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  • #167217

    In reply to: Dishonored

    iselvisforreal
    Participant

    There appear to be different types of flickering issues. Let me describe mine with solutions that I found:

    Initially, I had massive flickering all over the screen, with different sections flickering at a different rate, starting at the main menu screen (or rather the initial “DISHONORED” title screen before the main menu). Yes, before any DirectVR attempts. And DirectVR didn’t change anything when it worked, or when it failed.

    I figured out soon that this occurs only with Geometry3D, but not Z-normal/Z-adaptive, but G3D is just so much better when it works, like in other games…

    So I took a look at the settings files. First, I realized that my settings files are laid out differently than what other resources have described. There is no DishonoredGame\Config\DishonoredEngine.ini, but those settings appear to be in Engine\Config\BaseEngine.ini. It appears that the flickering that I had in Geometry 3D is related to some floating point operations because setting “FloatingPointRenderTargets” to False resolved the flickering in G3D completely. Unfortunately, the graphics quality suffers – increased banding, and poor lighting effects are a result – but Geometry 3D works, and it is so much better than the Z modes!

    Not sure if anybody else can replicate this, or if anyone knows of a possible fix that preserves the graphics quality AND allows for working G3D on my configuration…

    By the way, my setup is a Ryzen 5-1400, Radeon RX570, OSVR HDK2, 8GB RAM, VorpX version 17.2.3, Radeon Software Version 17.9.1, Windows 10…

    #167119

    In reply to: Skyrim artifact

    Yearlink
    Participant

    In high contrast situations you sometimes see something like that as an display artifact in any VR game, especially when reprojection (“Timewarp”) is used.

    In your image the effect looks stronger than I would expect it though. Provided the image wasn’t retouched, the only option that comes to mind is that maybe time warping doesn’t work like it should, which would leed to motion blur/double images similar to what your image shows whenever you rotate your head.

    In case you changed any settings on the Direct VR page of the vorpX menu, please check whether “Async. Rendering” is enabled. Having that on (which is the default) not only helps massively with performance, it also ensures that Timewarp is working.

    Also make sure that the game is running at 45fps min. Lower frame rates can’t be compensated that well with time warping.

    i’ve seen this timewarp effect during other applications, but i dont think it is the issue here. the image is as close to what i see as i could recreate, ingame it can actually be more intense at points than what the picture shows.
    ill check async rendering, think i messed around with it at some point, Thanks :)

    i’m not sure if using any mods with skyrim vorpx vr is a good idea.

    i played skyrim vanilla with vorpx and i didnt have any issue.

    did you try to run it without any mods ?

    yea, with or without mods, same issue :P thanks anyway

    I had the same problem. I never figured out what caused it, but re-installing Skyrim fixed it.

    funny thing, i had just reinstalled skyrim, but i have a steam folder on both my HDD, perhaps it found already messed up files in the reinstallation. at this point, im wiping skyrim from everything, complete fresh install. hopefully the issue is fixed, as it was with your case. thanks :)

    #167112

    In reply to: Skyrim artifact

    Ralf
    Keymaster

    In high contrast situations you sometimes see something like that as an display artifact in any VR game, especially when reprojection (“Timewarp”) is used.

    In your image the effect looks stronger than I would expect it though. Provided the image wasn’t retouched, the only option that comes to mind is that maybe time warping doesn’t work like it should, which would leed to motion blur/double images similar to what your image shows whenever you rotate your head.

    In case you changed any settings on the Direct VR page of the vorpX menu, please check whether “Async. Rendering” is enabled. Having that on (which is the default) not only helps massively with performance, it also ensures that Timewarp is working.

    Also make sure that the game is running at 45fps min. Lower frame rates can’t be compensated that well with time warping.

    #166610

    In reply to: Mass Effect Andromeda

    Ralf
    Keymaster

    Apart from two smaller updates just a month ago there actually has been quite a lot in the way of updates in the last 4-5 months. Just not fully ready for primetime yet.

    Third person games like ME:A aren’t a prime focus of vorpX. If it seems to make sense, third person games *might* be looked into, but please never expect it.

    In this particular case: there will be a cinema mode profile for Mass Effect Andromeda in the next vorpX version – at least Z-Buffer 3D, can’t promise more. It required some code changes, hence unfortunately it was not possible to just upload a profile.

    #166607
    dborosev
    Participant

    Since there hasn’t been much in the way of updates for a 4-5 months, I’d just like to re-request support for ME:A in the next release.

    Cheers!

    jasoncb2017
    Participant

    I was finally able to get Mass Effect (via Origin) to work by starting Vorpx as admin, it looks amazing so far :).

    The only problem is when talking to anyone in the game (or cut scenes), the 3d geometry looks horrible, (unusable basically). Characters are super imposed on top of each other, can’t read the text options, etc.

    Having a quicker way to turn off the Geometry and back on would basically solve this issue even if it’s not ideal.

    Right now I have to bring up the Vorpx menu (Del) and press reload, it seems to pick the right setting on it’s own so that’s kinda cool. But I have to do this every time I am going to interact with anyone.

    Thanks!

    jasoncb2017
    Participant

    I am able to play some other games but it seems the Vorpx app doesn’t pick up Mass Effect 1 when I launch it?

    Any tips would be great. Thanks

    jasoncb2017
    Participant

    Bump, any word on Mass Effect 1 in Origin? Thanks

    jasoncb2017
    Participant

    EDIT: While Mass effect doesn’t get detected, Dead Space (via Origin) does, and it uses Cinema / Geometry 3D Mode.

    jasoncb2017
    Participant

    So Masss Effect on Origin is not working for me sadly :(.

    I can’t find any presets for it in the Vorpx App (only for mass effect 2 and 3).

    I tried launching the game from both origin, it’s shortcut , windowed, full screen, etc. The oculus app is running in the background but Mass Effect doesn’t take over like other games do, it stays with the oculus home. “Start vorpx” is running.

    Any ideas?

    Thanks

    #166192
    deathorb
    Participant

    Yeah forget that sequel I will just play the first one, I hope that Prey is in Geometry 3D!!! Also please play Sanctum 2 – it’s excellent!

    I heard Shadow warrior 2 works with Vorpx and also seems a good game…
    How about mass effect 3? It should be half polished by now with all the updates?!?
    It’s a shame that I played all the best games prior to getting my Pimax (half life, deus ex, portal, etc.)

    Anyway I hope Fallout 4 will keep me going after Dishonored!

    #166009
    Eychimo
    Participant

    Mass Effect Andromeda not working after update. Have been playing Andromeda with VorpX. Since update I have been unable to get VorpX to load with game. I have run out of things to try. I start Oculus, Start VorpX, Load my profile for Andromeda, apply and close, then launch the game. No Vorpx. Any suggestions or is it possible to roll back the update?

    #165645
    Leto
    Participant

    Booth games use unreal engine with Dx9 so you can use the mass effect 2 profile for that game. Also it looks pretty awesome in VR (cinema mode)!

    #165498
    Grumdark
    Participant

    I agree.
    Indeed, report the same problem some time ago for Mass effect.
    Also another little graphical problem added in the sky, during Eden Prime, and during the screen of beginning in the game.
    I do not know for the moment, if this second, with packages of textures or effects, added in the game, could be solved or not, but the vanilla version suffers this problem with Vorpx in my pc today.

    During dialogs, I think the problem is, because Vorpx can not differentiate, when it is in a dialog and when not. I also “solve it provisionally”
    Pressing Alt-X, but it’s a bit annoying.

    Ideally, try an update for Vorpx with some formula to differentiate them, or deactivate automatically when detected.
    Inventory items, in some RPG games, also suffer similar problems, so we always need to resort to pressing Alt-X or move to Z-buffer mode in order to interact comfortably in them.

    Probably, there is no standard formula to detect this in all games, but if there is a possibility at least for some, or the most important games, it is worth a try.

    #165396
    Ryanian
    Participant

    Hello all, thanks for clicking.

    After playing several hours in Mass Effect I have come to miss an age old classic option from nvidia 3d vision users. The ability to dynamically change the convergence by the press of a button.

    The Mass Effect profile for vorpx is quite good for one outstanding event. The parallax on cutscenes or conversations is way too close. I’ve found that the in-game vorpx setting for stereo strength of 0.30 is close to perfect. (default value of 1.00)

    The best work-around currently (and fastest) is to simply alt+x to disable g3d but this detracts from immersion. Good stereo in all aspects is highly preferable.

    Request is to allow vorpx to allow a custom set of stereo strength to X value by a key stroke and revert by another, there by allowing a user to change the value on the fly. You can surely hit del button and manually adjust this value but in a game which you are going in and out of a conversation it becomes overly burdensome. Thanks for reading.

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