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AuthorSearch Results
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CryZENxParticipanti managed to make the 3d geometry work, you just need to get the Depth access,
what programm you need is reshade https://reshade.me/ and https://github.com/BlueSkyDefender/Depth3Donly what you need is the depth access or it wont really work with the 3D,
if you can’t manage to get the depth access then use my ini file and put it where the .exe file is https://drive.google.com/open?id=0B6UEgEz-ERXxbWd3TUNxSzh3S3chttps://www2.pic-upload.de/img/33135992/Outlast22017-05-0812-39-49-72.jpg
what im using with my HTC vive is Virtual Desktop and active SBS and thats it !
if you want to follow more of my Unreal Engine 4 stuff then you really need to check out my youtube channel :)
CryZENx~
broksampsonParticipantGuys I am using “unreal engine 3” profile which gives you z-normal at least. It’s not g3d which sucks bc that’s how I played outlast 1 and dlc but atleast it’s something.
AerowynXParticipantgoing to try tonight and see if I can get it to work.. i’d think outlast 1 profile would work since they are both unreal 3 engine
Apr 25, 2017 at 4:01am #127969In reply to: Generic Profiles for non-supported games
maximus2k16ParticipantIs it theoretically possible to do Z3D/G3D on games that normally work with fine Tridef even if they’re not officially supported by VorpX by copying profiles like suggested by Ralf?
In other words: Would I be wasting my money buying Tridef and using it with virtual desktop? Would using VorpX on anything that works with Tridef essentially accomplish the same thing if I am looking for a virtual screen with at least Z3D support?
Has anyone managed to get any sort of 3D working with Unreal Engine 4 games? I’m mainly interested in seeing if it’s possible to get playerunknown’s battlegrounds working on a virtual screen with Z3D or even G3D. Unreal engine 3 games work great with VorpX.
I’m basically addicted to using my headset and I can’t imagine playing games on a flat monitor.
Reshade has a 3D shader called SuperDepth3D which is able to render 3D in Unreal Engine 4 games by getting the depth map information. Just amke sure to run the game in fullscreen
https://reshade.me/forum/shader-presentation/2128-3d-depth-map-based-stereoscopic-shader
Apr 19, 2017 at 12:14am #127791Topic: Generic Profiles for non-supported games
in forum General vorpX Discussion
romanguroParticipantThank you for VorpX for some games it works perfect.
I’ve request to the Dev.
Can you make Generic profiles for common game engines, directX (9-10-11), z-buffer mode etc? So we can apply these settings to games that are not currently supported.
I saw Unreal Engine profiles in the list, how about Games bases on Unity?
What is the base profile for them?Previously, I used TriDef3D video driver and there are almost any 3D games supported with Generic profile. Somewhere worse, somewhere better, but working.
Thank you
Apr 15, 2017 at 4:24pm #127730In reply to: Unreal Tournament 3 Black Edition works!
mrkanisterParticipantUT3 is awesome in VR! Here is a instruction how it works best for me.
There is no vorpx 3D option aviable regulary. You have to change UT3.exe to MirrorsEdge.exe . Now you can select Geometry 3D and Direct VR in the ingame vorpx configuration. Set your resolution to 1600×1800 or 1440×1920. Both works good for me. You can enable this via Nvidia custom resolution setting (inside Windows System Settings) and after this change the UTengine.ini (… my games/documents/Unreal Tournament 3/UTGame/Config..) ResX=1440 ResY=1920. Create an ingame UT-Account even for offline game. You need this to save your ingame settings. Otherwise you have to change it on every restart manually. Set the HUD-Size to 6-7. Disable all HUD stuff you dont need.
Vorpx ingame settings:
3D-Strenght/ Scale: 1.30
Game HUD Scale: 0.55
Game HUD Horizontal: 0.70
Game HUD Depth: 0.80Dont forget the Direct VR Scan and Recenter Headtracking on start at the first stage.
All other stuff works out of the box for me.
Troubleshooting:
If after a while you ingame suddenly only can see a blackscreen but can open vorpx configuration just as normal and the game sound goes on… – Turn off Crystal Image in vorpx menu.Suddenly Headtracking dont work? – Restart UT3 or just turn Direct VR off.
You hate the UT-move-bobbing in VR? – Open UTgame.ini and change Bob=0.010 to Bob=0.000 and bWeaponBob=true to bWeaponBob=false.
Have fun guys! :)
Mar 19, 2017 at 12:50pm #127115In reply to: Any plans for FOVE support?
finsternParticipantHello Ralf,
You will find everything you need for FOVE direct support here :
https://www.getfove.com/developers/They have SDK, Unity and Unreal plugin, documentation, and of course you can join them.
Here are the official specifications for this headset :Display :
WQHD OLED (2560 X 1440)
Frame rate: 70fps
Field of view: Up to 100 degreesEYE TRACKING SENSORS
Infrared eye tracking system x 2
Tracking accuracy: less than 1 degree
Frame rate: 120fpsTRACKING SYSTEM :
Orientation tracking IMU
IR-based position trackingI tryed using it with vorpx but so far, my best luck was using VLC with movies (still havn’t understood how I managed that but it worked fine).
Couldn’t start any game with it so far. I will try more..To be known, to use it with steam, you need their driver app to run but you stop the compositor to leave this job to steam vr.
From what I understood, vorpx use it’s own compositor, right ?
So how should it work to prevent conflicting compositor running at the same time ?
Let’s say I want to start “Warhammer, end of time : vermintide”, so I start the vorpx application.. then double clic the application vermintide in steam.. in some case I have an error at launch, sometime it start but nothing happen.
It start steam vrcompositor.exe , vrdashboard.exe, and vrserver.exe from what I can see.
I could not use the desktop viewer also (say it’s already started but nothing happen).I have a triple screen setting, maybe it’s causing problem I don’t know, only application I could use with vorpx was videolan (VLC).
Any help would be welcome here.
Mar 13, 2017 at 9:26pm #126850In reply to: Does ,,direct vr" games looks like native vr?
StreetPreacherParticipantBioshock Infinite is now running crash free, and looks amazing with DirectVR! I just played for a couple of hours and it ran rock solid, and the only issue was the movement freezing when I tried to use one of the binocular stations. Solution; just don’t use the binoculars ;)
Now what I’m trying to understand is why some games (such as Infinite) look so good and run so smoothly at the 1280×1024 resolution, while other games tend to look far softer and more aliased running at the same resolution?
Is there something unique about the Unreal 3 engine?
Mar 12, 2017 at 3:37pm #126724In reply to: Really no fix for giant hands?
AerowynXParticipantApparently, the hand models in many games are rendered in a different FOV.
There is a “hand FOV” setting (or something) but it doesn’t work quite right.
For Skyrim and Source Engine games, you coud fix it by using mods, but I don’t know of any.
Most Unreal engine games I’ve tested so far look fine. (Bioshock, Mirroes Edge, Duke Nukem F, Bulletstorm.)
But yeah, those huge hand models are kind of a dealbreaker for me. Black Mesa would be perfect without this issue.i can’t find any mods for skyrim that work.. immersive camera kinda does but it completely jacks up headtracking making it unplayable.. the mods that let you rescale size of limbs don’t have any effect on first person.. people keep saying you can mod it to look good but not a single person has actually shown me a way they just link other peoples post that “claim” it’s fixed but when i try their “fix” it doesn’t work
Feb 13, 2017 at 8:31pm #126067In reply to: Does ,,direct vr" games looks like native vr?
RalfKeymasterYou might want to wait until the next vorpX version before you try again. It will be out within the next 10 days or so. I spent almost two weeks on addressing/working around Unreal Engine Direct VR issues recently.
There won’t be a 100% guarantee, a certain crash risk is inherent with something like Direct VR, but after the recent changes I was able to play through the Bioshock Infinite sequence in question about a dozen times without a single crash. Similarly positive test results for a rather crashy sequence in Aliens: Colonial Marines and loading screen crashes in Bioshock 1/2, so I’m quite confident that the changes improved overall Direct VR stability for Unreal Engine games considerably.
Jan 23, 2017 at 11:26am #125229In reply to: Ralf – any hope for Assissin's Creed Chronicles?
RalfKeymasterDid you try to create a custom profile in the config app?
If Wikipedia is right, the games are based on Unreal Engine 3. For UE3 games there usually is a good chance that you can create a custom profile with working 3D based on either another UE3 engine game or the Unreal Engine 3 profile. If the games use DX11, the Bioshock Infinite profile is worth a shot.
Jan 15, 2017 at 2:46am #124880In reply to: Games not working with Oculus CV1?
TenaciousJParticipantHey guys,
I had the same problem as you initially. Here are the steps to get Alien Isolation running with Rift CV1 (at least those that worked for me), but this process should work for any game that’s supported.
First thing you need to be sure of is that you load Vorpx FIRST. If you load the game first it WILL NOT load into your Rift.
Once Vorpx is loaded, go to local profile and select Alien: Isolation (or whatever your game is) and click apply and close.
If you’re running the steam version, as I am, you’ll then start the game from the desktop icon. I initially tried starting the game from steam, and that didn’t seem to work, but the desktop icon fired it right up. At any rate, the executable must be named AI.exe which is the default exe for the game. ANY other name will fail to load properly because that’s what the profile looks for.
Once it’s loaded, there are quite a few configuration changes that are needed to get the Rift to look mostly correct, which took me a while to figure out (and it’s still not perfect but definitely playable).
Note: I have not been able to get the gameplay using the controller to work properly. Anytime you click a button it seems to take over your view and headtracking stops working. If anyone fixes that I’d love to know how to do it.
So here are the settings I use. I have seen others that have crazy stereo depth settings, maybe for Vive, but those do NOT look right in the Rift at least for me.
Main Settings:
3d reconstruction: geometry
separation (3d-strength): .06
3d FOV enhancement: 0.00
Camera height modifier: 0.00the reason the separation has to be so low is that with a high separation level, the other characters in the game and some items blur significantly because essentially you’re looking at two of them. I do not find that this affects the immersion at all. Adjust to preference obviously.
There are other profile settings listed that use high 3d FOV enhancement, which to me warped the walls significantly so that it was very nauseating and caused my perspective to be all screwed up. Again, I find that to give an unrealistic perspective so I lowered it to 0. Your milage may vary.
Image Settings:
Crystal Imaging: Normal
Aspect Ratio Correction: Letterbox 1
Image Zoom: 0.96Head Tracking Settings:
HT Sensitivity: 1.65
HT Roll On
HT Pos. Tracking: Off
HT Pos. Tracking Strength: 1.25
HT Invert X and Y axis both OFF
HT Crouch Jump – off, set to preference.I guess you can leave Touch and Gamepad settings alone mostly, but here is what I have though I use keyboard so it doesn’t affect my gameplay.
Disable mouse acceleration: off
Override XBOX Gamepad: Partial
Overright Left/Right thumbstick: both ON
Override buttons/trigger: off
Left stick x/y sensitivity: 0.20
left stick deadzone: 0.15
right stick x/y 0.30
right stick deadzone 0.00Like I mentioned earlier, if anyone has gotten the gamepad and headtracking to work simultaneously on a Rift I’d love to see how you have yours setup so that I can try it. Gamepad would be much more enjoyable to use than keyboard and mouse is while in VR.
Dec 31, 2016 at 7:53pm #123995In reply to: vorpX 17.1.3 Available Now
RalfKeymaster@ steph12 : Thanks!
@ ghost_master2k, ChuckHead : I don’t have Rocket League installed, so I can’t test, but I may have a quick fix. Judging from ghost_master2k’s log entry the beahviour may be caused by a change in vorpX’s handling of .exe’s that initialize multiple rendering API’s at the same time.
Please try another UE3 engine game from the list as a base profile for your custom profile (e.g. Bioshock 2 for DX9 or Bioshock Infinite for DX11 depending on what you need).
You can also try to reinstall vorpX with your web installer and then make a new custom profile with the generic UE3 profile. I uploaded a quick update that restores the old (and normally worse) multi-API-behavior for the generic Unreal engine profile, which *might* (emphasis on might) fix the issue.
If it does, it would be nice if one of you could upload the new Rocket League custom profile to the cloud.
Dec 31, 2016 at 7:29pm #123990In reply to: vorpX 17.1.3 Available Now
ghost_master2kParticipantThanks for the quick reply Ralf. I had originally tried importing the old profile, and when that didn’t work I cloned the Unreal Engine 3 profile (which is what I did when i originally created the profile.) Still no luck. I even tried the Create Desktop Shortcut method in vorpx and still nothing. SteamVR does start when I start the game, but the game just opens on the desktop like normal and the view inside the headset is just the normal SteamVR idle area.
I did export troubleshooting data, and the only error I’m seeing in the rocket league sections is:
ERR: D3D9Helper: Effect creation failed: shaders/d3d11_direct.cfxIt’s not the end of the world, but I play so much better with the 3d geometry provided by Vorpx, and the game is so much more intense, so I hope this can be resolved.
An official profile would be awesome. I tried rigging the camera control to th headset rotation but it turned out awful. It definitely needs a direct camera hook somehow.
I know it’s the holiday season, so no huge rush, I’ll see if there’s any progress next year :P
Nov 29, 2016 at 2:57am #123213In reply to: GTA V – Official Recommendation
rich0550Participantthanks I am running at 1280×1024 I just swapped my graphics cards changed to a 980 ti to see if this helps. I am playing in window mode.
is the GTX 970 too weak for VR? it has been running great when I was making VR content in Unreal Engine though! even with heavy models.
I am not using the fancy http://grandtheftvr.com/ right now as this thing does not seem to be working right. walking through buildings, not having a body, driving in wrong position? Has anyone had luck with this?
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AuthorSearch Results
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Search Results
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Thank you for VorpX for some games it works perfect.
I’ve request to the Dev.
Can you make Generic profiles for common game engines, directX (9-10-11), z-buffer mode etc? So we can apply these settings to games that are not currently supported.
I saw Unreal Engine profiles in the list, how about Games bases on Unity?
What is the base profile for them?Previously, I used TriDef3D video driver and there are almost any 3D games supported with Generic profile. Somewhere worse, somewhere better, but working.
Thank you
