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  • #125064

    In reply to: Portal 2 – Problems

    Tiggerdyret
    Participant

    Have you turned positional tracking on? It needs to be off for portal.

    #125055
    DarkOrb
    Participant

    Hey,

    I have some problems with Portal 2. Whenever i play it with DirectVR, I am way to big. In the VorpX configuation menu there is a “height modifier”, but i can only set it to “-2.0” (which is way too little). The next problem is: When Wheatley wakes me up, i’m not in my chamber anymore. I am outside, below the chamber.

    What can i do to fix this?

    #125035
    Tiggerdyret
    Participant

    With direct VR it’s close to native, but there still some pretty big bugs in most games. Giant hands in Skyrim… The game resetting direction, when walking into a Portal in Portal. Had a menu problem in New Vegas, but it might have been fixed in the latest hotfix. If you just want stuff to work out of the box I still wouldn’t recommend it. If you are willing to tweak or use mods, some games like Skyrim or New Vegas can play absolutely amazingly, though unwanted problems can still pop-up from time to time even in these games. I played about 40 hours of New Vegas in Vorpx and even with the issues it was still was an amazing VR experience, and way more fun than any of the 4 hour VR games I’ve tried so far. It felt like a true VR experience except for a little hassle with the menu, which was alleviated with some clever controller settings.
    Vorpx is an amazing app and by far the best VR purchase I’ve made so far. Even if you the games you want to play aren’t quite there yet is is still absolutely amazing to walk around in you favorites games, just how they look in VR. And though very few games feel native. You can almost always find a compromise, that makes something playable. I for instance plan on playing Skyrim Special Edition in z-buffered 3D with headtracking as my gpu isn’t strong enough ton handle True 3D in that game.

    e0s888
    Participant

    Hi,

    I recently bought oculus rift and I am very happy with immersion it provides.
    Unfortunatley you can not play many real games with it and I thought that it is time to check some old must play games. Then I heard about this program. After reading many posts I have just one question because there are many opinions for and against (and its look like those against are from people that can not set up games properly, correct me if I am wrong). Does direct vr games stated in last patch,, Fallout 4, Skyrim, Half-Life 2, Left 4 Dead 2, Portal 2, Fallout 3, Fallout New Vegas, Black Mesa Source” looks like a native vr games like for example assetto corsa or Elite? Or the view is closer to zbuffer method which someone said is similar to 3d tv view?
    I don’t mind spending some time on configurations and things like changing to 2d view to check map etc.

    #124918
    Ralf
    Keymaster

    The 3D effect in Witcher 3 isn’t as pronounced as in native since it is applied after rendering the game. In contrast to that Life is Strange has full Geometry 3D, which works like native apps by rendering the scene twice.

    You can play both games with the default settings, but if you want to make them more immersive, you will need to adjust settings. The one-click games that require no configuration for a fully immersive experience are the ones listed above with the new Direct VR feature: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.

    #124912
    HalloMolli
    Participant

    vorpX does a lot more. I.e. providing Stereo 3D and head tracking. In case of Witcher 3 it’s a 3D effect that is applied after rendering the game, so it’s not as pronounced as the 3D effect in native apps. Life is Strange has full Geometry 3D, which means the scene is rendered twice like in native apps. You can also move the “screen” very close to you, so that it fully fills the view to enhance immersion.

    You can have fun with with these two games and vorpX, but you should be aware that they don’t belong to the games where vorpX really shines.

    The best games for vorpX, especially in regard to easy configuration, are the ones with the new Direct VR feature, currently that includes: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.

    Thank you for your Reply again, Ralf, that’s very useful Information. Unfortunately the only games I find somewhat appealing are Skyrim and Fallout 4. But Fallout 4 will get a native VR-Support anyways (soon) and from what I’ve heard you have to reduce the graphical ‘fidelity’ to a medium Setting in Skyrim for it to become playable via vorpx in VR. And I can only Play the game with a ton of mods loaded so I am afraid it won’t be a pleasent experience playing it in VR (–> due to low fps), I guess.

    Allow me two last questions:

    1) What’s the difference between the 3D effect in Witcher 3 compared to a, say, native 3D effect. Yes, I get it, it’s not as significant as you’d expect but is it still, well, enjoyable enough to settle down with the low Resolution of the game (I know, it’s a very subjective question…)?

    2) I suppose that I will have to work myself through the Settings of vorpx to make Witcher 3 work in VR, yes? So am I right in assuming that it won’t be something like: Load vorpx –> ‘bind’ it with witcher 3 –> push ‘Play in VR’-button in vorpx –> enjoy Witcher 3 in VR?

    (note: I read some of your patch notes from the newest update of vorpx and the easy functionality you’ve just untroduced does not apply to Witcher, correct?)

    #124911
    Ralf
    Keymaster

    vorpX does a lot more. E.g. providing Stereo 3D and head tracking. In case of Witcher 3 it’s a 3D effect that is applied after rendering the game, so it’s not as pronounced as the 3D effect in native apps. Life is Strange has full Geometry 3D, which means the scene is rendered twice like in native apps. You can also move the “screen” very close to you, so that it fully fills the view to enhance immersion or turn off the cinema mode altogether.

    You can have a lot of fun with with these two games and vorpX, but you should be aware that they don’t belong to the games where vorpX really shines. The best games for vorpX, especially in regard to easy configuration, are the ones with the new Direct VR feature, currently that includes: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.

    #124866
    Ralf
    Keymaster

    That’s a bit more complex than it may look at first sight since multiple .inis may be affected for a game for example. If you have games that store their settings in the Steam folder (true for example for Portal/Half-Life-2), then please check whether your Steam install folder location is correct in the Windows registry. That’s what vorpX uses as a starting point for config files below the Steam folder. The key for that is: HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath

    Just in case: If you happen to have a separate admin user account on your PC, make sure to never run the config app as admin, otherwise the Game Optimizer may not be able to find user related paths on multiple occasions, including the Steam path.

    #124829
    Nocturns
    Participant

    When you’re taking another stab at portal 2 could you check if in directvr the “up/down locked” works, ie. you can’t use the mouse to look up/down but use tracking instead (can’t lookup the exact term used in the menus). Now even if you turn it off it still stays on.

    In other games I can turn it off and it works but with portal it doesn’t seem to work. I only recently got vorpx so I could be doing something wrong configuration wise.

    At the moment I play without direct vr and set the FOV in the game manually. I would prefer to play with direct vr setting the FOV because portal resets the FOV after each level.

    #124806
    Ralf
    Keymaster

    If you use Direct VR, the game optimizer is not necessary. It’s even counterproductive in in this case for Portal 2. For the most part it addressed the FOV in Portal 2, which is now done by Direct VR. Do not use the optimizer for Portal 2 if you use Direct VR.

    Like said above, the portal gun FOV may flicker. Unfortunately there is no solution to this glitch yet, sorry. The world FOV is perfectly right with Direct VR, hence changing it does not have any positive effect. You can experiment with the 3D-Strentgh if you want, that may also have an effect on your feeling, forgot to mention that above. Be careful though, the default value is close to a natural 3D-strength and scale, you don’t want to make very large changes here.

    Geometry 3D with a perfectly correct FOV like with Direct VR technically is the same thing that native VR apps do.

    #124803
    Yohaskan
    Participant

    New test last update 17.1.3

    I tested before and after the direct mode VR, and it is when it is active that the animation of Portal generator (gun) shake/flicker like missing animation.
    It does not do this when I disable VR direct mode

    For the Fov, changing it only deforms the screen, it does not change this feeling of being too close to the image

    I wanted to make a video to show what happens but I do not see any option to reactivate the return on the video screen (Mirror).

    Another thing, Vorpx optimzation doesn’t work “path not found”
    (This game is on Drive D:)

    #124748
    Ralf
    Keymaster

    If you feel to be too close to something, you can adjust the FOV on the Direct VR page of the vorpX ingame menu. I can assure you 100% though that the FOV applied by Direct VR is right, it’s definitely your feeling that is wrong here. But for exactly such feelings there is an option to do additional manual adjustment. I wouldn’t recommend it though, since with the wrong FOV the image starts to warp when you look around.

    Not sure about the shadow flicker you noticed. I noticed the portal gun FOV flicker sometimes, but otherwise it works fine here, will have to take a look at that.

    #124732
    jimrooney
    Participant

    I am loving the new VorpX!
    I haven’t played HL2 and Portal2 this much in ages!

    I’m struggling a bit configuring the Touch Controllers with Half Life 2 though.
    The Right Thumbstick rotation is too slow for use even when I max out it’s sensitivity.

    I have no issues with VR Sickness, so what I’m after is making it as effective as the Right Thumbstick when I’m using my Xbox360 controller.

    If I map rotation instead to the Shift/Grip modified stick, I struggle with actually using it in the game.

    Am I missing some magic step?
    Thanks
    Jim

    #124609
    genero
    Participant

    Thanks for taking your time in responding, I am using the commercial release of Black Mesa. I bought it after seeing a Oculus user playing it in VR on youtube. I have a HTC vive and the latest release 17.1.2 of Vorpx. There is really no good tutorial out there though that introduces you and makes you familiarised with the program. This is something that comes with the ones responsible of releasing this program. I am a fish in new water and wish there was some better clearer advice out there.

    Just to clear some things out I have recently formatted my pc and still dont have any sucess.

    I’m looking at the local profiles tab and I find the HL2/portal/black mesa profile.
    I hit apply and go to steam and launch the game and no game launches. I tired launching the game as administrator but launches with default native settings and doesn’t show up in my vive.

    Are you using a vive and what steps do you take to make the game launch? Thanks :)

    #124407
    Ralf
    Keymaster

    That’s mentioned on the Direct VR page in the vorpX ingame menu. Understand it as a new mean trick of GLaDOS to confuse you. :)

    Seriously: while in other games something more elegant is possible, for Portal 2 Direct VR unfortunately needs to blindly overwrite the camera rotation with its own value, otherwise it jitters heavily. In other words: Direct VR does not take any rotation reset done by the game into account, which happens when you go through a portal. Unfortunately all attempts to reliably circumvent that or alternatively detect a reset by the game and react to it failed so far.

    I will take another stab at that for sure since Portal 2 is such a great game in VR, but I can’t promise whether a solution will be possible.

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