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  • #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    The-Wolf
    Participant

    Dear Gamers,

    yesterday i found this MOD and i found it worth to post something about it here.

    My Setup:
    FlatOut: Ultimate Carnage Steam Version
    Valve Index – SteamVR
    VorpX
    Zolika1351’s FlatOut UC Trainer (MOD) – https://www.nexusmods.com/flatoutultimatecarnage/mods/2

    The MODs-Name is “Zolika1351’s FlatOut UC Trainer” which is basically a GTA 5 like trainer menu. i thought “Camera rotation with the mouse” would be a good feature for Headtracking in VorpX but as i used this mod i saw that the developer himself added VR Support for this task:
    Version 11.0
    Added .ini options for VR
    Fixed Custom Camera not disabling properly in the VR enabled version
    Made VR Offset consistent across all cars by driver position
    Version 10.0
    Added VR support with head tracking (for displaying the image, use either VorpX, or Reshade with the SuperDepth3D_VR shader and Virtual Desktop)

    (the needed DLLs for VR are in a seperated folder)

    with F7 you could open the mod and the last menupoint is VR. You could position the camera where you want (i prefere cockpit)

    Known Problems i found:
    1. Menu crashes the Game
    The Game is extremly instable if you use the menu. If you use it in the Game menu its better than in a race. Just Tweak your camera the way you wanted and put the Values in the mod ini. Than you can activate VR in the Game Menu and if you dont bring up the Modmenu ever again the game seems not to crash

    2. No geometric 3D witch VorpX
    I thought that VorpX could do real 3D but maybe the Camera-Mod kills that feature. I dont know but ive turned it of because the performance is horrible with it.

    3. Boost effect let you think you jump in hyperspace
    So if you use boost the camera effect is really not as funny as it sounds in vr. but if you change the ingame camera ( c ) there is a “position” without a driver. in this camera the boost effect isnt shown

    4. No HUD
    Didnt find a workaround for it yet

    5. Bad Graphics
    Well the game is from 2008. If you zoom in the textures dont look good at all. Maybe i find a way with Supersampling SteamVR or scale the game to 4k – or maybe there is a texture mod?

    Note: i dont made this mod, i only found it. I cant help you with errors. Thanks to Zolika1351, it was my dream to play this game in VR!

    @VorpX Developers:
    Maybe you could contact the developer and find out what he uses to set the camera. The Freelook might be added in the vorpX injection and than we would need that mod (and maybe the 3d comes back)

    #204942
    Ralf
    Keymaster

    If you happen to have dynamic FidelityFX settings enabled, please try to disable it. That’s the only thing I’m aware of that may adjust itself depending on the game’s performance.

    vorpX applies 3D and everything else after the game has rendered an image in this case, so it can’t cause texture pop-ins or similar effects itself.

    Buzztee
    Participant

    Hi,

    I just started playing Sekiro – Shadows Die Twice using Vorpx in g3d full vr mode. After maximizing fov with a third party mod (since doing it within vorpx game menu caused weird clipping issues), I was very happy how well it worked and how good it looked.
    After the first time using quick travel though I noticed the depth blood decals and shadows are rendered in is off (i.e. further away from the camera than the ground it is projected on). When I restart the game it’s fine again until the first fast travel or respawn.
    Did anyone encounter similar issues and could point me in the right direction for a fix?

    mariametro
    Participant

    Hi team,

    I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.

    Fallout New Vegas:
    DirectVR scan causes freeze and crash to desktop.

    Metro 2033 / Last Light Redux:
    About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.

    Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.

    I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.

    I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)

    I’m curious if anyone else has encountered similiar issues.

    #204748
    dellrifter22
    Participant

    Just tried the RDR2 camera and gotta say – pretty neat implementation so far, nice work Ralf!

    Apart from some noisy AA outlines, the AFR G3D looks decent, performs well, and runs surprisingly smooth while headtracking. I don’t begin to notice any alternation until I use mouse input, which immediately causes interruptions. I think this mod is clearly intended for controllers (having movement restrictions for decoupled rotation), so if that is your preferred why to play, this mod probably works quite well. It feels much more of a VR experience now.

    For those of us who play mouse and keyboard, is there a way use AFR for 3D only, without the control modifications? I can’t strafe walk, or steer the horse. wasd movement and mouselook don’t behave the way you expect.

    Also, are there any values we can edit for the camera strength or position? In my HPG1 everything looks small, at about 1/2 scale. Holding my toy guns riding on a pony :))

    Impressed so far though. Time to check the other things.

    #204689
    Ralf
    Keymaster

    21/06/17
    vorpX 21.2.1 has been released.

    Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.

    The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.

    They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.

    Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.

    Full changelog:

    • Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
    • The shader authoring tool can be used on top of official profiles now.
    • Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
    • Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
    • Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
    • ‘Loft’ cinema environment (finally) finalized.
    • Some textures were blurry in cinema scenes since earlier this year.
    • OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
    • DirectVR memory scanner caching didn’t always work as intended.
    • D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
    • Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
    • Some Epic Launcher and EA Desktop related improvements
    • Elder Scrolls Online: HUD shader fixed for latest game release.
    • Fallout 4: Lightning shader fixed (thanks RJK)
    • Skyrim SE: Some effect fixes (thanks RJK)
    • Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
    • MPC-HC/VLC: some default settings tweaks,
    #204614
    steph12
    Participant

    g3D for rdr 2 game a DX12/vulkan game ? really ? even tho it’s not traditional G3D as we know it, it seems amazing :D cannot wait to try it out !

    decoupled movement nice !!!!

    and i started messing with shader authoring tool and while i’m still total noob, i was able to fix some issues with the game i tried (mainly offending decals on the grounds/walls, shadows) i’m glad we’ll soon be able to do it for official profiles, but those dont really need this most of the time cause they work just fine out of the box ;) but still it’s welcome ! you cant fix everything on your own specially in these days when games are regurarly updated and sometimes breaking profiles or adding visual glitches. (restoring profile to default within game is a win)

    fixing directVR memory scanner is also most welcome !

    this update is really nice ! Many thanks Ralf :)

    PaulOblomov
    Participant

    First of all, hello everyone!

    I bought vorpx specifically for cyberpunk and I have a couple of questions, since searching the forum is just some kind of quest.

    1) i don’t understand the profile system at all and how it works. i create a new profile from an existing one, but i can’t select the .exe as it is supposedly already used by the default profile – how is that ?

    2) i want to edit a profile, i thought it was in the form of text – but nothing like that, binary. how and what to edit a profile with ? i couldn’t find any buttons or menus.

    3) already in the game, calling the vorpx menu I don’t understand how to save vorpx settings profile, because save and close does not save zoom, it is always reset. hence the question – are these the settings that vorpx saves as game profile settings ?

    4) reconstructing 3d through Z-channel looks good, but will full geo be implemented ?

    5) i have tr3960\3090\quest2 – i understand i need to create a custom resolution for quest2 for proper rendering ? i.e. just create 1832 x 1920 and it’s guaranteed to be what i need ? i just did, but with zoom = 0.6 the picture still looks different than say in alyx, black borders everywhere. i made fov = 90 and now need to solve the problem with zoom and resolutions

    6) the hud in the game stretches beyond the fov and I just can’t read anything there – is this again a question of proper resolution ? or can I scale the hud somehow ?

    7) in terms of rendering – the best quality 3D reconstruction is z adaptive or normal ? fov = 90 is also normal or i need higher ? because i see strange image distortions if fov > 90

    #204477
    senoctar
    Participant

    They are re-implementing the whole thing because the original source code does not exist. However they chose to reverse engineer the code. This is good as it would preserve much of the gameplay however they are also preserving the graphics engine. So yes, the end result won’t be much better, it’s just the original game using newer build tools and graphics APIs.

    Kingpin Reloaded Steam Updates

    #204389
    TheBalt
    Participant

    This is a total shot in the dark, but bare with me.

    I dont think this game has any ‘real’ 3d elements, might be wrong, but I suspect there isnt a single Vorpx profile to use to build off of this.

    That being said, there is potentially a trick you could do, that -might- get you what youre looking for.

    Reshade has a 3d option that does Side by Side 3d, which you can use Vorpx Desktop Viewer to view in 3d.

    So, get Reshade, then when youre ataching Reshade to the game, make sure to include “Depth3d by BlueSkyDefender”. Let it all install into the game.

    Once its installed, skip the tutorial or go thru it, doesnt matter. But press “Home” to activate the Reshade menu and select “SuperDepth3d_VR”, click the box for that and then, in the bottom right, click “performance mode”.

    Launch Vorpx Desktop Viewer. From there you will get an option in the “Image Settings” for Content Type and select “Side by Side”. Switch back to FF7. That – MAY – make the game 3d, I honestly do not know because I dont have a copy of it.

    Good luck.

    Just google “Reshade” to find the most recent download of it, its quite simple, pin it to your taskbar, then itll ask you to pick the game you want, pick FF7, itll ask you which graphical options you want, skip everything except for the “Depth3d by BlueSkyDefender”, itll handle the install on its own from there once you press OK.

    If you want more help, give me your steam name and I can chat with you on there about it

    #204175

    In reply to: Nothing seems to work

    Jim Dogma
    Participant

    Hi Ralf, thanks for the help. Here’s the update. 1) I started out by switching the preferred graphics processor setting in the Nvidia control panel to the “high performance” GTX processor since it was on “auto.” I thought that might do the trick but it didn’t. 2) The second thing I did was try to disable the intel GPU in the BIOS but it didn’t give an option to do so. So 3), I did some research online and found out that you can disable the Intel GPU from “Device manager,” which I did and lo and behold that worked. Only the Nvidia card GPU showed up in the Task Manager.

    Unfortunately, disabling the Intel GPU didn’t fix the main problem which is that all I see through my HMD is a big, frozen black rectangle. This is the case for all the applications. It happens identically for games, the MPC-HC, VLC, and the Desktop Viewer. The good news, I suppose, is that it does look as though vorpX is “hooking” (if that’s what they call it) into these apps. That is, on each of those apps, a display box comes up that says, “Attaching to VLC” etc. and then you see the vorpX logo on the screen and the info box in the upper left. So, I’m guessing it’s doing it’s job in the app, it’s just not making it to the HMD. Which is curious because every other VR app and game I have works just fine.

    In any case, I will send the troubleshooting report to the support link. Please let me know what you find.

    #204154
    cbrobi
    Participant

    hi, I want to ask if its possible to assign the FAR CRY 3 executable to the profile for FAR CRY 4, because the FAR CRY 3 profile (with z3d) has a depht 3d setting which puts the 3d depht too far(even on the nearest value), so objects in the middle and far distance are looking way too small and unrealistic, also the 3d its just on the far objects, not around the player, I tried every combination of settings, but the problem for me is this. Since FAR CRY 4 and 5 give a much closer 3d when set closer, I thought if possible assign that profile to FAR CRY 3? I tried but it wont let me do that, how to do that?

    #204121
    Jim Dogma
    Participant

    Hi, I just purchased vorpX last night and I can’t seem to get anything to work. Specifically, I was able to get the program installed, entered the key code, and the three icons showed up on my desktop, one to start vorpX, one to configure, and one for the desktop viewer. I was able to start vorpX, I was able to adjust the configurations, but that was about it. When I clicked on desktop viewer, all I got was a blank screen. Well, specifically, the left eye in my HMD was completely blank and the right eye had a, get this, frozen image of what appeared to be a blank (maybe) virtual desktop in a room with a brown wall behind it and a window off to the far left with white window blinds. The image was frozen as I moved my head. I know this sounds weird but I’m not making it up. I tried using all the various HMD settings, steamVR, WMR, etc. to no avail. Always the same result.

    I purchased vorpX mainly as a replacement for the now-defunct Tri-def VR application because I mostly want to use it to watch 3D movies/vids and 2d to 3d conversion. However, running movies in VLC or MPC-HC did absolutely nothing other than just play them normally on my laptop screen, the HMD still just showed that frozen black screen.

    In any case, this is a bit distressful. Please help. Thanks.

    ToxicMike
    Participant

    I tried to hook photoshop but for some reason it is stuck at the screen of opening photoshop with vorpx,

    I guess you (as well as myself and many others, as far as i noticed in some threads) are talkin about the vorpX screen being stuck? Well you have to wait for that window to turn into an option-menu-window, where you can click “install hook-helper”, that window could also be blocked by the application window, so you have to look for it.

    vorpX never stuck on me yet while loading, the window just takes some time to change, you have to be patient, most users close the app coz they think it is stuck or close it without realizing it has already changed into the menu-window.

    you told everything is fine flr you, have you used the desktop viewer or the hooking function with photoshop?

    It was flawlessly working in desktop-mode so i wasn´t even trying with hooking, besides that i only use vorpX to play games, never with photoshop or other programs, but i checked the excluded list, there is definitely an entry called “photoshop”, you gotta delete that and then vorpX should hook and probably it works then coz as i said…in some cases, i had better results with vorpX being hooked, than in desktop-mode, but i am talkin games here, no other apps.

    The desktop viewer should also work fine for Photoshop, at least as far as I can tell.

    Despite it probably shouldn´t cause trouble with Photoshop, a very few games did stutter on vorpX desktop-viewer mode but it was all gone when i made it hook, i also remember TRINE 4 causing lots of stuttering, but it ran fine with other users, but honestly that was some time ago when i was too new to vorpX and wasn´t even hooking but using vorpX desktop-viewer ONLY, i gotta try that one again but with hooking.

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