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  • #210853
    VRified Games
    Participant

    @Ralf

    As you can see I got impatient waiting for the gesture controls (😜)

    Any eta on when they will be ready for primetime?

    duke54
    Participant

    What are the profiles based on OpenGL?

    I want to make a profile for Transport Fever2 (2019) which uses OpenGL. I used the Kerbal Space Program profile (which is based on OpenGL) but the 3D effect only works when the player camera is moving/rotating laterally (sideways).

    I would like to experiment with other profiles.

    DirtyTec
    Participant

    Guten Tag

    Ich besitze Windows 10 mit meiner HP reverb g2 Omnicept

    Ich bin sehr erfahren was Windows und PCs betrifft ich bin leidenschaftlicher gamer seid 17 Jahren.

    Ich Kämpfe schon seid zwei Wochen um ein vorpx Problem was ich leider nicht zu beheben schaffe.

    Und zwar ist es ein maus und ab und zu tastatur Bug, die Maus friert im Sekunden takt alle 1 bis 2 Sekunden an kurz ein zu frieren (frezze stutter)

    Aber hauptsächlich der Maus Fehler alle Sekunden macht das Spiele sehr anstrengend. In einigen Spielen war es auch mit dem Head tracking verbunden wenn ich mein Kopf bewege das es auch hakte. Letztes Spiel war hl 2 ep1 dort geht Head tracking ohne probleme aber maus fehler ist vorhanden. Brothers in arms, need for speed, days gone, medal of honor allied assault, also egal ob alte oder neue Spiele es liegt nicht an den Spielen.

    Mir ist aufgefallen wenn ich den PC frisch gestartet habe und manchmal nach einer halben stunde (30min) oder 1 stunde fängt der fehler an das ist auch merkwürdig.

    Das problem besteht auch wenn er mal startet nur im vorpx dekstop viewer.

    Fehler besteht im openxr sowie im steam vr API Modus auch im dekstop viewer.

    Ich habe auch alle möglichen windows Dienste probiert nach und nach zu beenden leider ohne erfolg.

    Ich habe versucht =

    -Avg Virenscanner deinstalliert
    -Windows defender verwendet und deaktiviert.
    -Alle möglichen Windows Dienste deaktiviert.
    -Gefroce experience deinstalliert
    -Neuer Windows Update.
    -Neue display driver
    -Wmr neu installiert (seid dem auch volume Bug der speichert die alte Lautstärke leider nicht mehr stellt sie immer auf 50%)
    -Vorpx gelöscht mit reg delete
    -Vorpx neu installiert.
    -Vorpx gelöscht ohne reg delete auf andere HDD ssd
    -Steamvr neu installiert.
    -Beobachtung task Manager nach Auffälligkeiten nichts gefunden.
    -Taskkill dwm.exe
    -Taskkill wudfhost.exe
    -Enable / disable pre accolation virtual display
    -Vorpx neu gestartet
    -Vropx vr driver Taskkill
    -Alle möglichen task Prioritäten im Wechsel von niedrig bis hoch ob vorpx oder wmr Tasks
    -CPU hyperthreading disable
    -Viele Einstellungen bei nvidea control panel.
    -Omnicept Tools beendet
    -usb Geräte entfernt auch Maus und Tastatur

    Ich habe das wmr tray Tool installiert und wenn ich den Fehler habe mit vorpx und mein Headset Restart mache funktioniert es wieder. Aber nur für eine 1 Stunde oder weniger.
    Das war vor einer Woche jetzt aktuell weiß ich nicht ob es mit einem Restart wieder für eine Stunde geht. Heute habe ich hl2ep1 mit Fehler gespielt aber ich habe es nach einer Stunde beendet ohne Restart.

    Meine Vermutung liegt am wmr portal wenn alles komplett neu gestartet wird geht es für eine kleine Zeit. Aber das macht kein Spaß.

    Eine Idee von mir

    Hat vorpx vielleicht ein Problem mit meinem Arbeitsspeicher?

    Aber was ich denke das es am Windows mixed reality Portal liegt :(

    PC specs:

    ASUS ROG STRIX Z490-E Gaming | Intel Z490
    Intel Core i9-10900K
    NVIDIA GeForce RTX 3090 24GB GDDR6x | ZOTAC GAMING Trinity
    (128GB) DDR4-3200 Corsair Vengeance LPX
    1 TB M.2 Samsung 860 EVO Windows 10
    250 GB Samsung 860 EVO
    4TB Seagate Barracuda | HDD | 5.400U/min
    4TB Seagate Barracuda | HDD | 5.400U/min
    Corsair Hydro Series H115i RGB Pro XT | 280mm/2x 140mm
    Seasonic PRIME | 850W

    #210271
    Ralf
    Keymaster

    Please reset everything to default and let VorpX handle FOV and resolution. if you happen to have disabled auto settings, please re-enable that.

    If you happen to have any mods installed (especially camera mods) try without. Some mods may affect the FOV.

    If you happen to have the game installed under C:\Program Files or any other folder with restricted access, make sure your normal Windows user has write access to the game’s install folder.

    Under normal circumstances the FOV is calculated precisely to match the FOV of your headset. Provided vorpX can actually set the FOV there isn’t really any margin for error in case of well known engines like the CryEngine. if you still want to experiment, you can apply a +/- 20° offset on the DirectVR page of the vorpX menu. That’s not necessary though. If you let vorpX do it’s thing, everything is set up correctly.

    #209957

    Topic: Rime

    in forum User Profiles
    RJK_
    Participant

    Rime (G3D)

    Beautiful Graphics Adventure Game. Use high resolutions if you can.
    Required: Turn OFF AA, otherwise game will look messed up. Shadows a slightly off, you may turn them off completley in the vorpx menu. (shadows)

    – Full VR w. headtracking
    – Cinema Mode on Default
    – TURN OFF AA !!!!
    – Profile available at the cloud

    Hint: The game is currently 74% OFF Here

    #209794
    Ralf
    Keymaster

    Hating or loving are not the right categories in terms of adding options to the menu. Otherwise the menu wouldn’t look like it does. The menu just has to stay usable, hence not every single parameter can be an option.

    Anyway, I’ll definitely experiment with the HUD, just can’t say yet what will come out of that.

    On a sidenote: The HUD is probably what benefits most from enabling DLSS in the game’s graphics options. DLSS at ‘Auto’ allows you to go one or two notches higher in terms of resolution, which doesn’t change the lens distortion, but hugely improves readability of the scanner UI.

    #209702
    Ralf
    Keymaster

    The list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.

    With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.

    Current games with auto weapon hide:

    Aliens: Colonial Marines
    Black Mesa Source
    Crysis
    Fallout 4
    Half-Life 2 and episodes
    Halo MCC (tested only on the first campaign)
    Portal 2
    Skyrim SE
    Titanfall 2

    #209686
    drowhunter
    Participant

    The Index grip release sensitivity essentially is already ‘no force’ now. Actually 5% to account for potential sensor problems, but that doesn’t really make a difference. Thanks again for the idea.

    So I figured out how to customize the grip to my liking.

    In SteamVR controller bindings, the grip is set to
    pressure/laxisgrip.

    Changing it to “use as grab”/laxisgrip allows me to tweak grip and release pressure by clicking on the little cog in the bottom right corner.

    Sliding to the right sets the squeeze pressure
    Sliding to the left sets the distance(proximity) the fingers have to be away from the grip.

    I set the
    “Grab Threshhold” = 75 (slider to the right)
    “Release Threshold” = proximity 15 (slider to the left)

    what this allows me is a purposeful but not crazy grip to initiate the shift, but the shif does NOT release unless I remove my fingers from the grip a little bit.

    Now I can shift and press buttons at the same time like a champ.

    I’m going to experiment with having the shift act as a toggle which might actually be even better.

    By the way , the issue I was having with the ADS gesture not aiming with the hands is fixed. It was crucial to make sure the window was in focus.

    That being said the game seems to run in a little window and sometimes the mouse will leave the window causing the aiming not to work again. I think if I set the game to run fullscreen might help, but i have dual monitors so it may still happen.

    #209134
    mr_spongeworthy
    Participant

    I’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?

    Mine reverts of “ON” every time also, at whatever rate is saved (i.e. the 75%, or 66%, sticks, but the ON/OFF toggle always reverts to ON.)

    I also revert to Direct VR every time, even though the vorpX UI shows Z3D. I have to toggle both each time I launch Cyberpunk. Then again, it takes about 2 seconds to do that, so no big deal.

    I’ve found that 90hz at the HMD and 45fps seems to be working well for me currently. If you want the eye-candy the Cyberpunk engine can provide it’s very, very hard to get that at 60fps minimum. On a 3080Ti here. Then again, I’m either fortunately, or unfortunately (depending on how you look at it) having to push a lot of pixels in order to really make use of my HMD’s clarity (Pimax 8K-X).

    #209125
    Demuse
    Participant

    I’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?

    #209008
    JochenH
    Participant

    I do not like the native scene. Most of the games are experimental and last 2-3 hours. Just now I play Dishonored 2 and Jedi Fallen Order with VorPx, those are top games and I want to play good games.

    Also many games are designed for the Quest, and there are many casual gamers.

    Concerning PS5: since this is a closed system, does anybody know whether Sony delivers some suppoert for developers who want to make their games hybrid? If they dont do we will simply not see many hybrid games.

    Also I hope for some remakes on the PS5 for VR. They do all kind of remakes for the last of us or GTA 5, a version for PSVR 2 would be appreciated.

    As I said I think hybrid gaming is the future, native games will never be really successful.

    #208819
    Ralf
    Keymaster

    @ Jey123456:

    If you have in-depth knowledge of shader programming, you can modifiy individual shaders. Currently DX9 only though and the feature isn’t really ready for primetime in any way currently, got somewhat stuck in early alpha state a year ago or so. But you can toy around with it if you want. Brief instructions are in the help (‘Shader Swapper’). None of that is final though, the whole feature is not production ready at all.

    You’ll need an authoring key to use it currently. If you don’t have one, select one of your custom profiles in the config app, click ‘Request Authoring Key’ and follow the instructions.

    #208777
    Ralf
    Keymaster

    @ Stryker:

    Thanks, a happy 2022 to you too!

    @ mr_spongeworthy:

    DLSS works perfectly well, if you really want to use it, that is. I‘d advise against that though in the majority of cases. It‘s useful at slightly below 4K resolutions to fake 4K, but at medium resolutions in a VR headset it‘s just too blatantly obvious that DLSS upscales to the target res from a way lower render res, AI or not. Clearly subjective, but except for the situation described below I wholeheartedly recommend to go without raytracing/DLSS. The crisper image without DLSS just is the bigger overall benefit, no matter how great raytraced lighting here and there may look in the game.

    The only setup where I found DLSS (at ‘Balanced’) worthwhile is with a highend GPU (read RTX 3080+) and the ‚Resolution Quality‘ cranked up to max. No raytracing though. While performing similarly that looks fairly spectacular and actually better than ‚Resolution Quality‘ two or three notches below max without DLSS. If a stable framerate isn’t paramount for you (it should), with such a setup you may even experiment with raytracing.

    #208746

    In reply to: Resident Evil 2 Remake

    CrackerBrand00
    Participant

    It’s true, and the stand alone mods for RE2r RE3r re7 and re8 (made by praydog), are quite impressive (though re7/8 are still in the experimental stage). They are also Open Source, so maybe some of the code could be used in vorpx as well? I don’t know that works exactly.. just my two cents

    #208614
    Tidal
    Participant

    When playing Resident Evil Village in full VR, vorpx suggested either getting a mod to widen the FOV or to use the default FOV and compensate with image zoom in the Vorpx settings. It recommended the former, but I actually preferred the latter. I found that it looked as though it had a much higher resolution/ss that way. It gets the most photo-realistic looks I’ve seen in any VR game. It’s a similar concept to variable rate super sampling: get the highest resolution toward the center of vision and not toward the peripheries which you don’t notice much anyway, especially with an ambient background.

    So I’ve been starting to experiment with lowering the in game FOV so that I can raise the image zoom in other games and with a lot of success, but I’ve got two problems:

    1. I could use an equation where I can put in the FOV, resolution, 1:1 vs letterbox, or whatever other variables and it spits out the correct image zoom. If all of these are set right, it feels like a normal full VR game except that I’m looking out into the world through two small square-shaped cutouts.
    2. For whatever reason, the image is not centered. It’s a bit higher than it should be. Any way to center it?

    Thanks for any replies.

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