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  • Ralf
    Keymaster

    Should be fixed already in the ‘Monster Hunter World [vorpX]’ profile that you can grab from the cloud. There wasn’t enough time yesterday before releasing the latest vorpX unfortunately, but redefining the Monster Hunter World HUD shaders was the first thing I did this morning.

    BTW: Do you remember whether the minimap was scaling correctly before Iceborne? Couldn’t get that 100% right this time.

    rombodawg
    Participant

    I played MHW before the iceborne update and everything worked fine, hud was scalable, but after the update everything pretty much works the same, except that even thought you can change the HUD size settings, the HUD no longer moves or scales down.

    Ralf
    Keymaster

    OK, did some more testing. vorpX uses a new frame sync mechanism for DX11 on Oculus, which enhances FPS a little (~10%), but with very low frame rates below 30fps like in your case the old method seems to feel smoother in Monster Hunter World.

    I would suggest to adjust the game settings to reach 40fps and then maybe enable FluidSync. Overall that will yield a better experience than playing with a super low frame rate.

    If instead you rather want to go back to the old sync method, you can do so with an .ini tweak:

    1. Navigate to C:\ProgramData\Animation Labs\vorpX\Devices\Display
    2. Open Oculus.ini with a text editor
    3. Change iDmBufferGrabberSyncDX11 (near the bottom of the file) from 1 to 0

    Only change the DX11 value, DO NOT change the value for DX12, DX12 is untested with the old method and may fail entirely with it.

    If you can’t see the C:\ProgramData folder, you have to enable ‘Show hidden files’ in Windows Explorer.

    rombodawg
    Participant

    I did what you said and subscribed to PTC on oculus and it did boost my fps to 30 on average vs 25 before. But the stutter still persisted. Its most notable when i move my head around but even with head tracking on the stutter is still there. I dont believe its the oculus software thats causing it. It could be a setting in monster hunter world itself, I just tried running portal in vr with vorpx just now and there was no stutter. So let me tweak with the setting in MHW and do some testing. In case you were wondering I am running MHW with AA off.

    rombodawg
    Participant

    Just upadated to 20.1 after having 19.3. 19.3 worked great with monster hunter world. Although my fps would be anywhere from 25-40, which isnt very great. I would get no stutter and it would be visually smooth. Now that i updated to 20.1 there is a clear stutter making the game very difficult to play and view. Even when switching to Z3D and getting about 50 fps, the game still has the same aweful stutter. Im assuming the issue is with the update since my game was working fine before updating. A solution or at least a way to go back to 19.3 would be nice. I have a Intel Core™ i7 9750H CPU and a NVIDIA® GeForce RTX 2060 GPU. running on the Oculus rift S

    #191017
    dlrjajdlfo
    Participant

    When I play the game, the HUD is only 3D. The others are 2D. Is this normal?

    #188640
    ilkj4832z
    Participant

    About MONSTER HUNTER WORLD profile.
    It doesn’t seem to work at all in G3D or Z3D.
    It does not work in WINDOWS MODE or FULLSCREEN MODE.
    Isn’t this game profile working?

    #178232
    razer.roze
    Participant

    Ralf,
    Thanks so much for continuing to work on vorpx, I am really impressed at the level of customization that is offered in the software and the way it still mostly just works. I picked it up to play Monster Hunter: World, which is working great. I wish I could stomach the full VR view but the Immersive Screen is a really awesome way to enjoy the game for me.

    I prefer a gamepad for third person melee focused games but have developed a preference for inverted y-axis use. I found the feature that allows inverting the headset, which makes the immersive screen really shine with some light head-tracking added in to the mix. The only issue that brings this down is that the menus are very difficult to use with Head Tracking > 0.0 with the pad; especially because I often need to look to one side of the screen while manipulating menu items on the other which doesn’t work well when the “mouse” keeps drawing focus away.

    I was initially thinking it would be nifty to have a way to simply set the Head Tracking value to 0.0 via some key command but then I was imagining the more generic solution of being able to toggle between two “profiles” with some kind of bindable meta command (ideally that could be set to one of the pad buttons, similar to EdgePeek) that would swap a full set of config values to an alternate set. Since the software is sophisticated enough to allow on-the-fly updating of values I though perhaps this would be a plausible approach to satisfy unique uses like this and possibly other cases where games switch between multiple game “styles” from time to time (ala Neir:Automata).

    Anyway, I thought I would throw it out there.

    Cheers,
    Zack

    #175992
    Ralf
    Keymaster

    Update 2018/12/15

    vorpX 18.3.2.2 has been released. This (hopefully) concludes the series of fixes related to issues with the most recent SteamVR version.

    Changes/Fixes:

    • Improvements for WMR headsets related to issues with most recent SteamVR.
    • Fallout 76: FOV did not work since the game got official FOV change support.
    • OpenVR updated to 1.1.3b

    Update 2018/12/09

    vorpX 18.3.2.1 has been released. This hotfix addresses the SteamVR head tracking swim/latency introduced with yesterday’s update. No other changes.


    Update 2018/12/08

    vorpX 18.3.2 has been released. This is a maintenance release mainly addressing frequent frame judder in SteamVR mode after the latest SteamVR update.

    In addition to that some related changes originally intended for vorpX 19.1.0 have been backported to 18.3.2, most notably support for Motion Smoothing (SteamVR), respectively Asynchronous Space Warp (Oculus). vorpX 19.1.0 is still on track for a pre-Christmas release.

    Changes/Fixes:

    • SteamVR: Fix for frequent judder below 90fps with recent SteamVR versions.
    • SteamVR/Oculus: Motion Smoothing/Asynchronous Space Warp support.
    • SteamVR: Supersampling <1.0 is now taken into account (only important for Pimax 5k/8k).
    • Oculus: Crystal Image setting takes user set super sampling into account.
    • D3D11: several multithreading fixes and improvements
    • The Witcher: better Geometry 3D profile, Z3D parameters tweaked
    • The Witcher 2: G3D did not work anymore, Z3D parameters tweaked
    • GTA V: scalable HUD added

    Update 2018/11/15

    vorpX 18.3.1 has been released. This is a maintenance release that mainly adds support for Fallout 76. The profile is a fully featured DirectVR profile with everything DirectVR can do in the best case including automatic resolution, FOV (two methods) and basic roomscale.

    Additionally minor issues with the program itself and other profiles have been fixed.

    In case anyone wonders: the Frostbite engine G3D support that sparked a bit of interest recently is still in development and will be made available with the next larger update 19.1.0 before the end of the year.

    New profiles:

    • Fallout 76: G3D/Z3D, full VR, DirectVR: head tracking, resolution, FOV, tweaks

    Changes/Fixes

    • Effects that look bad in VR (e.g. DOF blur) can also be disabled with Z3D.
    • DirectVR scanner could time out with large scans in low memory situations.
    • DirectVR menu page didn’t behave correctly if both memory scan FOV and .ini edit FOV are available.
    • FOV scan was run despite .ini edit FOV being selected if both are available.
    • Fixed an occasional G3D crash in Fallout 76 (and maybe other DX11 games).
    • Arma III: DirectVR FOV was slightly too high.
    • The Witcher 3: some objects were rendered at wrong depth.
    • Crysis 3: reflections fixed, effect fixes.
    • Fallout 4: minor gun decals and fire glitches fixed.

    Update 2018/10/25

    vorpX 18.3.0.1 has been released. This is a hotfix that addresses the issue below. No other changes.

    • Black textures with Z3D in some D3D11 games (18.3.0 regression)

    vorpX 18.3.0 released

    After four maintenance releases for the 18.2 branch it’s finally time for a slightly bigger release with a bit of feature refinement and also more and enhanced game profiles. Most notable additions are: Dark Souls Remastered, Monster Hunter World, Shadow of the Tomb Raider and Assassin’s Creed: Odyssey.

    Experienced users can now create much better custom profiles by defining HUD/shadow etc. shaders.

    For details please check this blog post.

    #174711
    dSpect
    Participant

    I’ll second the Monster Hunter World support. 3D really helped me in the 3DS titles to better judge how close to the monster you were. Gotta have some of that low res 3DS nostalgia here.

    Not even kidding this game would be perfect in cinema mode.

Viewing 10 results - 31 through 40 (of 40 total)

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