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  • #169019
    Ralf
    Keymaster

    TBH FC: Blood Dragon is the one of the seven trillion games I re-checked over the last months that I didn’t actually touch, but instead just copied over the FC3 DX11 profile which worked for DX9 back then. Might not be true for DX11 apparently. Don’t expect any news on the matter over the holidays, but it will be looked into.

    Custom resolutions: depends. Some games vorpX switches to windowed mode automatically, for those that isn’t necessary. For most however you should add the resolutions in the driver, otherwise vorpX can’t use them. There is a section in the help that explains which ones should be added and how to do that which also is mirrored here in the forum as a sticky post.

    #169018
    rtoast
    Participant

    Hey Ralf, first and foremost want to congratulate you on an incredible monumental job with this update! You’re like the only one out there fighting the good fight to provide the VR experience that users actually want and the features you’ve packed into this update are nothing short of astounding.

    Now onto the inevitable tech support questions haha.

    Farcry 4 is working great, but for some reason I can’t get blood dragon to offer geo3d, I’ve tried switching it to dx11 in the in game menus or launching the dx11 executable to launch the game but still no dice.
    Is there anything I may be doing wrong?

    Also this might be a dumb question, but do we need to add the custom resolutions to the nvidia control panel in order for vorpx to utilize them? Or will it force a recommended resolution that we havent manually added support for?

    I get you probably need a long overdue vacation after this release so if it takes a while for a response that’s totally okay take your time haha

    #168941
    Gregan
    Participant

    Ralf, please we’re the 23rd, and I have reinstall FarCry Primal, Oblivion and FarCry 4… please when do you release the update?
    And of course, make a little dragon fight on Skyrim to test how it handle the new drivers :)

    morbidexpression
    Participant

    Sure, lots of us have been enjoying 3rd person VR-age for years, via injection drivers or for-VR platformers like Lucky’s Tale. Lately I’ve been quite enjoying Dragon Age: Origins in virtual cinema mode. Never played it when it came out and the geometry 3D makes everything pop nicely, 3rd person over the shoulder for exploration and then switching to overhead for combat.

    Would kill for a really nice VR tactical tabletop game — lots of low budget attempts but nothing truly quality that would keep you playing for a long time with good motion controller support and multiplayer. The format really lends itself to peering in closer to a teeming tabletop world for a closer look at little models.

    #168212
    kurry
    Participant

    Did this ever get resolved?
    I was thinking about installing Dragon Age 2 this weekend.
    Thanks

    Tiggerdyret
    Participant

    I can’t get D:OS2 to work. I copied The Dragon Age inquisition profile and loaded the EoCApp.exe, but I crash on startup. When run through Steam it works, but I only got Z3D, not G3D.

    bob24
    Participant

    stereo 3d works rather well if you select the dragon age inquisition profile. I don’t think there is a better way to play this. not really a game id want to have headtracking. supposed to be the rpg of the year.

    #166419
    Mars-5
    Participant

    Hi, so I’m trying to get DAO to work with vorpx. So far, Vorpx has worked well for Fallout 4 and Saint’s Row 3 for me, but I’m only able to make it start in Admin mode. Otherwhise, it doesn’t do anything. Now, for DAO, even in admin mode, Vorpx doesn’t do anything and the game gets stuck in an endless loop closing itself and restarting every 10 seconds. Any idea on what I could try? I’m using the HTC vive.

    #165279
    Myrilion
    Participant

    2. Bioshock 2

    I’m puzzled. On my machine (Win10) the DirectVR hack of “Bioshock 2” crashed every 10 minutes, it was unplayable. I had to play it in normal Vorpx mode. I found the gameplay very annoying, repetitive and pointless. It was a struggle to finish the game.

    “Bioshock 3” works well in DirectVR, but has some issues with shadows, lighting and in-game videos not showing. You will miss some facets of the story without even noticing.

    My personal list:
    Since I’ve never expected a true, native VR experience from VorpX, I mostly enjoyed the 3D cinema mode. I still have to reset my headset way below my normal head position, because Ralf doesn’t seem to be able to deal with or even acknowledge this bug, but whatever: It works. No longer neck stiffness from looking above all the time.

    That said I had lots of fun in “Dragon Age 1”, “Dragon Age 2”, “Dragon Age: Inquisition”, “Resident Evil Revelations”, “Gothic 3”, “The Witcher 3”, “Brothers: A Tale of Two Sons”, “Bioshock 1”.

    #128268
    AresKhan
    Participant

    Hi,

    I’ve been trying to play DA2 with Vorpx. But I can’t get a mouse cursor. I’ve tried everything I can think of and nothing seems to work. Any ideas/solutions?

    I’ve checked through all the settings both in Vorpx and DA2 (enabled and disabled hardware mouse etc)
    I’ve tried using DirectX 9 and 11.
    I’ve tried to use the Vorpx cursor I read about somewhere (Alt+C by default supposedly) but that doesn’t seem to appear/do anything.

    I can see a cursor on the vorpx controls or if I start up the game without vorpx/occulus and the mouse pointer is there fine. It just seems to be trying to use it on rift with vorpx that causes the problem of the disappearing mouse.

    Once again, any help would be much appreciated. THanks.

    #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

    #127247
    Ralf
    Keymaster

    I’ll take a look at it shortly. Z3D will likely be possible quite easily, G3D however will require additional coding work. vorpX at this point can’t handle G3D for newer Frostbite engine games (yet).

    If you want to try yourself right now: the Dragon Age: Inquisition profile is the one with the highest chance of success. Try that as a base for a custom profile in the config app.

    #125916
    smouis
    Participant

    Hi,
    I’ve managed to get Dungeons and dragons online to work almost perfectly through vorpx on my rift cv1. However, when I boot into the game the in-game cursor disappears on my rift screen, but is still showing on the duplicate window on my monitor. I believe that vorpx is removing the in game mouse cursor thinking its the windows cursor or something? Any suggestions would be greatly appreciated!

    #125191
    shiftyfellow
    Participant

    trying to boot the game but crashes on loading screen

    anyone got to work?

    using dk2

    #124778
    unprogram
    Participant

    RESOLVED –

    not sure what I changed, Vorpx was not working for me at all . I tried everything – disabling overlays (steam, nvidia), antivirus, etc. as directed in the “READ ME FIRST” section and I couldn’t get Dark Souls or Dragon Age to run anymore in virtual cinema mode at all.

    Then last night I fired up Dishonoured and it hooked (and looked better than every before, the tracking seems a lot better). Ever since then Dark Souls has been running fine and messing about with the 3D FOV slider has improved it even more.

    Hurray!

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