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  • #218706

    In reply to: disappointed in vorpx

    toga62
    Participant

    I’m with you OP. I’m disappointed by this product too and feel like many of the youtubers who bragged about how amazing it is were extremely misleading in what it can do and how well it can do it. The software is buggy and not at all flexible enough. I thought I would have a lot more grainular control over stuff but constantly find myself restricted by the limited setting options available. Some settings appear to do absolutely nothing, and others are just duplications of others. The whole thing feels half baked to me and its been under development for almost a decade.

    Worse is the lack of support. There is no wiki that I can find. There is no deep walkthroughs of how to use it either. Maybe there is but I can’t find it because it lacks any sort of modern means of communication. Everything is trapped in these ancient hard to navigate forums and there appears to be no interest in taking this content and building a community in a modern place like Reddit or a Discord server.

    Maybe this software was great 3-5 years ago but I don’t think its worth the price now. I’ve been sitting with the sour taste for a few weeks now as I’ve spent way more time just trying to get it to work right than actually using it.

    aertonda
    Participant

    I don’t want it to show the game window in the middle of a “Cinema theater screen”. Because I am not running it on a VR headset, but just a plain a simple 3D monitor/tv. It just needs 2 Side by side square pictures, not curved, not in the middle, just plain square pictures and thaQt’s it.
    How can I configure it properly?
    Please help, as I am lost in the options here and can’t just try all of them.

    #218486
    ENBSeries
    Participant

    Hello

    Did some fixes of extreme color banding bug of Dragon’s Dogma with VorpX which happens for some VR helmets cause of their technical issue (Elite Dangerous, IL-2 gamers do know what i mean). Like mine Oculus Rift CV1 makes the game awful in the nights or any dark places, night sky too. But this fix is a part of my graphics modification of the game, so performance is worse due to effects applied (but you can disable any of them or download visual presets made for this game by other users). Don’t forget to configure VorpX properly for the game, it do not work well with geometry stereo mode (invalid shadows). I tested all features of my mod and everything seems work right with VorpX, so i decided to come here to share this information, game is cool and worth attention of VR gamers.

    Don’t know if links allowed here, so google “ENBSeries 0.476 for Dragon’s Dogma” to get that graphics mod from my site. In the enblocal.ini file from there add parameter to [FIX] category named ApplyDarknessDitheringVR=true or start the game and it will be created itself and in internal editor can toggle it real time. This one removes banding, but primary fix is hardcoded and always on.

    Btw, if developer(s) of the VorpX read this, you may add in future versions detection of ENBVorpX var which i exported just in case to check if it’s fully compatible and not need to notify users about unknown d3d9.dll in the game folder.

    #218394
    Ralf
    Keymaster

    ME1+2 should work fine, can’t recall what the issue was with ME3, might just have been some .exe naming conflict.

    That aside, ‘better’ is a fairly individual term here. ME2+3 are basically the same games with higer res textures and slightly better lighting, but in turn much worse performance. ME1 on the other hand received a significant gameplay overhaul for the Legendary Edition.

    One could very well argue that because of the much, much better performance the original games are generally better suited for VR, just for ME1 using the LE is actually worthwile due to its modernized gameplay.

    #218352
    Schroedingercat
    Participant

    Hi everyone! I just installed cyberpunk again yesterday because I heard about this awesome VR mod and got a Quest 3. I have the latest everything installed, but when I start Cyberpunk from steam, it doesn’t do anything more than a floating screen in front of me. My motion controllers don’t work – i can move the mouse cursor with one of my controllers but nothing else works. I can also only select continue-load-new (the top 3 menu buttons). The controller won’t control anything past the bottom half of the screen. When I go in game using mouse/keyboard, I can move the camera around just like i could move my mouse cursor around. I don’t have a vorpx menu or tutorial or anything that pops up when I load the game.

    What other steps can I do to troubleshoot this? Is there a log kept somewhere that I can look at?

    #218175
    WeeGee9000
    Participant

    I am playing Metro 2033 with VorpX in immersive screen mode, and I am blown away. It’s so good… MOSTLY. Why do I say mostly? Because for some reason the screen itself is just too high, and I can’t find any options to change that. A high screen basically means I have to play with my head looking more up than what my default, comfortable position is. It’s immersion breaking and over time it just hurts (because not only you have to force your head to face up, you are forcing your head to face up with a brick attached to your head).

    TLDR, I want to move the immersive screen down. How do I do that?

    #217980
    Ralph
    Participant

    To play Assassin’s Creed Mirage with Vorpx, please follow these steps:

    1. Install the Vorpx Beta and the Vorpx (DX10,11,12) hook helper if prompted. Before installing the Vorpx hook helper, make sure to rename any existing “dxgi.dll” file in the Game Folder of Assassin’s Creed Mirage to “d3d12.dll.”

    Import my user profile Assassin’s Creed Mirage (VR-Punk) in the cloud section of the vorpx-config-tool to your local profiles section in vorpx.

    Make sure, that all “game”.exe files of Assassin’s Creed Mirage are associated with my profile in the local profile section.

    2. Resolution

    In most cases, your GPU driver will automatically suggest a suitable resolution for Assassin’s Creed Mirage.

    For the best gaming experience, I recommend the following resolution settings:

    Aspect Ratio: 16:10
    Resolution: 3456×2160

    Optionally, you can use Vorpx’s virtual monitor:

    1. Right-click on the Vorpx-config-tool icon in the tray and open configure
    2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
    3. Create a custom resolution, such as 3456×2160 or 3840×2400.
    4. Minimize it to the tray again.
    5. Right-click on the Vorpx-config-tool icon in the tray.
    6. In the menu that appears, select the option to enable the virtual monitor manually.

    Now, open the Windows System settings and go to the display and resolution settings:

    You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the 16:10 resolution you created, such as 3840×2400, select the Vorpx virtual monitor and change the resolution to your custom 16:10 setting.

    3. Game settings

    You can find your game settings in the following location:

    %USERPROFILE%\Documents\Assassin’s Creed Mirage\ACMirage.ini

    After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)

    In the INI file, you can adjust various settings, including language, graphics, input, and more to suit your preferences. Feel free to customize your game settings as needed

    Motion Blur, Depth of Field and Film Grain have to be deactivated. I recommend to use DLSS in combination with Adaptive Quality to 60 FPS.

    One of the most interesting settings is:

    FOVScale=2.13000

    This Super Third-Person FOV allows you to zoom very high in the Cinema Screen in your Headset while maintaining a reasonable distance from your player character

    My game settings are looking like this, but feel free to customize it for your needs, Assassin’s Creed Mirage allows many different settings and still works well in vorpx.

    [Language]
    Client=de-DE
    Text=en-US
    Sound=en-US
    Subtitles=en-US
    [Graphics]
    AdapterVendorID=4318
    AdapterDeviceID=8712
    MonitorDesc=
    DisplayIndex=0
    WindowPosX=0
    WindowPosY=0
    FullscreenWidth=3456
    FullscreenHeight=2160
    WindowedWidth=3456
    WindowedHeight=2160
    WindowMaximised=0
    RefreshRate=0
    WindowMode=1
    VSyncMode=0
    MaxFPS=50
    IsFpsLimitEnabled=0
    PixelDensity=1.00000
    LastUsedFullscreenMode=1
    KeepStandardAspect=0
    HDREnabled=0
    Freesync2Enabled=0
    UpsampleType=0
    UpsampleQualityMode=0
    UpsampleSharpenStrength=0.60000
    UpsampleUseSharpen=1
    AdaptiveQuality=3
    Antialiasing=2
    Bloom=1
    Character=2
    CharacterTexture=2
    Cloud=3
    Clutter=3
    CrowdDensity=0
    Culling=0
    DOF=2
    Environment=4
    Fog=2
    Lighting=0
    MotionBlur=1
    Rain=3
    Reflection=1
    Shadow=4
    SSAO=3
    Terrain=1
    Tessellation=3
    Texture=4
    TextureFiltering=2
    Water=2
    [LightingDevices]
    Config=[{“id”:”MSI MysticLight SDK”,”enabled”:true,”config”:{“ip”:”localhost”,”port”:1462,”ambientPort”:14621,”authToken”:””}}]
    Enabled=0
    [Input]
    InputSourcesSelectorMode=0
    ActiveSourceIndex=2
    [Options]
    Controller Feedback=4294967295
    WideAspectStretchedHUDMode=1
    KeyboardHighlightingMode=dynamic
    FOVScale=2.13000
    AutoFOV=0
    LockCursorToTheWindow=0
    AlwaysShowCursor=0
    LODDissolve=1
    [Startup]
    StickyKeys=2
    ToggleKeys=2
    FilterKeys=2

    Because you have to restart the game many times to make changes to the settings and the vorpx profile, i recommend you to skip the intro videos

    Delete or rename the video files

    Go to <path-to-game>\videos\.

    – Rename, move or delete ANVIL_Logo.webm, Intel_Logo.webm, AC15th_Logo.webm and
    UbisoftLogo.webm.

    Go to <path-to-game>\videos\en\, or the folder that corresponds to the currently set text language in game.

    – Rename, move or delete Epilepsy.webm, PC_WarningSaving.webm, and
    warning_disclaimer.webm.

    #217978
    drowhunter
    Participant

    There’s a profile for this game that does full G3D and FullVR and it’s really, really good. Even 6Dof works (kind of)

    Only thing I needed to do was map the headtracking to to right joystick with an anti-deadzone of about 0.3

    The issue is while the yaw works well enough the pitch is totally whack.

    When moving head up or down the world moves with you.

    There is an option to lock pitch but it doesn’t work.

    If there was a way to simply tell Vorpx to simply ignore the tracking data for pitch altogether it would be perfect.

    Ralf since Vorpx is obviously in control of receiving the pitch from the headset could you add an option to ignore it please?

    I also tried turning the Y sensitivity on the joystick to 0, but it doesn’t do anything, in guessing because it doesn’t actually seem to be moving it’s not the in game joystick that is causing the actual problem.

    E.g even looking down in the game if you push to the absolute bottom it switched the camera to look behind. and when pushing the joystick all the way up the have only moves your head like 2 degrees this is just how the game works.

    it seems that in full VR Vorpx is the one causing this world movement on pitch.

    seanmoreno
    Participant

    Hi guys!! So, I used to play Fifa’s series with VORPX since 2019 and it was amazing!! I know for some people, sports games with no first person, could be not interesting, but for me and, I’m pretty sure there’s a few more here, it’s a groundbreaker! The 3D effect gives us immersion and more; accuracy to read the movements with more precision because of the 3D depth.

    Anyways, I used to create some profiles here in a very basic way, creating from some other profile from other game in the library, picking profiles that could match and then making some adjustments in VORPX settings in game.

    Since last year, FIFA 23, I tried all the profiles, and it couldn’t hook… I’m pretty sure that it could be because of their Anti-cheater (maybe?) since the graphics engine is the same.

    The new EA SPORTS FC 24 is there, same engine, same Anti-Cheater, but for some reason, my hope is renewed because I’ve been reading the forum and there’s a lot of experienced profile’s creators around, making a lot of games work! So, I decided to ask for help! :)

    I would love to hear from you guys, some tips. What could I try again? VORPX beta? I only play career mode, so maybe playing in offline mode by steam could deactivate the EA Anti-Cheater?
    what other ways could I try to make Vorpx hook it? I read something about changing the name of the game.exe, but I didn’t understand so well… Anyway, any help would be appreciated. :)

    #217850
    romandesign
    Participant

    gamepad override is the best option anyway because of head tracking. With such a configuration switching between controllers and gamepad works perfectly fine.

    Now I’m confused. Emulators aside, this is EXACTLY what I’m trying to do: switching between controllers and gamepad (ground/flight). And it’s not fine because of that “override override” I guess… Triggering map opening on gamepad RP press/release etc. Or am I doing something wrong? But I think I have tried everything. Forget my joysticks via gamepad emulator setup, it just acts as a pure gamepad, and I verified the problem by connecting an actual gamepad instead of an emulator.

    So yes, controllers and gamepad is my goal, essentially, and not simultaneously, but taking over one another, just as in a default game keyboard and gamepad take over each other. And that will be popular among many, just as it is in 2D mode. The fact that in my case joystick takes the place of a gamepad is irrelevant.

    #217806
    Ralph
    Participant

    Yes, you are right ! Headtracking is just a gambling depending of your hardware setup, in some setups it works flawless like in voodoovr case and in other hardware setups with other Headsets and other GPU an OS it does not work in any way.

    Stay tuned, Ralf will release a profile which is solving all problems that my profile has.

    I guess that you will have full headtracking, running in one direction and looking in a other direction. But you have to calibrate this tracking several times in a session of a few hours. That is called Direct VR Scan, and takes 20-30 seconds. But this technology is important because it works with every upcoming update from Bethesda. Other mods are broken after nearly every patch of the game, with Direct VR you are safe.

    I guess the FoV will be automatic to your type of Headset, and you can select between several resolutions which are graduated for different Hardware Specs, and you will have no letterboxes or pillarboxes even in borderless window or exclusive fullscreen.

    But i guess the resolution will have aspect ratios of 4:3, 16:10, 16:19, 32:9 and not my favorite 1:1. I love 1:1 in FPS because you have the maximal pixel density by the best performance !

    Ralph
    Participant

    Be careful, it is technical nearly impossible to get good results with an on the fly conversion ! https://www.owl3d.com/

    Hollywood Studios invest billions of dollars to make hand made 3D conversions to get good results !

    https://www.owl3d.com/

    You will get 3D yes, but it will be boring after 5 minutes watching the movie. You will not have any benefit of this kind of 3D !

    The Reason, why games can be rendered in VR 3D, is because the whole image is build in geometric physical and mathematical way on the fly by the CPU and GPU.

    But Movies are only 24 flat pictures played in one second, nothing is rendererd or build by the PC it’s just a “Photo Collection” played in 24 pictures per second !

    #217788
    romandesign
    Participant

    Being a huge space sci-fi fan, I first hated the game for not having the atmospheric transition quality

    Ouch… I feel your pain. I’m a lifelong hard sci-fi fan too, and I’ve written a sci-fi thriller novel and just finished a novelette (ping me if you’re interested in reading it). I’m also a huge flight sim fan (I also produce airports for MSFS). So the lack of reentry, atmospheric flight, and sim aspect is a massive disappointment for me, along with no native VR support. Still, the game is amazing.

    I’ve determined that I will bring it to the best degree of immersion I possibly can.

    – So the first step was bringing it to VR. I tested the Reshade3D to see that the performance and general VR look would be good enough, then bought VorpX for the true immersive VR and gesture support. I added all gestures to my profile (Roman Design). But that’s just the beginning.

    – I’ve recently built a full motion simulator for flight sims, including custom-built controls: joystick/pendular yoke and hotas/heli collective hybrid controls, throttle quadrant modelled on 737, an array of switch boxes, encoder box, and off-the-shelf pedals. So I mapped all the relevant control axes and buttons to an X360CE gamepad emulator. The game thinks I’m using a gamepad, but I now have proper controls for space flight.

    – Unlike flight sims, there is no position/acceleration data that I can use for driving motors on my motion cockpit. But I pull the data from my joystick and other controls and use that! Because there is no gravity in space – spacecraft position/orientation is not important. And joystick movement pretty much corresponds with thruster acceleration motion cues, so with some formulas, it’s possible to create a very believable motion. I use deltas from throttle changes to jerk the seat forwards/backwards to create a sensation of braking/accelerating as well. It works surprisingly well. I had to tone it down a bit not to get sick from all the space dogfighting.

    – I built two DIY vibration transducers from old car speakers, driven by a separate amp. Again, I have no events to drive the software, but I mirror the game audio to a mixing software that EQs it to hell, leaving only very low frequencies that I feed to transducers – now all the rumble and explosions from the game are felt by my body. In addition to that, I used Voice Attack software to intercept all trigger presses from motion controllers and joysticks and play a “thump” sound to the device that feeds the vibration transducers. That way I feel the recoil of every shot I make. It fires every time the left mouse button is pressed, for example, so some false positives are there when I’m not actually shooting – but it feels very satisfying when I shoot.

    – I created a Voice Attack profile that covers everything available in the game with voice control commands and text-to-speech. I can say “initiate take-off” and it will answer “Crew – prepare for take-off. Ignition. Engines nominal, taking off” etc. while pressing the appropriate button for me. Same for jumps etc. The voice commands cover everything that can’t be fitted to motion controllers, or just more fun to speak out. I can say “sniper rifle” or “quick slot 9” and the weapon is equipped. And so on. I programmed some energy management presets: when I say “battle stations” it will depower the grav drive, set max shields and power weapons. “Maximum lasers” will depower other weapons and set full lasers first, then add other weapons as available. And so on.

    – I’ve also created a complicated .bat file that launches all the necessary software, kills off all the unnecessary processes to free up CPU and GPU, sets CPU affinities to 3D-cache CCD0 cores for the game, and CCD1 cores for everything else, etc.

    There are some glitches here and there, due to game bugs and software issues etc. but mostly it works great, incredibly increasing the immersion! I’m going to make a video about the whole setup soon.

    Now all I wish for is that someone mods in the atmospheric flight and manual landings/takeoffs. The ship can appear at the edge of the generated area and lets you fly and land manually – that would be such a great thing for immersion without changing the game engine in any way. Also it would be nice to decouple aiming from looking, and map the motion controller movement to aiming – that would really be almost full VR. But I’m not sure that is possible.

    #217634
    romandesign
    Participant

    Right. Release date is as always the good old ‘when it’s done’.

    It’s fine, I was asking more of a “days/weeks/months” expectation, not a specific date or any promises. And of course I realise that you can’t know for certain, and things can always get delayed. I’m an IT pro myself, I know how it works. It’s just that if the release is imminent, I’d rather pause my game for a few days and wait until we have the profile, but if I’d have to wait for weeks, I will keep playing with what I have now. That’s the only reason I was asking – not to rush you in any way, or hold you responsible if the profile is not ready when you say it would be.

    it would be to wander around these places and see it all in VR.

    It already works with Alpha v2 profile, or I recommend my profile based on that that’s a bit extended with gestures and more key mappings. It looks amazing in VR! I wouldn’t play pancake at all, even considering the unofficial profile. For me, the main problems are in the space combat. I want to use joystick through gamepad emulator and while it works, it’s not good. I tried disabling “gamepad override” which was on, and I think it was better but then I got some glitched taking back control with VR controllers. Maybe because joystick was not zeroed precisely. I also sometimes have weird DLSS artifacts at top of the screen (in VR view only), and lo-poly weapons bug that appears and disappears randomly, but I think it’s not related to VorpX, I see it on display view too.

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

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