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  • #179502

    In reply to: VR Controller Issues

    Ralf
    Keymaster

    Listen, I told you four times now that vorpX doesn’t do anything until it is running. Remapping the controller in vorpX has zero impact on your normal controller functionality outside of vorpX, that can’t be so hard to comprehend.

    The controller mapping inside vorpX is a completely different thing than Steam’s controller mapping and works purely inside vorpX. It does not change your Steam controller configuration in any way.

    Again, for the fifth time: vorpX plain and simple cannot do anything until it is running, just like Word or Powerpoint don’t do anything until they are running.

    I can’t say anything else than that. Sorry again.

    #178743
    haints
    Participant

    You are of course still free to play how you think it’s best, absolutely no problem if you are aware of the implications. Please just don’t make others believe that this is a matter of taste or something they should experiment with. It really isn’t, in full VR mode it’s pure math with just one correct solution.

    I will honor your request and refrain from disputing the correctness of vorpx’s default FOV, if that will make your work easier, Ralf. I can imagine a scenario in which someone reads my post and changes the FOV, then doesn’t like the results and blames you or vorpx for the problem instead of me, forcing you to respond and take time to address the issue, etc.

    That seems perfectly reasonable. However, I respectfully disagree that experimenting is not something I or any user should recommend to any one else. Experimentation/tweaking is a big part of this hobby for VR enthusiasts, and I think we should be free to suggest tweaking certain values, as long as we don’t claim to have the “right” settings for those values, and as long we make it clear that any issues that result are on the end-user, not Vorpx. It would be one thing if it were hard to return to the default values you’ve set, then I can see all sorts of things getting screwed up, but as long as we can easily restore your original calculations, I don’t see the harm in a little experimentation. I’m willing to accept a little image warping when I rotate my head in exchange for a higher FOV that lets me see more of my arm. You have made it very clear that there is a trade off for this kind of tweaking, and if I recommend any sort of FOV changes–as I am doing here–I will be sure to repeat your warning first, so that users can make an informed decision on whether or not to experiment.

    #178718
    Ralf
    Keymaster

    What feels right for you is right for you of course. Technically there is still only one correct FOV though. As soon as you deviate even a little bit from it in full VR you will notice that the image ‘warps’ while rotating your head. The world FOV has to mimic precisely the same FOV that you experience in real life. Nothing else is technically right, just this one FOV that is defined by your headset. vorpX calculates it perfectly considering every vorpX setting that may have an influence on it.

    You are of course still free to play how you think it’s best, absolutely no problem if you are aware of the implications. Please just don’t make others believe that this is a matter of taste or something they should experiment with. It really isn’t, in full VR mode it’s pure math with just one correct solution.

    #178692
    Ralf
    Keymaster

    If Wikipedia is right, the game is based not UE3 not UE4. Might be worth a shot to try a UE3 DX11 profile. There aren’t many of them, Bioshock Infinite would be a potential candidate.

    In general: there are many iterations of Unreal Engine, even within the same version. Especially larger studios tend to do a lot of custom programming, so not every game based on Unreal Engine behaves like the ‘pure’ Unreal Engine.

    I have Injustice/Injustice 2 in my Steam library. Will take a look at them after the next vorpX is out. Not really ideal VR candidates, but there is a distinct lack of ‘beat ’em up’ game profiles anyway. As always no promises though.

    #178306
    Jey123456
    Participant

    i am on windows 10. Also found the issue altho it was pure luck. The discord overlay probably received an update and stopped working. I know it was never “supported” but it worked until recently.

    #177772
    Ralf
    Keymaster

    Most do, but some games don’t capure the mouse while running windowed. Add the resolutions in the “Custom Resolutions” section of the vorpX help to your PC. After doing so running games windowed isn’t really important anymore since then you can run games at resolutions higher than your monitor allows fullscreen.

    General advice: do not tweak too much. Default settings typically are chosen carefully. In a lot of cases it’s easier to break everything than to improve anything by tweaking settings.

    #177733
    Ralf
    Keymaster

    Please first check whether your issue maybe is caused by an external factor, many issues seemingly appearing after vorpX updates proved to be pure coincidence in the past. First steps should be: 1. reboot PC, 2. ensure that SteamVR and display drivers are up to date.

    If the issue still occurs afterwards, create a trouble shoot data archive in the config app and send that to support (at) vorpx com.

    #177271
    Ralf
    Keymaster

    I have to consider more than things than just the wishes of a (sorry) very small minority of users who might want to play with a even more extreme “doll house” effect than the one already possible. Stereo disconnects lead to severe discomfort und thus the current max of 5.0 was carefully chosen. That is all I can say. Sorry again.

    I understand that you want “more 3D”, whether that might be realistic or not. Please try to understand in return the decision I tried to explain in detail above. It has nothing to do with beliefs or opinions It’s purely based on the fact that beyond the current max the separation gets so high for nearby objects that it actually breaks the stereo 3D effect, far beyond a point already that is comfortable for most people.

    #177030
    Ralf
    Keymaster

    First the usual Star Citizen disclaimer that preceeds every reply regarding the game: due to its ever changing alpha state the game is not supported by vorpX. Like its start message says the profile is provided purely for those who want to experiment. That is doubly true for Geometry 3D mode, which is quite likely to break with a new SC update.

    That said, I’ll look into the game again before the next larger vorpX update. If there is an issue that can be fixed, it will fixed, but there is no guarantee for that (see above).

    For the time being please switch to the default Z3D mode, which judging from other users’ feedback still seems to work.

    Ralf
    Keymaster

    ‘Official’ tip: Quake 3, map: q3dm17. You probably won’t get more non-stop action anywhere (iron stomach highly recommended).

    Crysis and Crysis 3 probably also fall in the non-stop action category. Crysis 3 will get a few fx fixes shortly, so worth to wait a few days. The Metro games might also fit, although I’m not 100% sure whether these really are pure shooters, never played far enough. Far better than its reputation is Aliens: Colonial Marines, absolutely worth a look.

    If third person games in immersive screen mode also sound interesting, Vanquish and Bayonetta might be something. Maybe also Psychonauts.

    #176675
    Ralf
    Keymaster

    The no transform and stereo separation options are mostly useful for sky/sun/clouds or 2D effects that are rendered at wrong depth. You typically either don’t want to have these any 3D at all since they are supposed to be at a very large distance or maybe just a little bit (clouds). You’ll notice when that is necessary for a game right away. Most of the time it isn’t anymore though since vorpX can handle that automatically these days in many cases, depending on the base profile you use. The newer the better in this regard.

    Texture replacement can be useful to handle heavily broken reflections, like sky/cloud handling it’s often unnecessary these days though. Also not fully implemented for DX11. In DX11 you can only set a texture to nothing currently.

    Broken shadows should be marked as (shadow/user). That allows users to decide whether they want to live with slight artifacts with nearby shadows (‘No S3D’) or turn them off.

    For HUD/menu shaders you should usually use the default method, the other ones rarely work as expected.

    The rest of the shader options requires some solid understanding of 3D rendering and are rarely useful anyway. Just ignore them. Most importantly please never use the “Test” option for an actual profile. It’s purely meant for internal testing, what it does may change at any time. Will be removed from the public build with the next version.

    #176409
    MagicMarco
    Participant

    Profile works brilliantly…now to drink myself silly enough to forget playing through soo many times. Great work Ralf, it’s remarkable!

    If anyone else is interested, let’s start a few tricks/tips to maximize the experience apart from Vorpx (i.e. camera limitations, additional FOV tweaks, key mappings). It’s already extremely enjoyable, but for the perfectionists, please add any tools, tweaks.

    I’m currently using http://fearlessrevolution.com/viewtopic.php?t=6856 to strictly deepen colors and other graphic settins, strafing bugs, etc… but it also allows (offline mode only) to enhance character attributes. I played through once with unlimited health/mana/stam and used console controls and it was a LOT of fun to just play it as purely action-oriented gauntlet style.

    Cheers again to the Vorpx team, this update is EPIC.

    #176346

    In reply to: StarVR and VorpX

    markbradley1982
    Participant

    Everything I could say now would be pure speculation, so not of much use.

    If I have anything more profound to share in regard to high FOV headsets in the future, I will do so. Just doesn’t really make sense for me to speculate. Hope that’s understandable.

    Of course, completely understood.

    How does Kingdom Come Deliverance play on a non TI 1080 when using the Vive? Is it still playable?

    #176343

    In reply to: StarVR and VorpX

    Ralf
    Keymaster

    Everything I could say now would be pure speculation, so not of much use.

    If I have anything more profound to share in regard to high FOV headsets in the future, I will do so. Just doesn’t really make sense for me to speculate. Hope that’s understandable.

    #175363

    In reply to: Pimax 8k, 5k+

    Ralf
    Keymaster

    Although at this point that is pure speculation since I don’t have a Pimax here, I would assume that it’s mostly the larger FOV that is responsible for the performance hit. The larger the FOV, the more geometry has to be drawn, which obviously affects performance. Even more so in heavy games like the tested Kingdom Come Deliverance.

    Pimax apparently is very much aware of that and thus (judging from the video) seems to provide three FOV settings with even the smallest one still being substantially better than the other current headsets. A pretty neat idea actually that should make things a lot easier for vorpX.

Viewing 15 results - 61 through 75 (of 125 total)

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