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  • #215967
    socode
    Participant

    Okay, I think I managed to beat the flat screen. Removed the folder “Plugins” from the directory bin/x64, put a new Standalone mod and run the game, flat screen. Unpacked the archive CET to bin/x64 folder, run the game from exe, all worked. I do not know if the intermediate run between mods and CET patch makes sense, but still.

    !!!WARNING!!! If you previously had another version of the game (especially portable), and now there is Steam, then after removing the portable version, be sure to clean the registry (eg through Auslogics BoostSpeed Registry Cleaner or something else), as he himself will not do it. It got to the point that the mod was installed in the wrong directory, which he showed in Explorer himself, or which I pointed him! All because of old registry keys, which led the installation of mods in the wrong place, and never mind that the game is no longer there.

    Unfortunately, the game is not playable at the moment in VR for other reasons:
    1) You can not choose the option of dialogue, not a hand, not a stick. Only with the keyboard or if you connect an additional gamepad from some console.
    2) Performance. When you rotate your head, there is a sense of missing frames. If you move the mouse, or rotate the sticks this problem is not, all smoothly. The pulse of the game in Steam looks like this:
    _||_||_||_||_
    All in the green range, but with gaps. Various experiments with the game and mod settings have shown that, in general, the situation does not change globally. Different settings make the game a little less twitchy or a little more twitchy. But you can’t get rid of it completely.

    There are other shortcomings, but most of them are solved by mods. Like GUI, sharp ICONS and etc.

    It would be cool to see a guide on “how to set up the game with the highest possible graphics and the lowest possible lag”.))

    #215740

    In reply to: vorpX 23.1.0 BETA

    adzter
    Participant

    Hey Ralf…
    Probably just a lack of understanding the ins & outs of a BETA for a lot of us.
    I know I had some issues with the previous BETA. I mentioned here having my mouse get stuck, and having to reboot the PC sometimes etc. But then my brain defaulted to ‘I’ll wait for the next BETA. It’ll probably be sorted by then!’
    I never thought to send log files. I thought you’d magically know what was going on out there in the ether.
    I know that sounds silly… but it’s true.
    And this last BETA… everything has worked great for me! So my latest log file would read ‘played Jedi Fallen Order for hours on desktop viewer & everything worked perfectly’. ;)
    Is there perhaps a way you can have log files auto-generate and send to you when we’re using a BETA?
    It could be a part of the deal. ie. We’d have to agree to that to test the BETA.
    I’m just spit balling here.
    I know I’d be happy to contribute to make your job easier. I think if you tell us specifically what you need from us, I imagine most people would feel the same.
    Perhaps lay out some instructions as to the best way to go about it all.
    I don’t even know where the logfiles are. Are they generated whenever Vorpx runs? Only on crashes etc? Do we email them to you at support, or post them here? How big or small an issue is worth sending a log file? (eg. sometimes vorpx wouldn’t do what I expected the first time. But the next time it did). All that kinda stuff.
    I came on here and asked some questions on here a few times and you would be quick with answers. Is it better to send log files than bring up issues in this thread? These are all things I know I’m not quite sure of. So others might be in the dark about them too.

    #215725
    DanThePman
    Participant

    To reiterate this topic it is possible to use both dlss 2 and frame generation at any resolution with vorpx’s latest beta version (version 23.1.0).
    However one has to use the new desktop viewer with it instead of injecting into the game.
    Furthermore some settings tweaking is needed for a smooth experience.

    Here are the steps needed:
    1. Launch Nvidia control panel and enable vsync globally
    2. Inside the control panel also set the frame rate limit to your headsets refresh rate (e.g 90hz)
    3. Launch vorpx desktop viewer
    4. Disable the vorpx injection watcher
    5. Start the game

    A more detailed description can be found here: https://www.vorpx.com/forums/topic/vorpx-23-1-0-beta/page/9/#post-215678

    As a side note using dlss 3 is more valuable than pitool’s frame interpolation or oculus aws because it produces clearer images and is solely calculated on the gpu instead of the cpu.
    So in case you are running into a cpu bottleneck then dlss 3 is the way to go to achieve 90hz+ vr.

    #215499
    giant.turnips
    Participant

    Can’t you decrease the distance in the settings? After all, pushing a 2.5cm screen right up to your eyeball is the same as having a 2m screen 3m away (resolution permitting).

    #215475

    In reply to: vorpX 23.1.0 BETA

    adzter
    Participant

    Holy &^%$-balls…
    The new virtual monitor with desktop viewer is a game changer, Ralf. Truly.
    Decided to give it another go, and this time it gave me no trouble.
    Being able to test 3D games at different resolutions without no restarting or problems with sync etc has made things so ridiculously simple and painless.
    Brilliant work.

    #215173

    In reply to: Pinball FX2

    RJK_
    Participant

    The forum search would have lead you to this

    Pinball FX2

    #215172

    In reply to: Pinball FX2

    am1001aauk
    Participant

    Hi. I am looking for the Vorpx profile for pinball fx2 too. If anyone has it and it works in 3d please let us know. In the meantime the only working solution I can find for Pinball Fx2 in 3d is:
    1. Use tridef 3d – output as side by side.
    2. Search for tridef profile for pinball fx2 by Jcat
    3. I run pinball fx 2 at 4k so that side by side looks good.
    4. Run steam vr, and virtual desktop streaming on pc.
    5. On quest 2 run virtual desktop app and then run program from within tridef 3d once desktop shows on quest 2. In the environment eg void in virtual desktop on quest 2 you can change size etc and also at bottom of screen switch to side by side so the game runs in 3d.
    6. When in game with tridef running, press Num 0 which brings up 3d menu – here you can change depth etc – it looks really good once you change the settings to suit.
    Good luck.

    #215050
    Ralf
    Keymaster

    Just speculation, but I’m fairly certain that CDPR made some deal with nVidia to push RTX. TW3 doesn’t even have a real DX12 renderer, instead they use a DX11 > 12 wrapper, implemented some RTX effects on top of that and *heavily* downgraded the original shadow look to make RTX stand out at least in some way.

    Doesn’t exactly require an uber brain to guess how something like that may happen… I’m surprised that there is almost no outcry about the whole affair except from one or the other Steam forum thread that noone reads. The gaming related shitstorm machinery went ballistic on less annoying occasions in the past. ;)

    #214866
    Violins77
    Participant

    Yes, I know there is a Pinball FX 2 VR, but I also heard Vorpx (which I have) used to support Pinball FX 2 and that rjkole had a specific profile for it. Is that no longer the case? I can’t find it on the cloud and I don’t know where to download it. Is it even possible to make vorpx work with Pinball FX2 at all now? I’m not following the recent changes of why certain profiles seems to have dissapeared…

    RJK_
    Participant

    You are crazy ! (meant the nice way ;-)))

    Playing Old/new 32/64 DX9/11 will still be a ballance act resolution wise i guess, but exceeding monitor res. is definately a huge step ahaed !

    you know i got ideas sometimes ;-) How about changing res. on the fly ? I guess that wouldnt be too easy because you in most cases dont where the game stores its res. settings. Oh wait, dont games read res. into Memory ? Keyword: “intercepting res. values” ? … Or is that even covered already ?

    #214258
    beemzy
    Participant

    Only issue now is none of the motion controller buttons work. I can see the virtual controller in game, but pressing buttons do nothing. Anyone who knows a possible fix, feel free to let me know

    Maybe check you dont have any drivers or settings which might interfere eg STEAM controller settings or trackball or keypad controller driver (similar issues have been raised in the forums which were resolved this way); I disable Marblescroll before launching game. You can switch to KB/Mouse option in the interim to get started which limits gestures useable (throw grenades wont work and steering maps to keypresses rather than analog motion)

    #214249

    In reply to: Quest 2 or Pico 4?

    v301
    Participant

    I have a Pico 4 and I have an HP reverb G2, both of these kits work very well when the game is running and rendered in 4K.

    If you run the game in FullHD, then half of the hero’s character, head and ankles will be blurred and the center of the action will be sharp. This is due to the lenses that in the middle of 70% of the field of vision are sharp, and the remaining 30% are blurred, you then have to move your head up and down instead of the eyeballs themselves, which is very annoying and spoils the comfort of the game.

    You must run the game in 4K to keep your head up and down and see the center of the action in 70% FoV of the lens for both HP reverb g2 and Pico4.

    Oculus Quest 2 has half the field of view of what Pico4 has, that’s how I feel as a user. I also have 70IPD, the upper limit.

    #214139
    ToxicMike
    Participant

    https://mixed-news.com/en/the-latest-steam-change-shows-what-valve-really-thinks-of-vr/

    Happily fu**ing Steam and fat fu** Gabe Newell still aren´t the center of gaming.

    I knew it, i knew those a-holes were making HALF-LIFE:ALYX just to show off they can do sumthin “great” if they want, even if that means they still don´t have the balls to do HALF-LIFE 3 and even if they don´t care about VR one tiny bit after all.

    So this move by Steam lately, obviously shows that they´re probably ready to dump VR after all.

    May that fat fu**tard rot in hell.

    I am aware this is not really a vorpX-exclusive related thread, but this may be of interest to some people here and if not, feel free to erase it, no problem.

    #213983
    lordxanthrax
    Participant

    Hey everyone, having a bit of an annoyance.
    The game plays fine in all modes, no flatline errors.
    However, I’m getting real crisp fps, but then suddenly (right now I have it reproducible in my save where in the tutorial where Jackie drops you off at home, he goes “Sweet dreams!” and it will ALWAYS crash out to desktop) it crashes out to desktop. In oculus mode it does the black screen hourglass and takes me back to home, in steamvr mode it sends me back to steamvr home.

    I have crash logs from both vorpx and a gpu-crash that is ultimately what I think is the cause. It’s a 6700XT.

    gpu-crash:
    Breadcrumbs: Command list ‘[ 17708: 51] [000001E003E120E0 Default] <<-merge [000001E0105563B0 Default] Skin_Post_and_Forward_Opaque’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17710: 51] [000001E00C0A29E0 Default] <<-merge [000001E0105563B0 Default] Skin_Post_and_Forward_Opaque’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17711: 30] [000001E003CB7740 Default] <<-merge [000001E003436A10 Default] GBuffer_Discard’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17711: 54] [000001E01621A6D0 Default] <<-merge [000001E013E96110 Default] HologramDepth_and_Distortion’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 55] [000001E013E96110 Default] HologramDepth_and_Distortion’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 56] [000001E01FC2FDC0 Default] Transparents’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 57] [000001E0217A9790 Default] Transparents_WeaponAndScreen’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 58] [000001E00BF15870 Default] TXAA_Blurs’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 59] [000001E0107A5600 Default] Forward_NoTXAA’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 60] [000001E0218DF420 Default] PostFX’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 61] [000001E0066973F0 Default] RenderFinal2D’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 62] [000001E01B2F0A50 Default] EndRender’: Not started [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 1] [000001E003CB6B10 Default] <<-merge [000001E000183A20 Default] FrameTick’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 2] [000001E000183A20 Default] FrameTick’: Not started [3]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 3] [000001E0187CDC90 Default] UpdateGlyphCacheTexture’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 4] [000001E0131E7200 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 5] [000001E011625FE0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 6] [000001E008B92EB0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 7] [000001E0129E61D0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 8] [000001E0019B9250 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 9] [000001E01FBDB0E0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 10] [000001E0270B9670 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 11] [000001E00CA95960 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 12] [000001E0167BB4F0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 13] [000001E00EBE0A00 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 14] [000001E013286280 Default] <<-merge [000001E01B5E4B80 Default] StorageData’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 15] [000001E01B5E4B80 Default] StorageData’: Not started [3]
    Breadcrumbs: Command list ‘[ 17712: 16] [000001DFFF52E610 Default] StartRender’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 17] [000001E01530D5B0 Default] WindUpdateAndRainMap’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 18] [000001E019982A00 Default] RenderPrep’: Not started [3]
    Breadcrumbs: Command list ‘[ 17712: 19] [000001E004D8C650 Default] PrepareGloballyAccessibleSystems’: Not started [6]
    Dumping Breadcrumbs Complete

    Dumping DRED
    DRED: Checking DRED 1.2 output
    DRED: Auto-Breadcrumbs Output1:
    DRED: Page Fault Allocation Output:
    DRED: PageFaultVA: 0000000000000000
    DRED: Existing Allocations:
    DRED: Freed Allocations:
    DRED: Finished DRED output
    Dumping Breadcrumbs Complete

    vorpx crash:
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll
    INF: ProgState: First Time Init 1
    INF: VorpAPI: Initializing
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: OpenVRInputHandler: Initializing controller 3 using VRInput
    INF: OpenVRInputHandler: Initializing controller 4 using VRInput
    INF: OpenVRDirectModeManager: base init
    INF: TrackerOpenVR: Init
    INF: OpenVRDirectModeManager: base initialized.
    INF: DirectModeManager: headset render target size final: 2336×2786
    INF: UIRendererDX11: Initialized
    INF: OpenVRDirectModeManager: renderer initialized.
    INF: Engine3D: Scene Initialized: 102
    INF: RendererDX11: Initialized (2336×2786). Multisampling off.
    INF: VRControllerManager: Init
    INF: OpenVRInputHandler: Initializing controller 3 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 0
    INF: OpenVRInputHandler: Initializing controller 4 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 1
    INF: OpenVR ControllerManager: Initialized
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: Engine3D: Scene Initialized: 13
    INF: BufferGrabber: Switching Sync Mode: 2 > 3
    INF: SettingsUI: Init
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    ERR: App: TopCrashHandler: unhandled exception BREAKPOINT at 0x0
    ERR: App: TopCrashHandler: module: Cyberpunk2077.exe, offset: 0x2CFB453
    ERR: App: TopCrashHandler: unhandled exception end
    INF: Main: Detaching from cyberpunk2077.exe
    INF: Main: Fast Exit
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: Main: Fast Exit Success

    #213623

    In reply to: Games Wish List

    HAWK3Y3RAVEN
    Participant

    Pinball FX2

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