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  • robairevr
    Participant

    Is it normal? I’m trying to play Outer Worlds with vorpx, through the PC Game Pass. I’ve heard many reports from the past about how this was actually a major hassle and tough to get working bc of the whole private folder thing Microsoft does…

    Anyway, The game actually loaded up and played fine in VR..but the graphics are an atrocity. For whatever reason the graphics didn’t just fall off slightly, they looked like they went back about ten years.

    Is there a setting I need to change or anything? Or is this drop off when switching to VR just what I should expect?

    It’s playable but it’s actually a toss-up between just using the home theater on virtual desktop and playing it with clear graphics in 2D pancake mode on large home theater screen and the VR.. and I think the Virutal desktop home theater screen wins tbh.

    Is there any way to get the graphics, and clarity a little closer to what I see on my laptop screen?

    I have a brand new Alienware laptop with 3070

    mr_spongeworthy
    Participant

    Hey Ralf,

    I’ve been playing a number of games recently in Z3D as very few games I’m currently playing have working G3D profiles (usually, like Outer Worlds, even if G3D is technically supported I have far too many lighting and/or shadows issues to make it usable).

    One thing I’ve noticed is that while the Z3D provided by vorpX is often best, in some titles it’s possible to get better (even significantly better) results through SuperDepth3D. I’ve tested this on my flat-3D screen and HMD through the Virtual Desktop method (of course, it’s not really usable on the HMD as these methods are too slow/blurry). In Cyberpunk in particular it’s possible to get a Z3D solution that is incredibly close to a G3D experience (I can send you my specific SuperDepth3D settings if you wish to try them to see what I mean.) It varies a lot by title however. I’ve been using SuperDepth for something like 5 years now on and off in various titles, and if you haven’t looked at it recently it’s definitely time to look again; it’s come a very long way in that time.

    It would be beneficial to be able to access a modified SuperDepth 3D mode directly from within vorpX for certain titles as an alternative to your own Z3D, if you ever want to/could implement such an integration.

    #206697
    CrazyDolphin
    Participant

    Currently playing on a i7-8700, 16GB RAM. GTX1070Ti. Observations are as follows:
    – I did play the Steam version of the game on a monitor briefly before applying the VorpX profile. I am using the default VorpX profile .
    – In FullVR, I am getting inverted head tracking (if my head turns left, the image goes right, etc).
    – Attempting DirectVR Scanning results in a failure 99.9% of the time (1 time the DirectVR scan worked, but the game crashed with a few seconds).
    – I try to invert the X and Y axis tracking under the Helmet Tracking sub-menu, but it does not change anything.

    Now Immersive and Cinema Mode works just fine, but my biggest joy comes from the FullVR mode.
    Has anybody gotten the head tracking to work properly, and if so, could you please let me know how you did it?

    Thanks for listening.

    #206564
    mr_spongeworthy
    Participant

    So far the results I’ve seen remain excellent. There is a bit of difference game-to-game; CP77 is absolutely amazing and much better than previously but it didn’t really change the clarity of Outer Worlds much (built-in AA is sooooooo soft-focus in that title that I think the problem is that are very few crisp edges for the sharpening effect to find and then do anything with.) Thanks again, being able to reduce the resolution just a couple ticks while still retaining a clear image can make all the difference in some titles.

    #206446
    mr_spongeworthy
    Participant

    Fallout 3
    Greedfall
    Outer Worlds

    But I’m *really picky* so my list of ‘best experiences’ is going to probably remain very short.

    Forux
    Participant

    Hi, I am trying to use vorpx with HTC Vive Pro 2.

    There are two main problems:

    1. Geometry mode not working at all (tested on Skyrim and The Outer Worlds) – the same issue – inside VR glasses game freezed on a single frame, while in the same time on a PC all works perfectly good with high fps – while I move headset game camera moves and etc.

    2. With Z-Buffer modes images looks blurry, it is close to the development kits with ultra low resolutions, something definitely not okay here too.

    I have RTX 3080, 32GB RAM, Ryzen 5600X

    Please help me to fix that and start to use your software

    mr_spongeworthy
    Participant

    I’m having a new issue I haven’t encountered before: I’m getting Steam VR crashes when playing Cyberpunk 2077 and Greedfall consistently and repeatedly when I’m trying to spit the output to my Pimax 5K+ through vorpX. They do NOT crash when using vorpX to spit them to my generic 3D display (Steam VR is not running in this case, and therefore can’t crash.) I’m playing other titles just fine vorpX -> Pimax, including some relatively demanding ones (Outer Worlds etc.) The only difference off the top of my head (beyond those being entire different game-engines) is that I’m playing these in Virtual Cinema mode, not as full VR titles.

    Things it is not: it’s not overclocking or overheating issues. My rig runs very cool and I can push both the GPU and CPU to 100% with zero stability issues under extended testing (both benchmarking and real-world.) For example, Cyberpunk 2077 routinely pegs my GPU at 98-100% usage and runs between 45-60fps with vsync on (I’m using RT on a 2080 Super) and my temps remain below 70c. CPU usage under *any* game scenario isn’t enough to even make my system blink (liquid cooled 5900x running stock frequencies as there is zero point in overclocking it at this point.) So I’ve made very, very sure that I’m running a stable configuration in terms of the hardware; it’s only when adding vorpX -> HMD that this issue appears.

    Any obvious things I could be doing wrong? I’ve been wondering if it’s a vram thing, but that should maybe cause a hitch in performance, not a lockup.

    #204949
    mr_spongeworthy
    Participant

    Sounds good, thanks Ralf. Don’t know if I ended up liking Outer Worlds enough to give it another playthrough. Maybe. But I definitely liked it enough to get the sequel they announced and hopefully that will use the same engine, making any fixes you apply easier to carry forward.

    Out of curiosity, any progress on the G3D profile? I have too many issues with the current one to use it (one eye goes black during cut scenes, the usual light source issues, that kind of thing), so I’m using Z3D. Of course in a number of cases I don’t have the power to use G3D at an acceptable resolution on my HMD anyway, but I *do* when I game on my 3D monitor instead (I can go as low at 1080p on that without any problem) and of course at some point when the great GPU blight of 2021 is over I’ll probably invest in an upgrade from my 2080 super. So getting more G3D profiles that work 100% is actually something I’m very much looking forward to.

    #204892
    steph12
    Participant

    base on the blair witch profile.
    this game has Z3D with many profiles :

    conarium
    dragon ball z kakarot
    the outer worlds

    and maybe some others.

    looks neat in Z3D :D

    #204852
    mr_spongeworthy
    Participant

    OK, so I have this about 95% figured out and fixed. On my HMD (Pimax 5K+) the problem is between the FOV and the aspect ratio. Outer Worlds supports only 16×9 and 16×10 ratios even in windowed mode. I’ve found no FOV setting that feels correct with head tracking while using a 16×9 ratio. Using a 16×10 ratio at 3200×2000 pixels and a FOV of right around 110 feels pretty good. I haven’t quite gotten down to adjusting the FOV in 1% increments yet, but those settings have made a huge difference to me.

    So for those of you having similar issues with Outer Worlds, try different aspect ratios and different FOVs (just use the in-game settings controls) and you’ll probably be able to correct this issue or at least make it feel a lot better.

    #204836
    mr_spongeworthy
    Participant

    Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.

    TheBalt
    Participant

    Hey everyone,

    So i have to do a DirectVR scan to keep the games headset tracking working when i Load into any new area or loading a save.

    was wondering if anyone had figured out a way to keep the headset tracking working, with or without DirectVR being used.

    Thank you for your time!

    #202169
    erised
    Participant

    Greetings,

    Fore reference, I have an RTX 3080 and I7-10700k.

    While using my Quest 2 with vorpx I have turned off Spacewarp in oculus debug tool and have disabled Async reprojection in vorpx and yet I still seem to be getting a timewarp effect in full vr mode. This is happening in Metro Exodus and The Outer Worlds, and to a slightly lesser extent in Titanfall 2.

    The black sides and top are sliding into position when I turn my head quickly. I have a rock solid 90 FPS (confirmed by Vorpx FPS and Oculus Debug performance window). For reference, the game settings I am using for my vorpx session garner 250+FPS when not using Vorpx so I am extremely confident I am getting over 90 FPS at all times.

    This is happening both using Airlink and Oculus Link via cable.

    Is there a setting in Vorpx I am missing to truly disable timewarp? Vorpx says I am getting full 90 FPS so I am very confused at this point.

    Thanks,
    Erised

    #201913
    JochenH
    Participant

    I installed Outer Worlds from Epic Gamestore and can start it with VorPx. When I move in the world there head tracking is not working. It is connected to the mouse. So I rund this Direct 3D Scan and it fails three times, so head tracking is not possible.

    What can I do?

    #200644
    Ralf
    Keymaster

    The DirectVR memory scanner is a beast with two dozen arcane per game parameters that sometimes I don’t even remember all in detail myself. To configure it in an efficient manner you’d need a level of knowledge not too far away from the level you’d need to create the FOV patch you mentioned above yourself. There may or may not be some kind of user friendly UI for it at some point.Would definetely be a nice thing to have, but I have no concrete plans in that regard currently.

    One line answer to your question: most mods won’t interfere, but some may.

    A little more detailed: DirectVR may change the FOV in various ways, e.g. with its memory scanner or by adjusting .ini files. If for example you install a mod that overrides a game’s normal camera, that would make DirectVR fail, regardless of the mehod it uses in this particular game. Also mods that heavily change a game’s memory layout can cause problems for the DirectVR memory scanner in some games. Long story short: you have to check whether a specific mod causes a problem or not, there is no general answer.

    Rule of thumb: best avoid mods that affect the camera or add graphics effects with vorpX. Most other types of mods (texture-/mesh replacements, gameplay tweaks, additional quests and so on) are probably safe to use.

    Outer Worlds should already work perfectly fine in FullVR mode except for some slight distortion caused by the game’s vertically asymmetric view frustum, i.e. the center of the view is not exactly at half the screen height. Fairly unusual for a monitor game (actually it’s the only game I’m aware of doing that). Accounting for this glitch requires a little code change, which the next vorpX version will do.

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