then i have this problem.
I have to play Mass Effect 3 Legendary edition. the executable file is called masseffect3.exe. Just like the normal version executable. Now, in order to make it work with vorpx I had to rename the executable to masseffect31.exe, as it works with the default masseffect 1 LE profile. And here comes the problem. To be able to use the MOD for the first person I can’t modify the executable otherwise the game won’t even start anymore. I realize that it is a problem to change the default profiles, to avoid that non-expert users find themselves with problems that they would not know how to solve, but you cannot give the possibility to expert users to be able to do it? I have had similar problems with other games, a prime example is with metro exodus enchanted edition, which has the same executable file as the profile of the normal version and I had to modify the executable to be able to hook it with vorpx.
Hi, got myself “SpongeBob Rehydrated” on the last sale.
The game is based on unreal4 and after some trying I found a working G3d profile.
After a shader cleanup the game looks nice in a 5.0 depth 3d scenery.
But then came the downfall, everytime you open a door (or the video after the title screen) a animation or pic starts loading and force Spongebob to crash.
You can avoid the crash by switching to z3d or 3d off.
I upload the profile marked as z3d since it also shows 3d but more decent and is playable therefore, maybe somebody else finds a solution for the G3d problem.
Keys stay valid until you change vital hardware or reinstall Windows. You can avoid having to wait for a new key when you just reinstall vorpX by keeping the key e-mail.
Not really sure about the underlying issue, but if readjusting with the gamepad would do the trick, then you should be able to do that by changing the sensitivity of the right stick‘s y-axis. Even when a gamepad is used natively vorpX reduces the y-axis sensitivity of the right stick in FullVR mode to avoid unwanted y-axis movement. Maybe the default is a little bit too low in these particular cases. The according setting can be found on the ‘Input’ page of the menu.
A similar setting exists for VR controllers, so regardless whether you play with controllers or a gamepad, you can always adjust this to your liking.
BTW1: Each button on a VR controller can be mapped to two keys, with the left grip button acting as shift-Button between both mappings. That should suffice to map the vast majority of input schemes to VR controllers.
BTW2: vorpX has a nifty 4×4 gaze based button menu that is highly useful for all sorts of shortcuts. Can be configured in the menu. To use it with VR controllers you currently have to map ‘shift+mousewheel click’ to one of the VR controller buttons, which admittedly is a bit counterintuitive. Once that is done, the menu provides you with 16 gaze based extra ‚buttons‘ that can be used by pressing and holding the controller button you earlier mapped to ‘shift+mousewheel click’.
I see. I’m 99% certain that what you mean is an unavoidable artifact of the depth buffer 3D method (Z3D), where the image is only rendered once (instead of once for each eye) and then the 3D effect is created afterwards based on the game’s depth buffer. This method introduces some shimmering around objects closer to the camera. Unfortunately F1 2021 does not have a DX11 renderer anymore and vorpX at this point does not support “true” Geometry 3D for DX12 yet. The upshot of the Z3D method is that it’s practically twice as fast.
If you find the artifacts extremely distracting, try to reduce the 3D-Strength. Another option would be to switch to a different camera position. With the ‘above-helmet-camera’ there isn’t anything directly in front of you that causes annoying artifacts. And last but not least you could revert to F1 2020, which has a DX11 renderer and a Geometry 3D vorpX profile.
You shouldn’t have to set up anything besides what is mentioned in the top/left corner of the game window. If you already tinkered with settings besides that, please reset the profile to default in (either in the config app or the vorpX ingame menu) and then just follow the instructions.
If ‘nothing but problems’ refers to the black bars above/below the image: that’s unavoidable in this case unfortunately. The game’s camera field of view can’t be set high enough to match the headset FOV without these bars.
So glad to see you are leaving the technical-bit accessible; all too often when software gets the “so everyone can use it” treatment what they really mean is removal of access to critical features.
It will be interesting to see the new version; I use Fluid Sync a lot, as I prefer to lock a game at a given rate (i.e. half my refresh) and avoid the hitching and other issues associated with allowing the game’s FPS to run independently of the HMD’s refresh rate, and in most cases I don’t have 2 or 3 fps to spare. I’ll find a place in the game where the FPS seems to be at the worst, and then tweak things until that location runs at the FPS I require with very little, or zero, wiggle-room.
congratulations you are the 10th person to write a post asking D2 in 3d geometry! more seriously, the game engine (voidengine) is complicated to modify, but if it happens one day deathloop will probably be able to benefit from it too.
with the last vorpx update, you can modify the profiles of the games, maybe someone will be able to do it! in the meantime there is only the fake 3d to enjoy my favorite game!
I’ve been doing a lot of virtual trekking and sight seeing in the Assassin’s Creed Discovery Tours this week, enjoying the improvements of fidelityFX with high resolution Z3D. If you have a high res headset like Reverb and a system to push 2880p and higher, the detail and image clarity become quite impressive.
With a few adjustments to game FOV and fullVR mode, you can enter first-person view and passively explore the cities and landscapes of ancient Egypt and Greece. Discover ruins, walk along the beaches and mountains, among the animals and soldiers, people-watch the NPCs, and marvel at the architectures. The detail and draw distances are stunning.
And this weekend I returned to theHunter: Call of the Wild and had a great time exploring the new Alaska and Colorado reserves with my new dog companion. Each reserve has a story mission narrative (similar to Firewatch) that guides you through many points of interest. You don’t even need to do any hunting if you don’t want, though you will need to be mindful to avoid bears, wolves, and mountain lions. I like to pack my tent and ATV, set the time of day to near sunrise or sunset, and head out to explore forests and trails and hike to high vantage points. The vistas of nature are often very captivating – you would be hard pressed to find any better in video games.
That won’t work unfortunately. vorpX applies G3D after the game has clipped the geometry, so you’d look into an empty void when you apply head rotation at that point. Same for large position changes.
BTW: I have done some more work on the fixed profile: for one the weapon wasn’t properly stereoized in G3D, that works now. While I was at it I also added Auto Weapon Hide, so no more gunface in G3D. Make sure to reset the profile to default once if you already downloaded yesterday’s version, otherwise the weapon will stay invisible all the time.
You can change most shortcuts vorpX uses in the config app under ‘Ingame key bindings’.
Unless you absolutely need your remapping tool for some reason, it might still be a better idea to not use it. Anything that also hooks into other applications in a similar fashion as vorpX should be avoided whenever possible.
Rumor control: you got somehow confused indeed. :) To avoid entirely unnecessary confusion like this, it would be great if in the future you could only quote something you think I said when you can provide the actual quote.
What I actually said was (two years ago), in a nutshell: I can’t tell before I checked.
Vulkan is definitely something I will look into with future games in mind. DX12/Vulkan hand a lot of control to developers though, making things potentially harder for vorpX, so what will be possible for these APIs in terms of 3D remains to be seen.
Please understand that I can’t comment any further on potential future development. The confusion caused by even the small reply above explains by itself why that is never a good idea.
but I can only please if paradisedecay has used one of my profiles! there is no need for credits or thanks. Indeed it is I who have to thank PD for all the profiles he has uploaded, avoiding having to put my hand to the profile!
Fair enough. My mistake. Thanks for all the work both of you do.
but I can only please if paradisedecay has used one of my profiles! there is no need for credits or thanks. Indeed it is I who have to thank PD for all the profiles he has uploaded, avoiding having to put my hand to the profile!
Fallout 3 is definitely one of my top, if not my very top vorpX game. It just looks great and it runs very well in G3D at high resolutions. Thanks for the tip about the multicore fix. I’ll take a look at that. I’ve got a thread here somewhere that covers using the Fallout stutter remover etc, which may be necessary for many (Fallout 3 and NV had major stuttering issues when run at frame-rates other than 60 or 30, if I remember correctly). Other issues to avoid are frame-rates greater than 60, which will break the physics and can cause all kinds of problems (this issue persist through at least Skyrim and FO4). So you’ll want to use motion smoothing to double your frame-rate and lock your actual fps to 45/90, or 60/120 (for example). I lock it to 45/90 and that’s plenty smooth enough for me even in full VR mode (and it allows me to use UGRIDS=7, as that makes a HUGE difference to FO3’s otherwise extremely short draw distance.)
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