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  • steph12
    Participant

    hey guys,

    today released this dungeon crawler, i never heard of it before today lol, but i love dungeon crawler and trailer looked good enough, plus gamespot gives it a good review of 8 out of 10, so i bought the game and tried to hook it with vorpx cause it’s a unreal engine 4 game.

    used, hellblade sacrifice as base and it hooks with G3D ! well i tweaked some the profile i uploaded in the cloud now, so feel free to tweak it to your liking.

    i still didnt look if we can tweak inis yet to have fov higher than max game default (100), but i’m sure going to do so.

    i played just 2 hours, but so far i love it ! it seems interesting, and deep enough with gameplay, inventory/skill management etc ^^

    look for operencia G3d profile in cloud if you are interested and have the game.

    steam page says release 2020 but you can buy it on epic store !

    https://store.steampowered.com/app/985950/Operencia_The_Stolen_Sun/

    Ralf
    Keymaster

    Only Source 2 engine games strictly require 4:3 resolutions due to the FOV flicker with other aspect ratios. The Bioshock games use Unreal Engine, not Source 2. To fully use the wider FOV of your Pimax you should run them with widescreen resolutions on Pimax 5K/8K.

    The aspect ratio has zero impact on DirectVR head tracking rotation. DirectVR head tracking directly translates tracker rotation into camera rotation in the game, pretty much like it works in native VR games. This translation is not affected by the image aspect ratio in any way.

    #180575
    dellrifter22
    Participant

    Unless you’ve gotten 3D to magically work with the Last Light profile (it was all flat for me) I suggest you use an Unreal 4 game profile or Star Wars Battlefront 2, with Z3D of course.

    #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

    #179599
    dellrifter22
    Participant

    So despite the video claim, I am not having luck getting G3D with any of the Metro profiles. Not Z3D even. Sure they are selectable options in the menu, but they have no impact on the flat image.

    After testing dozens of profiles, I found that a few Unreal 4 games and Star Wars Battlefront 2 can grant Z3D for Exodus. It’s better than nothing, but not the excellent G3D experience of the other Metro games.

    if anyone here has been able to play in actual geometry 3D, or if Ralf has any tips regarding settings for the Metro engine, please let me know. Thanks.

    #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

    #178415

    Topic: Agony

    in forum User Profiles
    Kalfster
    Participant

    Agony in 3D Geo ;

    – use Local profile of “what remains of Edith Finch” (i always try that one first with Unreal 4 engine games

    – instead of assigned program “agony.exe” assign “Agony-Win64-Shipping.exe” in \Agony UNRATED\Agony\Binaries\Win64

    start game with Agony-Win64-Shipping.exe

    Looks great. Models look a bit ghostly though, if someone has any tips for that ?
    On the other hand, that kind a fits this surreal game.

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