Just booted it up and it looks great, but … like a lot of VorpX modified FPS games, the FOV is set so that you can barely see the weapon in your hand. For instance, you start the game holding a wrench, and playing in 2D the wrench is clearly visible, where as in Vorpx only the very tip of the wrench is visible.
I know Ralf sets it that way to get the correct FOV in FullVR but it doesn’t feel correct to me personally if I can’t really see what I’m holding in my hand. Curious to know if anyone has tweaked the FOV settings for Prey to make your weapons more visible? I’m going to experiment with various settings to see what I can come up with.
EDIT: I was surprised to find, given its age, that there were several mods available for the original Prey. Link for anyone who wants to check them out.
https://www.moddb.com/games/prey/mods
I have uploaded a profile for Deathloop but there is NO 3D yet!
You can still play the game in immersive flat screen, with full head tracking,
but none of the Arkane profiles I tried worked. I tried Dishonored 1, 2 and Prey.
My profile is based on the Death Stranding profile. (I’ll keep experimenting)
Video and impressions coming later today.
Issues with profiles made for 2,6.
For the vorpx factory preset i would always use 2.52, IIRC thats what Ralf made it for.Above that some games require the Logo Hack. Unfortunately some games with 2,52 also require the logo hack, others dont. Thats why i always mention the wrapper version in the profile name. Its even confusing to me, some games can be used with 2,52 only other with 2,6 only and so on. Remember VorpX Dgvoodoo2 support is very experimental.
What i havent tried yet, me smartie, disabling the DGVoodoo2 logo in the DGVoodoo2 app may have the same effect as disabling the logo shader in vorpX.
the one thing who allowed me to understand how it works, it to select “hide” instead of “colored” selected shader.
when you cycle through shaders when selecting “hide” it’s much easier to see what shader you have selected and what shader is offending.
you wont break things experimenting with the tool, you always can reset things.
i’m no pro at it, far from it but if i can do it, i’m pretty sure anyone can do it.
I’m glad to hear it Dr Grant. “…Spared no experience” :)
As you noticed, immersive screen mode is now the default. It just makes more sense to play the game this way so I made adjustments to best suit this mode instead. No need to bother switching in and out of capture mode FullVR anymore, although you can still experiment with it as you like.
Oh, and it should be safe now to use Shadows, AA and AO graphical settings.
*MIGHT* work, I’ll have experimenting with that on the list. However: As always no promises.
Be aware though that it would work differently compared to having FideltyFX natively in a game. That’s important to understand for comparing FidelityFX on/off.
FidelityFX natively integrated into a game renders the game at a lower resolution, e.g. when you set 1920×1080 in the game options, it might actually get rendered 1280×720, and then upscales to 1920×1080 using FidelityFX. That’s where the performance increase comes from, at the cost of reduced image quality compared to actually rendering at 1920×1080.
With vorpX on the other hand the game would still be rendered at 1920×1080 and then upscaled to a higher resolution with FidelityFX before it is sent to the headset. If e.g. you would run a game at 1920×1080 with vorpX + FidelityFX, the result would be comparable to running a ‘native’ FidelityFX game at 2560×1440. So instead of gaining performance, you gain image quality when turning on FidelityFX without changing the game resolution. Hope that doesn’t sound too confusing.
For now that’s all theory though, we’ll see if and how things turn out.
I’m new to VR and vorpX and teh wonderful concept of bringing non-VR games into the virtual space.
Would it be possible to get a primer on relevant terms like “geometry3D” and such? What they are and what they mean for playing games in VR through vorpX?
Several people over the years have asked for Vorpx to be put on Steam.
But there is no reason for a single developer to use Steam and its DRM for a product like this.
Vorpx is already very well-known amongst the VR crowd and has been for years.
Losing 1/3 of your income overnight and having to deal with the inevitable negative flood of ‘I hate this, I can’t make it work’ on Steam reviews, especially from the new flood of Quest users trying to create a pc experience on a mobile headset, would be massively stressful.
Tailoring Vorpx to deal with that level of user demand, along with the financial loss, would not only be detrimental to the program but probably also to Ralf himself.
I just enjoy seeing how vorpX can enhance the immersive experience of any game, and I want others to discover and enjoy these experiences too. It’s a fun challenge to configure a working profile for a new game and see what is possible, so I experiment with as many games as my time and money can allow. It defiantly helps when the game has a free demo :)
Really it’s thanks to Ralf and the platform and tools he has given us. Every week I am learning a little more how they can operate to create 3D. For me it’s easily as fun as playing the game itself.
Well steph, since you were my main motivation to give this game a try, I hope this profile will work for you also. I hope Ralf doesn’t mind if I upload the dll for 24 hours. It would probably be useful in the future if the Helper was more accessible in the config app.
dxgi.dll – 24 hours on privfile.com
Erase the extra numbers generated on the dll name and paste it into the ff14 game folder. Fingers crossed it works on your setup.
Everything is set to what works best in my headset, but you are welcome to adjust how you like. Enjoy.
I am abit busy right now, though found some settings that may affect how the Headset mirror image and distortion looks like. open steamvr.settings and experiment with
“mirrorView” : 1,
“mirrorViewEye” : 2,
“mirrorViewGeometry” : “-32000 -32000 160 24”,
“mirrorViewGeometryMaximized” : true,
i find especially the last 2 lines interesting.
@ DADDY: I tested more tonight in both OpenXR and SteamVR and things are behaving as normal. If by chance your are using an oculus hmd, try setting vorpX in SteamVR mode and see if that works.
@ luka: in some Unreal 4 games it is common to have a slight black tint on some surfaces when viewed at certain angles, which appears a different shade for each eye in stereo. I’m not sure if it can be solved, but it should not be always prominent. Switching between G3D/Z3D on the fly can sometimes cause similar effects, so avoid that.
I tested some more with shadows, and you should be safe to choose whichever Shadow Quality setting you prefer from medium to ultra. Contact Shadows should be set to off however, as I failed to mention above. Now things look better in sunlight.
Also, the AMD FSR setting seams to work fine for a little performance boost. You can experiment with that in the game’s Advanced Graphics settings. It works on my nvidia card, and for me Ultra Quality seemed a good compromise for 1440p.
I used VorpX about 6 months ago and it worked fine. I’ve tried reinstalling it recently, I requested a new download, reregistered it and everything went okay. I uninstalled, reinstalled, restarted my machine, and added exceptions to AVG, but I still get this error:
“The config app seems to be missing. If the problem persists, reinstalling vorpX might help.”
I even disabled AVG entirely to see if that was the issue, but I still get this error no matter what. I also tried clicking the alternative hooking method option. The program is actually present in my task manager, but when I click on “configure” it gives me that error.
I don’t actually have my headset yet, I bought an old Occulus Rift CV1 on ebay for super cheap, and I’m hoping to get by Friday, but I don’t think I actually need Occulus Software running to get the program to open, because I was experimenting with streaming through a GearVR headset about 6 months ago with ALVR, Driver4VR, and VorpX (which incredibly I got it to work, its just, you can’t really do anything heavy duty with it because the phone always overheats, but its still crazy that I was able to taste some VR with that setup).
My last resort is to just reformat my harddrive and start from scratch. My OS is Windows 10 basic. Any ideas here?
Just a heads-up that using this together with vorpX would have a very different effect compared to using it for a native VR game. Rendering with vorpX is a two step process where the game first always gets rendered at its own res. This mod would only affect the second step after vorpX has already processed/scaled the original image internally, which – even if it worked (unlikely) – wouldn’t really do much except costing performance.
Use vorpX’s built in sharpening instead, technically a more traditional sharpening kernel (with a twist), but works quite nicely.
I have have experimenting with CAS/FidelityFX during vorpX’s internal image processing on the radar, but can’t really tell when (or even if) that will actually happen.
@ Higgenboober
vorpX comes with its own frame interpolation (time warp) that can utilize some extra pixels on the sides during interpolation. Compared to the headset vendor interpolation techniques used by other mods that way you get less black sliding in when you rotate your head. Hence 4:3 is a good choice.
A fully visible body doesn’t really work that well since vorpX also let’s you play standing with VR controllers (as gamepad substitute). Since one never fully stands still, every step to the left or right would move you away from the body. Personally I also found the arms quite annoying while aiming, but that’s probably a matter of preference. I did some experiments with fading in the body when you look down though. No promises, but possible that something like that will make into the next release.
@ xops37
With your 1080 you have to find a compromise between image quality and framerate with G3D, the game is too demanding for delivering both with your GPU. Unfortunately the game’s antialising is so blurry that you need a fairly high resolution for a crisp image, so you’ll probably have to settle for a somewhat blurry image.
I have this gfx mem error every blue moon here. I don’t think it’s really a memory problem, more likely some multithreading issue with vorpX being hooked in. Hard to diagnose unfortunately since it happens so rarlely and vorpX’s global exception handler doesn’t kick in. Usually a game restart should suffice.
I mistakenly took this thread to mean it was already released haha… was scratching my head for minute wondering why the authoring tool still wouldn’t open.
It will be nice to finally allow shader editing for these profiles. There are so many it’s impossible to keep them all updated on your own, hopefully now everyone can help. I’m personally hoping that we can eventually also use the advanced tools page, to modify the G3D definitions, and possibly add experimental G3D attempts to profiles that don’t currently include any (ex. CoJ:Bound in Blood, COD WW2).
Excited to try the RDR2 G3D camera mod, a nice unexpected surprise!