-
AuthorSearch Results
-
Mar 15, 2022 at 11:55pm #210190
mr_spongeworthyParticipantThe good news: This mod seems to work pretty darn well so far for me. The mod has a built-in FOV control so you can adjust that as you wish, and overall things seem excellent in my testing.
The bad news: The camera sway is a bit much to take and the only Witcher 3 mod I’ve found so far that claims to remove it does not work for me.
The vorpX G3D profile, unfortunately, has the all-too-common issues with shadows etc. So you’ll have to disable those if you want to use G3D (and the game looks *awful* without the shadows). You’ll probably want to use Z3D (more acceptable since it’s 1st person now). Too bad the G3D profile isn’t 100% though, because it otherwise looks great and even in G3D it’s now old enough to push very high resolutions and lots of eye-candy.
Mar 14, 2022 at 5:18pm #210175In reply to: Cyberpunk VR Update Thread
VRified GamesParticipantHi Ralf (you absolute legend)
Have you thought about locomotion?
Back in the day I used glovepie with tridef3d
I had a walk in place script
I had two wiimotes in my pockets to register movement
And a wiimote Velcroed to my chest,
The chest determined forward back and side to side by leaning tour torso
And would only move when you took steps
I could also sprint with a movement treshold
And jump and duck….though this movement caused issue…..anyway off topic slightly
My idea for the gesture system
Arm swing for locomotion and lean with headset to determine direction
For instance, you swing your arms just like walking to move, while this action is active, read the positional data of the headset a sharp pull back or tilt left/right to change directions
Only active when armswing is detected
I’m sure a sprint treshold could be doable depending on how fast/hard you swing the arms
Just an idea :-)
Mar 13, 2022 at 2:44am #210160Topic: just cause 3 xbox360 gamepad
in forum General vorpX Discussion
Troffmeister68Participanthi , just bought vorpx last night , been testing a few games out on my rift s
have an issue with just cause 3 , using xbox 360 game pad , some of the buttons are not working properly or not at all ?
any suggestions
thanks )Mar 10, 2022 at 8:00pm #210136In reply to: Far Cry Primal – As good as Cyberpunk!
MaichevskyParticipantSure, at 180fps the issues become less obvious. But that’s purely theoretical for newer, more demanding games. Most people without super highend GPUs are lucky if they can run demanding games at 60 (i.e. 30 per eye with alternate frame 3d). At such a framerate there are a lot of highly uncomfortable situations.
There’s a reason why no aftermarket 3D injector (let alone any native 3d game) over the course of 25 years ever worked that way. The very first private vorpX builds 10 years ago, when the whole VR gaming community was maybe a few hundred enthusiasts large, used alternate frame rendering because it is so much easier to implement. Didn’t even make it into the first public release… Just mentioning that I plan to do that caused a backlash big enough to send me back to the drawing board.
Besides: the starting point for vorpX back in the day was my wish to play Descent in VR, an ages old, fast paced shooter. In a game like that with constant fast motion alternate frame 3d is fairly sickening even at twice the display refresh rate. I have that on good authority. ;)
I am here (in VR) since the kickstarter off DK1, man was I happy VorpX existed in those first years :) I had no idea there was a VR community before that, I would have joined sooner!
Mar 10, 2022 at 7:12pm #210135In reply to: Cyberpunk VR Update Thread
drowhunterParticipantOk, this is a crazy feature request, but if you add it I might be valuable as a feature you can brag about.
So right now in the game you can’t really turn around, because the mod would need to constantly recenter you.
Would you be able to add DecaMove support? (Links to sdk and app below)
Even if you dont have an actual DecaMove device, you can use their free android app which works exactly the same. You would then be able to read the users “actual” facing position and map it to the mod. This would allow us to physically turn around without having to recenter. This would be totally amazing and should be quite trivial for you to do.
If the answer is no, is it possible that I could do this in my own cyberpunk mod via CET lua script? I imagine since CP2077 has no actually concept of character center it might not work. But I would just need a way to control the character facing position to the decamoves rotation .
Mar 9, 2022 at 8:11am #210098In reply to: Metro Exodus Enhanced Edition and DX12?
dellrifter22ParticipantI would call dx12 functionality very limited right now. We only have a handful of official dx12 profiles to try from, which makes it risky to pick up any new games at full price.
I for example wanted to play AC Valhalla and Far Cry 6, but no existing dx12 profile provided working Z3D, only flat. I have stopped buying new because of this.
G3D (true 3D) is not even coded for dx12 yet. Only about 3 specific dx12 games have specialized mods for alternate eye rendering to imitate G3D visuals.
So if you’re lucky, Metro Enhanced with ray tracing and Z3D is possible yes (3D enough to convince your brain that the general scene has depth and space), but if not lucky, you’ll see only a flat image.
One more thing to note is that you will need to push high resolutions to gain a satisfactory image in a vr headset, so make sure your pc can run the game at least 50+fps @ 4k+ with ray tracing on.
Not trying to discourage you, just being realistic. You might have luck with some games, and you might not with others.
Mar 9, 2022 at 7:45am #210097In reply to: Far Cry Primal – As good as Cyberpunk!
RalfKeymasterSure, at 180fps the issues become less obvious. But that’s purely theoretical for newer, more demanding games. Most people without super highend GPUs are lucky if they can run demanding games at 60 (i.e. 30 per eye with alternate frame 3d). At such a framerate there are a lot of highly uncomfortable situations.
There’s a reason why no aftermarket 3D injector (let alone any native 3d game) over the course of 25 years ever worked that way. The very first private vorpX builds 10 years ago, when the whole VR gaming community was maybe a few hundred enthusiasts large, used alternate frame rendering because it is so much easier to implement. Didn’t even make it into the first public release… Just mentioning that I plan to do that caused a backlash big enough to send me back to the drawing board.
Besides: the starting point for vorpX back in the day was my wish to play Descent in VR, an ages old, fast paced shooter. In a game like that with constant fast motion alternate frame 3d is fairly sickening even at twice the display refresh rate. I have that on good authority. ;)
Mar 6, 2022 at 9:15pm #210035In reply to: Cyberpunk VR Update Thread
BurglecuttParticipantHello, first wanted to say thank you Ralf for creating such an incredible mod! Cyberpunk in VR is a dream come true and easily one of the most amazing gaming experiences of my life.
Unfortunately a couple days ago vorpx and Cyberpunk starting acting up and after several hours of trouble shooting I’m still at a loss. The main problems are Cyberpunk crashes very frequently now on startup (hit play, nothing happens, or game crashes). After restarts and many attempts, if I am able to launch the game then it always starts in 1024×768 resolution, and the HUD has moved far into the corners and can’t be seen anymore. Before this HUD problem I could see the map in the top right corner, now it is barely visible and can only be seen seen in edge peak mode.
In addition, I also noticed other new problems such as chat options in conversations showing up as blank (you can only read the options if you select over them).
I have tried uninstalling vorpx, reinstalling, verifying game files for Cyberpunk, etc. Also checked drivers, tried deleting the game cache files. It’s all quite frustrating because two days ago the game was running just wonderfully and as far as I know I haven’t changed anything on my system. My computer is running Core i7 10700KF, RTX 3080, 32gb ram, with valve index.
Has anyone else run into these problems out of nowhere and been able to fix them? Any help is greatly appreciated as I was just getting back into this game. Thank you for your time.
Mar 5, 2022 at 5:51pm #210010In reply to: Cyberpunk VR Update Thread
drowhunterParticipantRalf, I was just thinking. So you know how you have the grenade gesture in the right hand?
In the game the character actually reaches to the right chest with the left hand and kind of throws it with a tennis backhand motion.
It woukd be so immersive if you could match the gesture to the one in game because it wouod really feel 1:1
Mar 4, 2022 at 9:56pm #210001In reply to: White Shadows – You have to try this!
mr_spongeworthyParticipantI don’t usually like, but that aesthetic in that is just fantastic! I’ve added it to my wishlist and will buy it if it ever goes on sale ($19.95 seems a tad high for what is, apparently, a 2-hour game).
Is the G3D absolutely correct, or are there issues? 100% correct G3D is currently a big selling point for me. I recently got ELEX because it had a G3D profile, only to discover that it has rendering issues and I’ll have to play the game in Z3D (if I bother).
Mar 4, 2022 at 4:34am #209986In reply to: How to adjust IPD in Vorpx?
mr_spongeworthyParticipant8K-X user here as well. You will definitely need PP on for use with vorpX. Ralf has explained that in the case of vorpX the PP setting causes very little performance loss.
You also may want to try adjusting the “focal offset” (I think that’s what the option is called) in the vorpX in-game menu. I’ve found that anything I play though vorpX will cause eyestrain unless I push that setting a bit higher than default. To me, it feels like vorpX places the screen too close to my eyes; like having a book slightly too close to my face. This is vorpX-specific to me; it’s never been a problem with native VR titles. But it’s been fairly easy to minimize using that setting, so no big deal.
Mar 3, 2022 at 9:43pm #209983In reply to: Cyberpunk VR Update Thread
mr_spongeworthyParticipantIt disables the forced TAA in the game. Download and install the ini file version (the second link in the files section) this will also cause DLSS not to work, but the trade off may be worth it.
It’s a major bummer than DLSS is (I think) *always* tied the use of TAA. Hopefully this will someday change. Unfortunately TAA must be super-easy to implement or something, because soooooo many current games offer only TAA; and it’s *ghastly horrible!*
With Cyberpunk disabling TAA causes other issues at well; weird lighting glitches etc. I’ve tried it OFF, and have so-far found so many other problems that I’ve just left it on.
Feb 27, 2022 at 10:40pm #209905In reply to: Cyberpunk VR Update Thread
WildcardParticipantI mean it works but its far from perfect. I have some general feedback id like to share.
Lets see umm where to start
1 Either Detach or make it an Option to Detach Look from Aim.
2 Make an Option for Left side or Right Side Dominate controllers (where all it does is swap the scheme to mirriored on the other hand.
3 It would be great to have a single controller be the motion control for Aim, currently its your head thats aiming and not your hand, this makes it not only confusing but weird and funky af!
4 Left side hand should be grenade throw, not the same hand your trying to fire with
5 make an option to force view back to center or
6 make an option to force directional movement based on current head track positoning (this would make it feel more fluid in game. Currently you have three axis of movement. Bi-Lateral, Head, and where ever the right stick is pointing. This causes a Huge Conflict and results in more confusion)
7 there was no option for pulling up Phone, Zoom Funtion and Hacking Tool(cyberware).
8 Unbind reload and force reload to a Right Handed Gesture/Motion to a Outward (Counter Clock) Wrist Flick. (This feels more natural and is Extremely intutive for anyone that has ever fired a real Mag Feed weapon (IE: Rifles and Handguns))On to the App. Or lack there of. Since I have that freeware to just try it; it might be better with the full 40-50$ software but the App needs to have a simple easy to use 1click GUI to simply Remove the Mod and/or Reinstall the mod. So players may choose to easily go back to straight PC. Shouldn’t be that difficult all the files are in
steamapps\common\Cyberpunk 2077\bin\x64\plugins
Just move the vpxCP2077 folder and the vpxCP2077.asi to something like steamapps\common\Cyberpunk 2077\bin\x64\plugins\Backup for Vorpx or where ever the VorpX install is at.Next give us the option to install VorpX Where we want to. Again this might be the case with the full install of VorpX and what you all are calling VorpX is just a PluginMod that should probably be Called VorpX CP77 Plugin or something
Feb 27, 2022 at 1:03am #209884
Michelangel0ParticipantHi there!!
I was reading previously that Elden Ring was not “VorpXeable” because of the Anti-Cheat.
But now, I just find out that the Anti-Cheat can be simply disabled by creating a file called
«steam_appid.txt» in the game’s folder and editing it so it has the text «1245620» inside.I didn’t bought the game because without VorpX is not so worthy for me, so not sure if anyone can check if this works and of course, that if the Anti-Cheat can be disabled if VorpX/Ralf/Users can do it’s magic to pull full G3D or other awesome results :)
Cheers!
Feb 21, 2022 at 6:20pm #209800In reply to: Will Vorpx work with Varjo Aero?
brown66Participant(…)
I’ve not tried Skyrim LE with Vorpx, do u recommend it? I own Skyrim VR so haven’t tried Skyrim games with Vorpx.
I’m glad to see that you can now see images in the distance very clearly in Fallout 4! This is one of my flaws with the HTC Vive Pro, especially because of the SDE.
And to answer to your question, no, you don’t need to play Skyrim with VorpX, if you already have Skyrim VR, unless you want to use some mods that are not available on the Skyrim 64 bits versions, which is my case. And besides, I play Skyrim with VorpX in the sitting position, with keyboard and mouse, because all I want is just to see a true 3D image.
However, if you have access on your Steam account to the original Skyrim LE, you can try, just to see how it is. There are some differences with several animations (like fighting, riding a horse, working at the forge or mining), but the “core image” is the same, maybe with a better scale in Skyrim VR, especially on outdoors environments.
I must say that, even with my old HTC Vive Pro, the image quality of Skyrim LE, with the lasted VorpX versions, is just stunning! That’s why I decided not wait any longer and I already order a Pimax 8KX!
I know that I will need to use the parallel projections with VorpX, to play Skyrim LE, so I’m guessing that, even with my current RTX 3090, I will return to the old days when I fell that my previous graphics card, an GTX 1080Ti, was not enough to show the full image quality potential from the HTC Vive Pro, which I fell that I only achieved after I got the current RTX 3090.
And so is life! We are always crying for a more powerful graphics card…
-
AuthorSearch Results
-
Search Results
-
Topic: just cause 3 xbox360 gamepad
hi , just bought vorpx last night , been testing a few games out on my rift s
have an issue with just cause 3 , using xbox 360 game pad , some of the buttons are not working properly or not at all ?
any suggestions
thanks )Hi there!!
I was reading previously that Elden Ring was not “VorpXeable” because of the Anti-Cheat.
But now, I just find out that the Anti-Cheat can be simply disabled by creating a file called
«steam_appid.txt» in the game’s folder and editing it so it has the text «1245620» inside.I didn’t bought the game because without VorpX is not so worthy for me, so not sure if anyone can check if this works and of course, that if the Anti-Cheat can be disabled if VorpX/Ralf/Users can do it’s magic to pull full G3D or other awesome results :)
Cheers!
