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  • TheBalt
    Participant

    oh man

    @thebalt, Got me all hyped up for this, but its not in 3D. No ZNormal or adaptive or anything. It says it does, but its definitely not showing in 3D. I used the only profile on the cloud.

    oh man i dunno what mightve happened in subsequent updates – i played this about 10 months ago.. but it was def doing adaptive and stuff when i played. im sorry, not sure what mightve happened :\

    even looked up reddit thread from the original profile maker from like 11 months ago… heres the thread if maybe you wanted to give him a shout and see if he can look at it. sorry dude, but youll see his reddit name is same as his username in vorpx… ill try download evil within 2 again and see what profile in vorpx it was using and maybe i did some work on it, i cant recall.. let me get it downloaded and try launching and see what it does, if it works, ill just post profile for you, no guarantees tho cause i worked off what he had, so i dont know if a patch or something messed this all up

    evil within 2
    byu/OriginalGoldstandard inVive

    Kurt91
    Participant

    I’ve been trying to figure out how to get two games working, as the title of the thread says. Both of them are fully playable as-is, but I’d like to try and iron out the last little details. I also am kind of stuck having to ask rather than experiment for now because I’m a Computer Science major and I lent my headset to one of my instructors. (I’m taking a VR/Haptics class)

    First off, when I play Portal 2, I have an issue where I’m facing the wrong way when going through a portal. I know that this is a known issue, but I was wondering if anybody has figured out a fix for it. One thing that I had read was to turn off DirectVR. What do I lose if I do that? Could I turn it on when I start the game, then turn it off and keep the FOV and turning my head to turn in-game? What benefits does keeping DirectVR have?

    Second, I wanted to ask about Fallout: New Vegas. I can get the game working out-of-the-box, but as anybody will tell you, the game doesn’t shine without mods. In particular, graphics/lighting overhauls and ENB/Reshade/NVReloaded. Since it’s such an old game, fixing up the graphics seems like a pretty big priority when trying to get it working in VR.

    I’m having difficulty using VorpX alongside an ENB. The ENB adds a D3D9.dll file, which apparently VorpX doesn’t seem to like very well, and it refuses to hook into the game. Is there a way around this so that I can use both? There’s an injector version of ENB that doesn’t include the dll file, but it requires being manually started before starting the game, and that would not only be a pain (since I’d constantly forget, and the game is a pain to get started), but I’m not sure how well it would work alongside using Mod Organizer 2 and NVSE Loader. (MO2 has to assemble the mod folders when starting the game, NVSE Loader is a different launcher for the game that is needed for a very large number of mods.)

    Anyways, I’ve been trying to look up answers for both of these by myself, but to no avail. The last Portal 2 thread was quite a while ago, but I’ve been seeing videos over 5 years old of the game working in VR flawlessly. As for my New Vegas issue, everywhere I look just has people say to use the wrapper version of ENB (the one with the dll file) since it’s automatic, not taking programs like VorpX into account.

    TheBalt
    Participant

    I couldn’t get the head tracking with Conarium, but was able to with Conan Exiles. The graphics aren’t looking great though and it’s very sluggish. This is the epic stores version. Instead of using the TheOuterworlds.exe I had to use the file that is in the Indiana folder (Indiana something .exe)

    keyboard still broke so sorry for short response ..

    did you try launching with keyboard/mouse – no gamepad? if that fixes tracking issue then you just need to find a program that tricks pc into taking controller inputs as mouse keyboard actions. steam supports this out of the box with steam controller config, i just tested and you can put epic game launcher in steam – if keyboard mouse fixed ur issues, right click epic game launch in steam, controller needs to be plugged in -go to browse configs – templates and select wasd and mouse – apply configuration. launch epic from steam thinking u on keyboard mouse – then just make control adjustments in game or in steam controller App to replicate games unique controls, youll just have to fiddle with that

    for better performance i cant help much cause of stores – but when you launch have task manager open, right click that indiana file – click details – right click it again and try setting to realtime, if that doesnt work, try high 2nd time

    obviously reboot game before doing these in sequence.. but im in dark for you with egs sorry . hope that helps

    tthe conariumm profile seems to work for 99% of people.. make sure to include directvr settings when importing.

    if outerworlds.exe wouldnt connect to vorpx, do this trick;

    Go to your desktop, just hit “Create new text document”.. Rename that document to TheOuterWorlds.exe (itll say itll create a corrupt file or whatever- doesnt matter, just make it)

    make new profile for outerworldsbut direct it the fake .exe we just made – vorpx will attach even tho its a bullshit file just cause its on lookout for anything with that name

    Thanks for our good man Ralf’s brilliance – this will make Vorpx look for ANY TheOuterWorlds.exe being launched – even the real one

    TheBalt
    Participant

    TBH I don’t really know why you need to create these text files. For me the game hooks without doing that (also using the game pass version).

    Would be great to get a few more opinions regarding this. If anyone else is currently tinkering with game pass games, please let me know whether you have to create a file with the .exe name or not. Thanks!

    My findings so far are that traditional Win32 games seem to work fine (not counting potential DirectVR issues due to Windows Store specific config paths that vorpX is not aware of (yet)).

    its an admin thing that i cant find a workaround for even tho im on my full privileges account [as far as i can tell], just doesnt let you do anything in windowspapps folder where this stuff is – im stumped on it, dunno, i would give you more to work with that, Ralf – but i got no clue why either

    edit;n this might be important for us to fix tho cause your gamepass directvr may get denied if this work that way

    TheBalt
    Participant

    Well, just for the record, spent some time with it on the Xbox Game Pass store and it starts – and runs in 3d if you import Conarium along with its DirectVR settings – game is in 3d and appears to look functional, adjustable field of view and everything, got it looking pretty good… but it crashes after about 30 seconds – 2 minutes of gameplay.. no clue why.

    I tried playing offline, tried playing thru Steam and launching Xbox app that way, but, just couldnt get it to not crash. Its a shame too cause I really think its pretty much up and ready to go, the settings made the 3d as effective as any other game, but, alas, it just crashes.

    I tried importing Conarium without the DirectVR settings and it wouldnt allow any sort of adaptive/normal 3d, with the DirectVR settings, it allowed those options and made the game 3d, but, we get the crash.

    Some other profiles may or may not work, let me know if anyone finds a workaround.

    For the record, the crash happens AFTER you make your character and go thru the opening cinema and first get control, you can see the game looking great and running smooth – but crash will happen after a few moments unfortunately

    If anyone finds a trick around this, feel free to share! lol

    #188664
    jjensson
    Participant

    Hi Ralf!

    Since i got my Rift S, i played through The Witcher and The Witcher 2 and had wonderful experiences in Immersive Screen mode (nitpicks: TW1 crashes often with mods, probably an engine problem; and TW2’s shadows were glitchy – they had some parallax errors). Now i just started The Witcher 3 and am still tweaking some settings.

    I play in Z-Normal, because i don’t want to lose shadows, and it runs well.

    Q1: What settings could i tweak to minimize the distortion on the ground in front of me? Would it be better if i set the curvature of the screen to 0? Does the Near/Far weighting have any effect? Or does the 3D strength? Is the distortion worse with bigger or smaller FOV?

    Q2: In Z-Normal the particles don’t render in the same focal plane (fire, particles from bombs etc). Can this be tweaked without breaking something else?

    #188658
    Ralf
    Keymaster

    dellrifter’s post pretty much nails it. I’d just like to add an even stronger warning in regard to the ‘3D FOV Enhancement’ option. In most newer games it not only causes edge culling, but may also cause additional issues with shadows, reflections and other FX, so it’s probably better to lower “Image Zoom” a bit more instead in most newer titles.

    ‘3D FOV Enhancement’ works great for older games without any deferred rendering, but in newer games it often causes more issues than it solves unfortunately.

    #188645
    jjensson
    Participant

    Counting the days for it myself. Apart from perhaps the new Jedi game, this is the only game I’m looking forward to anymore this holiday. Almost as excited as I was for Witcher 3.

    Haha, we seem to have the same taste in games. I can’t wait to play Jedi: Fallen Order, and Red Dead Redemption 2 is also on my list of the best games of 2019.

    It would be a tragedy if those two games don’t work in VorpX, because there is almost nothing new worthwhile to play these days.

    That said, there is guy (i think his name is Luke Ross) on Reddit who just published a VR mod for GTA5 that works without VorpX. He also said that it should be theoretically possible to do the same thing for RDR2. Don’t nail me on the details, but those infos are quite fresh and can be found on the Oculus and VirtualReality reddits.

    #188634
    blueshark747
    Participant

    @ skubi007 :

    I just took a look at that facebook group you linked. What’s said there is flatout untrue. vorpX offers multiple ways to deal with FOV.

    Not all are perfect, but you can always deal with the issue one way or the other. There is a whole help section (“Essential Hints Guide”) that explains the various options you have in that regard. You can also find that here: https://www.vorpx.com/forums/topic/how-to-get-the-most-out-of-vorpx/

    In short:

    – For more than 150 games vorpX can adjust the FOV automatically to your headset, either by auto editing ini files or by directly manipulating the game memory. In other words: whenever possible vorpX handles the matter in a perfect manner.

    – If that is not possible or a game is unsupported and there is no way to adjust its FOV manually, a workaround is available with vorpX’s image zoom option at the expense of black top/bottom bars.

    You can find more detailed information regarding the matter in the aforementioned guide in the help.

    If you have any further questions regarding the matter, let me know.

    @ blueshark:

    I’m obviously biased, but vorpX used together with this GTA mod is still the better way to play GTA V. The standalone mod has no controller support and uses alternate eye rendering for creating 3D, i.e. only one eye gets rendered each frame. vorpX used to do that in its (very) early stages because it’s relatively simple, but compared to a more advanced G3D implementation the method has severe drawbacks since each eye is rendered at a different time, causing odd, potentially dizzying, artifacts with anything that doesn’t stand still.

    I was more interested in how the in car scale compared to VorpX.
    The thing I dislike about your GTAV profile is sitting in vehicles doesnt feel immersive like they do in Assetto Corsa or PCARS2 in VR. Its hard to explain something is just off scale and feel wise when driving cars in first person.

    #188610
    Ralf
    Keymaster

    @ skubi007 :

    I just took a look at that facebook group you linked. What’s said there is flatout untrue. vorpX offers multiple ways to deal with FOV.

    Not all are perfect, but you can always deal with the issue one way or the other. There is a whole help section (“Essential Hints Guide”) that explains the various options you have in that regard. You can also find that here: https://www.vorpx.com/forums/topic/how-to-get-the-most-out-of-vorpx/

    In short:

    – For more than 150 games vorpX can adjust the FOV automatically to your headset, either by auto editing ini files or by directly manipulating the game memory. In other words: whenever possible vorpX handles the matter in a perfect manner.

    – If that is not possible or a game is unsupported and there is no way to adjust its FOV manually, a workaround is available with vorpX’s image zoom option at the expense of black top/bottom bars.

    You can find more detailed information regarding the matter in the aforementioned guide in the help.

    If you have any further questions regarding the matter, let me know.

    @ blueshark:

    I’m obviously biased, but vorpX used together with this GTA mod is still the better way to play GTA V. The standalone mod has no controller support and uses alternate eye rendering for creating 3D, i.e. only one eye gets rendered each frame. vorpX used to do that in its (very) early stages because it’s relatively simple, but compared to a more advanced G3D implementation the method has severe drawbacks since each eye is rendered at a different time, causing odd, potentially dizzying, artifacts with anything that doesn’t stand still.

    #188589
    Macrobyte
    Participant

    So I keep running into this issue every time vorpx needs to update. While it’s easy to blame the anti-virus for the fault, I think a couple of things with this program are the cause.

    Supporting Screenshots:

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    1. Why does the downloaded update filename keep changing when you run “vorpX_WebSetup.exe”? You can’t whitelist a file if it’s name doesn’t stay the same. If you try to approve it after the fact, its already a done deal. The anti-virus already starts quarantining/deleting the file. Additionally, the folders in question that Bitdefender has called into question have already been whitelisted by me.

    2. Why does vorpx try to download something to C, then move it to your install location? Why is it unable to make the install in the same directory of your choosing or just keep all the related files for the application in one folder? Why does it not allow you to change the install directory location after the first install or place the require temp files in the location of your choosing?

    I know I am going to get the “Well just whitelist it in the anti-virus program” response. The reality is, the temp folders you attempt to use have already been whitelisted due to me going through this before. Even if we forget about how Bitdefender feels about people trying to modify content on C, Windows 10 doesn’t like you installing anything on C. Yet developers keep trying to do it.

    The files are being detected as “Atc4.Detection” malware. Additionally, because your filenames keep changing when they’re downloading and then attempting to rename in certain locations, the installation itself is being treated as malicious. Those files are also attempting to rename other files in directories. I have sent an e-mail to Bitdefender Support to confirm what Atc4.Detection. It’s easy to write this off as a false positive, but right now the program isn’t working for me at all. This is probably why customers are having such a hard time having the game hook into apps. It’s very possible these installations are not completing properly or the anti-virus is stopping it from performing basic functionality because its being seen a threat.

    While its good to rely on the community for feedback, if you’re going to sell this product, you should be at least be willing to contact the support of the anti-virus companies reporting that your program is malware and have it whitelisted. This has been an issue ever since I started using the program two years ago.

    #188581
    madcap
    Participant

    I can bind both so it shouldn’t cause me a problem in this game. However the cursors are definitely not taking effect for me.

    I could bind the stick button (left shift) to right shift, so some are rebinding.

    For some reason Del key is also behaving the same way even though I set it to Scroll-lock in VorpX, which made it available in games. It shows up on the controller (both in vorpx menu and 3d controllers) but doesn’t have any effect. I also tried binding End key, which also has no effect. In menu that bind stayed blank after I pressed the End key (special key?), but it showed on the controller button (A-End and B-Del buttons on right controller).

    Just thought I’d mention it. I can work around all of it, so none of it is critical. :)

    Have a nice weekend.

    TheLastStarfighter
    Participant

    Ok guys, how does this compare to the PPSSPP VR?

    I tried getting it to work tonight and to me it just looks like a big flat pancake?! There isn’t any stereoscopic 3D that I can see.

    However in PPSSPP VR, its 3-D and virtual in some games. I’ve tested an absolute ton of games and about 30 to 40% run really well… surprisingly some of the ANIME games work the best because the backgrounds are all done up in 3D and the character just look like well little cardboard cut outs…but who cares. Anyway I’m wondering if I just have my settings done up wrong on the PCSX or what?!?

    TheBalt
    Participant

    Hey guys,

    In an update it was listed that Sekiro’s got a “3DHUD” and didnt know if that meant the HUD was adjustable. Im doing a playthru with the 1st person mod and just need the HUD squeezed in a little tighter to see items and health bar and then the experience will pretty much be 100% solid. It runs great if anyone wanted to try it – ive been using Oculus Tray Tool with auto to 45 FPS with timewarp and game runs pretty much smooth as silk if you set your graphics right for your pc, i definitely recommend you guys try it.

    -Sekiro: Shadows Die Twice: G3D/Z3D, Immersive Screen Mode, 3D HUD

    But ya, was curious if any way to squeeze the HUD in and if that is what 3DHUD meant or not.

    Thanks for your time and thanks for the solid Sekiro profile, Ralf! It runs great and the depth is awesome, you nailed it on this one, so thanks for getting that up and running cause play in these first person sword fights is fantastic, thanks for your work!

    Please dont stop anytime soon – plenty more games i want Vorpxed on the horizon :P lol

    Thanks for any help in this department though, everyone. Take care

    #188086
    dellrifter22
    Participant

    You can enable the Shader Authoring tool on the vorpX config general page. This allows you to open a new vorpX window in game to cycle through all the shaders being processed and hide/activate/transform them for best use in G3D. I’m really glad Ralf opened this up to us, I’ve had a lot of fun tweaking around.

    I was granted an advanced authoring key by Ralf upon request, which you can do through the vorpX config Local Profiles page. This unlocks additional pages of profile defining parameters. Neither of these tools come with any documentation, but given enough time just trying things out I’ve slowly learned a thing or two.

    I’m no shader hacker nor software engineer myself. I’m just a passionate vorpX user who loves to see what it can accomplish in my favorite games. In fact I probably spend more time these days tweaking around lots of games than actually playing, because it’s fun for me. Some games can look really cool in VR and I want to share them with people.

    The general rule is find an existing profile Ralf has created that shares a similar engine and hope it grants 3D correctly for a new game. The library is vast enough that you can typically find one after testing a few. Then the general shader tool is enough to clean things up a bit.

    I did try ACOrigins initially for Wildlands yes, but without luck. I ended up using Star Wars Battlefront 2, hoping it’s updated Z3D technique would solve the problem of losing depth after checking map. Lucky for me it worked. So far there is no Z3D creation tool I know of, so you just have to get lucky cloning existing profiles. It would be neat If Ralf could one day show us how Z3D is created.

    From there I experimented with the advanced authoring tool to activate G3D for Wildlands. Having that working I now used this same profile to create for Breakpoint.

    I’m now learning that the advanced tool can make just about any dx9 or dx11 game 3D from “scratch” with enough patience to manually scan through thousands of buffer values and find the bingos. At least the tool is simple enough to navigate with and I’m grateful to Ralf for sharing it. I’m still learning new things every week while using this. Messy and time consuming, but hitting jackpot pays off for me. Ralf is currently working on more tools for fixing those dreaded shadow glitches. I’m quite excited for this too.

    First figure out what the various settings do in the vorpX delete menu. Then find an unofficial G3D game and run through with the Shader tool (Ctrl+End) activating shaders when you see them get hidden. Cycle through the various options below to see how they change that activated layer. Once you grasp the basic idea of how to treat shaders, you’ll be able to use similar methods to find and treat the buffers for 3D in advance tools. Not that I truly know anything about it, I’m just a fellow self-taught tinkerer myself using vorpX daily for last few years :). One who hopefully hasn’t blown Ralf’s patience a time too many.

    vorpX is great! It’s given me countless hours of fun showing me cool games in a whole new way, and I’m excited for it to keep getting better as time goes on. More people need to try it. Glad you are eager to do more with it, and hope you have fun making your games cool.

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