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  • Zenlife
    Participant

    Bit of a weird one:

    The standalone mod (latest version for 1.5 hotfix) works beautifully and smoothly when I install it, except for the fact that Vorpx still needs to adjust resolution / FOV / whatever else it changes (according to the message on screen). So I restart… and the game locks up at the first CDPR logo after the first title, with the Vorpx “beach and sky” backdrop still visible, before it can go fullscreen. I then need to kill it with the Task Manager.

    After that, the only way to make the game playable again is to uninstall the mod. I thought maybe Vorpx was making a change to the configuration that causes the game to immediately lock up, but once the mod is uninstalled, the game starts fine with all the changes (resolution, FOV) applied.

    Playing on RTX 3080, Threadripper 1950X, Oculus Quest 1 via Air Link (but the same happens with or without any headset connected). Clean install, no mods whatsoever, no overlays, disabled real-time protection.

    #209754
    rift_un
    Participant

    Received my varjo yesterday and can confirm it works ok with vorpx.

    It would be also good to know your opinion about how it compares with the Pimax 8KX. The increased clarity justify the lower FOV? It works better with the Vorpx than the Pimax?

    By the way, have you tried it with Skyrim LE + Vorpx?

    Even with a decreased fov the Aero’s display overall is more pleasing than the 8kx’s. It’s more clear its like your sight has been corrected. The Aero’s fov seems bigger than it is because the sweetspot is huge. But the 8kx, when u can run games on the Large fov setting with supersampling (which is not often unfortunately due to parallel projections), does remain impressive. For example I think I prefer Assetto Corsa on the 8kx with Large fov and supersampling enabled.

    The Aero works ok in all the handful of games i play in vorpx. It probably gets a few fps more as no need for pp.

    I’ve not tried Skyrim LE with Vorpx, do u recommend it? I own Skyrim VR so haven’t tried Skyrim games with Vorpx.

    #209751
    Demuse
    Participant

    I’ve been reading online about a few more people (without vorpX) having severe FPS drops for several seconds related to the inventory and map, specifically. Lots of unconfirmed theories about it being related to GPU, video memory, DLSS, etc, but a recurring comment is the problem gets worse at higher graphics settings and resolutions. My guess is there’s an existing issue with v1.5 that only affects a few people, and normally just causes a 5-second lag spike, but it interacts with the VR mod in a bad way. The fix might have to come from CD Projekt Red? That said, I only ever crash out with the VR mod installed, not once while playing pancake.

    I started clean, again: removed CET and the mod, and checked integrity of the game files in Steam. (Every time I do that after installing-and-removing CET and the mod, one or two small files fail integrity and get re-downloaded?) Then I got the latest CET and installed it manually (instead of using Vortex, thanks for the link above, Ralf!) and then the latest VR mod. Then I played for 2 hours with no crashes. (On my saved game with 100 hours played.) I completed several gigs, drove all around town, checked the map, looked at my inventory a few times. Then back to V’s apartment to change my loadout from my stash, and the crashes are back, every time. It seems worse in the apartment… or maybe that’s just where I usually change my loadout, from my stash?

    So clean install again and tried to start a new game, but it always crashes — I’ve tried four times — right after character creation, before the game starts, 3/4 through the loading progress bar. I can’t start a new game with the VR mod installed. Maybe that’s related? I hope Jools92 and xt4k can confirm.

    Then I removed the VR mod and started new and played through the intro until the first mission (The Rescue) where I could save and also change my inventory. Before exiting I open inventory several times with no problem. Then I re-installed VR, changed no settings at all, opened that saved game, and immediately crashed when exiting inventory. That’s with a new character, no mods except CET, all default settings.

    Since then I’ve just been opening my same old saved game and trying everything to turn the problem on or off. It’s maddeningly inconsistent. I open the save (in V’s apartment) and just open and close the inventory screen, and crash out, 3 times in a row. But when I open that save then walk out into the hallway and back in, then it doesn’t crash no matter what I do. Then for a while I can open that save and I can’t make it crash. Later I open that same save and reliably crash again, every time. A few more times I’ve removed the VR mod and then no matter what I do it never crashes. Reinstall the VR mod and it starts crashing again. I even tried using SteamVR instead of OpenXR but it still crashed.

    I have confirmed that I can crash just by opening and exiting the inventory, map, or crafting screens; I don’t need to actually change my loadout. And it never crashes from the journal or character screens, or just the game menu, even though they all toggle edge-peek — it must be related to the 3D rendering of V or the city map or the weapons and armor. Also, when I change the in-game resolution up to 3840×2160 then I’m almost certain to crash every time. But I have also kept the resolution at the VR mod default or even lowered it to 1280×720 and still crashed there too, but it seems less often at lower res.

    It feels to me like there’s, I dunno, a graphics memory leak or bad address? Related to the 3D rendering of objects in those menus, and maybe only with certain hardware? The game gets into a state where exiting inventory is the trigger, and the VR mod makes it worse, but neither is the root cause, something else happens first. And that state can sometimes be changed by just walking around.

    #209726
    Oliver S.
    Participant

    After the update 1.5 I had another 10GB update today. Now, unfortunately, you see everything again only without 3D and head tracking. Before that everything was running fine. However, I do not have crashes. But I think that Ralf also puts an update online again. Annoying because he has just brought it back to run and then CDR brings directly afterwards again an update out.

    #209637
    Ralf
    Keymaster

    There was a weird issue earlier in the thread where someone couldn’t download an updated build because their internet provider or their browser or whoever still had an older version cached. Just in case it’s the same for you it might be worth a shot to download with a phone via your mobile connection.

    Also try to uninstall the mod before reinstalling, shouldn’t really be necessary, but can’t hurt.

    #209570
    vorpex
    Participant

    I only got around to trying VorpX on one game since I bought it a couple months ago, but just wanted to give a big thanks to Ralf for listening to our community feedback and creating these fixes/DX12 profiles for us! Many criticize VorpX, and it isn’t a *perfect* ‘true VR’ experience (of course, because these games weren’t designed for VR), but it definitely gets the job done and can add a lot to creating an immersive experience! 👍

    #209563
    Ralf
    Keymaster

    The initial issue sounds like it could have been some internet connection issue, but as far as the later start issue are concerned, I don’t really have any useful idea unfortunately.

    In case you haven’t tried that already deleting the C:\ProgramData\Animation Labs\vorpX, C:\Program Files (x86)\Animation Labs\vorpX and [Documents]\vorpX folders after uninstalling might be worth a shot.

    Normally the uninstaller should remove everything except potentially some game settings backup files, but just in case deleting the folders manually after uninstalling ensures that there aren’t any leftovers that cause problems after reinstalling.

    mr_spongeworthy
    Participant

    Really, just make the leap to Skyrim VR; sure it’s ‘not supported’ but the modding community has, as usual, come through a made a great game out of a buggy Bethesda mess.

    But if you *have* to stay with Skyrim LE then keep in mind that the Pimax (I have an 8K-X myself), while very, very good, is also a PITA. I mean, in terms of clarity, IF you can push at least the native resolution, it’s downright incredible; it’s as good or better than anything else out there except for the Varjo (but that has a tiny FOV). There is effectively zero SDE. I mean, if you go out of the way to really look for it you can kind of see it, but that’s it. It’s basically not there. The FOV is of course the killer feature, and that’s also awesome. But just like people will tell you ‘don’t drive a Porsche unless you can own a Porsche’ it’s kind of the same situation: Once you get used to a wider FOV you’ll find other HMDs to be totally unacceptable. Additionally there is an extra software layer to control things (PiTool) so it adds an entire layer of complications.

    If you really have to have FOV, there is no other option, and I love mine, especially in Assetto Corsa, Alyx, etc. (games that run really well). In other titles it’s not a great of course, because they don’t run smoothly enough to use Wide FOV. Note that even “Normal” FOV is larger than anything else out there, and even “Small” is wider FOV than some. So you don’t have to push “Wide” you can go “Normal” and probably be perfectly happy.

    #209560
    drowhunter
    Participant

    Just wondering what the state of getting Vorpx to support Canted displays?

    I ask because it seems that Luke Ross was able to remove the need for this setting, the following is a quote from him over on the Pimax forums

    “Also much requested: all games now support headsets with canted displays, like the Reverb G2 (very small angle, about 1 degree), the Valve Index in “raw” mode (5 degrees), up to the huge cant of Pimax headsets (10 degrees). This should solve all problems with misaligned/double crosshairs, and it will provide correct rendering for scopes, binoculars, photo-mode cameras, etc. without the need for parallel projections. On the Index for example, there is a 17% performance improvement to be gained by enabling raw projections!”

    #209377
    dellrifter22
    Participant

    It’s a bit of a stretch, but I have gotten random games to work Z3D with profiles of Unity 5 Base and The Hunter: Call of Wild.

    You could also try dx12 profiles too. Just remember that things like anti aliasing and dlss might cause problems so try with and without different modes.

    Cless_Aurion
    Participant

    Hello Ralf!

    I’m pretty sure you get asked this often but… I haven’t seen (or being able to find on the forums) you answering to this question post 2017, so I’m going to here!

    But, since I know how annoying this kinds of questions are, specifically because they kind of force you to commit to features and timetables that in the end will just stress and constrict you and your creativity… I want to frame it a bit differently in a way that will allow you to answer without committing to anything really, but that probably will give us a very general idea as to what to expect.

    What is your Wishlist of features/things VorpX will do in the future?

    mr_spongeworthy
    Participant

    I installed the stand-alone VR Mod for LiS-BTS recently and it’s 99% perfect, with the only issue being the lack of 3D in cutscenes (a fairly small price to pay considering how good the rest of it plays).

    So it’s an instance of a pancake game being forced into VR with zero performance issues, zero shadow issues, zero light issues, zero Z3D artifacts, no need for PP on my Pimax; it’s just straight-up excellent. I’m running it in Wide FOV, 75hz, 1.5 PiTool quality, and it’s flawless. Index controller support is also zero-config perfection.

    Ralf: I *think* the methods used in that mod are based on open-source projects. Is there any chance you might be able to incorporate any of those methods into vorpX in titles where they would work? It’s so great being able to play a game without any of the small problems that so often crop-up. LiS2, for example, I played through vorpX, and it worked great, but I had to keep switching to Z3D flipping between G3D and Z3D because nothing I could do would eliminate shadow-rendering issues that showed up in G3D in some scenes.

    #209111

    In reply to: God of war.

    Ducht
    Participant

    This put a big smile on my face yet again! Another console game can now be played properly with Vorpx magic!

    I played for a bit in 4k60 on my 55 inch oled but that just feels so utterly insignificant… THIS thing with vorpx is what the gaming world should be raving about… maybe that will happen when Sony starts supporting a similar thing with PSVR2.

    Weirdly the game doesn’t feel as smooth as it should at lower framerates though… like a rock solid 40 in vorpx or 40 to 50 on my tv… maybe because it doesn’t have true fullscreen?

    #208905
    Demuse
    Participant

    First let me say again how much I appreciate all your work and responsiveness, Ralf. It must sometimes feel like we’re ungrateful and never satisfied, and if you gave us every feature we demanded, we wouldn’t even like it and we’d complain and want it back the way it was. I have a lot of comments because I’ve been playing a lot of hours, and having a lot of fun, thanks to you!

    Yes, the problem with melee is the ADS button. It’s used to block, which is an essential part of melee combat with a weapon or fists. Throughout a melee fight, I’m tapping or holding block constantly, to block, counterattack, power attack, then block again. (There are perks to increase the damage of your counterattack, which is done by attacking while blocking.) I use the block button as much or more than the attack button. So the FOV is switching back and forth which is pretty disorienting. If you can detect the weapon type, then I think the ADS button should never alter the FOV for any melee weapons (bladed or blunt) or fists.

    I’ve also been using a pistol with open or low-mag sights, and a sniper rifle with high-mag scope, and the current implementation of ADS works fine for both.

    But my personal preference is the FOV shouldn’t change for pistols, either. I like to use a pistol for run-and-gun, moving quickly around the map and taking shots of opportunity, and similar to melee it’s disorienting when the FOV keeps switching. I find myself mostly hip-firing for this reason, which is terribly inaccurate as you know.

    On the other hand, it feels right to me that you can’t as easily run-and-gun with an aimed rifle or SMG (despite how common that is in FPS games) and the trade-off with ADS between spray-and-pray mobility and stop-and-aim accuracy feels natural. I like it when pistols and rifles are functionally differentiated so it isn’t all just about highest DPS.

    Then, when sniping from an elevated position, every time I release ADS for a second to look around for a new target, my view pans back up to horizontal, then when I hold down ADS again I have to pan back down with the thumbstick every time. I’m loving the “return to horizontal” for general running around gameplay, but for sniping in particular it would be great if the behaviour changed, if that’s possible?

    Regarding weapon scale, my preference would be for sliders for “weapon scale” and/or “weapon distance from face” and a “left/right” main eye setting, to fix the appearance of giant-sized guns — I mean, that really looks like a “hand cannon”, alright! If the view is different by weapon type then aimed pistols should be out at arms length, so red-dot optical sights are useful but high-mag scopes aren’t, while aimed rifles are much closer.

    At the risk of commenting without having tried it, I think it would be cool to close one eye to see through the sniper rifle scope, and open the other eye to spot for new targets, with the same line of sight but totally different FOV?

    But the current solution is perfectly functional!

    #208865
    JochenH
    Participant

    That hybrid support is exactly what I hope for. To develop VR only games is risky because of the smaller market, but when a game only gets an extension for VR than we will see AAA games going hybrid. The Last of Us, Assassins Creed etc. could be just great with VR support. Maybe even FIFA soccer can work with it, but of course still with normal controller.

Viewing 15 results - 316 through 330 (of 1,878 total)

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