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  • dellrifter22
    Participant

    I toyed with this idea some a few months ago, but not at that extreme of a ratio. I only rotated my neck within 10 degrees either side though, since you are using your mouse for orientation anyway in cinema mode. Still kinda neat for a slight “detached” feeling.

    Try some smaller ratios with less extreme fov (or zoom the screen in closer to compensate) and it might be passable. Maybe something like 2300×1000.

    I’d be curious to know if you find a balance.

    #176189
    dellrifter22
    Participant

    If you know typing and played PC games for years, you can feel your way around a keyboard just fine ;)

    As I understand it, DirectVR HUD is handled on a per game basis, as it requires specific back-end work, when even possible. Like modding.

    I’m guessing that headtracking is important to you, otherwise I’d suggest playing with the immersive cinema mode – since you could just use your neck to view HUD. I play a lot of games this way. It is still quite immersive.

    For FullVR, I’d use edgepeek button when looking for HUD. Or, if I needed it constantly in view, I’d compromise by zooming the screen out just enough as you mentioned. However I might try a widescreen resolution in this case – to reach the sides of your view better, and bring HUD from top and bottom closer to the center.

    At first seeing those letterbox “black bars” might seem disgusting, but change them to Ambient color and you start to get used to it fine.

    You can increase appearance of scale by turning down the 3D strength. The stronger the strength, the smaller things appear. Decreasing FOV can also make things look bigger. Getting a comfortable FOV is important, but try not to over do it if you want things to look larger.

    A trick to test FOV: look straight down at the floor, then drag your gaze up to the horizon. if the floor appears to stretch and move faster than your gaze, you need more. It should flow naturally as you look up. You can’t always get it perfect, but close enough counts.

    Getting a new game to work takes some trial and error, and usually compromise, but is generally still a neat experience.

    Ralf
    Keymaster

    There is no way to get the edges of a single ultra wide FOV image distortion free. That’s how it works when you render wide FOVs and then just pan the view. Imagine an ultra wide angle photo printed on a huge cardboard wrapped around your head. That is essentially what you are doing and it would look pretty much the same in reality when you look around.

    Use the full VR mode to be fully in the game, which is the profile default for Borderlands 2. That way everything gets configured automatically after running the memory scan. No need to change any settings manually at all (aside from the resolution on the DirectVR page of the vorpX if you want to boost image quality).

    #176182
    Gus_Smedstad
    Participant

    Slime Rancher is the first game I’ve tried to play with VorpX. Perhaps it would be smarter to start with a game with a known, working profile, but anyway this is where I started.

    I started by copying the profile for Life Is Strange: Before the Storm, because that’s also a Unity 5 game. I’m using an XBox 360 wireless controller, because I’ve found it impossible to use a keyboard with my Vive.

    I set the game’s resolution to 1280 x 1024, because higher resolutions are all widescreen. I tried higher (16:9, 16:10 aspect) resolutions and they made the HUD problem worse. I set the FOV to 90. Which is actually around 110, supposedly, because the FOV setting is the vertical FOV, not the more usual horizontal FOV.

    Geometry 3D works, but there are FOV and scale issues. The biggest issue is the HUD elements, such as the hot bar and current tutorial pop up. If I set the scale to 1:1 and the zoom to 100%, the HUD elements are in the far corners of my vision, and unreadable. If I set the zoom to the minimum of 40%, the HUD elements are in comfortable positions, but the view is severely bounded, like playing in Cinematic mode or with Letterbox 2.

    I understand games with Direct VR support can scale the HUD elements separately. As far as I can tell, there’s no way to do that with a Unity 5 game.

    Menus are nearly impossible to use. They don’t select properly with the thumb stick unless I push it to the left as well as up and down, and the (A) label indicating which menu item is selected flickers in and out.

    I had to disable head positioning, because otherwise turning my head causes the screen to effectively cut out. More accurately, the models turn flat monochrome silhouettes. Head rotation sensitivity of 0.5 appears to be correct.

    The camera is very low to the ground, but raising it (by specifying a negative camera vertical offset) results in severe distortion if I tilt my head up or down. Nothing seems to be the right scale – everything seems to be too small. Presumably this is because of the zoom, but the game’s unplayable if you can’t see the HUD elements.

    Locking yaw doesn’t work. Presumably that’s only for mouse input, not controllers. For the life of me, I don’t know how anyone plays a VR game with keyboard and mouse, since acquiring the keyboard blindly is difficult.

    #176173
    Ralf
    Keymaster

    There is no auto resolution feature for Rocket League, also no specific hints. Both have to be done on a game to basis. As long as Geometry 3D is available the profile for the game is loaded correctly.

    You should see decent performance with the game though considering that it doesn’t have cutting edge graphics. Two things you could try is making sure that antialiasing and v-sync are forced off via your graphics driver control panel to check whether one of them has an impact on performance. Also make sure not to use an outdated vorpX version, especially on Windows 10 that is important.

    #176171
    gworoid23902
    Participant

    @ralf
    I’d like to throw in my hat to say that I would also like the option for motion smoothing even if there are visual artifacts. Consistent visual for image but juddery framerate versus Occasional(or even common) artifact but smooth framerate, I’d definitely choose smoothmotion.

    I’ve gotten used to SVP smoothmotion for video and even when there are halos around some things it’s very enjoyable with my 96hz monitor.

    #176169
    Ralf
    Keymaster

    Please still try without mods/texture packs before considering this a vorpX issue. Especially if you know you are close to any potential limits, that is the very first thing you should do whether it worked before or not.

    I’ll also do a few longtime tests to see whether I can find anything.

    #176165
    markbradley1982
    Participant

    In the past VorpX (October 2017) would automatically set itself for optimal performance for Rocket League. It would choose a 4:3 resolution (1600×1200 maybe?) and the game would run great.

    Now it doesn’t seem to do that. I reformatted my PC early 2018 so I reinstalled Rocket League and the performance seemed bad, and VorpX didn’t auto adjust to an optimal resolution. I had to manually set everything myself.

    I thought the new version of VorpX would auto adjust the resolution and things for most games even non Direct VR games. I could have sworn an older version of VorpX did that for Rocket League? Maybe it was just the default Rocket League settings I had at the time?

    I also didn’t notice any usual VorpX hints either this time around even though “did you know?” hints are enabled in the vorpx configuration.

    #176164
    3DPO
    Participant

    Thanks!
    I really have no AV-Software installed. I only have Windows Firewall (as security program). But I have also disabled it and played Skyrim. But it still ctd. I can accelerate the crash a bit if I for example cast a lot of spells in short time. So maybe it has something to do with going out of ressources… But the crash comes anyway after a few min.

    #176162
    Ralf
    Keymaster

    I’ll check that, there have been very little changes to the DX9 renderpath between 18.2.5 and 18.3.0, but who knows.

    Just in case the usual AV software hint: if you use anything else than Windows Defender, try to uninstall it completely (some can’t really be disabled otherwise) and see whether the problem persists. Windows Defender will kick in instead. Especially with games that have DirectVR scanner support, some more aggressive AV programs can cause severe issues. Such issues may appear seemingly out of nowhere when they encounter a new vorpX version they don’t know.

    Also check the memory usage of tesv.exe in the task manager. 32bit programs like the original DX9 Skyrim can only address 2 (some 3) GB of memory. Since vorpX requires additional memory, heavily modded Skyrim installs might get pushed over that limit. The same applies to GPU memory, even more actually. So if you use huge texture replacement packs, try smaller versions if available or remove them (at least for testing purposes).

    3DPO
    Participant

    Hello,
    right the moment after the new update 18.3.0 installed on my computer Skyrim crashed. This happens everytime after max. 3 minutes when I load a savegame. It doesn’t matter which…
    I changed nothing on my system between the time when Skyrim worked (with the vorpX version before) and after the patch. I even installed the update a few more times and checked and try all the options in vorpX a thousand times. Before this I’ve played Skyrim for months! without problems. The reason must be the new vorpX-version.
    It would be a very great idea to make earlier versions of vorpX available to download for exactly this kind of reasons!

    Some info on my system and Skyrim:

    I have a GTX 1070 (8G VRAM), i7 3720, 8 GB RAM, SSD-HDD, I’m playing on Win 7 x64, using a Pimax 4k (btw. best 3D goggle I’ve tried)
    Skyrim is Legendary version, a lot of mods but a very clean install, I also using ENB injector (never causes problems before), SKSE loader…

    What strange thing I recognize when playing was that for some reason (only after update of vorpX) it can’t really attach to Skyrim. I have the normal g3d view and I can also enter vorpX menu and change everything but in the background appears the message that it can’t attach to skyrim and asks me to close the program…
    Why this occurs now with the update?

    Please help me, I’m addicted to vorpX ×DD

    #176158
    dellrifter22
    Participant

    Hmm, well it’s always been the case for me, so now I backup as much as I can before updates.

    Maybe irrelevant, but it did warn me that Advancedsettings.exe or something needed to be closed before install. I allowed it to close for me.

    And websetup.zip is from December 2016 if that matters.

    #176154
    Ralf
    Keymaster

    Just checked how that works in detail since I couldn’t really remember. Normally the profile database is always updated even for a full reinstall, not overwritten as I said above. There is no difference in this regard between a full install and an update install.

    I’ll check whether I can find what might have gone wrong in your case. Just from briefly looking at the code the only thing I can currently imagine that may cause the database to get overwritten is installing twice without starting vorpX in between (which is when the actual database update happens).

    Ralf
    Keymaster

    This has to be a conincidence, nothing has changed regarding the way vorpX hooks into the game. Whether an additional injection works or nort depends on who comes first, vorpX or the other injector. So you might get lucky by trying a few times. Earlier versions cannot be provided, sorry. As dellrifter suggests that would be a support nightmare of epic proportion.

    dellrifter22
    Participant

    I’d agree that a drop down list of legacy drivers in the config app could be handy for things like this. Might be a can of worms though.

Viewing 15 results - 6,886 through 6,900 (of 12,466 total)

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