First, if you are a fan of Dragon Age or RPGs in general, I very highly recommend Greedfall; It’s a very enjoyable game.
It’s also got an engine that looks great and performs well; and it works extremely well with vorpX. I’m currently pushing 4K to my Pimax at 1.5 “Pimax Quality Slider” at a stable 72hz/72fps (no motion smoothing) and with Greedfall’s quality setting very close to max (one tic below max on SSAO and Shadow quality sliders only). It’s a 3rd person RPG so I’m running it in virtual cinema mode.
It looks great, and when it does drop a few frames it still runs just fine; it doesn’t flatline and go all wacky and flickery like some titles do; it just drops to 70fps (or whatever) for a few seconds and keeps right on being smooth and working perfectly.
Tip: Push the Near/Far distance slider in the vorpX settings way down to around 10 and then push the total amount of depth up to whatever you prefer (I’m all the way up at maximum allowed in my case). This helps get rid of that weird ground ‘hump’ that plagues 3rd person games when the Near/Far distance is set too far out (even in the middle) and greatly reduces the artifacts around ‘you’ in the game.
Hello community,
I am experiencing issues with running a freshly installed (Steam) copy of GTA V with vorpX 21.2.3 and Valve Index controllers. I did not change the default profile, as such I assume I use the new profile with the vorpX connection mod.
The game crashes shortly after starting the game when my Valve Index controllers connected to SteamVR already. If I connect one of the controllers with the game already running it crashes shortly after. Both crashes occur without error message nor crash report.
The crashes also happen if I change the default controller type in the vorpX settings.
Running another DirectVR game (Fallout 4) works fine, including using the Index controllers. Starting GTA V and beginning the story works fine when my controllers are not connected, too, though I cannot use mouse and keyboard controls to control my character. Both work fine in the GTA V menu/settings/map, so I assume locking the controls during playing is intended?
Has anyone a hint how to fix this problem or how to go on troubleshooting?
Thank you in advance!
@ haints: There was a vorpX update earlier this year that addresses the weapon issue directly, and Titanfall 2 was among the first 5 games to get the new features.
Okay, that makes sense. I figured it had to be something like that, because having your weapon be the same depth as the ground beneath it in a FPS just seems so obviously a terrible idea. I’ll have to try Titanfall 2 again and see how it looks now. Thanks for the info!
I really like AAA RPGs in Vorpx. I think the 5 I enjoyed the most in Vorpx are Assassin’s Creed Odyssey/Origins (flying around as an eagle in ancient greece/egypt in VR is awesome), Witcher 3, Cyberpunk, RDR 2 and Jedi Fallen Order.
@haints,
I understand what you are saying about Titanfall 2, as I had the same experience for the first hour+ I was playing with it.
I wish I could recall what is was I changed in the vorpX menu, but something I changed all of a sudden made the 3D ‘come alive’ for myself, so I believe the Titanfall 2 vorpX profile can give a good VR-type experience.
I’m experiencing a similar 2D/lack of depth issue on a game called Outlast.
@ haints: There was a vorpX update earlier this year that addresses the weapon issue directly, and Titanfall 2 was among the first 5 games to get the new features.
Now in the directVR menu you can (A) hide the weapon all together, (B) enable the new auto-hide feature which only raises the gun when looking down the sights or reloading, or (C) my favorite, adjust manually the size/depth and vertical/horizontal position of the weapon/hands to your preference. Now you can make the gun look as big or small or as deep as you want, or just lower it out of view all together. In theory, this will soon be available for most games, and add new functions in the authoring tool that allow us to add these features to our custom user profiles – something I am quite looking forward to.
In short, yes, Titanfall 2 is a good recommendation imo.
<font style=”vertical-align: inherit;”><font style=”vertical-align: inherit;”>Ho appena dato una corsa a Titanfall 2 ed è fantastico.</font></font>
<font style=”vertical-align: inherit;”><font style=”vertical-align: inherit;”>Ripeto, questo non lo capisco. </font><font style=”vertical-align: inherit;”>A meno che questo profilo non sia stato corretto dall’ultima volta che l’ho provato, sono sconcertato dagli elogi che sta ricevendo. </font><font style=”vertical-align: inherit;”>Non vedi quello che vedo io? </font><font style=”vertical-align: inherit;”>Se guardi l’arma che hai in mano, non è esattamente alla stessa profondità del terreno sotto di essa? </font><font style=”vertical-align: inherit;”>In altre parole, appare solo come un oggetto 2D piatto? </font><font style=”vertical-align: inherit;”>Com’è “fantastico?”</font></font>
<font style=”vertical-align: inherit;”><font style=”vertical-align: inherit;”>Cosa mi manca qui?</font></font>
well, we are not all sommeliers of virtual reality, I believe that 75% of the “fantastic” judgment refers to the game itself. Then you know, vorpx has its limits. When I use it I don’t look at trifles, such as the imperfect depth of the gun with respect to the floor. Of course it doesn’t perform as well as with Bioshock infinite, but it remains one of the experiences with Vorpx! IMO
Just gave Titanfall 2 a run and that is awesome.
Again, I don’t understand this. Unless this profile was fixed since I last tried it, I’m baffled by the praise it is receiving. Are you not seeing what I’m seeing? If you look down at the weapon in your hand, isn’t it at the exact same depth as the ground beneath it? In other words, it just appears as a flat 2D object? How is that “awesome?”
What am I missing here?
You can start with bioshock infinite, titanfall 2, bulletstorm full clip, resodent evil 7, resident evil 2 and 3 wot forst person mod.
Titanfall 2?
The official Titanfall 2 Vorpx profile is completely broken. By which I mean there is zero depth perception between your weapon and the background environment. Look at the ground and your weapon is a flat 2D object with the same depth as the ground. I can’t believe anyone would consider this playable, much less recommend it.
Bioshock Infinite, on the other hand, is indeed an excellent representation of what Vorpx can do at its best.
Just gave Titanfall 2 a run and that is awesome.
I’ll give Evil Within 2 a shot next. Is 1st person mode in that new? I don’t remember there being a 1st mode when it came out.
Bethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.
Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.
@ RJK_
Had I known that a pip boy speeds up working on vorpX, I’d definitely had gotten the Fallout 4 collectors edition. BTW: your mug is in use here regularly, must have been a hideous plan to remind me of what I have to do every day. ;)
@ Demosthenes
I somehow doubt that there would be any serious demand for someting like that. Still: do you by any chance know of a way to sell small amounts of merch without having to take care of worldwide shipping? If there was e.g. some service where one could upload pre-made graphics templates, I’d be happy to do that. Wouldn’t want to make any money with it, but having an option to easily order a mug or t-shirt for those of you who want to would indeed be great.
I’ve been using Fallout 4 on the Rift S and have found some issues. I used to play it a lot on the original Rift, but now it’s getting to be an old game (with a full VR game too) so I’m guessing it’s not been looked at recently.
Anyway, here are my observations thus far, if they’re useful:
– rotation works, but positional tracking doesn’t, except if you’re in a chair.
– 3D doesn’t seem to work except in Geometry mode, where it’s very slow.
Other than those issues it’s the same as the original Rift. I have Fallout 4 VR but couldn’t get it to work while sitting down (along with other issues like swimming and weird workshop interface) so this is a good substitute.
The majority of Gamepass games should work, just the ones that are compiled as Windows Store (UWP) apps won’t. For the most part that will affect Microsoft first party titles, third party games are more likely regular (Win32) programs. That’s just a rule of thumb though, there are exceptions. E.g. Resident Evil 7 Gamepass is a UWP app.
There also is another, less dramatic, pitfall: even if a game works in principle, the game devs may have chosen to use different .exe names for the various stores. That can easily be addressed by adding the actual .exe to the profile (for user profiles) or creating a profile copy for the actual .exe.
You can start with bioshock infinite, titanfall 2, bulletstorm full clip, resodent evil 7, resident evil 2 and 3 wot forst person mod.