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  • #193297
    Illuzio
    Participant

    Hello, Ralf!
    First of all, thank you for creating VorpX, to be honest, it was quite difficult to use it at first, every game was complicated to set up, but with each new try I learned new things about VorpX that I applied and eventually I came to know how to use it and appreciate its full potential in my games. I was able to discover my favorite game (Dishonored) in a completely new light thanks to you, so thank you for all your work, you have created an incredible software!

    I’m writing this post to suggest you to add a new feature that will easily improve the appearance of games in VorpX: “Color Filters”.
    To be more precise, I am thinking about integrating a LUT system into VorpX because it is very easy to customize for users and it will take almost no space in the VorpX interface!

    I will explain what it is, ReShade or ENB users often use it, in fact a LUT is a png image that can be easily manipulated in Photoshop, Gimp or even ReShade and allows to apply important color changes to any game. Everything can be modified for example : invert colors, put black and white, add contrast, remove a color too present (less yellow in “Two Ex HR” or “Vampire Bloodlines” for example) it also allows to adapt colors with specific palettes to help color blind people to better distinguish some colors for example. In short, a LUT can change everything and in a quite easy way for the users, you just have to modify an image!

    Here are some tutorials on how to create one for use in ReShade :
    https://reshade.me/forum/shader-discussion/3179-luts-powerful-color-correction-the-guide
    https://framedsc.github.io/ReshadeGuides/lutgenguide.htm

    This is what the png of an LUT looks like:
    http://i.imgur.com/HKmhF9u.png

    Just take a picture of a game, add the png of a blank LUT over it and make the changes you want on any image editing software or with ReShade. The LUT will also take its modifications and transcribe them into a color filter in the game (thanks to ReShade or ENB).

    In VorpX, I imagine a new “Color Filter” menu in the “Image Settings” tab where you can choose to apply a predefined LUT or a custom LUT. The png’s of the LUT’s are all stored in “My Documents” in the VorpX folder where they can be modified by users or left as is if they wish.
    i.imgur.com/fyOxGzy.jpg

    If you want to see a more concrete example, I invite you to use ReShade to try the MultilUT effect to see the different possibilities and why not let you create such an effect to see how easy it is to do (there is LUT.fx in the ReShade shaders if you want to see what the code looks like and a blank LUT png in the textures called “lut.png”).

    Here are many examples of color palettes created and usable in games using LUTs:
    https://www.nexusmods.com/fallout76/mods/114 (my favorite palettes)
    https://www.nexusmods.com/stardewvalley/mods/1213
    https://www.nexusmods.com/witcher3/mods/1498

    Voila, I know you probably have a lot of other more important things to do to improve VorpX (I’m the first to look forward to them) but I think the easily customizable color filters would be a really interesting addition, it can really improve the look and feel of a game and even more in virtual reality!

    Don’t hesitate to ask me questions, all this text has been translated with “Google translate” because I don’t speak English (I’m French) so it may not be very understandable.

    I can also create LUTs for VorpX if you need them of course!

    EDIT: If you don’t have the time or desire to create a LUT system there is also an alternative solution, it would be enough to allow to use ReShade with VorpX (VorpX would use the game image already modified by Reshade before applying its own modification for the VR) it would allow to use all the color effects you want (be careful, the effects that need to use the “Z-Buffer” like Ray Tracing or MXAO probably won’t work, you’ll have to limit yourself to simpler effects).

    wapeddell
    Participant

    Mmmh. Shaders are only disabled while G3D is active. If this also happens with Z3D active, the only thing left I can imagine is that maybe adjusting the field of view causes the issue, although that sounds rather unlikely. Otherwise I have no clue how vorpX could make objects disappear. Did you try without vorpX? Just to rule out it’s meant to be that way.

    Seems that Vorpx keeps changing the BMEngine.ini file located in C:\Program Files (x86)\Steam\steamapps\common\Batman Arkham Knight\BMGame\Config folder. Supposedly if you turn off DepthOfField=False this causes characters to go invisible in Sonar mode. I deleted this entire folder and all the contents inside it verified integrity in Steam without Vorpx running and was able to restore the invisible characters. However, when I launched Vorpx with the game Vorpx changed the configuration file ini again and the bug reoccurred.

    Ralf
    Keymaster

    Mmmh. Shaders are only disabled while G3D is active. If this also happens with Z3D active, the only thing left I can imagine is that maybe adjusting the field of view causes the issue, although that sounds rather unlikely. Otherwise I have no clue how vorpX could make objects disappear. Did you try without vorpX? Just to rule out it’s meant to be that way.

    #193268

    In reply to: Black Mesa

    Ralf
    Keymaster

    The scale is spot on per default (or VERY close to it). If you believe that may not be the case for you, changing the 3D-Strength is what you want to do. Just be aware that if you consider 1.0 (or VERY close to it) being wrong, objectively it’s your impression that is wrong. Sorry if that sounds a bit harsh, I just want to make it as clear as possible.

    All you have to do to play Black Mesa is setting a 4:3 resolution and running the DirectVR scan. There is nothing to tweak here. I understand how tempting tweaking is for some of you, but with full DirectVR profiles like this one all you can really achieve by tweaking is screwing things up.

    Ground height: monitor games are made to look good on a monitor, thus the camera typically isn’t placed with VR in mind. You can alleviate that with the camera height modifier option in the vorpX menu. Be careful though, depending on the game that may cause other glitches, e.g. when aiming down the sights.

    #193096
    mr_spongeworthy
    Participant

    >> It wasn’t until I cranked that all the way up to something like 3.0 that the scene had real-world-depth…

    I obviously won’t tell you how to play games with vorpX, but you should be aware that this is objectively wrong. Real world depth and world scale (both are connected since “more 3D” makes the world appear smaller) in Fallout games means 1.0. That is more or less true for all official FullVR profiles. I’m not perfect and dialing in the base scale/depth usually involves some guesswork, so maybe here and there 0.8 or 1.3 might be fully right, but you certainly will never see an official FullVR profile where 3.0 means real-world depth/scale.

    I would definitely NOT take offense if you told me how to play games with vorpX. (I’m here, usually, to find out exactly that!) Fallout 3 is the only game I’ve had this problem with so far – remember though that I’m playing it in Lounge mode, so that might make a big difference. (I have started the process of getting it all working well in full VR mode, but I’m not there yet. Seems like a good game to try since it runs so well. I’m easily maintaining 45fps at 4K resolution and 2XAA. Looks really good! Lots of work to do mapping controls, getting the head-tracking spot on, etc. I usually just give up and switch back to lounge mode.) I’ve also heard that maybe the Pimax HMDs don’t “pop” the stereoscopic effect as much as some other brands. Anyway, with F03 in lounge mode the scene had very little depth, so little that my brain kept insisting that objects at any distance should be, focus-wise, much further away than they were and caused a lot of eyestrain (in camera-focus terms, my brain knew that everything past a certain point in a scene should be at “infinity” but it wasn’t actually there.) Once I got that figured out all has been fine and the few other titles I have so far haven’t caused the whole eyestrain issue I was getting with FO3.

    Eychimo
    Participant

    Hi Ralph
    I am not sure of the problem. Might not even be vorpX related. just covering the bases. For the last month or so, when using vorpX with Star Citizen, When ever you open the mobiglass the monitor and Oculus rift S white screens. Only does this in geometry. Z normal and Z adaptive do not do this. Other than that it works great as always. Now both Oculus and Nvidia have had driver updates since it started. CIG has also introduced several game patches.
    Might you have any ideas? I have tried rolling back what drivers I have been able to. Have also played with every setting under the sun that I could possibly imagine might have eny affect on this. so far I have had no luck. The White screen on the mobglass is the only issue as far as I can tell. Every thing else works as always. As I said, no idea if it is even vorpx related. I really can not see how anything vorpx would do would cause the monitor white screen. My HMD yes. Might just be some code in the game they added that does not like what vorpX is asking for.

    Not a big issue, as both the other modes work just fine, but I do love being able to make the 3d awesome when not streaming. Maybe even some one else using vorpX for Star Citizen can tell me if this is even an issue for other HMD’s beside the Oculus Rift S.

    #193043

    In reply to: Eye strain fix

    RJK_
    Participant

    Youre a genius ! Just checked my “Brillenpass” and did a quick test. The result was quite surprising and confusing at the same time. Before my setting was around 66to68, the pass says 62. When using this value the image becomes very unsharp on both sides, somehow like in a tunnel. When sliding up carefully back to around 66 the image gets better and better. (What i usually do is adjusting until i have a maximum of clearness on both eyes on the same far left and right objects). Now i am back to 66 even the optician measured 62. Very strange. I would guess the vive adjustment is not very precise.
    BTW. If so ,it must be a main vive thing, because i was using the same values on 3 different vive headsets before.

    TheBalt
    Participant

    Okay – so this is a fluff post but i just enjoy sharing the ‘good’ experiences I find in Vorpx and I think some, not all, but some of us come here for ideas on fun experiences.

    So Forza has a mode in it called Eliminator – now this post isnt purely about that mode, but, its why im pointing this out as an exceptionally fun experience.

    So Forza is on Xbox Game Pass on PC and therefore can be played in Vorpx Desktop Viewer. I recommend you aim for a high resolution rather than graphics on this one so you can see the edges of the roads/obstacles as clearly as possible.

    But anyhow, the game has a first person mode that doesnt work perfectly by any means – youre just plastering the game to your face with immersive screen mode.. but the game mode Eliminator is just such a thrill in first person immersive screen I had to point it out. You dont have control of the camera, youre just surrounding youreself (partially) in the driver seat of your car, but this Eliminator mode is immensely fun to play this way, I just had to point it out to anyone who had GamePass and Vorpx.

    Basically in Eliminator youre 1 car in 50-70 fighting to survive to the end (like any battle royale) with cars level 1-10; you can level up your car by winning a race you instigate by honking your horn at someone close to you (like within 30 feet); then a random spot is decided and you race. You win, you get to level up your car, you lose, youre out, like any battle royale.

    But the races in first person in this are like speeding thru trees like a Speeder bike in Return of the jedi lol. You just have got to play it to see if its your thing, but get some spotify going or something and just drive along, challenge players, race thru trees and stuff like madmen in first person (kinda vr) lol.

    Just wanted to point it out to anyone into driving games and looking for a fun game mode. Hoping they add a team mode to it cause its alot of fun just in solo

    #192795

    In reply to: Eye strain fix

    Ralf
    Keymaster

    vorpX uses the headset’s IPD adjustment just like native apps. If you experience eye strain you might have set the 3D-Strength too high like Eola667 suggests. Leave it at the default value.

    Technically a too high 3D-Strength (distance of the virtual ‘eyes’ in the game) differs from a wrong headset IPD (distance of your actual eyes), but both can cause exactly the same type of eye strain since your eyes have to do more work to bring the images together when you raise the 3D-Strength. For official profiles the default value of 1.0 is usually what you want to use. More doesn’t mean better here.

    #192792

    In reply to: Vorpx

    dborosev
    Participant

    I play all my VorpX games seated, mainly because I prefer playing them in Cinema mode rather than full VR mode. Cinema mode unfortunately gives the impression that you’re just sitting at a large screen, but to me, if you zoom the window up close, its more like looking into a deep 3D scene, only its controlled by mouse and keyboard (or controller). You can’t even tell there is a window.
    Lots of people use full VR mode, but I prefer cinema for a few reasons:
    – No loss of native game menus, hud etc. Everything is the same.
    – Playing demanding games that drive the FPS down, don’t bother me, since I don’t need it at 90fps like full VR. I regularly play demanding games at 30-50fps no problem since I don’t move my head around.
    – seated is damn nice for 2 hour sessions. I can use the mouse to move my head.
    – I’ve always prefered mouse and keyboard, lots of buttons.
    – You never need to worry about “dialing in” the right settings for full VR to match what you expect. It literally take me 0 mintues to set up a new game.
    – 3rd person games!

    Anyways, just one persons point of view on seated experience. There are tons of fullVR games that work wonderfully as well.

    Its been the best money I’ve spent on VR over 3 years. So worth it.

    #192679
    GhostRider087
    Participant

    What i did was, to play with Vorpx Desktop Viewer and Pause Watcher, to play Madworld in 3D Sbs, because with Dolphin VR it didnt work.
    So in Dolphin Flat Version you can enable 3D in SBS and play the Games via Vorpx in Cinema Mode.
    Also you can enable in Dolphin Settings the Free Camera so “set” the FOV or just move the Camera Far away to get an really nice view.

    This method also works with Virtual Desktop.
    I think its all in Z3D in Dolphin Flat Version, but its a good 3D Effect.
    And you can play “unsopprted” Dolphin VR Games with that.

    Kulminaatio
    Participant

    Hello! I need help!

    Im also having these problems with FS19 where it works in third person view, but when I change it to first person/cockpit view it becomes very stuttery/jiddery/warpy, especially when I turn my head. Seems like this problem is pretty common.

    I have tried to start in SteamVR mode – no impact, disabled dynamic vehicle camera in game – no impact, disabled Steam Overlay in steam settings – no impact, and I also tried that renaming the GameOverlayRederer64.dll -thing, which seems can not be done anymore. Because if you change it, Steam doesnt let you start any game because it says there is an steam update which has to be downloaded before steam can be used again. And after that it just downloads the .ddl -file. So the dll cant be renamed.

    So any ideas how to get this work? I want to build my farming empire in VR! :)

    Oh yeah, and my specs are: i9 9900k, Rtx 2060, 16gb Ram (3200mhz), so Im pretty sure its enough.

    Thanks!

    #192631
    GhostRider087
    Participant

    Hello RJK :)

    I just wanted to ask, if we can get back your great Site, where you can really see, which Game supports G3D and Z3D ?

    I saw, that you realeased the inofficial List, but im really interested to see, which Game Engine the Games have and so on :)
    Because i only see the Duck on your Homepage at the moment :)

    Thanks in Advance.

    #192581
    GhostRider087
    Participant

    When you get the Original Fallout 4 VR Version, you are only able to play it via Motion VR Controllers, when you play it with Vorpx, you have some more features for example, playing with Xbox Controller or Keyboard (of course with Headtracking and Positional Tracking in G3D just like in the Native VR Version)
    In Vorpx you can switch to Cinema Mode or Full VR again everytime.
    And for me the most important thing is, in Native Fallout 4 VR its recommended to play it standed (which i dont like so much), via Vorpx you can play it with much comfort seated (which is my favorite Way to play almost all Games :)

    For me, i dont really need the motion Controllers for Non VR Ego Shooter Games, its alright to just aim with your Head.

    Oh and the most important Feature, when you play the normal Version with Vorpx, you can Swtich to Third and First Person everytime, in Fallout 4 Native VR its only First Person.
    To Play in Third Person is a really cool way, to play Fallout 4 in VR:)

    So i would recommend the normal Version with VORPX :)
    Annother feature, you can also just play it without VR, because its made for desktop.
    Fallout 4 Native VR forces you to always play with the VR Headset.

    Eola667
    Participant

    I have a question if you don’t mind, what units (or similar) correspond to the G3D scale/strength and FOV enhancement sliders? I’m asking this because I’m having trouble converting for example 0.01 in the slider numbers to actual FOV degrees for precise adjusting, same with the G3D scale. Thanks for reading.

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