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  • ToxicMike
    Participant

    Native VR games, for me, have been a sad disappointment. Holding my arms out until my shoulders ache in order to fly is not fun; ducking my head down to swim is just stupid; if I want to shoot an arrow give me a button, don’t make me use my controllers like a bow, blah blah blah.

    LOL! I played this bow-shooter for about 20 minutes (where i probably shot more arrows than robin hood his entire life) and never went back to it again.

    I am also not having any plans in stressing myself that way in a VR-game ever again. There are sure people who luv those bow-shooters (or VR-wave-shooters) but for me it was just plain stressful and annoying.

    But the problem ain´t the bow (or bow-technique) coz those wave-shooters where you shoot with a regular gun are also way too stressful in my opinion.

    While i love regular non-vr wave-shooters, i have a major problem with them in VR, since in my opinion all thise stressful shooting and dodging into all directions, takes away too much of the immersion, or in other words…i am way too focused on hitting targets while dodging bullets, that i don´t have time to feel “immersed” into the actual game, i mean there is this virtual reality and all what i do is standing there, shooting targets as if my life depends on it, i could as well shoot cans in the real world, that would be almost as “great” as playing a vr-wave shooter.

    100% with you.
    One day VR will be massive, but for now, I love playing in immersive/cinema modes.
    I could never go back.

    Too funny when i remember that this what i think is so great with VR (immersive 2D-screens/cinema-screens) isn´t what VR is here for in the first place, i mean….LOL…i sit there with my vr-goggles just to see a (huge) 2D-screen most of the times! On the other hand…it´s far cheaper and easier than buying a home-theatre.

    On a serious note, i am still amazed about how great my games look on that virtual screen, most of all the generally better gaming-experience it causes, i would have never thought this being possible.

    #200749
    dborosev
    Participant

    Yeah, mass effect is without a doubt my favorite franchise of all time, but this is nothing but a cash grab unfortunately. They screwed up Andromeda, and left a massive decade-big hole in the greatest game series of all. And they know it. Now, with nothing to show but their d!cks in their hands, they have to “remaster” 15 year old games because thats all they can do for now. Sad. They could have done so much more.

    I haven’t seen anything screenshot wise yet that looks much different. Some touch ups here or there, but certainly not re-buy worthy.
    (Playing old games in ***4K***, is just seeing an old ass game at higher resolution. No thanks.)

    #200746
    Ralf
    Keymaster

    Me too, hopefully someone looks into it. ;)

    Seriously: I’ll check this one for sure shortly after release, as always no promises though.

    BTW: Personally I wouldn’t need this. I can perfectly understand the current remaster-this-remaster-that-craze from a business perspective, but from a gamer’s point of view it still strikes me as fairly odd actually. Except maybe for some REALLY clunky-looking pre 2000 games like System Shock that you mentioned earlier I consider remasters mostly unnecessary. I think the only one I ever really enjoyed was Tomb Raider Anniversary years ago. But only because it was an entirely new game instead of largely the same thing with a few more bells and whistles here and there. And maybe Monkey Island. Although on the other hand the original’s pixel look has its very own appeal, so maybe not…

    Just my insignificant personal opinion, of course, probably just me getting old. Seriously hope you’ll have a good time exploring a freshly renovated galaxy!

    ToxicMike
    Participant

    I actually regret ever trying to play games in this mode, coz now, VR this or Vr that, playing games the regular way on my 31inch monitor is like missing so much that actually playing games there is even less than just half of the fun compared to when playing in immersive modes, or in other words….i don´t play games without my vr goggles anymore, even if it´s some “stupid” 16bit pixelshooter coz those games are as well much more fun in immersive mode.

    Needless to say i was almost about to abandon VR because the exclusive VR games just really didn´t do it for me, i am still more for a relaxed way of gaming and not really having fun with jumping around while swinging arms in a almost hysterical way while trying to hit and dodge enemies.

    I also must say games like SENUA´S SACRIFICE, a 3rd person game getting its VR version years later, was one of the few “vr titles” really being much more fun than all of those “exclusive” VR titles who try to much to give that huge “immersive feeling”.

    So finally, i can say vorpX kinda saved VR for me, coz now i am also getting more into the mood of not only playing games in immersive mode but in real VR as well.

    …just hope you guys from vorpX stay on this for the rest of my vr-gaming life, lol.

    #200712
    thomas3d
    Participant

    Until tomorrow 5pm free in the Epic Store … “Rage 2” … runs with Reshade Super Depth 3D with the Reverb G2 and 2500 × 1400 in game settings as well as everything ultra … super smooth with my 2080Ti and sees in 3D-VR just “fantastic” from … !!! … yesterday I sank into it for 3 hours also because of the really great story…

    Now I really want to watch “Mad Max” 3D-Bluray on my 4K 3D projector …: D

    https://www.epicgames.com/store/de/product/rage-2/deluxe-edition

    #200644
    Ralf
    Keymaster

    The DirectVR memory scanner is a beast with two dozen arcane per game parameters that sometimes I don’t even remember all in detail myself. To configure it in an efficient manner you’d need a level of knowledge not too far away from the level you’d need to create the FOV patch you mentioned above yourself. There may or may not be some kind of user friendly UI for it at some point.Would definetely be a nice thing to have, but I have no concrete plans in that regard currently.

    One line answer to your question: most mods won’t interfere, but some may.

    A little more detailed: DirectVR may change the FOV in various ways, e.g. with its memory scanner or by adjusting .ini files. If for example you install a mod that overrides a game’s normal camera, that would make DirectVR fail, regardless of the mehod it uses in this particular game. Also mods that heavily change a game’s memory layout can cause problems for the DirectVR memory scanner in some games. Long story short: you have to check whether a specific mod causes a problem or not, there is no general answer.

    Rule of thumb: best avoid mods that affect the camera or add graphics effects with vorpX. Most other types of mods (texture-/mesh replacements, gameplay tweaks, additional quests and so on) are probably safe to use.

    Outer Worlds should already work perfectly fine in FullVR mode except for some slight distortion caused by the game’s vertically asymmetric view frustum, i.e. the center of the view is not exactly at half the screen height. Fairly unusual for a monitor game (actually it’s the only game I’m aware of doing that). Accounting for this glitch requires a little code change, which the next vorpX version will do.

    #200614
    zhdun
    Participant

    Geometry 3D adds a second camera (one for each eye) to give stereo vision. This is why it looks most real and cost double performance.

    It sounds obvious, but…

    I was using Nvidia 3d Vision before it was dumped by vendor. It was in fact doing real Geometry 3d, not Z3D for sure. And the performance was dropping only by like 10-15%. Rendering a second cam should not cost double performace, as most of the rendering of the scene can be shared between both cams, and only at final rendering stage it needs to be separated.

    Also games that are made specially for VR, are actually real 3d and they run on my same machine on max graphics and high resolutions at maximum frame rates. Even though, they also need to render two eyes.

    I was expecting performance drop with vorpx when using G3D, but not that much. In example Farming Simulator 19 on same machine, was running for me with Nvidia 3d Vision at 60fps at maxed out graphics stable. While with vorpx G3D it breaks down to something like 10fps. Even with lowest graphics settings and lowest resultion its not going higher then 30 but of course looks like mess. With Z3D runs smoothly at 60 fps with max settings and high res. G3D kills the performance for FS19 completely it’s not just halving the performance, it kills it completelly. So actually even though G3D is available for FS19 it is in fact unusable.

    I assume therefore that the method how vorpx realises G3D certainly has some issues with the performance, and it cannot be justified by just saying, well it has to render everything twice. No it doesn’t. If it does it, then its not an optimal solution.

    I am suspecting, that G3D breaks the performance in vorpx because it actually renders everything 3 times from scratch and is not sharing ressources. Don’t forget the monitor. I have a reason to believe that monitor is rendered compeletely separately. 1. It runs a different resolution. 2. When changing camera hight in vorpx G3D settings, it does not affect the monitor, you see it only in VR.

    Bennick
    Participant

    Hi, I’m using BeardoBenjo’s profile for Amnesia: Rebirth (which is ostensibly built using a profile made for Soma) for my Oculus Quest 2. It seems like it works pretty well for the most part. The only issue I’m having is with the G3D. It seems pretty close to working, but when I turn my character, particularly near sort of complex 3d objects (I was testing a lot with the campfire with the pot in the first cave), the 3d looks kind of weird and it feels like I’m instinctively crossing my eyes to try to see it correctly? I’m not sure exactly how to describe what’s going on visually; part of my hypothesis is that maybe one eye is being rendered ever so slightly behind the other, but its really hard for me to tell.

    I’ve been jabbing at all the settings I can find, but none seem to really do anything to fix this issue. I’m aware that this isn’t an official profile and that searching for details about Soma and Rebirth profiles have both made it sound like it’s just kind of destined to be weird due to it being an OpenGL engine, or something. I’m just sorta frustrated because I just came off of playing the FEAR series, which blew my mind with how well Vorpx was able to work with those games, and Rebirth seems really close but not quite there. I figured I’d post here to see if anyone can think of some good tweaks, or if I’m having a better time than most and just need to get over one little hump I’m not sure about.

    PS I’m still fairly new to Vorpx and want to make it clear I am in no way crapping on the devs or this software. I can’t even imagine what it takes to make something like this.

    #200588

    In reply to: Ralf: HP Reverb G2?

    Warrie
    Participant

    Sounds promising Ralf! And I just read this on Reddit:

    Yesterday in r/WindowsMR a WMR developer said that the only current way that the WMR for SteamVR plugin and SteamVR’s OpenVR API can interface is through copying the screen buffer. This can consume large amounts of memory because of the G2 100% size (actually 146% 2160×2160) , especially when (dynamically) oversampling. They have found a possible solution with sharing a screenbuffer both parties are working on.

    This is a shortcoming of the OpenVR API, which despite its name is pretty much bound to Valve hardware and implementation, with support for other HMDs bolted on by plugins, instead of each manufacturer implementing the API as a driver.

    The only structural solution is OpenXR, which all VR manufacturers including Valve are pushing. The huge difference in performance can already be seen when comparing games like MSFS and Revive with SteamVR vs OpenXR WMR native support.

    #200535

    In reply to: Death Stranding

    Ogrescar
    Participant

    As I recall, if you have dlss turned on in the game’s graphics settings it will prevent the game from hooking, or cause it to crash later on. Anyway, just something else to look for.

    #200531
    ToxicMike
    Participant

    Yes i meant virtual desktop, well thanks Ogrescar.

    Weird that it seems to be just TRINE 4 for this moment, with the stuttering only appearing in my vr-goggles BUT NOT on the monitor (so the game itself actually isn´t stuttering).

    Occasionally there also happens this: I move my head and the whole desktop all of the sudden starts moving as well, but just for a short moment before it sets itself back to its original place again, causing some slight dizziness for a short moment (happening as well only in TRINE 4 and no other game yet)

    Guess i am gonna look for certain programs in the background who probably cause this.

    #200520
    jjensson
    Participant

    nVidia supports what is popular and brings them money. I see VR getting very popular in the next 10 years.

    Personal experience: Since my number one immersion factor in games is physically “correct” lighting, i waited for years for Ambient Occlusion to get mainstream. And then it happened – i stopped comparing gaming engines and just enjoyed the games. A bit later nVidia implemented AO in the driver for many old games that didn’t have it in-engine, and i was beyond happy.

    That’s why i like nVidia (and because i can use them productively in my workstation, unlike AMD, but that’s besides my point here). I dream of a day when they will do with VR what they did with AO, on a driver level, for all those wonderful classic PC games.

    BTW, my understanding is that nVidia killed 3D in the driver, because it wasn’t popular, and because they realized VR was on the way to replace that stuff in the near future.

    Honestly, i don’t really give a damn about VR, i just want to play my games in Stereo3D, and if i gotta do it with an HMD, so be it. []-)

    #200512
    Smoils
    Participant

    Secret dream of nvidia buying vorpx ended with nvidia killing their 3d driver the one that helix is dependant on, you cant even use helix on 3k series because of that.

    Nvidia somehow still fixes shit being broken in steamvr but they are more interested in hot sales of copypaste milk cows, writing crutches and patches in new drivers just to make new milkcow barely run without making a mess.

    AMD isnt much better and driver behavior changes by just renaming executable of a game you are running. Its not as much drivers at this point but a collection of profiles for games.

    #200480
    ravenx444
    Participant

    Can we get this option?

    Currently, the only way to play NMS in VorpX is using the desktop mode. But since the desktop viewer won’t recognize Alt-C, I can’t get rid of the cursor in the middle of the screen.

    Yes i know it has native VR support. I don’t like it.
    Yes I know VorpX has a profile. It doesn’t work.

    This isn’t the first time that this has come up either. Photoshop is essentially unusable because of the VorpX cursor, so is Pinnacle studio, etc.

    I just dont understand why this isn’t a toggleable option, essentially everywhere, in every version of the program. I know that people will end up missing the cursor, but just default it to on, and force people to turn it off everytime if they need it turned off.

    #200437
    etarm
    Participant

    I’ve been enjoying ESO with vorpx. After playing awhile, I have a couple of questions:

    1) the one thing I changed from the default settings was Aspect Ratio Correction to Pixel 1:1 to get rid of the gray borders, as others noted. It seems to work well in this mode, though there is some distortion when I turn my head. Is there any way to correct this? It makes playing while standing up difficult due to disorientation (fortunately, I’m not susceptible to motion sickness, but I almost fell over once :-) since then, I play sitting down.)

    2) the world appears very large, or I appear small. This is partly because I’m playing a wood elf, who are a small race, but the scaling also seems off. Maybe this is because I’m playing seated, so everyone appears to be about 3′ tall. Just wondering if there is some adjustment for world scaling?

    Thanks! I’d love it if Zenimax/Bethesda came out with a VR version similar to Skyrim VR, but that doesn’t seem like it’s going to happen, so I’m glad to have found VORPX!

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