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  • #197978

    In reply to: AC Origins and odyssey

    beatet
    Participant

    It´s ok with z3d but there are artifacts. I was asking because I think with the power of 3080/3090 would have an acceptable framerate (Rise or shadow of the tomb raider are examples of a good 3d stereoscopic)

    #197690
    dborosev
    Participant

    Oh, by the way, I’ve started replaying “Shadow of the Tomb Raider”, and it absolutely SHINES with a bit of doll house effect to it. I don’t think I would play it any other way. Really feels deeply 3D.

    Zarius
    Participant

    Hi, I’ve just got Vorpx and testing with the Quest2 myself (using usb cable & “link”). Only had it for one day but I’ve tested briefly with Black Mesa (haven’t got to any combat yet) and Dead Space 3 (played about 40 minutes so far) and they seem to work well in full VR mode (ie. 360 stereoscopic with head tracking). Also tried about couple of minutes in Middle Earth: Shadow of War & Tomb Raider (2013) which worked well in Immersive Screen mode.

    Other games like starcraft, diablo 2 and Total Annihilation are likely best played in “Immersive Screen” or “Cinema” mode.

    As noted I’ve only just started with Vorpx but I believe you can set up your own profiles for new games and there’s a cloud profiles section. I checked the games you listed and found these (please note I haven’t tested them at all, just saw that there was a profile of some sort there already):
    Prototype 1 & 2
    Risk of Rain 2
    Satisfactory
    Warframe
    Deep Rock Galactic
    Trailmakers
    Middle Earth Shadow of War
    State of Decay
    Starcraft 2

    pixelcowboy
    Participant

    Got F12019 working, seems like there is a problem with 3080’s. Shadow of the Tomb raider not yet, but at least I know that VorpX works now.

    pixelcowboy
    Participant

    I’ve uninstalled my antivirus, and all overlays I can find (riva, fpsVR, etc). I see the VorpX attaching menu, it launches SteamVR, but then nothing happens. In the log for Shadow of the Tomb Raider it ends with:

    WRN: D3D11 Base: No DeviceContext created, not hooking device
    INF: DXGI Base: CreateDXGIFactory
    WRN: DXGIBase: RealCreateDXGIFactory1: IDXGIFactory1 forced.
    INF: DXGI Base: CreateDXGIFactory
    WRN: DXGIBase: RealCreateDXGIFactory1: IDXGIFactory1 forced.
    INF: D3D11 Base: CreateDevice
    WRN: D3D11 Base: No DeviceContext created, not hooking device
    INF: DXGI Base: CreateDXGIFactory2

    For F1 2019 it ends with:
    WRN: D3D11 Base: FeatureLevel: D3D_FEATURE_LEVEL_11_1
    INF: D3D11 Manager: Instance created
    INF: ShaderParser not available.
    ERR: App: TopCrashHandler: unhandled exception BREAKPOINT at 0x0
    ERR: App: TopCrashHandler: module: nvngx_dlss.dll, offset: 0x7203
    ERR: App: TopCrashHandler: unhandled exception end
    INF: Main: Detaching from f1_2019.exe
    INF: Main: Graceful Exit
    INF: UI Manager: Released

    Will test wired later, but trying to figure out what’s happening.

    #197438

    In reply to: Generic OpenGL profile

    Ralf
    Keymaster

    That is already possible. The VLC and MPC-HC video player profiles allow you to configure various stereo input options, even 360° surround videos are supported, also some game profiles that rely on native SBS (e.g. Shadow of the Tomb Raider and Dolphin Emulator).

    I believe it’s also available for the desktop viewer profile, if not, that would be an oversight on my end. I’ll check it tomorrow. If you want, you can check it right away yourself. If stereo input is enabled for the desktop viewer, you would find the according options on the image page of the vorpX menu.

    #197436

    In reply to: Generic OpenGL profile

    Smoils
    Participant

    Oh btw here is anoter idea/request.

    For same problem solution – vorpx has desktop viewer which can be used to play games without hooking.

    VR Desktop has 2 modes that accounts for stereopair on screen: 1) just sends each image to corresponding eye, 2) same, but stretches it to match actual screen aspect.

    If Vorpx desktop viewer could do the same then 3rd party solutions (or if its built in game like in latest tomb raider) could be used easily (yes I know tomb raider is supported, but imagine another game rendering a pair on screen and vorpx not knowing what to do with it without a dedicated profile)

    #197403
    Bezm
    Participant

    Thanks Ralf, that fix for Tomb Raider worked.

    I can’t say exactly what happened with CK3, but I think that vorpX tried to hook to it, and now it crashes every time. I’ll keep chipping away at the problem.

    Thanks for your help!

    #197401
    Ralf
    Keymaster

    In Shadow of the Tomb Raider vorpX enables the game’s native side by side 3D mode. Not sure why restoring the settings failed for you, but you can disable stereo rendering in the game’s options menu. Alternatively in the launcher IIRC.

    Can’t really say much about Crusader Kings 3, sorry. That’s not a supported game, so vorpX definitely doesn’t change any of its settings, it wouldn’t even know what to change. Your issue is almost certainly a coincidence. If vorpX is not running, it cannot affect that game in any way.

    #197400
    Bezm
    Participant

    Hopefully this is just me missing something obvious, but I can’t get the Restore Game settings feature to work. I’ve tried restoring from the troubleshooter, and though it appears to work correctly, the next time I launch the game will still launch with the split ‘3D’ effect, even if vorpX isn’t running.

    The game in question is Shadow of the Tomb Raider, but I also have a problem after running Crusader Kings 3 with vorpX running. It now crashes on launch. Even a reinstall and deleting document files can’t fix it.

    Is this type of thing generally a problem with vorpX? I don’t really want to be trying out new games in 3D if it means that I can’t ever turn the 3d off.

    Thanks for your help!

    #196890
    offall
    Participant

    Hi Ralf, again loved your product.
    Recently i tried virtual home theater which is a VR media player, with a desktop mirror function. (it has demo version which is free and you can try for yourself)

    Surprisingly, i found none VR games perform much better in VHT than vorpx (latest), for example, for shadow of tombraider, vorpx immersive mode give me 40-60% fps overheads (also extremely unstable fps )during the build in benchmarking. With VHT, same settings, (also it can enable side by side 3D), i got only 30% fps reduction. I also compared none 3D, even steamVR build in desktop view has better fps than vorpx (but of course desktop view doesn’t suppor stereooptic 3D). VHT can enable dx12 , with RTX etc. while vorpx stuck with DX11 (wont hook if enabled Dx12). Can you take a look and see what’s happening.

    offall
    Participant

    Hi Ralf, thanks for the great product again and keep it updated.
    One of constant pain point for me using vorpx is the huge drop in framerate, I have seen your explanation that since VR needs to render two frames every time, it cuts the frame rate by half and plus the additional headroom, it gets even worse. For example in shadow of tomb raider it drops frame rate from over 80 to less than 30 with my 2080 super card, which is almost unplayable at the moment. (even without dx12 and no fancy ray tracing etc).

    However, i saw Nvidia is boasting their Single Pass Multi-view or multi view rendering (https://developer.nvidia.com/vrworks/graphics/multiview) and VRS , claiming it will only render frame once for both eyes and claim even 1080 can double the render, then VRSS can lower the performance drop even further. I knew you can force the VRSS support on unofficial support VR games in Nvidia control panel. Have Vorpx thought of using either or both ? It sounds it will greatly improve the frame rate for the games.

    marvinthedog
    Participant

    Huyzer,

    Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.

    I notice the same thing in Tomb Raider (2013).

    I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.

    So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.

    So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.

    (Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

    Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

    can you talk about the reasoning behind the number changes you make

    Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

    One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

    The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

    The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

    In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

    Guide for Dead Space in immersive screen mode:

    So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.

    This value works in conjunction with all the other settings I have in VorpX and in the game, which are:

    In-game resolution: 1920 x 1080

    In VorpX main settings:
    Play Style: Immersive Screen Mode
    Expand the Immersive Screen Settings:
    Screen Distance Offset: 1.00
    Screen Curvature: 0
    Screen Curved Verical: 0
    Background: Ambience
    Expand 3D Stereo Settings:
    3D Reconstruction: Geometry
    3D-Strength/Scale: 1.00
    3D FOV Enhancement: 0
    Focal Offset: 0

    Widescreen Fixer:
    And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
    https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
    Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.

    I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.

    With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.

    Summary about the ipdOffset:

    In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.

    Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.

    I hope you will find this valuable :-)

    huyzer
    Participant

    MarvinTheDog,

    I notice the same thing in Tomb Raider (2013). The shadows and water reflecting up on the character’s face doesn’t align correct, so it’s disconcerting to look at. So that’s why I turn my shadows off. But I would rather not do that.

    If you have the time and/or inclination, can you talk about the reasoning behind the number changes you make in the “default.vrsettings” file found at
    C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\settings

    I see
    “ipd”: 0.063,
    “ipdOffset”: 0.0,

    But I have no clue what changes are possible, and how and why you should make certain changes.

    For instance, the ipd (interpupillary distance) for me is about 61 mm. I’m guessing that number (0.063) changes if I set the knob on my HTC Vive. I’m also guessing it should be 0.061 for 61mm?

    But what is the ipdOffset? And how does changing this make it so the shadows don’t look weird compared to setting the hardware knob on the Vive?

    Can you also link to the fov hack you downloaded and what to do with that?

    Thank you,
    Huy

    #196360

    In reply to: Watch Dogs 1

    jh87
    Participant

    This game does not work in VR type 3d(geometry) When we purchased this product for his Quest it was actually the first game my young son wanted to try( Us being Chicagoans and seeing our city in VR haha) but it does not work I tried everything and there is no Tomb Raiderish real 3rd person VR working at all. Would appreciate any guidance as this game is on offical VR list and very disappointed with results. Thanks

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