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AuthorSearch Results
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Jul 11, 2024 at 10:30am #219986
In reply to: Witcher 3 Next Generation Patch
Florian-83ParticipantHello Ralf. Do we get a profile Update for the Witcher 3 “Next Generation Patch”?
The official profile is not working anymore.Jun 4, 2024 at 8:52pm #219837In reply to: 24.1.0 Feedback
MarcDwonnParticipantAnd I could really use a brief “This is how things should be done and look like” docu, so that I can use VorpX as intended and tell if my system is working properly or not.
I fully agree about the last part. One of the reasons i haven’t updated for awhile is not only that i don’t know what will work and not work anymore (Witcher 3 classic version for example), but because there’s no detailed documentation and tutorials. And when people need to come here and ask the same questions over and over again, it wastes not only the users’ time, but Ralf’s time as well.
I’m aware that one developer can do only so much, but i wanted to mention this as a point that needs improvement. And yes, i know of the in-built tutorial for the gestures (?) and the tips that get displayed while loading. But i’m one of the people who reads/watches the documentation *before* they upgrade. :)
May 27, 2024 at 1:56pm #219780In reply to: Witcher 3 Next Generation Patch
Florian-83ParticipantFresh Steam The Witcher 3 Version 4.04 Installation here. Not working with VorpX 24.1.0 official Profile.
Script Compilation Errors:
Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(557): Could not find function ‘ShouldAutoApplyOilImmediately’
Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(562): Could not find function ‘ShouldAutoApplyOilImmediately’
Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function ‘ShouldAutoApplyOil’
Error [content0]game\gui\main_menu\ingamemenu.ws(1513): Could not find function ‘SetAutoApplyOils’
Error [content0]game\gui\main_menu\ingamemenu.ws(1515): Could not find function ‘SetAutoApplyOils’
Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function ‘ShouldAutoApplyOil’Warning [content0]engine\environment.ws(30): Global native function ‘EnableDebugOverlayFilter’ was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function ‘EnableDebugPostProcess’ was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function ‘DebugSetEShowFlag’ was not exported from C++ code.
Florian-83ParticipantFresh Steam The Witcher 3 Version 4.04 Installation here. Sadly not working with VorpX 24.1.0 official Profile.
Script Compilation Errors:
Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(557): Could not find function ‘ShouldAutoApplyOilImmediately’
Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(562): Could not find function ‘ShouldAutoApplyOilImmediately’
Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function ‘ShouldAutoApplyOil’
Error [content0]game\gui\main_menu\ingamemenu.ws(1513): Could not find function ‘SetAutoApplyOils’
Error [content0]game\gui\main_menu\ingamemenu.ws(1515): Could not find function ‘SetAutoApplyOils’
Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function ‘ShouldAutoApplyOil’Warning [content0]engine\environment.ws(30): Global native function ‘EnableDebugOverlayFilter’ was not exported from C++ code.
Warning [content0]engine\environment.ws(32): Global native function ‘EnableDebugPostProcess’ was not exported from C++ code.
Warning [content0]engine\showflags.ws(11): Global native function ‘DebugSetEShowFlag’ was not exported from C++ code.
NigebikParticipantI’d like to play with normal direct vr geometry, but it still doesn’t work.
I use vorpx no beta, ranimate profile, gervant first person mod, fov 80. Witcher 1.31 version. Works almost fine.May 10, 2024 at 11:49pm #219708Topic: Witcher 3
in forum General vorpX Discussion
IlluzioParticipantHi, I want to play Witcher 3 in VR with the G3D + 6DOF! Which version of VorpX should I use, 23.1.0 or 24.1.0?
For the script problems, I plan to correct them myself because I have already adapted all my mods to the latest Witcher 3 update.
I can provide the vanilla scripts in their 4.04 versions if Ralf wants to update them himself?
Apr 8, 2024 at 9:07pm #219564In reply to: End of Reverb G2 support ?
BoblekoboldParticipantG2 worked great with vorpX and The Witcher 3. My main problem was that it was not comfortable for my face shape and i needed to live with some pain during usage. Second issue was that something wasn’t quite right with the stereo overlap. I know that Quest 3 has a small(ish) stereo overlap as well, but somehow on the G2 it felt more noticeable, while on Quest 3 i can forget it quickly.
But i loved the resolution, not even Quest 3 can quite get to this level, IMO.
To solve these issues with the G2 :
You can buy a VR cover (I needed it to remove the nose thing) :
“VR Cover Facial Interface & Foam Replacement for HP Reverb G2 V1 & V2” on AmazonYou can also buy a BoboVR M2 strap :
“BOBOVR M2 Plus Head Strap,Compatible with Meta Quest 2” on Amazon
With a G2 adapter :
https://www.etsy.com/listing/1079503371/kit-adaptateur-tyco-tech-hp-reverb-g2?variation0=2226421683This way it’s perfect (I added coins as counter weight at the back, in little plastic tubes, and I added bubble wrap around BoboVR top arms). The G2 doesn’t even touch my face. It doesn’t move. And I can wear it as long as I want.
If needed, there is also counter weights and other straps :
https://www.studioformcreative.com/reverb-g2
Varjo Aero ones could be better (as there are two weights)Don’t forget lenses (correction + blue protection) :
https://vroptician.com/Apr 3, 2024 at 10:37pm #219554In reply to: End of Reverb G2 support ?
MarcDwonnParticipantG2 worked great with vorpX and The Witcher 3. My main problem was that it was not comfortable for my face shape and i needed to live with some pain during usage. Second issue was that something wasn’t quite right with the stereo overlap. I know that Quest 3 has a small(ish) stereo overlap as well, but somehow on the G2 it felt more noticeable, while on Quest 3 i can forget it quickly.
But i loved the resolution, not even Quest 3 can quite get to this level, IMO.
Feb 24, 2024 at 4:49pm #219359In reply to: General Game setting to turn off /test with VorpX
MarcDwonnParticipantOlder games use lightmaps to emulate lighting in static geometry, this includes some AO approximation. Realistic games like STALKER, HL2 or The Witcher have darkening in corners, under vehicles etc and look great already. You would be doubling the AO effect in world geometry, which is overkill.
Newer games started to introduce dynamic AO (from Crysis on), and if AO has to be disabled for G3D to work glitch free, they look horribly flat/fake in world geometry because of the missing light maps.
Feb 23, 2024 at 5:36pm #219351In reply to: Feature Request: controller double tap keybind
Reaver ShadowParticipant@Ralf, thank you very much for giving consideration to my request, and letting me know you’ll consider it. It’s not often you hear a dev say they think about your suggestion.
My thoughts on the possible confusion.
– I would leave it up to the user to do the mapping, rather then have defaults. This way should a game have tap+hold default functions, it wouldn’t cause an issue and its up to user to assign. (Star Trek online for example has this hidden in the game engine, and you have to setup through console commands). Alternatively, as an example to demo this feature to users, use something like the Fn Keys (or use AI to search if there is some keys which no game has used as tap+hold).– I can also see how double_tap could cause confusion, because if the single_tap is assigned to a game function that’s used frequently (God forbid someone assign a punch, or fire function), then double_tap could get triggered more then desired. This again is why I would simply have no default key binds assigned to these advanced functions, its a great available advanced feature, available to users/games that would benefit from it. If a button is not assigned either of these advanced functions, it disabled,
– There are a few keybinding software, such as reWASD,( and I believe SteamInput), which has the ability to add tap+hold and/or double_tap to controller. You can review how they implemented the feature. (Don’t believe I can use these with VorpX)
-LOL, it actually just occurred to me, that The Witcher (and STO) both implemented double_tap and press+hold (although not as a secondary function trigger). WASD. Double tap either and you preform a roll/dodge. (Although it doesn’t work so well when WASD is assigned to Thumbstick)
Feb 22, 2024 at 4:24am #219314In reply to: General Game setting to turn off /test with VorpX
Reaver ShadowParticipant@MarcDwonn, now i’m very curious. The nVidia AO, does work with the witcher, when not using VorpX (I’m assuming any Stereo3D). Can you elaborate on what you mean by “older games with lightmaps don’t need this anyways?”, for example is there just personal preference, or did the way of generating the image change over time, and thus AO was needed?
Feb 22, 2024 at 4:18am #219313In reply to: Feature Request: controller double tap keybind
Reaver ShadowParticipantSorry, i may have confused my request with last statement. For clarification in my request, i will use an example with Game bindings (will use The Witcher, as that’s what I recently attempted to plan out a key mapping for).
For the most part, the game binds are single press (single_tap, push, press, etc.), except movement WASD. As far as i can tell, the game as no built in key mapping ability for press+hold or double_tap key mapping. Using the “A” button on the Quest Motion Controller, here is a description of the feature request (again using default The Witcher key binds):
Quest Motion Controller ‘A’ | Keyboard key | Game Function
——————————————
Single_tap | Spacebar | Pause
Tap + Hold | Z | Quen Sign Magic
Double_Tap | Q | Draw Steel SwordThese are in addition to using the VorpX MAP_SHIFT key, so potentially a total of 6 key mappings to a single Motion Controller button. Although, I’ll admit, i likely wouldn’t use MAP_SHIFT with more then Single_tap (Tab | Sheath Weapon, for those curious).
While I can’t currently access the cool VR Hotkey “gaze menu”, via motion controller, I did plan it out, and without additional inputs, such as this feature request, there are still 4 key i would like to have access to without being able to look at keyboard.
Feb 20, 2024 at 9:38pm #219292In reply to: General Game setting to turn off /test with VorpX
Reaver ShadowParticipantCan confirm, The Witcher Mods (mostly textures) worked. Actually, I used the collection from Nexus Mods, “the witcher best experience LOREPLAY”, and I don’t know if it was simply the increased texture quality or what but it make the stereo effect really pop and absolutely beautiful. Big thanks to the VorpX dev for making this possible. (I suspect it’s something to do with shadows).
But, it’s not all glory, turning on AO via the nVidia Inspector caused glitching. I didn’t realize at first as there was rain, but once it stopped it was very clear, and if you look at corners of houses and windows, you’d see blinking of like a light shadow. The Inspector profile I used, which came with the mod collection, could possible be tweaked. There was a “antialiasing fix” enabled, perhaps that caused issues. But I’ll like leave as is as it’s beautiful and I believe good enough for a play through.
Feb 20, 2024 at 6:57pm #219287
Reaver ShadowParticipantCan confirm, VDXR OpenXR Runtime in Virtual Desktop WORKS with VorpX [i.e. VorpX + Virtual Desktop(OpenXR aka VDXR)].
BUT not without hiccups/issues ;(
VorpX: v21.3.5
OculusQuest Desktop Software: Rendering Resolution 3712 x 1888 / 90Hz
Virtual Desktop Streamer: v1.30.1 / VR Graphics Quality: Medium / 90Hz
Headset: MetaOculusQuest 2
Game Resolution (The Witcher, Nexus Mods Collection: “best experience LOREPLAY”): 2560 x 1600 (16:10), ~55FPS (seems to be frame caped at 60, 1080p is same)Report
– [PSA] Start VorpX after your streaming within Virtual Desktop, or VorpX tries to hook it (I know i can exclude it, but i’m lazy).
– [Minor] I have Virtual Desktops Performance Overlay on by default. As soon as it click both sticks to turn off, I lose the mouse. Found no way to get back outside of quitting everything and running again. So disable Performance Overlay prior to starting game.
– [Major] I’m not sure what to call it other then artifacts. I would have random, not sure if individual or groups, of pixels in my peripheral be sparkling/shimmer/be wrong colour briefly. At first i thought it was dead pixel, but this same behavior did not occur with AirLink, or was not apparent when running game in flat mode. ( I believe it was both the virtual screen and in the lounge.) Unfortunately, this was too distracting for me, and I when back to AirLink.Side Experience Notes
– IMO the UI and User Experience of Virtual Desktop is levels beyond AirLink (The virtual keyboard alone in AirLink is just inconvenient/dumb).
– In my testing play the witcher, VorpX + AirLink, the combo does NOT recover AT ALL from any type of disconnect, (WIFI related, PC/VorpX error, or the WORST simply removing the headset for a washroom break. This is EXTREMELY frustrating. Where as Virtual Desktop recovered 3 out of 3 times.Side Technical Notes
– Rendering Resolution != Game Resolution. (It’s complicated)
– As best as i can figure, in Virtual Desktop Streaming Menu (within Headset), VR Graphics Quality, is the equivalent toOculusQuest Desktop Software Rendering Resolution.Questions
– One thing i haven’t figured out for sure, hoping someone can verify. For Virtual Desktop flat screen/AirLink desktop/VorpX Desktop Viewer, you are simply cloning the Monitor, including the refresh rate and resolution, so they matter and should match. But when running in “VR mode”, your physical monitor res and refresh rate don’t apply. (My current theory is a sort of virtual monitor is created. Your physical monitor can display a limited portion, like reduced resolution and refresh rate, aka with safer perimeters for your physical monitor, of that virtual monitor???)Feb 17, 2024 at 4:32pm #219264In reply to: General Game setting to turn off /test with VorpX
MarcDwonnParticipantPlease report if the nVidia Ambient Occlusion works in stereo mode. I’ve never been tempted to add AO to The Witcher 1, because it already uses baked lighting. On the other hand i tried out the Far Cry VR mod the other day, and that one really needs some AO because it looks super flat. I briefly thought about nVidia AO, but dismissed the idea as “not compatible” with stereo view.
So yeah, looking forward to hear about your experience.
About modding: i played TW1 fully modded with texture mods and other stuff, and the engine gets a bit more unstable, but it works great in G3D, S3D is perfect, even the particles have proper depth. It was my first vorpexed game i played and i was mighty impressed.
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AuthorSearch Results
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Search Results
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Topic: Witcher 3
Hi, I want to play Witcher 3 in VR with the G3D + 6DOF! Which version of VorpX should I use, 23.1.0 or 24.1.0?
For the script problems, I plan to correct them myself because I have already adapted all my mods to the latest Witcher 3 update.
I can provide the vanilla scripts in their 4.04 versions if Ralf wants to update them himself?
