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  • #175939
    Ralf
    Keymaster

    The Steam reprojection is what I meant with the ‘traditional’ approach. Works great for rotation (which is most important), but doesn’t smooth positional changes. vorpX could always utilize that and even has its own implementation, which is normally used unless you force the HMD thread to be in sync with the game thread.

    This ‘new’ approch – more or less the same motion vector based smoothing that TVs have for ages – also covers position, but comes with a tendency for more obvious visual artifacts. The major difference to TVs is that they try to predict motion vectors one or two frames ahead to make it lag free, which in terms of potential artifacts makes things even worse.

    #175937
    dellrifter22
    Participant

    I’ve been led to believe the windows store includes some active DRM that might block vorpX, though I’ve never installed anything from the store to try. I’m curious if anyone has had success with any windows game.

    Seems like people were trying for Sea of Thieves (another windows exclusive), but didn’t have luck with vorpX.

    The Forza games do seem like they would be pretty cool in VR. If it were on steam I’d probably have it by now.

    #175936
    Ralf
    Keymaster

    I haven’t tried yet, but I don’t think this will have much of an impact on vorpX. I’ll check later today though to be extra sure not to tell nonsense.

    Personally I’m not really a fan of these ‘Space Warp’ techniques, which are more or less the same thing as motion smooting on your TV with a fancy new name BTW. They are bit better in terms of smoothing positional movement, but the price you pay is a tendency for glitches similar to the ones you might know from your TV: wobbling, unsteady artifacts with small details and pattern structures in an image. Especially bad in VR since quite often prominently visible with HUDs and similar things.

    The ‘traditional’ way of inserting additional frames for VR only covers rotation, but by design doesn’t come with such artifacts. Many will probably disagree, but IMO that’s the better approach.

    #175934
    RJK_
    Participant

    I was a little afraid that Ralf needs to adapt VorpX to that, if that was the case, Win7 and 8 could may be not supported any further.

    The good thing, the option can be switched on and off, so Win10 useres can “optionally” use it, others just dont.

    Besides i never hurry to install the newest stuff, only when it becomes necessary.

    #175929
    Gods3nt
    Participant

    I’m surprised it hasn’t been mentioned yet. Or is it impossible due unknown restrictions of some kind? I mean anything will do at this point, vr should’ve been included natively from the start.

    #175919
    matteo39
    Participant

    there are official profiles for splinter cell chaos theory, and splinter cell blacklist….

    but there are no custom profiles for splinter cell double agent and splinter cell conviction

    can you do anything? :)

    #175913
    Baktus
    Participant

    Ohh, hopefully i can play Half live two in full Vorpx VR with my system specs?!!!

    Noo, not with oculus rift ):

    “Motion Smoothing is not enabled when using Oculus Rift or Windows Mixed Reality headsets with SteamVR, because their underlying display drivers use different techniques when applications miss framerate”.

    #175907

    In reply to: VR HELPER?

    Electryic
    Participant

    Not sure what Microsoft is paying you but I’ll double it.

    BTW: vorpX won’t support Windows 7 (which is almost 10 years old now) forever. The latest Oculus hardware survey shows less than 3% Win 7 users, so at some point in the not too distant future supporting it will make no sense anymore for a VR app.

    Not sure what Microsoft is paying you but I’ll double it. All jokes aside I hope you consider the maintaining of one’s integrity as enough sense to at least simply keep a version of VorpX (i.e w/o the latest features and updates) for Windows 7 users. There should be no reason to have to purchase an upgrade to software to continue to use something that was bought with the stipulation that it required Windows 7, I think you can agree with me on that.

    I bought a $400 20GB Iriver media player jukebox back around the time of Windows XP. Year or so later, Windows 7 came out. Windows continued to ‘update’ windows xp, one of those updates stopping support for the $400 device I had purchased a short time before (stopping completely, i.e. the device was no longer detected by Windows media player in WinXP or Win7, it was simply removed, most likely because Iriver went out of business and probably didn’t pay for new ‘certification’). Just because Iriver went out of business and refused to pay the blood money to Microsoft to continue to get its stamp of approval doesn’t mean that the $400 device that I purchased should stop having any functionality at all. But thats what it did… I could no longer even access the device at all and the $400 20GB Iriver jukebox was garbage. On that day I swore I would get my vengeance on Microsoft. They didn’t have to remove support for that device they could have simply left the information/functionality alone. But they did remmove it because they knew there would be no voice to stop them and no one would know the difference and the worst that would happen would be the sale of a new generation of media players. Similarly, I purchased VorpX for $50 a few years ago which at the time said the requirements for using it was Windows 7. I hope you can agree that I shouldn’t be forced to purchase Windows 10 to continue to have access to it. Hopefully you can just leave a version for Windows 7 that stops development.

    VV00
    Participant

    I noticed this in several games where you need to keep ‘e’ pressed to do something, like carrying a cube in Portal 2. The key registers for an instant but then it’s like I only tapped it even though I’m still pressing it.

    #175893
    Ralf
    Keymaster

    LiS:BtS still works fine here with 18.2.5. Checked the menu screen and the only savegame I have at the beginning of Episode 1 for you, both looked as they are supposed to look.

    Might be an issue with a corrupt profile or messed up settings. First please try a profile reset (or full factory reset) in the config app. If that does not help, I would suggest to wait a few days until the next vorpX version is released. Incidentally it comes with a new way to create G3D for Unity Engine 5 games that is less likely to break with new game versions. Shouldn’t be necessary, but might help with your issue.

    Can’t check TR2013 right now, but I’ll look into it. Hasn’t been checked for a long time, so maybe something broke. IIRC the game currently is Z3D only though, so you should expect less depth than with Geometry 3D titles.

    #175890

    In reply to: Project Warlock

    Ralf
    Keymaster

    There is no general way to change a game’s FOV, that’s something that is handled on a game to game basis by the game devs, so no way to cover it in a general profile.

    You always can deal with FOV the old fashioned way though by using the ‘Image Zoom’ setting combined with ‘G3D FOV Enhancement’ (the latter only if possible without visual glitches). That’s also how it’s done for official profiles if no other option to adjust the FOV exists.

    Not 100% perfect since depending on the amount of zoom required this method results in more or less annoying black bars. But it works for virtually any game.

    #175888

    In reply to: GTA V – VR MOD

    Ralf
    Keymaster

    You shouldn’t have to take care of resolution yourself. Selecting a preferred quality on the DirectVR page of the vorpX ingame menu should suffice normally.

    Remove the commandline.txt file before trying that.

    vorpX then sets a ~8:9 aspect ratio resolution, which will help with performance since less pixels have to be rendered that you never see in the headset.

    If you want or have to set a resolution manually, use a 5:4 or 4:3 resolution, not widescreen.

    As many newer games the game still is quite demanding with G3D though, no real way around that. Everything has to be rendered twice, which cuts the framerate in half, and on top of that there is some additional overhead involved for rendering the game to the headset as well as for applying the DirectVR FOV adjustment.

    In my experience a GTX1080 combined with medium graphics details should be OK, with less powerful systems it’s proabably better to switch to Z3D.

    Grumdark
    Participant

    this is without a doubt, one of the great reasons, why I would like the profile system in the cloud, clearly separates users configuration profiles, profiles with 3D collection in games not officially supported “or not officially reviewed”.

    a possible solution in the future could be, the obligation to indicate if it contains 3D or not, by pressing mandatory, at the time of uploading a profile to the cloud, or something like that. Basically some method to locate what we really look for each user.

    PS: I also have the same question as OP, but we often lose time to try profiles one by one, that you often end up noticing that they only provide a setting that x user considers “appropriate” for x mode but most likely you do not get 3D in many cases.

    #175871

    In reply to: GTA V – VR MOD

    Ralf
    Keymaster

    vorpX sets the resolution of the game to something uncommon, the game shows 800×600 in the menu, while in fact it is different. You should be able to tell by checking the size of the actual game window that you see on the monitor. That said if you are 100% sure that it runs in fact with 800×600, disable the auto resolution feature in the vorpX menu (DirectVR page).

    Just in case: also make sure to use a regular monitor, not a TV. On some TVs the list of possible resolutions is quite restricted, making things hard for vorpX’s auto resolution feature. Especially problematic are old ‘HD ready’ TV’s without native 1920×1080 support.

    FOV is also set by vorpX automatically by overwriting the FOV in the game’s memory. Might fail with pirated games (older version) or after a game update but works fine with the current one. If it does not work, it’s probably an issue with some AV program or similar software.

    In general: if automatic FOV does not work either because it is not available for a game or because it fails for you, please use the methods/workarounds that are described in the ‘Essential Hints Guide’ and the ‘1-2-3 Game Setup Guide’ in the vorpX help.

    #175861
    Xain
    Participant

    I just found this thread and this is exactly what I need, I had another thread here that fixed the FOV for people using the same Worldframe method you are using but what was turning me off was being unable to use the mouse as I am looking around. Seeing as you’ve solved it with the addon I’ll go through and get it to work and see if I can improve on anything.

    Tutorial: Increase WoW FoV

    Also if you play Vanilla WoW on private servers there is a cheatengine script that does everything. Although I tweaked his because there was a lot of shit that I didn’t like in his keybindings and his views but the fact that the controller itself is acting as the mouse and not the trackpad is something I wish Ralf would integrate.

    -edit
    Do you have any judder? If not what are the specs for your pc?

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