I needed. I think I’ve finally perfected my settings last night. Because now, I can look straight down/straight up, and get right back to 1:1 when looking straight ahead, and…. left and right rotations seems to be right on 1:1 as well.

    Thank you.

    Now I just need to follow a few tips on out how to squeeze as much graphic fidelity out of it as possible without causing distortions.

    Yohaskan
    Participant

    (Alien, Skyrim, Trine, Portal 2, theHunter …)
    For me, Vorpx is not an expense for a game, but a tool to adjust the VR on all 3D games

    All these games are supported except theHunter, Vorpx hooked .dll
    but for all, remains add manuelement setting, and even with online profiles, it did not help.

    What I have seen is a feeling of being too close, too zoomed. And when I move the head, a kind of mismatch between the geometry of perspective and apparent motion. maybe due to lag, FPS, or even not optimum parameters.

    Portal 2 for example, the Game Setting Optimization seems to fail (no path found), W Key appears to do nothing
    I can change FoV 120 with consol, but it will not be saved
    and make changes in the game is pretty exhausting because you have to read the small text too often, or too close, even with the Vorpx Ingame Menu. If one reduces the zoom, this shifts the mouse cursor postion in the game menu buttons

    Ralf, have you some tips on how to establish a good base ? (I already rule my resolution to 1280×1024 the game, off Vsync, quality min, 4/3) but I do not know if the beta version still has some problems or if I lack settings.

    #101828
    Usvart
    Participant

    -in my case, i had to put the game in “windowed” mode. Otherwise it didn’t start with vorpX. This could be an important hint, because i tried a lot resolutions, because i thought this could be the problem.

    -in “z-normal” the head tracking did not work

    -in “3d geometry” it works, but it works wrong. I can’t turn my head left/right, just up/down front/back. But for a raceing game I need of course left/right.

    -but the most problem is, that in “3d geometry” i see everything twice :-( and i couldn’t solve it with addjusting with Seperation/3D-Strength. In theater-mode it was great. 3d worked and i saw nothing doubled.

    -positive to mention: the performance is great! I run it in 1920×1080 AA Lvl 8 and it runs great (i5 4590; r9 390OC)

    But unfortunately its unplayable when headtracking doesn’t work and i see everything twice.
    Any ideas, how to fix this?

    edit: and for the left eye the speed indicator is white (correct) and for the left eye it’s black. Similar issue I had at Alien Isolation

    anon123456
    Participant

    Bought the vorpx beta last night. Windows 10, nvidia titan X. Installed vorpx, restarted my computer. I’ve tried every possible combination of things I can think of to get this to work. Disabling all apps running in my taskbar. Restarting steam VR, restarting my computer, restarting vorpx, running everything as administrator, steam VR direct mode vs not direct mode. Creating a shortcut via taskbar vorpx icon to fallout 4 downloaded through steam. Everytime I try to run it I just get a black screen. Vorpx desktop mode does not work at all. I can see the process has started but in my HMD I still see my steam VR background.

    I once received a white screen with multiple color lines, almost like 2 rainbow colored barcodes. I don’t remember what combination of things I tried when that occured though because I’ve tried so many different ways to get it to work. I also received a solid red screen, and have also seen a red screen with some sort of background image, I don’t remember what it was and I can no longer get the red screen or red with background image or white with rainbow barcode to display.

    Any help is greatly appreciated. I have created a vorpx troubleshoot.zip file. Do you want me to send it to you?

    #101640

    In reply to: Vive wont work at all

    Kyronami
    Participant

    You need to enable SteamVR. vorpX only works when SteamVR is running. If it already is running, please try to restart it.

    Thanks for the reply, Yeah I actually just realised that. There was nothing in the documents that said I had to run steamvr first and I was confused because steamvr still says its launching in theater mode so I thought it wasnt it.

    Anyway, enjoying some of it so far and some of it I guess I havent figured out yet

    I had a few other questions…

    I tried fallout 4, I ran the setup and optimized it, I also checked the ini file to make sure the fov and stuff was set.

    The game still seems weird on the zoom, and most of the hud is not even visable, I checked the fov and its set to 120.

    It locks it to 1280×720 and theres no option for 1080×1200 or whatever its supposed to be in that popup that warns me about it.

    Also why does it cap me at 45 fps reprojected? The lagg makes me kinda dizzy, I’m running a 980 ti, 5930k, and 32gb of ram, everything overclocked super high water cooled, and I only get 45fps on medium settings? I can get 90+ fps in any VR game that I play

    #101492
    Carlos
    Participant

    Hey Vorpx/Ralph,

    I’m pretty confident i’ve red most of guides/troubleshooting, but still, the lack of basic info both from Vorpx and Oculus boggles my mind, mostly because VR’s still a WIP “product”, is it not? I mean, there’s plenty info regarding in-game usage, but not so much regarding how to start the game itself?
    I know i’m not Einstein material, but usually i’m not total moron either (hopefully :)

    So here’s some Q’s for your A’s, PLEASE

    a) how should i set the DK2 on windows (Win7 64)? Should i even bother with that? Vorpx recommends setting Rift as primary screen as the most compatible set. But with latest (direct) runtime, rift doesn’t even show at windows screen settings.. it only does if ran in extended mode, right? So how to make it primary?

    b) what runtime should i run? If you say last (1.3.2), it does not support extended mode.. Is it an issue? Does it matter for Vorpx driver if DK2 is running direct or extended? If a game only runs on extended mode, can i still play it? How?

    c) Vorpx help says we should get rid of nvidia 3D vision AND Geforce Experience, BUT Oculus help says i need the latest Geforce Experience. Help?

    d) should i start Oculus Home before starting Vorpx? If i do, the HMD’s will automatically show the oculus virtual menu, so how do we get from there into a Vorpx activated game?

    c) if i don’t need to start anything from Oculus software, it’s like it’s not even connected, windows only recognizes the DK2 and both blue LED light up when i run Oculus Home.. So, to make it simple, let’s say i reboot. From now, how exactly am i supposed to launch any Vorpx ‘thing’?

    d) the tray icon does not show any “VR desktop” choice.. just – Configure vorpx – Show help – Pause watcher – Create desktop shortcut – exit. So where’s the VR desktop i also bought?

    c) in the configuration menu, Local Profiles shows several game names, but what are they for? If i click @ Import Settings/Profile there’s nothing? It prompts for *.vps *.vpp extension.. so where should i look for them? Are they part of the supported games software? I’ve been looking around rFactor2, can’t find it…

    d) is there a way besides having the tray icon that tells me Vorpx is REALLY running?

    e) this one should maybe go to oculus, but it doesn’t harm asking.. in extended mode (with pre 0.8 runtime) the HMD’s image shows crossed if i use native 1920×1080 for the DK2. The ONLY config that shows correct desktop image on the HMD’s is 948×1080, no matter if it’s primary or secondary.. Why is that?

    Thanks for the time and help! I really need it because so far nothing (vorpx activated) is showing on the DK2… (at oculus home, everything works like a charm!)

    specs: i7-4790, GTX970, 16Gb ram, Rog Hero VII, Win7 64, Rift DK2 (1.3.0)

    alegse
    Participant

    Oblivion works fairly well for me.
    Try the 9:8 resolution and fov of 120 with geometry 3D.
    One annoyance is the fov resets every time you talk to an NPC. If you set the FOV to 120 in the Oblivion ini file then buttons and icons do not line up properly.
    There is an OBSE mod that fixes this but I had difficulty getting OBSE to work properly with vorpX. So I suggest just running plain old Oblivion and having a nice easy hotkey for setting the FOV (default for vorpx is alt+V) but I suggest an easy single key because you will be pressing it a lot.
    Otherwise oblivion is great. (Sorrry no experience with morrowind yet)

    After you play a bit a flat screen just won’t look the same again! You really get a feel for the scale (make sure to play with the 3D seperation until it feels right, I use 0.7 for 9:8 resolution with fov 120 but is different for everyone). I found Skyrim to be the most profound because the mountains just go up and up and you don’t get a proper feel for the height and scale when you play on a monitor. Morrowind should be good too!

    #101345

    In reply to: Any news on Vive

    SirChancelotx
    Participant

    PSA for everyone waiting for Vorpx Vive support:

    If you have not tried a FPS in VR before as a seated experience ( Vorpx will not and will never make Skyrim roomscale for those who did not know ), motion sickness is a very real possibility, even if you have an iron stomach. I never used a DK2 or had any other experience before my Vive came and have absolutely no problem with Motion sickness when it comes to native Vive games (no history of any prior motion sickness IRL either). In preparation for Skyrim VR, I tried The vanishing of Ethan Carter VR sold on Steam and from the beginning of the game something just felt “wrong”. I wanted to experience a similar situation that I would find myself in with Fallout and Skyrim. I , more or less, was fine for the first 15 min. I thought I was good to go until I stepped inside a house and then I had to take the HMD off. Everything in my gut, neck and back of my head just felt “sour”.

    Long story short if you don’t have any experience with VR motion sickness, read up on it. Buy some ginger Ale and Ginger chews. I bought some Dramamine just in case because I don’t want anything to ruin the fun. Just trying to keep anyone from having a bad first experience if they aren’t prepared. :)

    #101270

    In reply to: Any news on Vive

    Ralf
    Keymaster

    For full VR 4:3 or 5:4 resolutions are generally the best for most games (1600×1200 if you can afford it, less if there are performance issues). 4:3/5:4 is good because there is not much overdraw, but still a bit room for async timewarp on both sides of the image. Also better in regard to FOV for many games than widescreen resolutions.

    For Virtual Cinema Mode you probably want to choose a widescreen res. Just looks better.

    #101187

    In reply to: Any news on Vive

    rirath
    Participant

    Just another Vive owner wanting to mention that I’m looking forward to Vive support, and that I support the choices you’ve made. I know what to expect, and I’ll be buying as soon as the Vive support is available.

    In my case, I have a weak stomach for most artificial motion, so I fully expect I’ll get most of my use from the Theater mode. Really looking forward to that, but I’ll give the 3D options a try as well.

    Doing room scale in retroactively applied VR would result in you being able to walk through walls and cause a lot of other unwanted issues. The recommendation for all games will be playing seated.

    Just for my own $0.02, I know there are a lot of issues to consider, but I’d be absolutely fine with being able to walk through walls. I think most of us roomscale guys know to avoid walking through them unless we basically want to noclip. :)

    #101086

    In reply to: Any news on Vive

    peteostro
    Participant

    You have an incredible talent to make unique advantages sound like disadvantages. 🙂

    I hope you don’t mind if I add my take on your G3D/Z3D part: while some performance demanding games are hardly playable with full Geometry 3D (rendering everything twice) on normal gaming PCs, vorpX has a second 3D creation method (called Z-Buffer 3D) that – while not offering 100% perfect Stereo 3D – provides much better performance and thus allows you to play even the latest games with VR compatible frame rates on your headset, which would not be possible otherwise.

    vorpX also offers a variety of methods to deal with field of view, often only a single mouse click in the vorpX Game Settings Optimizer is required. There also is an extra easy two step way to solve the issue for almost every game – albeit sometimes at expense of some visible bars above and below the game.

    Yes Z3D does make most games playable. But you need to try it because you lose positional tracking (like gear VR) and the game can look wonky. So while a lot of games might be fine in Z3d, to me they are not “true” VR since the game can not positionaly track you in 3D space. Every one is different and needs to try this mode for themselves to see if it works for them. In fact it would be awesome if you released a demo version of VorpX with only z3D mode and if you wanted G3D mode you could then purchase the full product.

    Also there is the tinkering in a lot of games that are more and than just fooling with graphics options

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