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  • #171217
    Ralf
    Keymaster

    vorpX 18.1.2 is available and brings enhanced DirectVR for Kingdom Come Deliverance by adding DirectVR head tracking and support for custom resolutions. The latter can improve your framerate considerably. Check the “Custom Resolutions” section in the vorpX help to take full advantage of this feature.

    Also new games have been added and various existing profiles were improved by adding Geometry 3D and/or DirectVR features.

    Check this blog post for more information about vorpX 18.1.2.

    #170531
    spacecadet102
    Participant

    In many games vorpX can auto adjust the resolution. For games with Direct VR auto resolution support vorpX is aware what resolutions work with a game and selects the best possible one depending on a quality preset you select.

    To take full advantage of this feature for as many games as possible:

    1. Add the resolutions listed in the “Custom Resolutions” section of the vorpX help to your display driver. How to do that is explained there.
    2. Select a preferred resolution quality in the “Direct VR” page of the vorpX menu, click “OK & Save”, restart the game.

    For games without auto resolution support 1600×1200 and 1920×1440 are good choices.

    BTW: When you raise the resolution, keep an eye on performance (ALT+F), 45fps should be maintained.

    If you change the “Play Style” to “Full VR” there won’t be any borders. However, to fully work in this mode the camera field of view has to perfectly fit the headset FOV. So unless there is a profile that does that for a game, you would have to do it manually. The Essential Hints Guide in the help has more details on that. For new users I would highly recommend using “Immersive Screen Mode” instead in such cases as it works without perfect FOV.

    OK so I understand all that but what Refresh Rate do I put for the custom resolution? 90 the refresh rate of the headset or 60 for my monitor or 45. I’m confused.

    #170509

    In reply to: Vive support is a scam

    Ralf
    Keymaster

    This message has no meaning for vorpX. The games have to run on the desktop since they are desktop games not native VR games. For performance enhancing measures please check the “Performance Optimization” section in the vorpX help. It contains all general hints that can be given in that regard.

    Keep in mind that vorpX has to render everything twice for 3D, which roughly costs half the FPS alone. On top of that there is some additional overhead for sending the image to headset.

    AV: You need to exclude the vorpX program folder from your scanner. That is usually C:\Program Files (x86)\Animation Labs\vorpX. It’s probably better to use Windows Defender instead though, which is automatically active in Windows 10. Invasive third party AV programs like the one you are using don’t provide much better protection but cause a lot of additional issues, especially with software like vorpX.

    #169869
    Ralf
    Keymaster

    Prey has head tracking as well as GTA V, just not Direct VR head tracking. In games without Direct VR head tracking the mouse is simulated for head tracking. For most newer profiles that is dialed in to work 1:1 out of the box, but if you changed a game’s mouse sensitivity, you may have to adjust the head tracking sesnsitivity in vorpX accordingly since both depend on each other.

    If you have no head tracking at all in both games, please check whether you maybe indvertanly disabled head tracking in the vorpX config app.

    GTA V resolution: 800×600 sounds weird. Please first try to add custom resolutions to your display driver (“Custom Resolution” section in the vorpX help). If that does not help, you can disable the resolution auto setting in the vorpX menu (“Direct VR” page) and set a higher (4:3) resolution yourself in the game’s options menu.

    GTA V performance: GTA V is quite demanding, so first to reduce graphics details. If that is not enough to get decent performance on your machine, switch the “3D-Reconstruction” in vorpX to “Z-Buffer Normal”. Doesn’t look as natural 3d-wise, but is a lot faster.

    Ralf
    Keymaster

    First you should consider the original DX9 Skyrim, which is the better choice in multiple ways for vorpX. Better performance in most cases and doesn’t use the blurry post-fx antialiasing of the SE. If you don’t have a specific reason to use the SE and also have the original, following this advice most likely makes sense.

    Apart from that:

    For both Skyrim games you can simply select a preferred quality (1080p-1680p) on the Direct VR page of the vorpX menu, click OK & Save and restart. That’s all.

    Keep an eye on performance though when you raise the resolution (ALT+F), games ideally should not dip below 45fps for good VR gaming.

    ———–

    General resolution hint (containing additional steps for other games):

    Since the latest version can set an optimized resolution based on a preferred quality you choose. To take full advantage of this new feature add all resolutions listed in the “Custom Resolutions” section of the vorpX help (or the according sticky thread here in the “General” forum) to your graphics driver and after doing so select a preferred graphics quality on the “Direct VR” page of the vorpX ingame menu.

    For games that do not support this new feature 1600×1200 or 1920×1440 are good resolutions when using vorpX.

    #169431
    Ralf
    Keymaster

    There is a “Custom Resolutions” section in the vorpX help explaining in detail which resolutions to add and how to do that.

    That section is also mirrored here in the forum as a sticky thread.

    Ralf
    Keymaster

    This is a purely optional step to take full advantage of vorpX’s Direct VR settings optimizer. vorpX will still work fine if you can’t add custom resolutions on your PC.

    What are custom resolutions?

    Custom resolutions allow games to run at resolutions that are normally not available on your PC. Adding them allows vorpX to choose resolutions that are better for VR than your ‘normal’ monitor resolution(s).

    Hint: If a game profile supports DirectVR auto resolution, you can choose your preferred quality on the DirectVR page of the vorpX ingame menu. vorpX will then figure out the best resolution depending on various factors.

    Resolutions to add

    Some of the resolutions below may already be available on your PC. You don’t have to add resolutions that are already there.

    Hint: If adding a resolution fails on a monitor with support for high refresh rates, try a lower refresh rate (e.g. 60Hz).

    4:3       Narrow       Wide
    1440×1080
    1600×1200
    1708×1280
    1920×1440
    2240×1680
    2560×1920
    2880×2160
    3200×2400
    1024×1080
    1080×1200
    1200×1280
    1368×1440
    1600×1680
    1824×1920
    2048×2160
    2280×2400
    1728×1080
    1920×1200
    2048×1280
    2304×1440
    2688×1680
    3072×1920
    3456×2160
    3840×2400

    Add custom resolutions for nVidia GPUs

    1. Right-click an empty spot on your desktop and choose ‘NVIDIA Control Panel‘.
    2. Go to ‘Manage 3D Settings‘ and make sure all ‘DSR Factors‘ are unchecked.
    3. Switch to ‘Change resolution‘ and click the ‘Customize‘ button.
    4. Make sure that ‘Enable resolutions not exposed by the display‘ is checked.
    5. Click the ‘Create Custom Resolution‘ button.
    6. Enter the width and height of your custom resolution in the according fields.
    7. Click the ‘Test‘ button.
    8. If the test succeeds, confirm the next dialog with ‘Yes‘.
    9. Repeat steps 5-8 with all resolutions listed above.

    Add custom resolutions for AMD GPUs

    On AMD GPUs resolutions higher than your monitor allows will not work. If for example you have a 1920×1080 monitor, only add 1440×1080 and 1024×1080.

    To get at least some 16:9 resolutions higher than your monitor allows enable Virtual Super Resolution under Settings/Display in the Radeon Software.

    1. Right-click on your desktop and choose ‘AMD Radeon Software‘.
    2. Click the cog icon in the top right corner to open the settings section.
    3. Switch to the ‘Display‘ tab.
    4. Click ‘Create New‘ next to ‘Custom Resolution‘ (right half of the window).
    5. Enter the width and height of your custom resolution in the according fields.
    6. Change ‘Timing Standard‘ to ‘CVT‘ or one of the other automatic modes.
    7. Click the red ‘Create‘ button.
    8. Repeat steps 4-7 with all resolutions listed above that are lower than or equal to your monitor resolution in both directions.
    #168183
    StratonAce
    Participant

    If I’ve posted this in the wrong section, please forgive me, and please move it to the correct forum.

    Hello. I am a VR newbie and I have just picked up an Oculus Rift Bundle and have been setting it up this evening. I had been holding off on getting a VR headset as I was waiting for some lengthy triple-A games to arrive in VR. With the release of Skyrim VR for the PSVR I was thinking, “Okay, have we arrived?” So I picked up a PSVR and a copy of Skyrim VR. I played it for a bit, thought it was pretty good, or actually very good, but I was missing my mods for Skyrim.

    So, I went on youtube to see if Skyrim VR would be coming to the Vive/Rift anytime soon, and if it would support mods. And what did I see but YouTube videos of people playing Skyrim through VorpX, WITH MODS, RIGHT NOW! And they were saying it was amazing and was working really well. That lit a fire under me and I purchased an Oculus Rift Bundle and a copy of VorpX.

    My PC has the following specs:
    Windows 10 Pro
    Intel i7-6900k @ 3.20 GHz
    32 GB of RAM
    Asus Rampage V Edition 10 motherboard
    Nvidia Titan Xp 12 Gig

    I got the Rift up and running fine, and was blown away by the Touch Tutorial with the little robot. That was really, really, really amazing to me. Having played both Resident Evil 7 and Skyrim VR on the PSVR, I thought they just could not compete with what I just saw on the Rift with that Touch Tutorial.

    So, I excitedly installed the VorpX software. I already had Skyrim SE installed as I think it looks better than original Skyrim, and I run a lot of mods… the Special Edition I find to be more stable with mods.

    I started up my Oculus software, then I started up VorpX using the “Start vorpX” icon on my desktop (three vorpX icons were added upon install: Start vorpX, vorpX Desktop Viewer, and Configure vorpX). Once vorpX was started, I right-clicked the vorpX icon down in my system tray and went to Configure… I then went to Game Settings Optimizer in the left side panel and then went down to Skyrim SE, selected it and chose Optimize Settings and then I clicked Apply & Close.

    I then launched the game (unsure of what all settings I should make from the Skyrim options panel and to the Skyrim ini files) at a resolution of 1920×1080. I DID turn off V-Sync both through the Skyrim ini’s and made sure it was off in my Nvidia control panel settings for the Skyrim executable.

    Upon game start, I had trouble seeing the main screen options as they were far, far down in the bottom right corner of my view, and I just could not see them no matter how I turned my head. So I took the headset off and on my TV screen (this is my living room computer and is normally hooked up to a 4k television set through a 4k audio/video receiver) I was just able to make out the options, so I loaded a save game. Once the save was loaded, my view-point was staring straight up into the sky… So I pressed the Delete key and brought up the vorpX in-game menu, then navigated over to the Direct VR Scan and clicked it (making sure to not move any of my controls). That finished. Things were not looking too good, so I went into the vorpX menu again and changed the 3D Reconstruction from Z Adaptive to Z Normal and that looked at least a little better.

    BUT, when I turned my head, the screen/head-tracking would turn in the OPPOSITE direction. So, I didn’t know what to do to correct that, so I just shut everything down and did a restart on everything… This time the screen/head-tracking was turning to match which way I was looking, BUT, the depth just didn’t feel anywhere close to as good as it did in the Rift’s Touch Tutorial. Also everything beyond like 10 feet in the game world was pretty blurry, and when I got close to characters they all had a weird ghosting or doubling of their image.

    So, I’m sure it comes down to me not running things properly and having all things set up properly. What is the proper way to run Skyrim SE? What ini settings should I make? V-sync on or off? Shadows on trees, the land… on or off? Ambient Occlusion, yes or no? Ansiotropic Filtering? Antialiasing? What about settings for the Nvidia control panel? Maximum pre-rendered frames? Texture filtering? Triple buffering? Vertical sync?

    What should I be changing on the vorpX in-game menu for Skyrim? Also, in the main vorpX config I see Local and Cloud Profiles… Should I be using them with Skyrim? In the Cloud Profiles tab, I see that you can sign in but when I tried with my credentials that I use for these forums the program keeps telling me log-in failed.

    I’m at a loss and I’m not sure what to do or where to start. I’m fairly technical but totally new to VR, the Occulus and to vorpX. Any help that anyone can provide, well, I’d certainly appreciate it. :)

    Also, the PSVR has a quick way to re-center or re-set your VR view if it gets off-kilter, do we have anything similar with vorpX or the Rift?

    #167217

    In reply to: Dishonored

    iselvisforreal
    Participant

    There appear to be different types of flickering issues. Let me describe mine with solutions that I found:

    Initially, I had massive flickering all over the screen, with different sections flickering at a different rate, starting at the main menu screen (or rather the initial “DISHONORED” title screen before the main menu). Yes, before any DirectVR attempts. And DirectVR didn’t change anything when it worked, or when it failed.

    I figured out soon that this occurs only with Geometry3D, but not Z-normal/Z-adaptive, but G3D is just so much better when it works, like in other games…

    So I took a look at the settings files. First, I realized that my settings files are laid out differently than what other resources have described. There is no DishonoredGame\Config\DishonoredEngine.ini, but those settings appear to be in Engine\Config\BaseEngine.ini. It appears that the flickering that I had in Geometry 3D is related to some floating point operations because setting “FloatingPointRenderTargets” to False resolved the flickering in G3D completely. Unfortunately, the graphics quality suffers – increased banding, and poor lighting effects are a result – but Geometry 3D works, and it is so much better than the Z modes!

    Not sure if anybody else can replicate this, or if anyone knows of a possible fix that preserves the graphics quality AND allows for working G3D on my configuration…

    By the way, my setup is a Ryzen 5-1400, Radeon RX570, OSVR HDK2, 8GB RAM, VorpX version 17.2.3, Radeon Software Version 17.9.1, Windows 10…

    #166532
    Chrono99
    Participant

    Ive been trying to get CoD Blops 3 to work for a few days now and it wont work. I tried everything in the basic troubleshooting section. It starts then it crashes and says cod blops 3 failed to start. Without vorpx it runs great after I disable my antivirus for 10 minutes. Has anyone else got this to work? Im running win 8.1 if that matters. Edit I tried disabling steam overlay and it didnt work it still crashes

    #127686
    Karlor
    Participant

    I was able to fix the zooming while sitting problem! One more thing to check off. It really bugged me I couldn’t sit and chill comfortably. It’s not an FOV issue its fNearDistance that’s changing and making a “magnification” effect. TO FIX:
    Go into Enhanced Camera ini (SteamLibrary\steamapps\common\Skyrim\Data\SKSE\Plugins)

    Go down to the fNearDistance section and turn on the override option. Next change ALL the fNearDistance= to 10.0 (the normal 1st person distance) and you should be goo to go! Now no matter whats going on you wont get that weird effect.

    Below is my ini settings for Enhanced Camera for people who want to try it out. It has many other tweaks to the stock ini (maxed sitting view limits, constant forced 1st person view/views for all instances, fNearDistance tweaks, Zero headbob, and other tweaks):

    [Main]

    ; Enables a visible body when in first person
    ; This should be disabled when using Enhanced Camera with Joy of Perspective
    bEnableFirstPersonBody=1

    ; Enables a visible body when the console is open
    bEnableFirstPersonBodyConsole=0

    ; Enables shadows on the player when in first person
    bFirstPersonShadows=1

    ; Adjusts the first person camera height to match your character’s race scale
    bAdjustPlayerScale=1

    ; Settings to hide weapons on back when in first person to prevent camera clipping
    bHide2HWeaponFirstPerson=1
    bHideBowFirstPerson=1
    bHideQuiverFirstPerson=1

    ; Settings for hiding the body
    bHideBodySitting=0
    bHideBodyJumping=0
    bHideBodySwimming=0
    bHideBodySneakRoll=1
    bHideBodyAttack=0
    bHideBodyPowerAttack=1
    bHideBodyAttackBow=0
    bHideBodyKillmove=1

    ; Fixes the oddly positioned torch when sitting in first person
    bFixTorchWhenSitting=1

    ; Fixes the missing hands when reading an Elder Scroll
    bFixReadingElderScroll=1

    ; Hides the body during the Skyrim Intro
    bFixSkyrimIntro=1

    ; Faces the camera forward when mounting a horse
    bFixHorseMountCamera1st=1
    bFixHorseMountCamera3rd=0

    ; Used to reset camera rotation to face forward after finished crafting
    bCraftingResetCamera1st=1
    bCraftingResetCamera3rd=0

    ; Used to match camera rotation for 3rd person when switching pov back to 1st person
    ; X – Up/Down rotation, Z – Left/Right rotation
    bSwitchPOVMatchCameraRotX=1
    bSwitchPOVMatchCameraRotZ=0

    ; Used to switch the camera back to 1st person after the player is killed by a killmove
    bFixCamKillmovePlayerDeath=1

    ; Setting to make camera match head rotation for idle animations when switching pov is disabled by script
    ; This setting can cause issues with animations from transform into creatures mods
    bScriptedIdleAnimMatchHeadRotation=0

    ; Fixes a bug with sheathed custom weapons (e.g. short spears) causes a duplicate to appear when looking down in 1st person
    bSheathedCustomWeaponFix=1

    ; Fixes hands not visible during unequip animations when using hand-to-hand or magic
    bEquipWeaponAnimFix=1

    ; Fixes the werewolf head appearing during the transformation
    bFixWerewolfTransformation=1

    ; Enables an alternative method of detecting if the player is done transforming into a werewolf by checking if weapons are out
    ; For detecting mods using the werewolf system to transform the player but don’t play an animation
    bWerewolfTransformDetectWeaponOut=1

    ; Rotates the camera for werewolf during idle anims (transformation and feeding)
    bWerewolfCameraRotateIdleAnim=1

    ; Rotates the camera for werewolf when restrained (Moonlight Tales Essentials animations)
    bWerewolfCameraRotateRestrained=1

    ; Holding the SwitchPOV key down while on a mount and moving the mouse changes the camera distance
    ; This the the minimum distance to detect if player is just tapping the SwitchPOV key
    fMountedSwitchPOVDetectDistance=0.03

    ; Enables smooth animation transitions but also adds inertia when moving
    bSmoothAnimationTransitions=0

    ; Used to set the amount of inertia
    fControllerBufferDepth1stOverride=0.01
    fControllerBufferDepth3rdOverride=0.14

    ; Enables compatibility with 360 animations mods
    bFix360Animations=0
    fDetect360AnimDegrees=20.0

    ; Sets the maximum angle you can look down while sitting
    ; Valid values between 0 and 90, Game Default: 40
    fSittingMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down during mounted combat
    ; Valid values between 0 and 90, Game Default: 30
    fMountedMaxLookingDownOverride=90.0

    ; Sets the maximum angle you can look down while dragon riding
    ; Valid values between 0 and 90, Game Default: 70
    fFlyingMountedMaxLookingDownOverride=90.0

    ; Sets the maximum value you can look left/right on horseback
    ; Valid values between 0 and 180, Default: 120
    fMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right while dragon riding
    ; Valid values between 0 and 180, Default: 120
    fFlyingMountedRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for werewolf
    ; Valid values between 0 and 180, Default: 120
    fWerewolfRestrictAngle=180.0

    ; Sets the maximum value you can look left/right for scripted forced 3rd person
    ; Valid values between 0 and 180, Default: 120
    fScriptedRestrictAngle=180.0

    ; Enables first person during events where the game normally switches to third person
    bFirstPersonSitting=1
    bFirstPersonCrafting=1
    bFirstPersonKillmove=1
    bFirstPersonKillmoveBow=1
    bFirstPersonKnockout=1
    bFirstPersonDeath=1
    bFirstPersonCannibal=1
    bFirstPersonVampireFeed=1
    bFirstPersonHorse=1
    bFirstPersonHorseTransition=1
    bFirstPersonDragon=1
    bFirstPersonDragonTransition=1
    bFirstPersonWerewolf=1
    bFirstPersonVampireLord=1
    bFirstPersonTransform=1
    bFirstPersonRestrained=1
    bFirstPersonDontMove=1
    bFirstPersonIdleAnim=1
    bFirstPersonPairedAnim=1

    ; Sets the percent chance of staying in first person when performing a killmove as a werewolf/vampire lord
    ; Valid values between 0 and 100, Default: 33
    fFirstPersonWerewolfKillmoveChance=100
    fFirstPersonVampireLordKillmoveChance=100

    ; Enables first person for when the camera is forced into 3rd person by script
    ; This also enables compatibility with transform into creature mods
    bFirstPersonScripted=1

    ; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key
    ; Can be used to increase compatibility with custom animation mods but there may be bugs
    bForceFirstPersonCamera=1

    ; Forces the camera to stay in 1st person during 3rd person only sitting animations added by some mods
    ; Requires bForceFirstPersonCamera to be enabled
    bForceFirstPersonSitting=1

    ; Enables settings for changing fov
    bEnableFOVOverride=0

    ; Settings for changing fov
    fFirstPersonFOV=130.0
    fFirstPersonFOVCombat=130.0
    fFirstPersonFOVSitting=130.0
    fFirstPersonFOVCrafting=130.0
    fFirstPersonFOVKnockout=130.0
    fFirstPersonFOVDeath=130.0
    fFirstPersonFOVCannibal=130.0
    fFirstPersonFOVVampireFeed=130.0
    fFirstPersonFOVHorse=130.0
    fFirstPersonFOVHorseCombat=130.0
    fFirstPersonFOVHorseTransition=130.0
    fFirstPersonFOVDragon=130.0
    fFirstPersonFOVDragonCombat=130.0
    fFirstPersonFOVDragonTransition=130.0
    fFirstPersonFOVWerewolf=130.0
    fFirstPersonFOVVampireLord=130.0
    fFirstPersonFOVScripted=130.0
    fThirdPersonFOV=130.0

    ; Enable settings for changing fNearDistance
    bEnableNearDistanceOverride=1

    ; Settings for changing fNearDistance
    ; Decreasing these settings reduces camera clipping but may make mountains flicker
    fNearDistanceFirstPerson=10.0
    fNearDistanceThirdPerson=10.0
    fNearDistanceSitting=10.0
    fNearDistanceCrafting=10.0
    fNearDistanceKillmove=10.0
    fNearDistanceKillmoveBow=10.0
    fNearDistanceKnockout=10.0
    fNearDistanceDeath=10.0
    fNearDistanceCannibal=10.0
    fNearDistanceVampireFeed=10.0
    fNearDistanceHorse=10.0
    fNearDistanceHorseCombat=10.0
    fNearDistanceHorseTransition=10.0
    fNearDistanceDragon=10.0
    fNearDistanceDragonCombat=10.0
    fNearDistanceDragonTransition=10.0
    fNearDistanceWerewolf=10.0
    fNearDistanceWerewolfKillmove=10.0
    fNearDistanceVampireLord=10.0
    fNearDistanceVampireLordKillmove=10.0
    fNearDistanceRestrained=10.0
    fNearDistanceDontMove=10.0
    fNearDistanceIdleAnim=10.0
    fNearDistancePairedAnim=10.0
    fNearDistanceScripted=10.0

    ; Enables the head bob when in first person
    ; Position setting match the camera to head position. 0 – Disabled, 1 – Enabled
    ; Note: This overrides the camera position and may not be as compatible with some animations
    bEnableHeadBobPosition=0
    bEnableHeadBobPositionSprint=0
    bEnableHeadBobPositionCombat=0
    bEnableHeadBobPositionBow=0
    bEnableHeadBobPositionBowAim=0
    bEnableHeadBobPositionCombatSprint=0
    bEnableHeadBobPositionSneak=0
    bEnableHeadBobPositionSneakCombat=0
    bEnableHeadBobPositionSneakBow=0
    bEnableHeadBobPositionSneakBowAim=0
    bEnableHeadBobPositionSneakRoll=0
    bEnableHeadBobPositionHorse=0
    bEnableHeadBobPositionHorseCombat=0
    bEnableHeadBobPositionDragon=0
    bEnableHeadBobPositionDragonCombat=0
    bEnableHeadBobPositionWerewolf=0
    bEnableHeadBobPositionVampireLord=0
    bEnableHeadBobPositionScripted=0

    ; Rotation settings match camera rotation to head rotation
    ; Valid values between 0.0 and 1.0 controlling the amount of rotation
    fHeadBobRotation=0.0
    fHeadBobRotationSprint=0.0
    fHeadBobRotationCombat=0.0
    fHeadBobRotationBow=0.0
    fHeadBobRotationBowAim=0.0
    fHeadBobRotationCombatSprint=0.0
    fHeadBobRotationSneak=0.0
    fHeadBobRotationSneakCombat=0.0
    fHeadBobRotationSneakBow=0.0
    fHeadBobRotationSneakBowAim=0.0
    fHeadBobRotationSneakRoll=0.0
    fHeadBobRotationHorse=0.0
    fHeadBobRotationHorseCombat=0.0
    fHeadBobRotationDragon=0.0
    fHeadBobRotationDragonCombat=0.0
    fHeadBobRotationWerewolf=0.0
    fHeadBobRotationVampireLord=0.0
    fHeadBobRotationScripted=0.0

    ; Sets camera position relative to the head node
    ; Note: Only moves the camera if head bob is enabled, otherwise moves the body
    fCameraPosX=0.0
    fCameraPosY=14.0
    fCameraPosZ=6.0

    ; Sets the camera position for horse riding
    fHorseCameraPosX=0.0
    fHorseCameraPosY=14.0
    fHorseCameraPosZ=6.0

    ; Sets the camera position for horse riding combat
    fHorseCombatCameraPosX=0.0
    fHorseCombatCameraPosY=2.0
    fHorseCombatCameraPosZ=6.0

    ; Sets the camera position for dragon riding
    fDragonCameraPosX=0.0
    fDragonCameraPosY=14.0
    fDragonCameraPosZ=6.0

    ; Sets the camera position for dragon riding combat
    fDragonCombatCameraPosX=0.0
    fDragonCombatCameraPosY=2.0
    fDragonCombatCameraPosZ=6.0

    ; Sets the camera position for werewolf
    fWerewolfCameraPosX=0.0
    fWerewolfCameraPosY=14.0
    fWerewolfCameraPosZ=6.0

    ; Sets the camera position for vampire lord
    fVampireLordCameraPosX=0.0
    fVampireLordCameraPosY=14.0
    fVampireLordCameraPosZ=6.0

    ; Sets the camera position for scripted forced 3rd person
    fScriptedCameraPosX=0.0
    fScriptedCameraPosY=14.0
    fScriptedCameraPosZ=6.0

    ; Moves the body in first person to adjust the camera height
    fCameraHeightOffset=0.0

    ; Enables the head node when in first person (may make hair visible)
    bEnableHeadFirstPerson=0
    bEnableHeadFirstPersonHorse=0
    bEnableHeadFirstPersonDragon=0
    bEnableHeadFirstPersonWerewolf=0
    bEnableHeadFirstPersonVampireLord=0
    bEnableHeadFirstPersonScripted=0

    ; Enables experimental third person arms when in first person
    bUseThirdPersonArms=0
    bUseThirdPersonArmsBow=0
    bUseThirdPersonArmsBowAim=0

    ; Fix missing enchantment art when using 3rd person arms (including bound weapons)
    bFixEnchantmentArt=0

    #111750
    dlads
    Participant

    I have to say, i completely see the potential to this software, however I’ve not been able to get it right.

    Had some times where it looked great and then it just went wrong.

    Been trying to set up alien isolation, just can’t get it right.

    Have just got an EVGA 1080 so with a little more grunt i may be ok.

    I think there should be sections for each device, DK1 / 2 / CV and Vive.

    I’ve got the CV and some of the tweaks and fixes for DK2 simply don’t work on the CV.

    Slenderman is a prime example, bought the newest one and it crashes prior to the game loading the first part, intro loads but not the game, have tried a lot of settings, when googling it, i always find fixes for the DK2 not CV.

    #100712

    In reply to: Please wait forever.

    fsp48
    Participant

    Same here with Win 10, 980ti, DK2 latest Oculus. Did the web installer so latest VorpX intalled and everything else is up to date. Could actually having the other runtimes intalled with the switcher be the cause? I kept having Oculus Version 6 start at boot untill I disabled it a while ago. I have been using the runtime switcher since Oculus Home was released. Just can’t use VorpX desktop/theater yet. Would removing OVR and Oculus from the ignore section of the setting do anything?

    VRISHERE80
    Blocked

    Okay, I enjoyed G3D games with VorpX alot, so I look at Unreal 3 Engine FPS, which are not supported yet and try them with renamed game exe. Here are my results and begging to Ralf to make them supported because of problems with steam and FOV, when renaming.
    My FOV recommendations with them: The official recommendation is 120 FOV at 1920×1080 Pixel 1:1 Distance Zoom 1.00
    With that settings you have mostly a good perspective, but massive overhead to the sides and blurry image, because you can see only a third of the picture. So I try to “calibrate” it with 90 FOV and 1600×1200 / 4:3 resolution.
    90 FOV: Distance Zoom 0.56
    or
    95 FOV: Distance Zoom 0.60
    This looks the same than 120 FOV at 1.00 Zoom, but without overhead and a much clearer graphic (more ppi).
    Renaming: There are a couple of UE3 Profiles with different features. I tested with BorderlandsPreSequel.exe and ADVGame-Win32-Shipping.exe (Deadfall)
    Both offer positional headtracking.

    Now the games:

    Bulletstorm (ShippingPC-StormGame.exe)

    Ingame graphic settings I set shadows and Post Processing to low.
    Resolution to 1920×1080 (4:3 gives black bars)
    To set FOV use this Tool, because of crypted inis:
    http://community.pcgamingwiki.com/files/download/580-bulletstorm-ini-editor/
    to edit the ini’s:
    FOV
    1. Go to %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\ StormCamera.ini
    2. Change to the desired FOV.

    Framerate
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormEngine.ini
    2. Change MaxSmoothedFrameRate to a higher cap; alternately, remove the frame rate cap entirely by setting bSmoothFrameRate to false.

    Mouse Smoothing (for proper Headtracking)
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormInput.ini
    2. Find bEnableMouseSmoothing and to ‘false’ to disable mouse smoothing.

    You also need to calibrate Headtracking manually per VorpX Menu: Fokus something in “real life” and slowly shake your head left and right and notice how it stays in your view. Then do the same ingame and edit the HeadTracking value.

    My G3D rating: 8/10

    very little lightning issues, some auto head movement when walking and fast gameplay makes it a little nauseous. Iron Sight you need to aim between the dots, its playable. Great 3D-Effekt.

    Nearly the same settings with Bulletstorm ini editor with:
    Alien Rage Unlimited (ShippingPC-AFEARGame.exe)

    This game has some strange light sources in G3D, so I only recommend Z3D.

    Homefront (HOMEFRONT.exe)

    The FOV settings ingame only works for Multiplayer, not the Campaign (only in first mission). There is a Homefront FOV Changer: http://community.pcgamingwiki.com/files/download/487-homefront-fov-changer/
    But that only works with the HOMEFRONT.exe, so we need a profile for that.

    G3D, positional-tracking works (turn of DX11 ingame, restart), but many issues especially with shadows. So turn down shadows ingame, Post Processing and turn off frame limit and mouse smoothing in the game menus. Weapon sights are good playable with red dot weapons. Easier for the eye with Z3D.

    My G3D rating 6/10. Too many graphical problems with g3d, but playable. +1 with the FOV changer.

    Medal of Honor (2010) (moh.exe)

    The Campaign is UE3 Engine, so works great (Multiplayer is Frostbite). Documents\EA Games\Medal of Honor\Config\MOHAEngine.ini
    bSmoothFrameRate=false
    MOHAInput.ini
    bEnableMouseSmoothing=false
    The G3D looks amazing with very little lightning issues, but overall nearly perfect, but…
    The FOV is 55. Again there is a FOV-Changer for the original.exe:
    http://community.pcgamingwiki.com/files/download/389-medal-of-honor-2010-fov-changer/
    So… VorpX specific profile needed.
    G3D rating: 9.5/10 possible if getting FOV to a playable view

    Santum 2 (SanctumGame-Win32-Shipping.exe)

    Wow, that was a surprise. It’s a steam only game, so you can’t rename it so easily, but after I get it to work with the Deadfall profile (ADVGame-Win32-Shipping.exe), the game works flawlessly in G3D, with all graphic options maxed out, even shadows and lightning stuff and keeps a clean graphical image. Even FOV adjustable in the menus. Easy setup, looks great, very nice to play in VR.
    \Documents\My Games\Sanctum2\SanctumGame\Config
    SanctumEngine.ini
    bSmoothFrameRate=false
    SanctumInput.ini
    bEnableMouseSmoothing=false

    G3D-rating 10/10

    Singularity (Singularity.exe)

    Looks amazing in G3D, but yeah, bad FOV…
    Needs Flawless Widescreen or Widescreen Fixer Tool to fix FOV. So not with renamed exe.
    G3D-rating 10/10 (with better FOV)

    Section 8 Prejudice (S9-Win32-F.exe)

    Untested, because it has a launcher and can’t rename the game.exe
    FOV settings per ini:
    http://pcgamingwiki.com/wiki/Section_8:_Prejudice#Field_of_view_.28FOV.29
    bSmoothFrameRate & bEnableMouseSmoothing like usual.

    Rainbow Six Vegas 2 (R6Vegas2_Game.exe)

    Very narrow FOV and not changeable, enjoyable in a cinema view setting. Now the UE3 Engine begins to look old and outdated 😉
    Maybe it helps to fiddle around with Widescreen Fixer:
    https://www.widescreenfixer.org/
    Very good G3D Effekt.

    @Ralf: All the above called exe just need a copy/paste UE3-profile.

    How the heck do you get medal of honor to work it just fails to start in steam when i rename it. I’m getting so sick and tired of this bs

    imspikey
    Participant

    Hello When ever I try to update to the latest version 0.9 the updater
    reaches 100/100 the display this error message.
    I have tried updating with vorpx and using the web setup and got the same result
    can you help me please:)

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ComponentModel.Win32Exception: Access is denied
    at System.Diagnostics.ProcessManager.OpenProcess(Int32 processId, Int32 access, Boolean throwIfExited)
    at System.Diagnostics.Process.GetProcessHandle(Int32 access, Boolean throwIfExited)
    at System.Diagnostics.Process.Kill()
    at vorpUpdater.Form1.Completed(Object sender, AsyncCompletedEventArgs e)
    at System.Net.WebClient.OnDownloadFileCompleted(AsyncCompletedEventArgs e)
    at System.Net.WebClient.DownloadFileOperationCompleted(Object arg)

    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8000 (FX35W81RTMGDR.050727-8000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    —————————————-
    vorpUpdater
    Assembly Version: 0.6.3.0
    Win32 Version: 0.6.3.0
    CodeBase: file:///C:/Users/IMSPIK~1/AppData/Local/Temp/Rar$EXa0.977/vorpX_WebSetup.exe
    —————————————-
    System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    —————————————-
    System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    —————————————-
    System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    —————————————-
    System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    —————————————-
    System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.7905 (win9rel.050727-7900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
    —————————————-

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging=”true” />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

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