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  • #179356

    In reply to: How many PCs

    Guillaume
    Participant

    Hello Ralf, i’m in a same situation here. At Parents’s home for holydays, and i want to make them try few things in VR. I’ll send request code from that PC soon.

    #179347
    Muskoka1847
    Participant

    What I want to do is switch/swap the “stick mapping” for the left and right stick. I guess I need to change the mapping in the in game vorpx menu.

    Question I have is, how do you select “nothing”. One of the sticks is mwup, mwdown, blank, and blank.

    How do I enter/select blank? And, is this documented somewhere, because I couldn’t find it?

    #179335
    Ralf
    Keymaster

    Glad you found something.

    BTW: A good general way to deal with motion sickness is switching the ‘Play Style’ option to ‘Immersive Screen Mode’. Not quite as immersive as ‘Full VR’, but still miles better than not playing a game at all because performance isn’t good enough on your machine.

    #179323
    Muskoka1847
    Participant

    The only setting I change in the Nvidia control panel is power to max, everything else is default.

    I tried changing the Fluid Sync, both instances using Alt-f in game it shows “Game Fps:45 Direct Mode Fps 85-90”, so the menu fps warning is somewhat off I guess? I did have ASW on for the fps test.

    This was in Outlast, with resolution at 1280 x 960, and all settings at “Very Low”.

    I don’t think I’d be able to play for too long though. It’s still “not smooth”, and makes me feel queasy after a few minutes. I’ve had vr long enough now (1.5 yrs) that I’m used to it, and can play everything for hours without feeling queasy, but not running like this.

    I think I’ve tried all the optimizations I can in Vorpx, I certainly can’t set the game any lower.

    #179322
    dellrifter22
    Participant

    Thanks Ralf, and I mean no disrespect to directVR FOV calculation (very cool in theory), but it often feels much too zoomed in compared to how I see things in the real world – at least when it comes to standard mouse and keyboard play.

    I can see how it is more suited for distortion free head movement (sweeping a wide circumference), but as I prefer to use mouse rotation instead of moving my neck, pivots need to be tighter and the distance from the floor needs to be greater. Otherwise it gives a magnified fishbowl effect.

    It’s true that manually increasing the FOV too much can introduce the opposite effect (fish-eye distortion), so a balance needs to be discovered.

    I need to be able to A: place the weapon/hand models further out as feels more natural. And B: look at my feet from a proper distance away, and then drag up to the horizon without the image overstretching/zooming if possible.

    I’m not claiming this is the correct way to test for perfect FOV, but is simply the way that works best for me – again for traditional seated mouse and keyboard play.

    So while I’m appreciative that directVR provides a good all-around starting point, I even more appreciate the tools vorpX provides to adjust it further to meet individual needs (whether better or not). Besides, as a tweaker, the tools are too much fun not to tinker with :) . Cheers.

    #179321
    sark666
    Participant

    Awesome thx. The z3d tilt thing was a separate issue outside of the controller issue. Maybe that has to do with loss of positional tracking… But playing with g3d for now. Again, modest system so I’ll use z3d for the fps boost even if losing positional tracking and true 3d.

    But just wanted to say I mainly bought vorpx last year for RE7 (other games were a bonus) as I was ticked off capcom wasn’t bringing it to PC. The shimmering weapon thing was a deal breaker for me so I held off on playing.

    Anyway, really glad you got that fixed and am happy to say RE7 is great in vorpx now. And with a fps mod for RE2, I might have to try that next. thx.

    Vorpx can be intimidating to use at first, but lots of options are there to make a lot of games work in vr. A great contribution.

    #179319
    sark666
    Participant

    After resetting to defaults, I bound mouse left click to the xbox’s left button (I left it the left trigger binding alone).

    The gun draw behaviour works fine with left button.

    Sorry, I might ramble and complicate things. Basically, left trigger (I assume both triggers) are not currently registering a press and hold, maybe something due to their analog nature?

    I may try outside mappers, but I think this is vorpx issue where xbox triggers don’t register holds. Maybe it affects more games as well.

    I’m happy I can play for now using left button instead of trigger, but it would be good if this can be fixed.

    thx again.

    #179317
    Muskoka1847
    Participant

    As stated already, I’m currently using Z-buffer3d. It still doesn’t answer why that fps value never changes when I change game settings. I can run Outlast on higher settings, it shows 26-28 fps. I can then set everything to absolute lowest, and it still shows 26-28 fps, and I don’t really see any difference in game.

    Sorry, but non of this is making any sense.

    #179316
    Ralf
    Keymaster

    @dellrifter: not spoiling any secrets at all. All VR apps work like that: nothing more than two images glued to your eyes. It just gets obvious in cases like this where a game’s FOV can’t be set hight enough to correctly cover the images a native app glues to your eyes.

    BTW: I know you guys like to tweak. But if on occasion you want to save yourself some time, just stick to the automated FOV calculation if available. It gets figured out per game and is usually spot on. Very unlikely that you can do it better, trust me.

    #179312
    dellrifter22
    Participant

    @haints Well if you already fiddled with those settings then you probably wont see a difference, but I uploaded mine to the cloud anyway. Use it with FOV set to 108 in game. FOV is set higher for better mouse and keyboard play without headtracking.

    I would just ask to make sure you are using Geometry 3D mode, because Z-normal isn’t working at all in this game.

    The letter-boxing happens as you zoom the image out to achieve this higher FOV. I hope not so spoil any secret, but fullVR mode is just gluing the cinema screen in very close to your face, and unlocking headtracking. So if the screen looks too zoomed in, we have to zoom it out a little.

    You can adjust the depth of the crosshair with the HUD depth slider in the vorpX menu. The lower you go will make it look more 3D, but it will start to feel more cross-eyed to look at.

    You are right in the sense that the Titanfall guns do not look the right depth in relation to the surrounding world (they appear to extend beyond closer world objects, but not distant sky) but they are indeed 3D. A few other games like the Fallouts and Call of Duties have similar problem, where the guns don’t look quite like they belong naturally in the world space, but rendered on it’s own dimension. This causes some confusion to the eyes when trying to focus on both relatively, but if you concentrate more on the world ahead, things tend to normalize.

    Anyway, I don’t mean to keep rambling or refute that there is some issue with the 3D in Titanfall. I just wanted to make it clear for others that there is indeed working geometry in the game (I’ve only tried Singleplayer), and it is not full pancake as you made it sound. Still a neat experience imo.

    I’d be curious to see how it looks in Tridef, and learn how it goes about solving the problem.

    #179309
    Ralf
    Keymaster

    Sometimes the board’s spam filter unfortunately seems to consider editing posts spamming for whatever reason. Sorry for the inconvenience. To minimize the chance of that happening try not to edit posts if possible. Instead double check whether a post looks correct to you before you submit it.

    Regarding your issue: a GTX 1060 is pretty much the absolute minimum for vorpX. As dellrifter said above, switching to Z-Buffer 3D will probably make the most difference, especially for newer games you should consider that. Z3D doesn’t look as good, but is a lot faster. Geometry 3D typically costs about 50% of your desktop gaming performance since everything has to be drawn twice. On top that there is some additional overhead for rendering to the headset.

    #179306
    Muskoka1847
    Participant

    Every time I try to edit a response it get’s deleted, what’s with this board? Can you not edit a post multiple times?

    I’ll try again…

    Thanks for the response. I guess the point I’m trying to make is changing settings doesn’t seem to have any affect. That red fps warning is always 26-28 fps, regardless of the settings. That doesn’t make any sense.

    I’ve tried Z-normal, it’s what I have it set at now.

    As far as ASW, it’s always disabled in everything I run, and I have no issues. Everything else runs just fine with it off. I cannot stand the artifacts with ASW on, so it’s never going to be “on” at my end. I’ve had this Rift for 1.5 yrs, done lots of experimenting in various games, and it’s one setting that will never get changed.

    Still curious why changing settings in game, or vorpx, seems to have no affect on that fps reading? It always displays those values, regardless the changes I make. It’s as if “something” is locking the value there, hence the poor performance overall. I should be able to “bottom out” the settings, and see that value rise, but it never does. Again, it doesn’t make sense. I have no problem reaching 45, and or 90 fps without vorpx, why such low “reported values” with vorpx.

    Example, only to get my point across. With med to high settings I see 26-28 fps warning, fine. If I set “everything” to as low as possible, and optimize vorpx to it’s fullest, I shouldn’t still be seeing a fps warning with values of 26-28. There should be no warning at all, or values much closer to 44-45 fps, as is required. This simple isn’t happening.

    #179299
    Muskoka1847
    Participant

    I’m seeking help and my posts keep disappearing?

    Ok, I’ll edit this one as it seems to be hanging around.

    Seeking any help with a strange phenomena. In ever game I get a red warning about the fps being too low, it’s always showing 27-28 fps. I then start changing settings in game, and it seems to have no affect. Changing in game Vorpx settings also doesn’t seem to help

    I can set the resolution high, shows 27-28 fps, I can set it to the lowest possible, still shows 27-28 fps. I can set every in game setting to the lowest possible, it still shows 27-28 fps.

    Right now I’m trying to get Outlast, and or Outlast 2 to look respectable, and at least playable. I can set the settings, and resolution high or low, it always shows 27-28 fps, and really doesn’t look very good.

    I have a lot of other vr titles like DCS, Elite Dangerous, Xplane, about 20 Oculus games/apps, and about 20 Steam games/apps. All of them play at medium to high settings without any issue.

    I have a Rift Cv1, and always turn ASW off, I can’t stand it, and will never use it. I have it disabled whenever I start a game up.

    My system is a i5 8400, 16gb DDR4 2666, GTX 1060 6gb, running up to date Win 10. Like I stated earlier, all my other vr games/apps run fine at med to high settings, or more.

    Why am I only seeing 27-28 fps when using Vorpx, even after changing all settings to the lowest possible?

    And yes, I’ve read all the “essential reading” sections in these forums, nothing seems to help.

    #179292
    Ralf
    Keymaster

    The game has an FOV cap, values above a certain threshold are ignored. vorpX takes that into account during the DirectVR FOV calculation and compensates for the rest with slight black bars. Whenever you see something like that happening it’s done by design to provide the precisely fitting FOV required for a distortion free image in full VR mode.

    Just in case: as usual any manual override would introduce image distortion due to an objectively wrong FOV unless you find a way to raise the FOV above the max allowed by the game.

    Not directly related but useful: doing something similar manually allows you to play almost any game in full VR mode, even games that don’t allow to adjust their FOV at all. Check the ‘1-2-3 Game Setup’ guide in the help for additional information on that.

    #179290
    haints
    Participant

    Okay, I tried it again with your specific settings dellrifter. It made no difference.

    I noticed one strange thing: even though I have it set to full vr, it isn’t actually playing in full VR. It’s playing letterboxed, like in Cinema mode. Do you get that too?

    Also it is very clear that depth is messed up/flat because the crosshair has the same depth as the gun, i.e. no depth at all.

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