Archives

Homepage Forums Search Search Results for 'Just Cause 3'

Viewing 15 results - 406 through 420 (of 1,019 total)
  • Author
    Search Results
  • #195831
    dborosev
    Participant

    I have no horse in this dollhouse race (throws hands in the air) so I ain’t getting involved. But I will say that for FPS games which I can’t get good framerates on using G3D, and I need to use Z3D, having the ability to crank up the 3D depth to 3 (as currently exists) is VERY nice, and makes it almost as good as G3D. (no dollhouse or any of that topic, just quality of the 3D effect I’m talking about.)
    It really brings the quality closer to G3D, and I rarely miss G3D because of this.
    Anywho, my 2 unwanted cents. Peace out.

    #195809
    hadrieldm
    Participant

    I’ve had the problem recently where stereo 3D doesn’t work properly or at all anymore. I’m using Oculus Quest via the Oculus Link feature.
    I’ve mainly tested it with the games I usually play, which are World of Warcraft, Guild Wars 2 and Final Fantasy 14, but since only WoW is officially supported I’d be happy just to get that running properly again.
    Z3D has no effect in any of the games (apart from the Focal plane/distance part which shifts the “Z layers” slightly but it’s noticeable only when changing the slider, not in any realistic way during the game.. and 3D strength and the near/far slider have no effect). In GW2 Z3D doesn’t work at all, and just shows, what looks like, one column of pixels stretched horizontally over the entire game screen.
    WoW used to work in G3D but recently the only part of the game that seems to be affected by it is the UI. It looks “elevated” from the rest of the game, but the 3D part of the game is flat and doesn’t respond to any G3D settings I’ve tried to tweak.
    Other VR games run flawlessly, and the rest of the Immersive Cinema Screen environment is rendered in proper 3D as expected.
    I’d appreciate if there is some way to get this running again, because those are the games I play the most and VorpX has worked amazingly well so far.

    My setup:
    Windows 10 Pro 64bit – May 2020 Update
    Nvidia GeForce GTX 1660 Ti – Driver version 445.87
    Oculus Quest + Link
    Oculus App version 18.0.0.311.517
    VorpX version 20.2.0

    #195800
    HAX0R3D
    Participant

    Ok that’s it then. 3D strength in Vorpx is fine I cranked it up in Trine 2 and it’s more than enough.

    Focal Offset didn’t fix the problem with the game so I guess it’s just a problem with the profile.

    Only reason I thought this was a more general issue is because i’ve seen it in other games too. Might just be bad profiles.

    #195788
    Ralf
    Keymaster

    In official profiles typically base parameters for G3D are dialed in to provide natural scale at about 1.0, which is what VR is about. So if you crank up the 3D-Strength to 5.0, which usually is not recommeded, a character that is 2m big becomes about 40cm small. I’d say 40cm instead of 2m should be dollhouse enough even for those who like that effect.

    Ideally a ‘3D-Strength’ setting shouldn’t even exist in VR, no native VR app has such a thing. I’d happily get rid of it if the world scale of all games was 100% safe to determine under all circumstances.

    On a sidenote: I bought a pair of early 3D glasses in the late 90s and used them maybe five times because I really disliked how on a monitor stereo-3D makes everything look even smaller than it is anyway. Never looked back. VR is a godsend in comparison, finally no more 3D for the sake of 3D, which for the most part just looks funny. Tough to feel like a video game badass when your on-screen self looks like a garden gnome… VR with with realistic stereo settings is much more immersive than that. Not more is better here, real is better. :)

    #195555
    Picdelag
    Participant

    Hello again!

    So, since then i have tried 3-4 times to solve my issue (multiples hours per try…) without sucess…

    So, i’ve tested all i can think of, and it still don’t work.
    I can’t list everything, but today tried again multiple times after uninstalling my antivirus, my firewall, my oculus client, vorpx and my GPU driver.
    Then re-installed in this order : GPU Driver => Oculus client=> Vorpx. No security soft so.

    Nothing running in background, minimal processus possible, it just still don’t work i’m a bit tired of this… because Vorpx seems incredible if it just want to work again!

    If i have explained my proximity sensor issue last time, it was simply because it’s since then that vorpx is no longer working anymore. Althought, before that it was working perfect directly, without any tricks needed and i don’t even closed all processus possibles, and even my Avast antivirus and my Comodo Firewwall was running in same time without problem!

    So i don’t know at all why it don’t work anymore today, and i tought it was a good idea to explain my proximity sensor issue if it can be related to this… Also, when was working i don’t have the opportunity to test it a long time, cause i was just new in VR world with my first VR Headset bought recently.

    Here is some other symptoms i can report :

    -Can’t resize the Vorpx configuration windows, and text are often cutted or melted. For exemple the “start page” is just not readable/clickable cause of this, or in “general”, i see only half the text on the device selected, and only the first line of the bottom test is visible.
    -The desktop viewer DON’T WORK EITHER!
    -Tried Monster Hunter World for exemple : I can see the Vorpx Logo and informations on my flat regular screen on the game, and i see that i can even move the cursor in the menue by moving my Rift S !
    -When i try a full factory reset, i have an error message : ” 1 error(s) detected during factory reset. The reset may have failed or be incomplete.”

    So please help me… I’m getting tired of this!
    I can tell you anything you need, send logs ect… to solve my problem please.
    And scuse my english!
    Thanks!

    #195369
    leandroeidi
    Participant

    I’m sorry that my “stubborn” comment felt like a personal attack. As I said, I got worked up and I apologise for that.

    @RJK_
    That’s exactly my point. I don’t want a screen that’s far, because it makes most objects also too far and it diminishes the 3D effect. I want a very near screen (around 80cm from my face). But since there’s no way of making the screen smaller, making it so near my eyes, it also makes it huge and unusable.

    @Ralf
    Anyway, just to show that more people want screen resizing options, I made a quick search in the forums. I hope this all inspires you to do it.

    Possible to increase 3D strength beyond 5.0?


    This first one is interesting because he doesn’t know what’s causing the “flat” 3D effect, but it’s the combination of screen size and distance that I explained before. The screen size for him feels fine, but 3D depth isn’t, and it’s exactly because the screen is too far. By allowing a near and smaller screen, the screen area in his vision would stay the same, the 3D effect would be stronger, and he would also get what he wants.

    The posts below are more direct in asking for a screen size option, either to make it bigger or smaller:
    https://www.vorpx.com/forums/topic/is-it-possible-to-make-the-cinema-mode-screen-as-big-as-an-actual-cinema-screen/#post-172217 (quote #172217)

    Widescreen Virtual Cinema settings?

    Is there a way to increase cinema screen size?

    Suggestion. Allow larger screen in immersive mode

    Desktop Viewer Settings

    Hey ralf, can you add the option of resizing the cinema screen to WHATEVER size?

    Is it possible to make the cinema mode screen as big as an ACTUAL cinema screen?

    Suggestion: Screen Position / HUD Position Vertical adjustment if possible

    Feature request:screen distance offset increase in virtual cinema mode vlc

    #195363
    Ralf
    Keymaster

    Listen, I understand that it might be frustrating when “your” option is not available. As far as stubborness is concerned, I could easily say the same about you if I wanted. Your option isnt’t there, so now you are sulky. Sounds pretty stubborn to me. :) That doesn’t lead anywhere though, so let’s just stop it, OK? If you have a suggestion to make, I listen and try to explain. Next time you get personal however, you’re out. On a more general note in that regard: others aren’t stubborn just because you don’t always get from them what you want.

    That said, not listening to user feedback would be pretty foolish, just not every single wish can make it, sorry. vorpX is about VR, VR is about being in the game, hence recreating a small screen in front of you has a different priority than it (understandably) might have for you as a stereo 3D enthusiast. However, should your feature become requested more often in the future, there always is a chance that it will get implemented at some point.

    #195130

    In reply to: Star Citizen Fov

    daggey
    Participant

    Hey I wrote the reddit post. Opentrack can spoof a trackIR using a HMD running on steamvr or oculus – so star citizen can use the “fake” trackIR from your HMD+Opentrack for headtracking, rather than Vorpx’s built-in headtracking (which I recommend to turn right down to one notch above 0) which is sending a mouse-input like signal to the game to control head movement. This is so the head movement and gun aiming are separated in FPS mode, and so looking around your cockpit doesn’t thrust your ship around when in ship. Also, historically, this allowed for Z-axis (back and forward) head movement but this was removed by CIG when they re-did the whole headtracking system a few patches back (3.2 if I remember correctly) – but that was great while it lasted.

    I know it is complex but I was trying to explain it all. Basic premise is that resolutions in your user.cfg file can alter the range of FOV sliders available to you at menu load in, and these carry across into the game modes when you load in. So if you put the right resolution in your User.cfg, you have a HMD appropriate FOV slider range available to you in game. You can also specify another resolution which matches your HMD resolution (as determined by SteamVR) to play the game in which you change into after you load into whichever game mode (PTU, Ac or SM) you want to play. Both of these resolutions need to be specified in your NVIDIA control panel as custom resolutions or they won’t be available to select within Star Citizen (and it will freak out on loading into the starting menu ie black screen or crash). Currently, on an index i am using 2100 x 1000 in user.cfg (gives a range of 94 which is good for monitor play/pancake to 108 which is good for HMD with Vorpx – this setting should be fine for all standard FOV HMD’s). I play in 1920 x 2160 at the moment, but was using different resolutions at various points based on what SteamVR was telling me the render target slider for 100% of the HMD was (in the video settings of steamVR) – but this changes with various beta patches of SteamVR which is why this resolution setting has chopped and changed over time – so I just settled on 1920 x 2160 and it looks pretty good. I appreciate it is all confusing AF. The reason I add Star Citizen to SteamVR is because it allows access to the Custom Resolution Multiplier slider in the SteamVR settings, and you can easily under or over-sample etc in there [but I am not 100% on how this interplays with Vorpx]. The rest of it was giving people some settings to try out and advising about how to handle edgepeek with a MMO mouse and the fact that the helmet UI is not working with this set-up (but this is changing soon).

    If anyone needs help let me know and I will try my best to help – because this game is very cool and this works pretty well when you get it going.

    vulcan78
    Participant

    With Geometry 3D vorpX, just like 3D-Vision, has to submit twice as many draw calls to the GPU, one for each eye, which essentially doubles the workload for the GPU and also implies substantially more work on the CPU side. That’s not a bug though, neither in 3D-Vision nor in vorpX. I’m not sure why among members of the 3D-Vision community this frequently gets called “3 core bug”. One of those odd urban legends where you seriously wonder how they could ever have come into existence.

    The actual fact of the matter is that submitting work to the GPU in most current game engines is still largely a serial task. It doesn’t automatically get parallelized just because a CPU has more cores. Now if one core gets maxed out by the main render thread, the whole game is limited at that point, no matter how many cores are left doing nothing. That’s not a bug, that’s just how things work. The only ones who can change that are the game devs by making better use of multithreading in their rendering code (as far as possible, there are limits to that).

    No actually 3D Vision limits the number of cores used to 3 cores, this has nothing to do with draw call count or GPU workload.

    https://www.nvidia.com/en-us/geforce/forums/3d-vision/41/239588/3d-vision-cpu-bottelneck-gathering-information-thr/

    This is why I’m asking this here, does VorpX do something similar / will I be limited to 3 physical cores with it?

    Ralf
    Keymaster

    With Geometry 3D vorpX, just like 3D-Vision, has to submit twice as many draw calls to the GPU, one for each eye, which essentially doubles the workload for the GPU and also implies substantially more work on the CPU side. That’s not a bug though, neither in 3D-Vision nor in vorpX. I’m not sure why among members of the 3D-Vision community this frequently gets called “3 core bug”. One of those odd urban legends where you seriously wonder how they could ever have come into existence.

    The actual fact of the matter is that submitting work to the GPU in most current game engines is still largely a serial task. It doesn’t automatically get parallelized just because a CPU has more cores. Now if one core gets maxed out by the main render thread, the whole game is limited at that point, no matter how many cores are left doing nothing. That’s not a bug, that’s just how things work. The only ones who can change that are the game devs by making better use of multithreading in their rendering code (as far as possible, there are limits to that).

    Astreim
    Participant

    ryzen 3600, 5600xt, WMR Odyssey+. They don’t sweat at all with RL vorpX, but still it’s not fluent and quite tiring. The game looks good otherwise and seems to have gotten a fair amount of tuning on this profile. I’m just surprised because even 45fps looks smooth in reprojection in native VR games and I really think that should be easily achieved with these specs.

    Does it work better with oculus?

    Game is so perfect for VR, anyone have any ideas how to make it smooth?

    NovaGB
    Participant

    Hi i bought a VorpX license last week, i decided to get into it today, i tried Alien Isolation and Resident Evil 7, both seem pretty good in VR (but blurry compared to native vr games) but the problem i’m having is my oculus touch controllers keep alerting me to pick them up when in game, and my xbox controller keeps flicking back and forth to the keyboard.

    Basically i just want to control the game with my controller, i found the games unplayable so far because of the constant switching, i looked in the VorpX in-game keybindings and it just shows keyboard bindings so no option to disable anything.

    Also is there a way to make Resident Evil 7 run a bit better and less blurry? i’m running it on a 2080ti, ryzen 3800x and 16gb of ddr 4 3200, and when i’m outside it drops to 40 fps, inside it bounces around 60-70 and i’d like to have consistent frames

    Edit: i’m using a Oculus Rift S

    hilightnotes
    Participant

    I’ve been looking for some way to enable the 6dof tracking but I don’t see it anywhere in the vorpx settings. Can you point me to where I should be looking? I’m using Geometry 3D.

    Also I got the touch controllers going for it. I prefer to play standing (partially for immersion, partially cause it’s healthier for me), and the touch controllers are easy to use (DS4 can be a bit finicky with more setup), made a custom mapping that I think will work nicely and let me do everything! One annoyance, maybe it’s not fixable, the left Touch controller analog stick feels kinda like a d-pad, or just weirdly sensitive or something? Like when I push it left or right I find the movement feels very sudden and rapid in an unnatural way. Anything I can do about that?

    Overall, I have mixed feelings about how it all looks and feels, but I expected that, and it is quite beautiful and enjoyable as well! I’ve only played a small amount so far but I think I will end up playing the rest of my game in VR with vorpx! :) As the reddit user mentioned to me, it’s necessary to pop into immersive theatre every time you get into dialog or a menu, but I think I will be okay with that, seems alright so far and I’ll only get more used to it as I play more.

    Oh and another thing – when I open the game I get an error message saying there might be a conflict between vorpx and a file in the pathologic 2 folders called “d3d11.dl”, and it suggests I may want to delete that. But the game seems to be working to me… so should I just ignore that? Or will it be improved if I delete that file? Any ideas?

    Now I just have to convince myself to let go of my fear of complete failure and press forward in the game…

    Ralf
    Keymaster

    WoW is working fine here, the profile got updated for the latest version not too long ago. Since it’s a fairly popular game I’m also sure there would be more posts like yours if there was a general issue.

    I assume you also checked the rest of the trouble shooting guide above, not just AV software. Just in case you didn’t, please go through it entirely. If for example you happen to use a gaming laptop, the issue might also be related to games starting on the integrated GPU. The desktop viewer not working sounds suspiciously like such a case.

    The ‘antimalware service executable’ belongs to Windows Defender. While occasionally Defender may also cause problems briefly after a vorpX update, currently that is not the case. You don’t need any other AV software BTW, that’s overkill. Defender is very good these days. Third party AV may cause as many problems as it pretends to solve.

    If after thoroughly going through the entire trouble shooting guide you still can’t make it work, please create a trouble shoot data archive in the config app *after trying to launch the game* and send that to support at vorpx com.

    Private WoW servers/clients: some things in G3D profiles may break between game versions, so the chance of getting a custom version of the game working in 3D and with HUD definitions etc. is fairly slim. Not impossible, just not very likely.

    #194787
    austint
    Participant

    I did not immediately understand what was wrong with the Z3D in VORPX. I spent more than one hour trying to adjust the stereo effect. It turned out that the problem with Z NORMAL 3D is that Ralf made it so that when the camera approaches 3D objects, the stereo effect decreases. According to my feelings, in first-person games, the stereo effect begins to decline gradually about two meters from the camera. Everything that is further (approximately) two meters from the camera works in 3D absolutely correctly.
    I believe that the ability to (optionally) disable this effect would be a great blessing to everyone.
    But the creator has his own vision, and he does not want to make any concessions.

    That makes a lot of sense. I’ve noticed how the ground in front of me in all games that use Z-Normal has a curved appearance because the 3D effect is wearing off as it gets closer to the camera. It would be awesome if we could disable that effect.
    However, disabling that effect would make ghosting at the edges of objects more prevalent because it’s not real stereoscopic 3D. I wonder if it’s possible to utilize an AI that could approximate a stereoscopic 3D image using Z-Depth data and information from the current frame as well as the previous frames.

Viewing 15 results - 406 through 420 (of 1,019 total)

Spread the word. Share this post!