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  • #180105
    Ralf
    Keymaster

    Unreal Engine 3 DirectVR at times can be a bit finnicky unfortunately since there are several memory addresses that have to be catched by the scanner. If one is missed, the scan might look successful, while in fact it is not.

    Things to try (in this order):

    1. Run the scan multiple times.
    2. Try a different location/savegame.
    3. Restart the game.
    4. Restart your PC and the game.

    3. and 4. can be useful to ensure a default memory layout.

    If nothing helps, you can disable DirectVR head tracking in the vorpX menu and use the default mouse based tracking instead. FOV should still work since it is handled via .ini edits.

    #179968

    In reply to: News on DGVoodoo 2

    RJK_
    Participant

    DGVoodoo2 Release 2.55.4.1

    New release 2.55.4.1 out

    Also a new WIP58 is in progress.

    =========================
    WIP58:
    =========================

    – Restoring shader signatures for VorPX
    – Minor shader compiling optimization
    – Full support for ‘DF16’ and ‘DF24’ texture formats
    – Implementing depth-only rendering (shadows in ATI tech demo Assassin)
    – D3D9 Multi-rt Clear bug (scene demo Birostris)
    – Improved rt + depthstencil validating (Donald Duck remastered + some scene demos)
    – sm3 – non-sm3 pipeline linkage bugs (Strania + scene demo Crush)
    – Fixing a bug in sm3 shader validator(s) + flowcontrol validator
    – Some shader code generation bugs are fixed (e.g. a ps_1_x regression one in BloodRayne 2)
    – First version of x64 D3D9 (tested only with UT2004 and Oxenfree)
    – More optimal D3D system memory usage in general
    – More optimal D3D video memory usage in general
    – Optimized memory usage for DirectDraw – old Unreal engine games now run with any amount of VRAM
    – Incompatibility of DDraw ALLOCONLOAD textures with MS DDraw, fixed (Fighting Force)
    – Incompatible D3D9 device creation (finding refresh rates + handling exclusive mode), fixed (e.g. Enter The Matrix)
    – Optimizing D3D8 CopyRects for resources in MANAGED pool (long level loading time in BloodRayne 2)
    – Default amount of DX VRAM is increased to 256MB + VRAM size is changed to 64 bit
    – Adding new option ‘DirectXExt\\DeferredScreenModeSwitch’ for games crashing on device init with fullscreen switch
    – Adding new windowed mode attribute ‘FullScreenSize’; if enabled then window will have full screen size with
    image scaling inside – this is useful for fake fullscreen mode (without mouse emulation because it’s forced windowed mode)

    #179925

    In reply to: Ace Combat 7

    Outlaw1971
    Participant

    Hi people,

    I was looking for unreal engine 4 games and found a progile for VAMPYR.. i based a ACE 7 profile on it and found out, geometry is working in 3rd person an limited in 1st.

    As soon as you fire a missile and it impacts, the games switches to full 3d in cockpit… (stereo strenghth 0.06), but after 2 seconds it switches to flat cockpit view again….
    Also if you fly into icing conditions and the cockpit freezes it switches to full 3d!! as soon as the ice is gone its flat again..

    I uploaded the profile as ACE7_1

    @Ralph, any ideas what might be going on here?

    Gr,

    Mario

    #179215
    dellrifter22
    Participant

    I love to explore neat environments in VR, and Observer looks like one I’ll need to check out. Thanks Stryker. Here are new profiles for a couple more I enjoy:

    Among the Sleep [legacy] (G3D)

    This game has an old VR mode, but vorpX gives more control to make it look the way I want. It’s fun to see through the eyes of a toddler and explore his nightmarish world of exaggerated proportion.

    So far I can only get 3D with the legacy version, so users will need to roll back to legacy 1.3.2 in the Steam Properties – Betas tab.

    – use a 4:3 resolution (1600×1200)
    – in game set FOV to max 90
    – in game turn off crosshiar dot

    *Has toggle for shadows and scalable HUD

    Lethe – Episode One (G3D)

    Another atmospheric adventure through a frighting underground. It plays similar to Amnesia and is pretty well made. I hope they can continue with more episodes.

    To avoid conflicts with the official Unreal 3 profile, I renamed UDK.exe to Lethe.exe in steamapps\common\Lethe – Episode One\Binaries\Win32

    – launch game from Lethe.exe (not through steam)
    – use a 4:3 resolution (1600×1200)
    – in game set FOV to max 100

    *Has positional tracking and scalable HUD

    #179086

    Topic: Observer

    in forum User Profiles
    Stryker_66
    Participant

    Observer (G3D)

    I created this profile based on Conarium a Unreal 4 game. Works pretty good in G3D considering the unique graphic style. Disabled 1/2 dozen shaders ranging from lighting, shadows and blood splatter. Profile set to immersive mode.

    Notes:

    – Recommend a few ini tweaks such as FOV, Anisotropic filtering (AF), High Frame Rate, Chromatic Aberration and Depth of Field. Instructions here

    In Game Graphic Settings

    AA – TXAA or FXAA
    Shadow Quality – High
    Texture Quality – High
    Resolution Scalability – Uber
    Lens Flare – High
    Motionblur – Off
    SSAO – Off
    SSR – High
    SSS Quality – High
    Separate Translucency – Off

    Use highest resolution you can without killing performance. Just watch for a small cursor on higher resolutions which is used for interacting with dialog trees and some objects. Re-configure key bindings with commands that do not conflict with Vorpx.

    Profile uploaded to the cloud.

    Stryker

    #178842
    Stryker_66
    Participant

    King’s Quest 2015 (G3D)

    Since there are recent posts regarding point and click adventure story driven games, I thought I share this profile based on the Life is Strange (Unreal 3) profile. Disabled one shader affecting light + shadows which has resulted in a very clean cartoonish G3D look. I only own chapter one so I cannot speak for the other chapters.

    Notes:

    – Use highest resolution you can, I have 3840×2160 16:19
    – Profile set for Immersive mode which works really well because of edge peek
    – Profile has strong 3D setting which you can change of course

    I have found that on extremely close up camera scenes, just switch to edgepeek. Avoids the cross eye…lol…Other option is to lower 3D strength but I think some scenes with the different camera perspective are really cool and good looking to view in the headset with a strong G3D.

    Profile uploaded to the cloud.

    Cheers,

    Stryker

    #178692
    Ralf
    Keymaster

    If Wikipedia is right, the game is based not UE3 not UE4. Might be worth a shot to try a UE3 DX11 profile. There aren’t many of them, Bioshock Infinite would be a potential candidate.

    In general: there are many iterations of Unreal Engine, even within the same version. Especially larger studios tend to do a lot of custom programming, so not every game based on Unreal Engine behaves like the ‘pure’ Unreal Engine.

    I have Injustice/Injustice 2 in my Steam library. Will take a look at them after the next vorpX is out. Not really ideal VR candidates, but there is a distinct lack of ‘beat ’em up’ game profiles anyway. As always no promises though.

    #178637

    Topic: Remember Me

    in forum User Profiles
    Stryker_66
    Participant

    Remember Me (G3D)

    This game is really awesome in G3D and looks surprisingly good. Disabled shadow shader only and profile is based on the Unreal 3 engine profile. VorpX settings can be changed to your preference and is set for cinema mode with a 2+ G3D strength setting.

    Notes

    – ini edit for key bindings for multiple FOV values (see link below)
    – my resolution is set custom 2400×1350 16:9 (higher caused mem crashes)
    – all graphic settings maxed out
    – vsync off

    Key bindings for FOV values can be found here

    I used 3 keybindings for instant changes to the FOV for various game perspectives. My ini edit is the following but you can change to your preferences.

    Bindings=(name=”F9″,Command=”FOV 75″,Control=False,Shift=False,Alt=False)
    Bindings=(name=”F10″,Command=”FOV 90″,Control=False,Shift=False,Alt=False)
    Bindings=(name=”F11″,Command=”FOV 110″,Control=False,Shift=False,Alt=False)

    Game world is really interesting with lots of detail. Profile uploaded to the cloud.

    Cheers,

    Stryker

    #178609
    Grumdark
    Participant

    Without a doubt, the possible problems with disproportionate hands, or weapon Fov has been one of the stumbling blocks more than I have encountered over these years, when it comes to adapting or confuguring some of my first person games in 3D.

    Many times, I have tried to investigate on the subject, my conclusions are, that very few developers have this in mind during the creation of a video game.
    I found some games that allow you to change this, and as the previous user has recommended, with the flawless widescreen program you can sometimes modify this.

    I would like to know if at least, in current and common video game engines such as Unreal Engine 4/3, there is some kind of general modifications in the files, that can control this or if it totally depends on how the developer implemented this for each specific game in Anyway.

    It seems incredible to me that in 2019, with the existence of virtual reality helmets, triple monitors and other technologies, many AAA videogame development studios, are not yet realizing the great importance of having all these details in each launching.

    #178429
    Stryker_66
    Participant

    A Story About My Uncle (G3D)

    Got this game free today through Humble Bundle. Surprisingly good in Full VR mode. The profile I uploaded to the cloud is based on the Unreal 3 game engine. I used the shader authoring tool to deal with 3 issues. Shadows, window rays and this foggy blurry game overlay have all been disabled which results in a pretty good looking in first person.

    Notes:

    – In game field of view to maximum (120)
    – Disable motion blur
    – Set to highest 4:3 resolution you can, I am using 3840×2880

    Profile is set to high tracking since I lowered the mouse sensitivty to 8.0 and disabled smoothing in game options. I notice this reduces camera stuttering.

    If you haven’t already, try and grab this game through humble bundle for free

    Stryker

    #178346
    Stryker_66
    Participant

    Very nice Stryker, i had that one on my list too.

    Cheers RJK_! Quite a list of games you’ve maintained, thanks for curating.

    Another Unreal 3 Engine game to add to the list.

    Styx: Master of Shadows (G3D)

    Disabled a few annoying shader’s that did not render correctly in G3D. Interesting stealth/action/platforming game. Really no need for any FOV adjustments on this one. There is a way to bind multiple FOV settings to keystrokes which can be useful for “on the fly” switching. See this post on how to do this. I am using the 32bit exe on this one. Profile uploaded to the cloud.

    Best,

    Stryker

    #177789
    Ralf
    Keymaster

    Please make sure not to crank up the 3D-Strength too much. In official profiles base G3D parameters are usually chosen so that the default 1.0 you see in the menu provides more or less realistic stereo 3D and scale like you would expect in VR. If at all only touch the 3D-Strength option for minor adjustments. Like many other settings in vorpX this is not a more-is-better setting, its purpose is to fine tune the scale/3D for realistic proportions if necessary.

    Shadows are often rendered separate from the rest of the scene and thus may not appear entirely correct especially close to the camera. The more unrealistic (higher) you dial in the 3d-strength the more obvious such glitches get. In many games you can also disable shadows on the image page of the vorpX menu.

    #177035
    slydk1982
    Participant

    Funny, I came here to make a post about Unreal 1, but then i saw this post :)
    It would be amazing with a officel profile with Directvr for Unreal.

    #176990
    Ralf
    Keymaster

    If you are new to vorpX, you probably want to hop right into the action instead of learning how to configure vorpX. The list below contains first person games that work with litlle to no configuration in ‘Full VR’ due to vorpX’s DirectVR functionality, which can configure important things like field of view, head tracking or resolution automatically.

    For third person games that are usually played best in immersive screen or cinema mode not much configuration is required in general, so this list focuses on first person ‘Full VR’ games that can be a little harder to configure without DirectVR.

    If you are stuck, make sure to check the ‘Essential Hints Guide’ and the ‘Quick Reference’ in the help. They help you understand a few basic concepts.

    Metro 2033
    Metro Last Light
    Kingdom Come Deliverance
    Half-Life 2
    Portal
    Portal 2
    Cyberpunk 2077
    Left 4 Dead 2
    Black Mesa Source
    The Stanley Parable
    Prey [2017]
    Mirror’s Edge
    Deus Ex: Human Revolution
    Thief [2014]
    Get Even
    Dishonored
    Aliens: Colonial Marines
    Oblivion
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Fallout 76
    Skyrim
    Outlast
    Outlast 2
    Crysis
    Crysis 3
    The Hunter: Call of the Wild
    Titanfall
    Titanfall 2
    Conan Exiles [no BattleEye]
    ArmA III (no BattleEye)
    Far Cry
    Far Cry 2
    Far Cry 3
    Far Cry 4
    Far Cry Primal
    F.E.A.R
    F.E.A.R 2
    Shadow Warrior [2013][DX9]
    Shadow Warrior 2
    The Talos Principle
    Unreal Tournament 3
    Bulletstorm Full Clip Edition
    Conarium
    The Turing Test
    Hard Reset [original version]
    Farming Simulator 2017
    Gone Home
    Dear Esther (original Source engine version)
    Quake 3
    Quake 4
    Tron 2.0
    Deadfall Adventures
    Star Wars: Jedi Knight II
    Star Trek Voyager Elite Force
    #176875
    dellrifter22
    Participant

    ============================================================

    Gave 2010 a go and got some decent results with the FOV tool from PC Gaming wiki. Another good one with pretty clean Unreal Engine G3D.

    Medal of Honor 2010 (G3D)

    The FOV Changer makes full world and viewmodel FOV possible, however it only applies to the currently selected weapon. Since it grows tiresome to reset for each new gun, I’ve opted to combine with forced G3D enhancement for viewmodels. This introduces pop-in culling around peripheral view, but keeps both FOVs correct all the time. I think it’s worth it, and not so bothersome as to kill the overall experience.

    – Download the FOV Changer here. Looks like this:

    – run FOVChanger.exe, uncheck Viewmodels, check Enable, enter 97
    – wait to click Set button until you’ve launched the games splash screen, or anytime once you’ve started the game. Now you are good to go.
    – use a 16:9 resolution to hide more culling (1920×1080)

    *G3D Shadow treatment toggles crosshair, set Auto for acog scopes fix
    *Singleplayer version only
    *If you get “General Protection Errors” first time, reinstall PhysX drivers from:
    Origin Games\Medal of Honor\__Installer\DISK1\PhysX

    I think I’ve disabled all undesired shadows and textures halfway through, but will update the profile if more are discovered. Made it past the ATV night mission, pretty neat so far. Enjoy.

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