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AuthorSearch Results
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Sep 10, 2023 at 6:31pm #217595
In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantThe motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.
I modified Alpha v0.2 profile locally to include gestures and it works beautifully!
Also added more quick menu mappings and changed/added key mapping on controllers to include more of the necessary keys, and shortcuts for map and inventory.
Would there be a way to merge my control mapping and gestures with the official profile somehow, when it’s added? Like copying a few lines to XML file or something? I just bought VorpX few days ago so I’m unfamiliar with how the profiles work.As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster,
Would it be possible to include a mappable shortcut for temporarily disabling “mouse look” headtracking? There is a specific problem with Starfield in the way the game controls are implemented: it can support keyboard/mouse AND gamepad but not at the same time! Any input from one TAKES OVER all controls. During FPS shooter mode everything is OK as VorpX just emulates the head tracking as a mouse and VR controllers as a keyboard. But there is a problem when you get to spaceship piloting: steering with head tracking is horrible, just as bad as it sounds. So you’d want to use a gamepad (or in my case – joystick/hotas/pedals mounted to the motion seat I built and mapped through the X360 gamepad emulator), and it works fine, but the problem is that you have to keep your head absolutely still! And this is virtually impossible as you naturally tend to follow the target with your look. The game tracks it as using a mouse and cancels all gamepad controls, using your head movement instead. Often just when you are ready to shoot – your ship veers to a completely wrong direction. It’s extremely disorienting and inconvenient. If mouselook can be easily paused in space, that problem could be solved.
I also read that it is possible to look around in the cockpit by holding Q key or “change view” controller button, but I didn’t test it yet. Though it sounds like this would cancel the ship control and is used just for a quick lookaround. So the best would still be a head-tracking pause function. Maybe it already exists and I just haven’t found it yet?
Important note: It’s actually important that VorpX emulates the keyboard/mouse and not the controller, because it’s not just me – any simmer would like to use the joystick for spaceship piloting. Bethesda already made a huge mistake of not supporting joysticks, but that is solvable through the X360CE emulator. But it means the gamepad should remain free from VorpX so it can be used for piloting.
On a side note: it would be nice if the little square labels on the controller buttons could actually reflect functions and not just key names, somewhat like key menus, or show both functions and keys. There are many keys (normal+shift) and it’s difficult to remember all their functions. If VorpX uses images, maybe at least include a small library of common assignable labels used in games that can be specified like “map”, “inventory”, “grenade”, “crouch”, “weapons”, “menu” , “camera”, “zoom” etc.
Sep 10, 2023 at 12:30pm #217583In reply to: Starfield profile?
cole00ParticipantOK, for those interested, here’s my experience with VorpX + Starfield so far:
– Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
– Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
– Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
– FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
– Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
– 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
– Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.
I read most of this and I’m new to vorpx, just got it working with ESO. With ESO I had to disable dlss because it blacked out the right lens on my quest 2. Also iirc I had to set it to use the integrated graphics instead of my dedicated graphics card for ESO but in the quoted text he uses his GPU. Was I doing something wrong with setup for ESO?
I only tried it on ESO so I could get a feel for it for when I get starfield but due to not using the dedicated graphics card the graphics weren’t that great. Will it be the same situation for star field? Thanks guys for reading 😁
Sep 7, 2023 at 5:36pm #217540In reply to: Starfield Alpha v0.2
romandesignParticipantStarfieldCustom.ini
Thanks for sharing this and other details, much appreciated! There are definitely new settings for me here to explore. What’s the best resource about .ini settings etc.? You found more things that I saw listed where I looked.
Weapon low-poly bug is indeed a separate thing from VorpX. I was going crazy, because any weapon becomes a mangled mess, impossible to aim down site, unreadable ammo display etc. The funny thing is that if I switch to a 3rd person view – it’s fine! Only the 1st person view is bugged. Very rough and unrealistic 3D around hands and weapon area doesn’t help the problem. It’s so fugly. I wish there was a way to even flatten out the hands+weapon. Other 3D has minor issues that are not very obvious and can be ignored. But huge halo and blockiness in the hand area just can’t be ignored. Though maybe with a proper weapon model the 3D will become better in this area? For me this is a big deal as I can’t aim properly and can’t see ammo count, and it’s annoying as hell – and gaming is for having fun, not stressing out.
It looks like the multiple random 3D glitches I mentioned before were the result of DLSS mod, at least in part. I uninstalled it and tried stock FSR and in a few minutes I tried I saw no random blocky glitches. I think some minor wobbliness can still occur, and I think it may be a WMR Motion Reprojection artifacts, but disabling motion projection I got FPS in 70-80 area, which are not enough for a completely smooth visuals, so enabling it a locking at 45 is the smoothest experience.
Sep 7, 2023 at 6:45am #217529In reply to: Starfield profile?
RalphParticipantOK, for those interested, here’s my experience with VorpX + Starfield so far:
– Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
– Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
– Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
– FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
– Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
– 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
– Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.
Sep 7, 2023 at 6:40am #217527In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantOK, for those interested, here’s my experience with VorpX + Starfield so far:
– Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
– Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
– Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
– FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
– Resolution: surprisingly sharp. I’m using OpenXR Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows me to appreciate the graphics that really looks very nice.
– 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. The funny thing is that sometimes they are there, and then they disappear – the same view, but where the top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent but extremely annoying. Another thing about it is that farther objects look nice, but my own hands and a weapon are atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. The image is fine, but the 3D part is extremely blocky. Same with weapons, they don’t look smoothly 3D, instead, it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
– Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly a 90-degree turn in the game when I turn my head 90 degrees. It’s slightly weird to interact with stuff that way, but not too bad. But the v0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. Then, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and realistic – it would force you to shoot down sights. So controls are as good as can be expected. However many ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.
– mouse pointer is blocked at the bottom and can’t get to the bottom menu buttons, using both head or mouse.Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.
Sep 6, 2023 at 1:14am #217469In reply to: Red Dead Redemption 2 PC control forced overide
MalsysteParticipantSigh… now I cant edit my post so…. here it is again after noticing you posted the directory for the file…
Yeah just tried it because I wasn’t sure, but it indeed only has adaptive options and not real3d.
I mean everything seems to already be there in the official local profile including real3d, if I could just ditch all the control changes, it would be perfect!!!Sep 5, 2023 at 6:45pm #217453In reply to: Starfield Hype Train – CHOO CHOO!
romandesignParticipantI decided to take the plunge with Starfield, but I’m waiting for the official VorpX profile before I decide to buy it. I tried Starfield briefly with Reshade 3D solution. It actually works and there is full 3D, but I could see the halos around objects (because 3D is generated from a depth map) and the performance is not there yet. I’m projecting a 4K desktop to a virtual curved 3D monitor. I need to play with DLSS + frame generation replacement (already available) and other performance tweaks, to see if I can maintain a steady 45fps which combined with motion compensation should give a smooth picture. It’s not smooth enough yet, by far, and that’s on 7950X3D / RTX4090.
But at least it seems that the game is “bookable” for 3D, so I hope VorpX can do a better job for VR integration. The problem with the other solution as it’s just a virtual monitor, meaning head tracking doesn’t affect aiming.
A nasty surprise was that it’s not just joysticks that Starfield doesn’t support, but even a simultaneous gamepad and mouse wouldn’t work. I can’t use a mouse for aiming and a gamepad thumbstick for walking, not at the same time. It’s either keyboard+mouse or gamepad, one takes over another.
I wish there would be a way for aiming independently of looking around, and then convert the motion controller to emulate the mouse, so it could be used for aiming while head tracking would be used for looking. That would be great, but I think Starfield doesn’t have free aiming – the target is always glued to the center of the screen…
Sep 4, 2023 at 6:05pm #217429In reply to: Red Dead Redemption 2 PC control forced overide
KitZZerParticipantDealing with same issue currently. I think its hardcoded into the profile. Also immersive is on at all times even in cinema. Do you know if the rdr2 profile had to be imported for you or not? Its been a few weeks but i almost feel like i had to import it and now its stuck there. We might have to wait for Ralf to fix this one because i think its hardcoded into the profile. I just want to play with normal controls in 3rd person
Aug 24, 2023 at 1:40pm #217276In reply to: Low FPS in Bioshock 2 Remastered
Disco MachineParticipantThanks I will give that a go later, Sylvan. The weird thing about B2 Remastered so far is that lowering everything both in-game and in Vorpx settings doesn’t seem to affect it at all, and my GPU/CPU aren’t really struggling whatsoever (they are low green in FPSVR). It’s like the game just decided to be 30-60 fps no matter what. Playing it in Z-normal puts it at a good 90fps right away, which is the same fps as I have set in Virtual Desktop. It’s a shame original B2 crashes because that one works perfectly before doing so.
I’ve had some more luck with Bioshock Infinite though. Seems to be working well enough, apart from some occasional stutters and the text being so small that I can barely make it out. Will have to test it some more though.
Aug 21, 2023 at 10:46am #217232In reply to: Cyberpunk VR Update Thread
Django9898ParticipantThe VR Mod from Ralf is exactly the same as the official vorpx profile in the vorpx-config-tool, you can use all the motion controls in both the same !
The Mod is for free and is a gift to the VR community from Ralf to those who not own a vorpx copy. And those who own vorpx use the official vorpx profile, because all profiles of the other games can be managed and installed from the same point in the vorpx-config-tool.
First, thanks for your answer!
I figured that the local profile is the same as the standalone mod.
It’s just strange how different the two versions run for me.
But no matter, then I just use the Vorpx version.But I would like to use the motion controls.
How do I activate them in the local Vorpx profile?
In the standalone mod the controllers are displayed, I see them in VR mode, but they are probably not active in the Vorpx profile for me.
Aug 16, 2023 at 12:23pm #217202In reply to: Latest VorpX update broke Days Gone
dellrifter22ParticipantJust a wild guess, but make sure not to use DLSS if playing in G3D, as this can cause black screen.
If I remember correctly, Days Gone takes quite a while to load at startup, and it’s possible that on occasion it may take multiple attempts.
Less likely, but on rare occasion I’ve seen G3D games that have the title or menu screen blacked out, but loaded in game looks fine. In these cases you can switch to Z3D or turn off 3D to see the title screen, then switch back in game.
Aug 2, 2023 at 11:03am #216900In reply to: Trepang2 Full Version Profile?
CyberJParticipantIt also has DX11 (https://www.pcgamingwiki.com/wiki/Trepang2#API)
I have a profile working in G3D I just have not uploaded it because my profile needs an edited exe to increase the FOV without using Vorpx’s FOV slider.
(There are sometimes weird artifacts when using Vorpx’s FOV slider with UE4 games, typically floors, walls and light sources, with most UE4 games this can be resolved with a HEX edit).I can upload my profile if you like, but for best results you would need to modify your game exe with a HEX edit (I know not everybody would want to do that).
I posted a small guide for a different game (Industria) a while back, ..
(EXACTLY the same process, just different game)If you would like me to upload it let me know.
CJ
Jul 15, 2023 at 5:42am #216778
cyberjohn12ParticipantSadly u cant get into any menu screens to check my graphics settings because it crashes one second after the big blue box pops up.
Hey is there a way to uninstall vorpx for cyber punk just so i can go in and run the flat screen version of the game so i can make sure dlss3 isnt on?Jul 10, 2023 at 2:34am #216749In reply to: Metro Exodus Enhanced Edition and DX12?
BoblekoboldParticipantIf I launch enhanced edition after setting DirectX11 in Metro graphics menu, it use the official profile, and G3D works, but I can’t access VorpX menu (it’s the first time I encounter that).
If I launch the old version of Metro Exodus as you suggest, I will have the menu ?
I never use DirectVR. Don’t know exactly how it works but the first game I tried was Bioshock Infinite, and DirectVR didn’t give me good results. By adjusting resolution, FOV, ini files, etc. I managed to have native-like VR experience (I noticed no difference with Subnautica Below Zero native), but It took me a while to understand.But after the first game, you understand you juste have to set high 4:3 resolution, image Zoom at the border of your FOV, game FOV at very large, Clarity FX, 3D parameters if possible, HUD if possible, head tracking speed if needed, and you get a very good experience in every game that allow you to modify these parameters.
VorpX has a mixed reputation, but it’s probably the best program i ever bought. Bioshock serie was incredible with it.
Metro Exodus is in my opinion one the best looking game (Moscou and Volga levels), so I would like to do it with Raytracing (my first try is already impressive in 4k with ultra graphics). But I’ll try both (because it’s true that G3D can be very impressive).
Metro let you choose FOV in ini file and HUD is minimalist so I just have the problem with resolution and Image Zoom (zoom is generaly too high for my headset in every game).
Jul 9, 2023 at 9:38pm #216747
RalfKeymasterX3D CPUs being faster in games compared to their X siblings doesn’t conflict at all with the notion that single core performance is most important for games. Quite the opposite actually.
In games almost always one thread limits performance CPU wise. That’s just how games work. You always have a main thread that puts it all together plus a varying number of support threads, each with its own very different task. E.g. physics, game logic, input, sound, various graphics related tasks etc. The task (thread) that takes the most time per frame determines how fast the game runs in the end. Hence single core performance is still king even for heavily multithreaded games.
The X3D CPUs are faster in games because despite their lower max. clock speeds their extra large cache speeds things up when the CPU has to access the same data in memory repeatedly. Apparently that happens a lot in many games, thus (gaming) performance per thread/core often is better than on their siblings with less cache. The more repeatedly accessed data a CPU holds in its internal cache the less it has to read from much, much slower RAM. How much faster a game actually gets because of that in the end quite heavily varies though.
Caveat if you do more than just gaming with your PC: not every application benefits from the larger cache. Workloads that depend less on repeated memory access can be considerably slower on X3D CPUs than on their X counterparts due to the lower max. clock speed. E.g. fully parallelized workloads like (CPU) raytracing that utilize all cores and/or do largely number crunching fall into that category. So choose wisely depending on your machine’s main purpose.
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