Archives

Homepage Forums Search Search Results for 'Observer'

Viewing 15 results - 46 through 60 (of 60 total)
  • Author
    Search Results
  • #179301

    Topic: Post Scriptum

    in forum User Profiles
    Gus33
    Participant

    I have got Post Scriptum to work in VR G3D using a profile derived from the Observer.

    The head tracking needs some tweaking; no rotation just head movement.

    Unfortunately it only works with EAC disabled and there are usually no servers than have it disabled. I created a dedicated server to test it out and it works quite well although my PC can’t handle a PS server, VorpX and PS client running at the same time.

    If enough people were interested in running PS in VR then there could be more servers for it.

    #179215
    dellrifter22
    Participant

    I love to explore neat environments in VR, and Observer looks like one I’ll need to check out. Thanks Stryker. Here are new profiles for a couple more I enjoy:

    Among the Sleep [legacy] (G3D)

    This game has an old VR mode, but vorpX gives more control to make it look the way I want. It’s fun to see through the eyes of a toddler and explore his nightmarish world of exaggerated proportion.

    So far I can only get 3D with the legacy version, so users will need to roll back to legacy 1.3.2 in the Steam Properties – Betas tab.

    – use a 4:3 resolution (1600×1200)
    – in game set FOV to max 90
    – in game turn off crosshiar dot

    *Has toggle for shadows and scalable HUD

    Lethe – Episode One (G3D)

    Another atmospheric adventure through a frighting underground. It plays similar to Amnesia and is pretty well made. I hope they can continue with more episodes.

    To avoid conflicts with the official Unreal 3 profile, I renamed UDK.exe to Lethe.exe in steamapps\common\Lethe – Episode One\Binaries\Win32

    – launch game from Lethe.exe (not through steam)
    – use a 4:3 resolution (1600×1200)
    – in game set FOV to max 100

    *Has positional tracking and scalable HUD

    #179086

    Topic: Observer

    in forum User Profiles
    Stryker_66
    Participant

    Observer (G3D)

    I created this profile based on Conarium a Unreal 4 game. Works pretty good in G3D considering the unique graphic style. Disabled 1/2 dozen shaders ranging from lighting, shadows and blood splatter. Profile set to immersive mode.

    Notes:

    – Recommend a few ini tweaks such as FOV, Anisotropic filtering (AF), High Frame Rate, Chromatic Aberration and Depth of Field. Instructions here

    In Game Graphic Settings

    AA – TXAA or FXAA
    Shadow Quality – High
    Texture Quality – High
    Resolution Scalability – Uber
    Lens Flare – High
    Motionblur – Off
    SSAO – Off
    SSR – High
    SSS Quality – High
    Separate Translucency – Off

    Use highest resolution you can without killing performance. Just watch for a small cursor on higher resolutions which is used for interacting with dialog trees and some objects. Re-configure key bindings with commands that do not conflict with Vorpx.

    Profile uploaded to the cloud.

    Stryker

    #177049
    matteo39
    Participant

    I’VE FINISHED observer in vr, with some UI problem, but i’ve finished it.

    you can still play observer in vr if you can downgrade the game to an older version, search the “web” … … …

    #177037
    uplate
    Participant

    Observer was checked before the last update, but unfortunately there is no way to adjust the FOV. Long story short: with a sad heart I decided to not include it as an oficially supported title in the end since the profile would most likely not have met the expectations of those who knew the prior official VR mode.

    But for those of us who never got the chance to develop expectations, it might be worth a bang :)

    i’ve played all observer via an old oculus support inside the game.

    Yes, you are one of the lucky few who got to check it out via the old -vr trick before they patched it. Seeing how cool it was before they patched it is what is driving the charge to get it supported in vorpX.

    #177036
    sapolettos
    Participant

    i’ve played all observer via an old oculus support inside the game.

    #177018
    Ralf
    Keymaster

    Observer was checked before the last update, but unfortunately there is no way to adjust the FOV. Long story short: with a sad heart I decided to not include it as an oficially supported title in the end since the profile would most likely not have met the expectations of those who knew the prior official VR mode.

    #176985
    Borvath
    Participant

    >observer_ is a cyberpunk horror game made by the creators of the Layers of Fear. While it is not a known game, it has very high reviews, it is a hidden gem. You could add -vr at launch settings and it would work for the Rift, but they “fixed” this with a patch. It is a Unreal Engine 4 game, so would it work with vorpX? There are many people in its official steam forums who want VR support for this game, but the developers are silent. It is a great atmospheric game, so I think it would be great if it was one of the official supported games from vorpX. There is also a %50 discount on Steam right now.

    Distant
    Participant

    Please give more priority to 3rd person games (providing profiles). They are great with 3D stereoscopic without VR. I bought Vorpx because of its G3D, not VR and I think many pp bought Vorxp and play these games also have a appreciation for them.

    The majority of AAA games are not VR and a good chunk of them are 3rd person while AAA VR titles are as rare as falling leaves in Springs. Vorpx should capitalize on this fact and build up its library of “life size stereoscopic” games.

    Personally I’d prefer playing 3rd games with Vorpx + VR, I like to see the character play out its actions and interactions with its surrounding, the lifesize is so impressive and give a feeling of being a participant & observer at the same time. In its own immersion, 3rd person games is not unequalled to VR AAA titles and way better than less quality VR ones.

    I’ve tried only a few games in Vorxp with my Rift HMD, all 3rd person games and I’m totally convinced it’s the next level in stereoscopic gaming bringing immersive level to height that other method using monitor/projector just cannot reach. Rise of the Tomb Raider silences me with joy, House of the dying Sun turns me into a rambling man and Remember me made me as happy as a little girl. The effects are so powerful and I feel like a world, traveller a witness of lives while playing and afterwards.

    So please, Ralf, give these 3rd person games more love dude.
    Cheers and prosper to you with much appreciation for a game changing app.

    #174599

    In reply to: Future games?

    baylor703
    Participant

    Soma for sure. And Observer

    #170784
    baylor703
    Participant

    Just a heads up… Observer was released a while ago and would actually run in VR if you had your headset plugged in. The game ran pretty flawlessly in VR due to the engine, and aside from some UI size issues, was streamlined. For whatever reasons, the devs removed the “bug,” much to the chagrin of players.

    There’s a running forum post on Steam about it (that happens to be the biggest thread for the game): http://steamcommunity.com/app/514900/discussions/0/2592234299547083675/

    Perhaps this may be a game suitable for vorpx in a future update. There is quite the demand for it, and it is already vr capable under the hood.

    vrmax
    Participant

    To be totally objective there are some advantages and disadvantages in each of them. Both have pros and cons.

    Absolutely there are pros and cons to each. Which is why I think it would be great if it was possible to combine elements of each, and to hopefully do the same when Skyrim VR gets an official PC release.

    Your post does bring up several good points of each of them.

    To me I strongly prefer to use a normal controller as that is what I’m just used to, especially for a game like Fallout.

    In my experience trying to give a game a more robust controller system actually limits what the game can accomplish.

    Native Fallout4 VR, you can uncouple head / neck while walking, which is a bit more realistic in this sense, and allows you to look, fight, distract, with the environment a bit easier when you focus sideways along the way.
    In the case of Vorpx, you always walk to the side where your eyesight focuses.

    Vorpx and Fallout 4 normal version, allows in addition to standard control xbox one / 360 e.t.c. , allows you to map buttons and stick for motion controllers like touch and Vive wands,
    which allows a preferred advantage for me, to adjust smooth movement in the right control, this avoids the obligation to keep the stick pressed to simply rotate angles (CV1 touch and Xbox control).

    Fallout4 VR Native, allows full natural movement to aim with weapons during combat, watch the pitboy on your wrist, and small interactions with objects in the world. By contra Vorpx uses here the controls of static arms logically.

    Vorpx and Fallout4 normal version, has arms and hands, which is pleasing to the eye and immersion.

    We could continue to increase pros and cons, for each of them, for a long time, if you are a good observer.

    In an almost perfect world, I would prefer to use the normal Fallout 4 version + DLC, with the official VR support files inside, which is possible and works after some steps (there is a method), but I still need some fixes that only Vorpx for the Moment contains, button and stick mapping completely to my liking and need, some arrangements for shader etc

    If it were possible to obtain an option in the next Vorpx update, to mix Vorpx with the official support VR, the other normal modified with these files, and Vorpx being able to choose one or the other, would be just perfect, because it could take advantage of some control mappings with Cv1 + touch.

    Good points all around.

    End yes, I would also gladly pay for the official VR version of Fallout 4. Just not $60.

    Grumdark
    Participant

    To be totally objective there are some advantages and disadvantages in each of them. Both have pros and cons.

    Native Fallout4 VR, you can uncouple head / neck while walking, which is a bit more realistic in this sense, and allows you to look, fight, distract, with the environment a bit easier when you focus sideways along the way.
    In the case of Vorpx, you always walk to the side where your eyesight focuses.

    Vorpx and Fallout 4 normal version, allows in addition to standard control xbox one / 360 e.t.c. , allows you to map buttons and stick for motion controllers like touch and Vive wands,
    which allows a preferred advantage for me, to adjust smooth movement in the right control, this avoids the obligation to keep the stick pressed to simply rotate angles (CV1 touch and Xbox control).

    Fallout4 VR Native, allows full natural movement to aim with weapons during combat, watch the pitboy on your wrist, and small interactions with objects in the world. By contra Vorpx uses here the controls of static arms logically.

    Vorpx and Fallout4 normal version, has arms and hands, which is pleasing to the eye and immersion.

    We could continue to increase pros and cons, for each of them, for a long time, if you are a good observer.

    In an almost perfect world, I would prefer to use the normal Fallout 4 version + DLC, with the official VR support files inside, which is possible and works after some steps (there is a method), but I still need some fixes that only Vorpx for the Moment contains, button and stick mapping completely to my liking and need, some arrangements for shader etc

    If it were possible to obtain an option in the next Vorpx update, to mix Vorpx with the official support VR, the other normal modified with these files, and Vorpx being able to choose one or the other, would be just perfect, because it could take advantage of some control mappings with Cv1 + touch.

    #166335
    decizion
    Participant

    I’d love to see Conarium & Observer being supported !
    These games scream for vr !

    Anyway thanks again for constant updates & the great support.

    Saffaya
    Participant

    Totally by accident, I found out that using a different connection to the same monitor removed the vertical compression I was talking about.
    DVI had the compression, but DisplayPort hasn’t.

    Now I can see that the view is actually too close to the observer. The whole scene feels “in your face” and I can’t really use the settings to mend that.
    If I do, the borders of the view appear and the immersion is gone.

Viewing 15 results - 46 through 60 (of 60 total)

Spread the word. Share this post!