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  • #220479

    In reply to: Fallout New Vegas

    Detective_Yoshi
    Participant

    Hi, Ralf!

    I bought Vorpx and finally was able to use it with Quest 3, before I was using Psvr 1 and Ivry and was very difficult to hook up any game. Your work deserves nore praise from the community since it allow us a lot of games to be played, thanks!
    My question is that when playing Fallout New Vegas the game zooms in automaticaly from time to time like if I was pressing left trigger it seems. Its not the zoom from pipboy or the zoom from dialogues and happens when walking or even stopped. Im using dualsense and the gamepad option in vorpx menu. Can you help me?

    #220343
    Spinelli
    Participant

    The profile was made years before TrackIR support was introduced in vorpx, I didn’t even know whether it works at all in the game, let alone whether it supports all axes. Defaults typical assume the minimal set of axes a game might support, hence for your convenience easily available options are shown in the menu that let you adjust things with a few clicks. If you can’t make it work to your liking, please fall back to the mouse look method described in the instructions.

    I didn’t realize you were the creator, wow, thanks for all the messages. Awesome support.

    Unfortunately I can’t make it work using either the free look button or TrackIR. The game officially supports TrackIR in all axes – I even used TrackIR 5 with RFactor and games based on iterations of it’s engine. Therefore shouldn’t VorpX w/ TrackIR head-tracking fully work?

    When using the mouse look option, the fall spins in circles while tumbling to the floor but this does not happen when using the game’s mouse look without VorpX.

    There has to be ways to make this work since the game fully supports, both, TrackIR and mouse look. Although I can’t seem to figure it out, I’m guessing it’s some specific combination of game settings (notepad file a few posts up) and VorpX settings.

    #220317
    Ralf
    Keymaster

    The profile was made years before TrackIR support was introduced in vorpx, I didn’t even know whether it works at all in the game, let alone whether it supports all axes. Defaults typical assume the minimal set of axes a game might support, hence for your convenience easily available options are shown in the menu that let you adjust things with a few clicks. If you can’t make it work to your liking, please fall back to the mouse look method described in the instructions.

    #220306
    Spinelli
    Participant

    Sorry for the spam detection troubles you encountered. The alternative to having spam detection on in the forum software would be a 3:1 spam:content ratio unfortunately, extra bad since the beautiful invention of drivel bots like ChatGPT etc.

    Your actual issue:

    Maybe some weird issue related to Pimax’s software that puts itself in between vorpX and the headset. Reversed eyes are conceptually impossible with vorpX’s G3D method (at least unless the profile author intentionally inverted them, which obviously isn’t the case here).

    Possibly related to the time vorpX hooks into the game (before or after Pimax initializes its stuff). Enabling alternative hooking in the config app may be worth a shot. That aside maybe check whether there is some stuff in the Pimax software you can turn off. Haven’t checked a Pimax headset in a long time, but a few years back they had some custom reprojection that could change the IPD and make things appear cross-eyed occasionally.

    vorpX does not change the power plan. Some VR runtimes do howewer. At least the Meta (Oculus) runtime does. Not sure about Pimax.

    OK, update.

      Starting Game Consistently

    It looks like I have VorpX, rFactor, and SteamVR consistenly playing good with eachother. I just try to start them in the following order: PiTool, VorpX, SteamVR, and reversed order for closing, and also I make sure to always close SteamVR (not Steam as a whole) once I’m out of any game along with starting the games from PiTool (which automatically opens SteamVR). Some of those steps may not be neccessary but the formula seems to work every time. I also make sure not to alt-tab out of the game. This caused issues last time with the SteamVR grid-environment being superimposed in the rFactor game and led to other issues too (had to end up closing game from task manager and then restarting all VR-related programs/services).

      Parallel Projections

    I forgot that Pimax’s Parallel Projections is a requirement for VorpX. It says right in the VorpX Pimax guide (which I’ve read multiple times). 3D is fine now

      Remaining Issues

    1. I still can’t get the head-movement to work without the entire game’s screen being locked to my head (unless I run in 1 of the interactive movie screen modes or whatever which). If I enable head-tracking, the entire screen is still locked to my head but, mixed with that, there’s a teeny, tiny but of proper head movement relative to the locked screen but it’s like 3% of the entire head movement compared to the locked-screen’s head movement.

    If I enable the game’s mouse free-look setting, the camera / driver’s head suddenly looks upwards while spinning and falling to the ground.

    If the game supports TrackIR / head-tracking (like rFactor and all games based on it’s engine), do we just rely on VorpX’s head-tracking being enabled? Or is the game’s mouse free-look setting supposed to be activated instead (via a game’s hotkey)? Or are they supposed to simultaneously be enabled/activated?

    2. The 3D is basically perfect – the ISImotor (commonly referred to as the ISI GMotor) engine that rFactor runs on has always been one of the best native Nvidia 3D Vision games anyways so I’m not surprised – however there’s one issue. Lots of the vehicles’ in-car dash’s gauges (or on the car’s dash, steering wheel, etc.) are almost impossible to look at as they’re being rendered in only 1 eye but not the other (or sometimes only partially in the other eye). It’s extremely disorientating and headache inducing even if you don’t look at it.

    This issue used to only occur with games running on the ISImotor engine if the particular game didn’t have a 3D Vision profile assigned to it. The fix is incredibly easy. With Nvidia Inspector in the Stereo section, make sure “StereoProfile” is set to “Yes” and “Stereo TextureEnable” is set to “0x00000001 COMMON_STEREO_TEXTURE_ENABLED”. After that, all the games’ cars’ dashes, gauges, display screens, etc. were fixed and PERFECT.

    The problem is, there’s no more “StereoProfile” setting in Nvidia Inspector, and the “Stereo TextureEnable” setting only has literally one option to choose from: “0x00000001” (no writing after it). I know Nvidia removed 3D support from their drivers but I thought simply enabling these “bits” in Nvidia Inspector would still be available.

    roguer62
    Participant

    I purchased VorpX a few weeks ago and finally getting around to using it. I have PSVR2 with Sony adapter for PC. Have used other VR mods like UEVR okay. I am currently trying to run Kingdom Come Deliverance with the default profile. I can get the VR to work just fine. But I cannot get any sound at all. I’ve tried everything I can think of. I go to the trouble-shooting tab and set windows default sound. I’ve tried to set it manually in the windows settings. I’ve rebooted and so forth. I don’t think it’s just KCD. When I first got it I was trying Fallout New Vegas. That one had other issues and decided against trying to do that one. But It didn’t have sound either.

    Any ideas would be appreciated.

    #220125
    dellrifter22
    Participant

    I’ve played about halfway through the game with vorpX in FullVR view, but seated with mouse and keyboard. While it is a fun way to play and see Pandora, it is not the ideal vorpX experience you might have had with CyberPunk.

    For one, it’s a dx12 game, meaning only Z-normal 3D is available (not Geometry 3D like Fallout, and no AFR 3D like RDR2 or CyberPunk). Z3D is still more immersive than flat, but it won’t be the perfect 3D experience. In this game the 3D of the hand/weapon models is way too strong compared to the world 3D, so you kind of have to ignore looking directly at the objects in your hands.

    Also note that the FOV is maxed to 105 in this game, so you may see some of the black bars on top and bottom of your view. The FOV when flying is far less, so you’ll need to Edge Peek mode for that.

    Lastly, You’ll need a super power PC to run this at a decent high resolution and frame rate. Even then, there is no promise the head tracking will be smooth. I’m accustomed to playing with modest 35 fps frame rates and using the mouse instead of head tracking, so it’s fine playable for me, but I know it may not be acceptable for many.

    You can use DLSS/FSR in Z3D games for a slight boost, but you can’t use Frame Generation with vorpX.

    So in short: While it kinda works to play this particular game in vorpX, I would not say it works super well, and I would hesitate to buy vorpX for this game alone.

    #220120
    gtuf1
    Participant

    Wondering if anybody else having this problem now? It had been working several weeks ago and I hadn’t played since then. Wondering if they somehow now block it from booting because of VorpX because it works fine without. Anybody else having the same problem?

    #220109

    In reply to: Fallout: London?

    steph12
    Participant

    i tested it, fullvr direct scan works great, but the UI is grey, not usable, like blank grey, i dont know what’s causing this, maybe it could be fixed with a fallout 4 vorpx profile update ? or maybe by a mod ?

    #220089
    gtuf1
    Participant

    Anybody know if this hooks?

    #219968

    In reply to: Best Games

    Jordyz96
    Participant

    These are my favourite games, all in first person view:
    – 7 Days to Die
    – Titanfall 2
    – Left 4 Dead 2
    – Killing Floor 2
    – GTA Vice City/San Andreas
    – Ultrakill
    – Deep Rock Galactic
    – Serious Sam 4
    – The Sims 4 (takes patience)

    Of all, my favourite has to be 7 Days to Die.
    I’ve never felt so much fear in my entire life.

    The experience was so frightening, I obsessed on my bases’ integrity during bloodmoon.

    #219903
    Disco Machine
    Participant

    I played through NV and all DLC with around 100+ mods some months ago, and Fallout 3 with +100 mods around a year ago. Worked fine for me. I used Vortex to manage mods though and I have no experience with MO.

    I did however, not use the Launcher on either game, but rather opened the game directly with the game exe file from a shortcut I made on my desktop. I don’t really change much of the settings in the game but rather let Vorpx do it by setting it to Ultra (and whatever other settings I needed) and then restart the game for the changes to take effect.

    But yes, Vorpx does change the ini files which can be unfortunate. I managed to correct one of the worst things about playing it in VR by eliminating the awful zoom-in on faces during conversations, by changing some parameters in certain files, but Vorpx would overwrite it every time I restarted the game.

    Other than that those game were amazing in VR… totally worth the price of Vorpx.

    #219896
    Salmistra
    Participant

    Good day
    I’ve been searching the forum for a few hours but haven’t found anything. I tried different profiles, different boards, resolutions, etc.
    I have a problem. Everything works fine, but in the game when calling pip boy. The mouse cursor is high above the pip boy screen in VR, I move the cursor but I don’t click on anything. ALT +C does not work. Edgepeek not working is the same thing.
    Thanks for any advice

    #219891
    tauronux
    Participant

    Thank you for replying Ralf. Playing without MO2 means playing vanilla which is not an option for me. I think i’ll make backups of all ini files which are managed by MO2 so if something goes wrong, i’ll can go back to the flat version at least. I’ll be testing during the weekend i guess.

    Btw. Which ini file/files does VorpX change for fallout games (be it New Vegas or Fallout 4)?

    #219889
    tauronux
    Participant

    I’m thinking about using VorpX for Fallout New Vegas too and i came here to ask similar question. I was wondering, if VorpX could write it’s settings into the right ini file, which is the one that Mod Organizer 2 is using and has it saved inside it’s own file system (for anyone whos’s wondering – the “real” ini file is not used, when you run games through MO2. The utility does everything “virtually” and does not alter any game files).

    So f0zz .. are you saying that VorpX can’t change the ini file that MO2 is using? What about running the game through the game’s exe file loading a level and letting VorpX do it’s job by writing it’s settings into the game’s ini file? We should be possibly able to copy those settings into the MO2’s ini file right?

    Would be nice if Ralf could get any word on this.

    #219808
    RJK_
    Participant

    Hello everyone,

    Got me a Vive Pro 2 and tested it with vorpx.

    The HMD requires “ViveConsole” to be installed through steam.
    A bunch of programs from the Console install folder must be excluded in VorpX.
    Resolution of the Pro 2 is of corse better, but not better as expected.
    Pro 2 seems to eat up a lot of FPS compared to Pro 1 at 4k resolution.
    Fallout 4 was almost implayble with Pro 2 17/9 Fps on 4k / GTX1080ti.
    Vorpx sharpening has almost no affect on Pro 2. !
    Pro 2 even looks kind of unsharp. (perhaps certain StaemVR settings nee to be made)
    Even Pro 2 has more pixels, the image looks sharper on Pro 1 !

    I went back to PRO 1 because of way better performance.
    On distant objects you may gain details but hardly on close.
    I would say its not worth to buy a Pro 2.

Viewing 15 results - 46 through 60 (of 1,644 total)

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