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  • rxstud2011
    Participant

    I tried it out and it will not work without a HMD. I tried loading Left 4 Dead 2 with it and it gave me an error (no head mount detected, please verify it’s plugged in). So there you have, it will not replace tridef at the moment.

    #101369
    wm79
    Participant

    Hi,

    Left 4 Dead 2 is on the supported games list, but when I start it, it just runs on the monitor, the rift doesn’t react. Vorpx seems to generally work, no errors, Fallout 4 for example works.

    Edit: now it starts, but when I want to start a game, it says “Steam must be running”. It doesn’t say that when I am playing without rift.

    #99084
    TheDreamer
    Participant

    Hello,

    I built my own Virtual Reality input device. I use VJoy to make my games(Half life 2, Left 4 Dead 2, Mirror Edge ). consider it as a standard Joystick. Everything works perfectly without VorpX.

    When I run VorpX, nothing work, the input is not received by the game.

    If I use JoyToKey to transform the Input into keyboard input, it works in Half life 2 but not in Left 4 dead 2.

    What’s the problem? Is there a workaround?

    Thank you

    #97857
    gemno
    Participant

    I have the DK2 and don’t plan on upgrading .. it’s too expensive and I don’t believe diving into another HMD at this point is a good investment as they seem to drop all support for the previous iteration on new release. My content works great as is. Vorpx has done an amazing job and I’d really like to keep what I have working. I’ll be playing Left 4 Dead 2, Skyrim and Fallout 4 for the foreseeable future. So please Ralf, can I keep Vorpx 0.9.1 and runtime 0.8 and my DK2? I don’t really want to update my Vorpx, runtime or drivers. Everything is working beautifully and I’m a happy gamer.

    VRISHERE80
    Blocked

    Okay, I enjoyed G3D games with VorpX alot, so I look at Unreal 3 Engine FPS, which are not supported yet and try them with renamed game exe. Here are my results and begging to Ralf to make them supported because of problems with steam and FOV, when renaming.
    My FOV recommendations with them: The official recommendation is 120 FOV at 1920×1080 Pixel 1:1 Distance Zoom 1.00
    With that settings you have mostly a good perspective, but massive overhead to the sides and blurry image, because you can see only a third of the picture. So I try to “calibrate” it with 90 FOV and 1600×1200 / 4:3 resolution.
    90 FOV: Distance Zoom 0.56
    or
    95 FOV: Distance Zoom 0.60
    This looks the same than 120 FOV at 1.00 Zoom, but without overhead and a much clearer graphic (more ppi).
    Renaming: There are a couple of UE3 Profiles with different features. I tested with BorderlandsPreSequel.exe and ADVGame-Win32-Shipping.exe (Deadfall)
    Both offer positional headtracking.

    Now the games:

    Bulletstorm (ShippingPC-StormGame.exe)

    Ingame graphic settings I set shadows and Post Processing to low.
    Resolution to 1920×1080 (4:3 gives black bars)
    To set FOV use this Tool, because of crypted inis:
    http://community.pcgamingwiki.com/files/download/580-bulletstorm-ini-editor/
    to edit the ini’s:
    FOV
    1. Go to %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\ StormCamera.ini
    2. Change to the desired FOV.

    Framerate
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormEngine.ini
    2. Change MaxSmoothedFrameRate to a higher cap; alternately, remove the frame rate cap entirely by setting bSmoothFrameRate to false.

    Mouse Smoothing (for proper Headtracking)
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormInput.ini
    2. Find bEnableMouseSmoothing and to ‘false’ to disable mouse smoothing.

    You also need to calibrate Headtracking manually per VorpX Menu: Fokus something in “real life” and slowly shake your head left and right and notice how it stays in your view. Then do the same ingame and edit the HeadTracking value.

    My G3D rating: 8/10

    very little lightning issues, some auto head movement when walking and fast gameplay makes it a little nauseous. Iron Sight you need to aim between the dots, its playable. Great 3D-Effekt.

    Nearly the same settings with Bulletstorm ini editor with:
    Alien Rage Unlimited (ShippingPC-AFEARGame.exe)

    This game has some strange light sources in G3D, so I only recommend Z3D.

    Homefront (HOMEFRONT.exe)

    The FOV settings ingame only works for Multiplayer, not the Campaign (only in first mission). There is a Homefront FOV Changer: http://community.pcgamingwiki.com/files/download/487-homefront-fov-changer/
    But that only works with the HOMEFRONT.exe, so we need a profile for that.

    G3D, positional-tracking works (turn of DX11 ingame, restart), but many issues especially with shadows. So turn down shadows ingame, Post Processing and turn off frame limit and mouse smoothing in the game menus. Weapon sights are good playable with red dot weapons. Easier for the eye with Z3D.

    My G3D rating 6/10. Too many graphical problems with g3d, but playable. +1 with the FOV changer.

    Medal of Honor (2010) (moh.exe)

    The Campaign is UE3 Engine, so works great (Multiplayer is Frostbite). Documents\EA Games\Medal of Honor\Config\MOHAEngine.ini
    bSmoothFrameRate=false
    MOHAInput.ini
    bEnableMouseSmoothing=false
    The G3D looks amazing with very little lightning issues, but overall nearly perfect, but…
    The FOV is 55. Again there is a FOV-Changer for the original.exe:
    http://community.pcgamingwiki.com/files/download/389-medal-of-honor-2010-fov-changer/
    So… VorpX specific profile needed.
    G3D rating: 9.5/10 possible if getting FOV to a playable view

    Santum 2 (SanctumGame-Win32-Shipping.exe)

    Wow, that was a surprise. It’s a steam only game, so you can’t rename it so easily, but after I get it to work with the Deadfall profile (ADVGame-Win32-Shipping.exe), the game works flawlessly in G3D, with all graphic options maxed out, even shadows and lightning stuff and keeps a clean graphical image. Even FOV adjustable in the menus. Easy setup, looks great, very nice to play in VR.
    \Documents\My Games\Sanctum2\SanctumGame\Config
    SanctumEngine.ini
    bSmoothFrameRate=false
    SanctumInput.ini
    bEnableMouseSmoothing=false

    G3D-rating 10/10

    Singularity (Singularity.exe)

    Looks amazing in G3D, but yeah, bad FOV…
    Needs Flawless Widescreen or Widescreen Fixer Tool to fix FOV. So not with renamed exe.
    G3D-rating 10/10 (with better FOV)

    Section 8 Prejudice (S9-Win32-F.exe)

    Untested, because it has a launcher and can’t rename the game.exe
    FOV settings per ini:
    http://pcgamingwiki.com/wiki/Section_8:_Prejudice#Field_of_view_.28FOV.29
    bSmoothFrameRate & bEnableMouseSmoothing like usual.

    Rainbow Six Vegas 2 (R6Vegas2_Game.exe)

    Very narrow FOV and not changeable, enjoyable in a cinema view setting. Now the UE3 Engine begins to look old and outdated 😉
    Maybe it helps to fiddle around with Widescreen Fixer:
    https://www.widescreenfixer.org/
    Very good G3D Effekt.

    @Ralf: All the above called exe just need a copy/paste UE3-profile.

    How the heck do you get medal of honor to work it just fails to start in steam when i rename it. I’m getting so sick and tired of this bs

    #96396
    jamesrstuart
    Participant

    I have a DK1. I was using Tridef for a while. Now I’m here.

    I had some initial issues getting portal 2 and left for dead 2 to not crash on launching those games. I seemed to be past that now as I have set the native resolution in the games to 1440 x 900.

    I am able to play but the scale seems off zoom factor seems to way to high.

    Lets assume I’m using default settings (the one you get to pressing delete) in the game setup. Be it known Ive tried to zoom out using the zoom setting. This works to improve the way things look but then the box edges that appear to the sides of the FOV.

    Should would like an easy list of settings to setup portal 2 where the scale and zoom look good.

    Jamieking86
    Participant

    Hi guys, I’ve just recently purchased vortx so excuse me but I am a bit of a noob with it :-)

    The first problem i have is I’ve tried dead space 2-3 and outlast and each game is zoomed in too much so i can hardly see anything. It’s a little better once the game starts, but in the menus I cant see hardly anything. When i look around the screen follows my field of view therefore i can’t look left and right to see the menus properly. Is their any way to fix this? I managed to set screen size to the smallest, 1024 x 768 (or something like that) which is slightly better but still…..can’t see much.

    Second thing is when i start the games, it shows up on my oculus rift but not on my monitor. I have my PC hooked up to my 55″ TV so when mates come round we take it in turns with the Oculus but it sucks if nobody else can see what’s going on on the screen. Can i enable the screen as well as the oculus? Thanks

    NipOc
    Participant

    Make sure the game runs at 1920×1080, source games often reset the resolution to 1600×900, when the rift is connected (google how to force a specific resolution for source games).
    This makes the image look “messed up” and can prevent vorpx from injecting.

    If it still doesn’t work, give the .exe of garry’s mod the name of another source game .exe, like left4dead2.exe or hl2.exe, because garrys mod isn’t supported and renaming unsupported games to supported ones helped me, when vorpx didn’t inject.

    #29617
    mayshine
    Participant

    I tried mirrors edge and Left 4 dead2 under steam, both are not working at all with vorpx, then shamefully I downloaded a pirate copy of independent version of mirrors edge then vorpx hooks up with the game and works well.

    this stops me buying more games at least from steam. please let me know how to or how long is vorpx going to support steam just like Tridef 3d did?

    Another similar case is that Battle field 4 under origin (seems the only place I can buy a copy) is not workable with vorpx, every time it bounced back with the error of “directx 11 dll failure”. please help!

    thanks and best wishes.

    #27152
    molony_j
    Participant

    Anyone able to fix the flashing in Left 4 Dead 2? I see it when there are highlighted items in the room in the direction I’m looking. I know I know .. stop looking for items and kill more zeds. ;-P

    #26653
    molony_j
    Participant

    Happy happy joy joy.

    BTW .. Left 4 Dead 2 still has some minor glitches when there are objects for pickup in the room (not officially supported game yet I realize) but it has got to be one of the coolest things on Oculus with Vorpx I have seen yet (that short list includes Elite Dangerous). Friggin AWESOME! I set bilinear in L4D2 since trilinear and others make the interactive object flashing worse. Man when it is working it is SWEET! Perfect pace (lingering Zs and occasional mobs) and distances for Oculus too (5-15 virtual feet is great for 3D).

    Thank you Ralf. Metro Last Light is looking nice! Happy Holidays indeed.

    #24475
    Ralf
    Keymaster

    IPD calculation is indeed not quite correct currently. 60.9 sounds a bit too low in your case though. Please check whether the game runs in 1920×1080. Other resolutions can cause issues similar to what you describe.

    For head tracking in Dirt 2 (and other games without mouse look) you have two options:

    You can either use OpenTrack to simulate TrackIR input or configure vorpX to simulate a gamepad axis. The first option is the better one, simulating a gamepad has a few drawbacks.

    A. OpenTrack for DK2:

    https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    B. Head tracking as gamepad

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, the head tracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with a real gamepad.

    Now you are able to look around in your cockpit. The view has to be centered from time to time because of possible yaw drift (should be greatly reduced with an calibrated magnetometer). There is a shortcut for centering.

    #18172

    In reply to: No game working

    Ralf
    Keymaster

    Head tracking works out of the box for almost any game that has mouse look, regardless whether it is on the supported games list or not.

    For some other games (like many racing titles) you either have to configure the vorpX head tracking as gamepad axis (see below) or use an external solution like OpenTrack which can emulate TrackIR input. The game needs to support TrackIR for that of course. OpenTrack usually is the better alternative, although a bit complicated to use. Gamepad emulation has a few inherent problems like high latency, but is still better than nothing.

    OpenTrack for DK2: https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    vorpX head tracking as gamepad:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, the head tracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with a real gamepad.

    #17724
    andersonc
    Participant

    Hi there,
    I just tried VorpX with both Skyrim and Left 4 Dead 2, after a lot of fiddling I was able to get it running somewhat smoothly, but what really bugs me the 3D effect I get.
    At default settings everything feels very flat, like as watching a movie on a flat screen, and only objects that are really close seem to have 3 dimensons. If I crank up the 3D Strengh slider all the way up I now get a nice 3D effect from farther objects but everything seems zoomed out/small, feels like I am inside a dollhouse or something. I
    I tried raising the FOV both through console and the FOV Enchancement slider, but everything still looks small.
    Is this how things are supposed to be? You just strike a balance between 3D Strength and FOV that is suitable to your tastes or is there an optimal setting to correct this where you can have both a nice 3D effect from distance and a good scaling/FOV?
    By the way, I tried both Geometry and the Z modes in Skyrim, they both seem to behave like this…

    Thanks!

    #17485

    In reply to: Dirt 3 – maybe 2?

    Ralf
    Keymaster

    Hi Woody,

    The first thing you should do is apply the Game Optimizer tweaks for Dirt 3 in the vorpX config app. This switches the game to D3D9 and thus enables Geometry 3D.

    When this is done, you can adjust the FOV in the vorpX ingame menu. The menu entry is called 3D FOV Enhancement.

    Headtracking can either be done by configuring the Rift head tracker as gamepad in vorpX (see below), or by using OpenTrack. The latter will give you better head tracking, sou you should do that if possible. Apparently there is a DK2 ready of OpenTrack available here:

    https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    And here are the steps that are required to use the Rift head tracker as gamepad axis with vorpX:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

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