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  • #101082

    In reply to: Any news on Vive

    peteostro
    Participant

    This is awesome can’t wait to play on my vive and try some of the newer profiles. Also hope that we get a lot of profile sharing going on.

    I do want to post some caution to every one thinking VorpX is going to make all their favorite games prefect in VR.

    I’ve been using VorpX for a while. (A few years on my DK2) while I think it’s worth the price (for me) you need to understand there are limitations.
    First of all these games were not made for VR. Depending on the game this can cause huge issues, including not being able to finish because something breaks or won’t render properly for you to see it.

    Also there can be major performance issues making the game unplayable in G3D mode (with positional tracking) you might need to switch to Z3d mode and that does not look as good in most games (theater mode is also an option)

    A lot of games need mods (like GtA 5, skyrim) to make the game look proper in VR. Also FOV can be an issue and usually needs to be changed.
    Also head tracking can some times might not work correctly since mouse look is programmed to move you when the mouse is moving (Star Wars battlefront)
    It’s rare that you can launch VorpX and then the game and not need to tinker. You will most likely need to take some time to get games to work good in VR. It can been a pain, but a lot times your are rewarded with a pretty good VR experience. Other times you just need to give up and go into theater mode or not play the game in VR at all.

    As long as you know what you are getting into and you have a least one game that works well with VorpX and VR it will be worth it.

    #100885
    natfoth
    Participant

    I was trying to get vorpx to work on Fallout 4, but when I am on the main screen I am averaging about 42 game fps according to the Alt+f statistics that vorpx provides. But when I run the game outside of the rift I average well over 2100 fps on the main screen. I have everything optimized from the config file and have tried changing and lowering the resolution but I just cannot seem to get it to go above the 40 range. I can tell the fps is low because it makes you deathly ill very fast from the jagged head movement. I have tried changing the geometry to z-adaptive but the fps remains the exact same. I tried saving the settings and restarting and it has not helped.

    I also tried it with oblivion and I cannot get oblivion to go above around 50fps ingame while in vorpx, but then I get around 410 fps ingame without the rift and tried changing the modes as mentioned before as well.

    Both games are 100% vanilla, fresh install.

    Using Vorpx 16.1.2. Oculus SK 1.3.1

    Specs:
    GPU : GTX 980
    CPU : i7-3930k overclocked to 4.5ghz
    Mem : 64gb
    OS : Win 10 64bit

    #100849
    milinks
    Participant

    I’ve replied to a similar post on another thread, as my graphics card will not support the 1.3 runtime, but ran fine with vorpx 0.9.1 on my DK2. I have no plans to upgrade my graphics card and was happy with my DK2 and vorpx 0.9.1. There must be a way that you can supply a version of 0.9.1 so i can continue to use the vorpx product for the games I’m interested in. Not meaning to be contentious, but its similar to the Oculus argument of being bound by the software, and forced to make choices just to have something continue to work, rather than being happy with our lot, and deciding if or when we want to mak upgrades. Being daft but if I ask for a BLT today, everythings fine, but tomorrow i go in and give me my BLT with no tomato, and they say, well its the new improved version, the previous one doesn’t exist any more. I’m sorry if I sound pedantic, but i have a small budget, I bought a DK2 and a computer that I KNEW would run the games I was solely interested in. Vorpx gave me those choices, but now, I’ve got a program that I can’t use (unless I spend a lot of money on a graphics upgrade i can’t afford, nor want to get), and I can no longer play the games offered to me (being able to play the games) by vorpx at the time of purchase. So basically I’m stuffed, just because of progress, and the lack of being able to opt for an older version of the software.

    #100713

    In reply to: Please wait forever.

    Ralf
    Keymaster

    No, absolutely not, quite the opposite. Do not even think of doing that.

    If the Oculus screen shows “Waiting” for more than a few seconds, the game almost certainly hangs for some reason.

    Prior to the latest vorpX version this would just result in a black screen, but now you would see exactly this. The most likely cause of a program hanging on start is an injection conflict.

    Please consult the trouble shooting guide for possible programs that may cause conflicts with vorpX. No. 1 candidates are virus scanners, but there are more. The guide list a few things to look for.

    DK2 owners who had no problems with vorpX 0.9, please contact support |at| vorpx com for a way to get 0.9 back.

    #100712

    In reply to: Please wait forever.

    fsp48
    Participant

    Same here with Win 10, 980ti, DK2 latest Oculus. Did the web installer so latest VorpX intalled and everything else is up to date. Could actually having the other runtimes intalled with the switcher be the cause? I kept having Oculus Version 6 start at boot untill I disabled it a while ago. I have been using the runtime switcher since Oculus Home was released. Just can’t use VorpX desktop/theater yet. Would removing OVR and Oculus from the ignore section of the setting do anything?

    #100692
    feathers632
    Participant

    I read all through the guide. No antivirus running since that previously caused issues with 64 bit vorpx control. Skype is closed down because I know that stops vorpx.

    Both 32 and 64 bit vorpx control are resident in memory.

    Our setups for Vorpx were previously working fully… this is just since the latest runtime and vorpx version. Thus there is nothing in your trouble-shooting guide that can fix it.

    #99614
    alegse
    Participant

    I have been playing Skyrim a lot with my DK2 (20+ hours) and I have switched my VORPX configuration quite a bit and I have found some things that can trade off but never be perfected. I have some thoughts and a question.

    1) Z-fighting in skyrim engine. I can fix this with fneardistance=20-25 (from skyrim.ini) but this messes with the convergence. I can fix that problem with the focal offset but it never feels quite right. Not to mention this also makes huge hands problem worse and has clipping issues. So I guess I will just live with flickering mountains :/ Stereo Shadows are perfect and water is good but slightly odd in Geo3d. Sky looks fine but I notice the clouds don’t have proper convergence only at sunset and sunrise (night stars and daytime clouds are perfectly fine? I simply just avoid sunset so it works fine)

    2)framerate. I have used z-depth a lot and found that it actually did not feel smooth even though the framerate was steady 37.5 (Half-refresh async time warp). It always had a bit of a single frame jump/jitter about once per 2-3 seconds and this was worse with full refresh rate.
    In Geo 3d it feels a little smoother despite being only 25-30 fps (while the game frame-rate is stated as 75fps. Does this mean that vsync is stuck on despite the fact I disabled it in Nvidia control or is this normal???). Oddly my fps does not seem to change at all weather I set the graphics to very low, med or ultra … always the same 25-30fps outdoors (with no mods running). I believe this is because my video card is so good that graphics details have very little effect and my bottleneck is my cpu.

    MY RIG
    CPU Athlon x4 860K overclocked to 4.2 Ghz (8Gb DDR3)
    GPU EVGA Geforce GTX 980

    My main question is… Would a good intel CPU make a huge difference? Is it possible to get a smooth 37.5 or 75 fps in outdoor areas for skyrim or am I already pretty much maxed out already? Also any insight to why I may have the occasional frame jump/skip problem in the z-buffer mode or is this normal too?

    #97731
    ears
    Participant

    I saw that – I was going to – but the free demo only provides 15 minute flights before you have to buy.

    So as it was VR implementation for an existing game I thought I’d look at VorpX as I’ve already bought it – and sure enough there Flight Simulator X is in the list of supported games.

    I just wondered if it was still working – I bought rFactor2 because it was in the list of supported games but it didn’t work at all, although I believe this may be fixed in the next release.

    #97587
    Stryker_66
    Participant

    Hello, I haven’t purchased this program yet but I probably will in the near future when my CV1 arrives in a few weeks.

    I signed up for this specifically because VorpX appear to be a must purchase with the Oculus Rift. I am planning to buy the CV1 but won’t have a delivery until July or perhaps by end of summer 2016. Can we assume that Vorpx will evolve and support the consumer version of the Oculus Rift? The Rift + VorpX looks like the deciding factor for me in terms of which way to go as far as experimenting with VR technology.

    I am an avid Nvidia 3D Vision user using a 120 Inch projector setup for some real immersive gaming experiences. I have been active in the Nvidia 3D Vision forums and the work that the community has done on game fixes and tweaks for 3D Stereoscopic is mind blowing. Dead Space series in 3D Vision on a 120 Inch screen is just amazing and has to be experienced to appreciate. I’ve seen a user inject the 3D Vision fix with Far Cry Primal along with VorpX to obtain good results.

    Far Cry Primal + VorpX + 3D Vision Fix

    Question for anyone here, can these fixes be useful with VorpX? The 3D Vision fixes has ini files that can be set to inject or chain DLL’s. You have to visit the two links that I included in the body of this post. The scope of all that has been done in the last several years is a must look for those that are interested in real immersive gaming for the PC.

    Helixmod – 3D Vision Game Fixes & Tweaks

    Nvidia 3D Forums – Active

    VR appears to be steps forward in immersive gaming and based on some Youtube videos of users using VorpX with the Rift, this seems like the right fit for me. Room scaling for the Vive seems half baked to me and while it has glowing reviews, I cannot justify the extra cost for this especially for the first time I am spending any money on VR technology. I suspect I should get several hours of enjoyment with VorpX and the Rift even though it’s not fully refined. Anyone who has this kind of setup, please give me your thoughts and comments for the amount of enjoyment, if any that you’ve had. I realize this cost will be more experimental into VR gaming until the industry matures.

    Cheers all!

    MooCowGal
    Participant

    I like your product, I want to like it even more though!

    I own and have gifted many copies to friends.

    But! dun dun dun!

    It seems like many many many many games just do not work with this thing ; /

    I wanna play ESO with all the shinies on in dx11 T_T I have no idea what my pet goat Nipples looks like outside of low res and DX9 >.<

    I want to poke baddies with my bullets in Neocron!

    I want Dying Light to render properly T_T its pitch black except for light sources like lamps n stoof!

    I want true 3D not fake to work on every game : 3

    I want a profile sharing system >,…,> please please please : 3

    I want the ability to revoke my license from a pc by logging into the website and clicking a button instead of having to send a slow email and wait on support to do it for me O_O

    I want the ability to select, drag and place individual UI elements in my games through VORPX, This would be a HUGE game changer and would be a massive quality of life improvement!

    I know Vorpx can grab the virtual surface that the Ui elements rest on and shrink it, ok thats the first step, consider this though, what if you wrote a system for this where Vorpx would put a virtual camera that would look only in a user selected space for ui elements, then create a movable copy that is updated in real time so the user can put it where he or she wants and make it resizable too. Then when they move it just alpha out the original to the user and that way only Vorpx can see it and the user only sees one element instead of two, The user would need to be able to create any number of these selections of varying sizes and shapes.

    Can you do this? Please say it is possible, My Gawd this would put you guys over the top! because I mean >.> Every game would become vr compatible essentially!

    Will there be Direct x 12 support?

    WIll there be / is there SLI support?

    I am sure there’s more stuff I wanna ask!

    but… I forgot o.o so I will add more later if my memory remembers :3

    I remember now, will you Support CV1, if so will it be day one?

    VRISHERE80
    Blocked

    Okay, I enjoyed G3D games with VorpX alot, so I look at Unreal 3 Engine FPS, which are not supported yet and try them with renamed game exe. Here are my results and begging to Ralf to make them supported because of problems with steam and FOV, when renaming.
    My FOV recommendations with them: The official recommendation is 120 FOV at 1920×1080 Pixel 1:1 Distance Zoom 1.00
    With that settings you have mostly a good perspective, but massive overhead to the sides and blurry image, because you can see only a third of the picture. So I try to “calibrate” it with 90 FOV and 1600×1200 / 4:3 resolution.
    90 FOV: Distance Zoom 0.56
    or
    95 FOV: Distance Zoom 0.60
    This looks the same than 120 FOV at 1.00 Zoom, but without overhead and a much clearer graphic (more ppi).
    Renaming: There are a couple of UE3 Profiles with different features. I tested with BorderlandsPreSequel.exe and ADVGame-Win32-Shipping.exe (Deadfall)
    Both offer positional headtracking.

    Now the games:

    Bulletstorm (ShippingPC-StormGame.exe)

    Ingame graphic settings I set shadows and Post Processing to low.
    Resolution to 1920×1080 (4:3 gives black bars)
    To set FOV use this Tool, because of crypted inis:
    http://community.pcgamingwiki.com/files/download/580-bulletstorm-ini-editor/
    to edit the ini’s:
    FOV
    1. Go to %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\ StormCamera.ini
    2. Change to the desired FOV.

    Framerate
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormEngine.ini
    2. Change MaxSmoothedFrameRate to a higher cap; alternately, remove the frame rate cap entirely by setting bSmoothFrameRate to false.

    Mouse Smoothing (for proper Headtracking)
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormInput.ini
    2. Find bEnableMouseSmoothing and to ‘false’ to disable mouse smoothing.

    You also need to calibrate Headtracking manually per VorpX Menu: Fokus something in “real life” and slowly shake your head left and right and notice how it stays in your view. Then do the same ingame and edit the HeadTracking value.

    My G3D rating: 8/10

    very little lightning issues, some auto head movement when walking and fast gameplay makes it a little nauseous. Iron Sight you need to aim between the dots, its playable. Great 3D-Effekt.

    Nearly the same settings with Bulletstorm ini editor with:
    Alien Rage Unlimited (ShippingPC-AFEARGame.exe)

    This game has some strange light sources in G3D, so I only recommend Z3D.

    Homefront (HOMEFRONT.exe)

    The FOV settings ingame only works for Multiplayer, not the Campaign (only in first mission). There is a Homefront FOV Changer: http://community.pcgamingwiki.com/files/download/487-homefront-fov-changer/
    But that only works with the HOMEFRONT.exe, so we need a profile for that.

    G3D, positional-tracking works (turn of DX11 ingame, restart), but many issues especially with shadows. So turn down shadows ingame, Post Processing and turn off frame limit and mouse smoothing in the game menus. Weapon sights are good playable with red dot weapons. Easier for the eye with Z3D.

    My G3D rating 6/10. Too many graphical problems with g3d, but playable. +1 with the FOV changer.

    Medal of Honor (2010) (moh.exe)

    The Campaign is UE3 Engine, so works great (Multiplayer is Frostbite). Documents\EA Games\Medal of Honor\Config\MOHAEngine.ini
    bSmoothFrameRate=false
    MOHAInput.ini
    bEnableMouseSmoothing=false
    The G3D looks amazing with very little lightning issues, but overall nearly perfect, but…
    The FOV is 55. Again there is a FOV-Changer for the original.exe:
    http://community.pcgamingwiki.com/files/download/389-medal-of-honor-2010-fov-changer/
    So… VorpX specific profile needed.
    G3D rating: 9.5/10 possible if getting FOV to a playable view

    Santum 2 (SanctumGame-Win32-Shipping.exe)

    Wow, that was a surprise. It’s a steam only game, so you can’t rename it so easily, but after I get it to work with the Deadfall profile (ADVGame-Win32-Shipping.exe), the game works flawlessly in G3D, with all graphic options maxed out, even shadows and lightning stuff and keeps a clean graphical image. Even FOV adjustable in the menus. Easy setup, looks great, very nice to play in VR.
    \Documents\My Games\Sanctum2\SanctumGame\Config
    SanctumEngine.ini
    bSmoothFrameRate=false
    SanctumInput.ini
    bEnableMouseSmoothing=false

    G3D-rating 10/10

    Singularity (Singularity.exe)

    Looks amazing in G3D, but yeah, bad FOV…
    Needs Flawless Widescreen or Widescreen Fixer Tool to fix FOV. So not with renamed exe.
    G3D-rating 10/10 (with better FOV)

    Section 8 Prejudice (S9-Win32-F.exe)

    Untested, because it has a launcher and can’t rename the game.exe
    FOV settings per ini:
    http://pcgamingwiki.com/wiki/Section_8:_Prejudice#Field_of_view_.28FOV.29
    bSmoothFrameRate & bEnableMouseSmoothing like usual.

    Rainbow Six Vegas 2 (R6Vegas2_Game.exe)

    Very narrow FOV and not changeable, enjoyable in a cinema view setting. Now the UE3 Engine begins to look old and outdated 😉
    Maybe it helps to fiddle around with Widescreen Fixer:
    https://www.widescreenfixer.org/
    Very good G3D Effekt.

    @Ralf: All the above called exe just need a copy/paste UE3-profile.

    How the heck do you get medal of honor to work it just fails to start in steam when i rename it. I’m getting so sick and tired of this bs

    #97212
    Ralf
    Keymaster

    vorpX works just fine with the DK1. Not sure what the OPs issue may be unfortunately, or how vorpX could cause a blurry image. If there would be a general issue with the DK1, you can be sure that there would be also a lot more reports of such a problem here.

    The current vorpX build 0.9.1 released last November uses the latest Oculus runtime 0.8 and this build was tested and is working with Oculus Rift DK1 and DK2. There will be no future DK1 specific development anymore though.

    #97095
    Ralf
    Keymaster

    Considering that it’s the “DirectX Game Memory Management Service 2” that causes the issue, you could also check your GPU mem consumption. Just a guess, but playing a game with vorpX requires considerably more GPU memory than playing a game without vorpX.

    With a recent GPU with >3GB video memory that shouldn’t be an issue at all in Skyrim, but maybe still worth to check in case you use extra huge hi-res texture packs for example.

    There is a nifty little tool called nVInspector that allows you to monitor GPU mem consumption and a lot more.

    #97074
    Grumdark
    Participant

    I’m looking at the current situation with dk2 vorpx, and analyzing some aspect, quite worrying for the future cv1 with vorpx.

    The vast majority of “recent” games current,with vorpx support,are only support with 3d z buffer or just are fully represented in 2D.
    Apparently, they are not supposed 3d geometry because these games can not maintain 75 fps despite the availability of high-end PC.

    It makes me wonder what next for cv1:
    If present, this problem occurs to 75fps, which we expect to support cv1 considering their higher overall resolution and also 90Hz/90fps??
    ¿Does this mean that we can only play 2d?
    ¿only games with 3d-z buffer except some particular case?

    ¿What kind of support can we expect for the commercial versions (VR headset) with vorpx?

    #96921
    Jerrow
    Participant

    Hey, sorry if this is stupid but whatever I do I can’t play this because the sensitivity of the head-tracking while in vehicle is A LOT slower than while on foot. I followed every tutorial possible, I reset the settings (and then set them again) a few times, no matter what I do when I get in a vehicle I have to completely turn my head (in reality) just to be able to look out the window or at the passenger seat.

    With input set to “windows” while on foot I have to set the head tracking sensitivity (using Vorpx) to 1.25 to be alright and while in vehicle only at maximum (5.00) it feels ok(ish).

    Anyone know why this is happening and how to fix it?

    P.S. Of course I already tried turning “Mouse Driving Sensitivity” to max and playing around with the settings (done that for a few hours at least so I tried almost every combination possible) … nothing works.

    Thanks.

    Have you also tried the “override xbox controller” settings in vorpx menu(press del) in “input settings” tab?
    Btw, No dumb question. I have had the same problem and took me a long time before figuring that out.

    Does anyone know how to increase the 3d stereo separation? I would like it above the maximum value of 2.0 . In the file C:\Users\name\AppData\Local\Animation Labs\vorpX\Profiles\gta5.exe.user.ini separation is saved as fSeparationNormal=2.000000 . Editting the value in this file to something higher does not help either. I’d really like to see higher separation cause I think it is WAY too low. I love this game it is my number 1, please help.

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