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  • #218120
    RJK_
    Participant

    Lords of the Fallen 2023 is using the Unreal5 Engine. That may be the reason.UN5 may not work with VorpX yet.You may try a DX12 profile like from Cyberpunk2077, but definately without G3D.
    BTW: I made a nice profile for The Original GOTY Game from GOG without Denuvo which provides G3D.
    https://rjkole.com/gamestuff/VR_game_e.php?VR_game=584&sel=added

    TheLastStarfighter
    Participant

    Let’s see if we can get Syndicate 1993 to work, if it worked for 3dsen, we can make it work too no? All joking aside, why are games so crap nowadays, and 30/35 year old games are still fantastic? You’d think strategy, 4x, space exploration would have evolved. Nope. Mindless shooters and garbage pumped out non-stop. I would even settle for the same games remade with the Unreal engine

    Ultima Exodus – 1983
    2400 AD – 1988
    Battletech C64 – 1988
    Psychic War – 1989
    Phantasy Star 2 – 1989
    Buck Rogers – 1990
    Star Flight Sega Genesis – 1991 (Original 1986)
    Star Control 2 – 1992
    Wing Commander: Privateer 1993
    Master Of Orion – 1993
    Xcom – 1994

    These games have LOADS more interactivity in their (sandbox) game worlds than most new games, they never age out. They had great stories and fun play mechanics and were usually made by ONE guy in his mom’s basement. You look at the giant triple-A games today, they’re mostly garbage, terrible stories, and boring lore. WTF happened? I’m so sick of seeing a game that looks fantastic, and after a couple of hours, I’m bored to tears. Skyrim is a perfect example, bland characters, convoluted story, boring fetch quests, if it wasn’t for the game world this game would put you to sleep. It’s like people got dumber as computers got more advanced.

    I knew when I went to the computer store in the 80’s, I would be coming back with a QUALITY title… now I buy a game on Steam and return it almost the same day. Half the games suck, the other half are just O K.

    A perfect example is STARTOPIA (2001), this game is a masterpiece. So when developers tried to copy the formula and released the steaming pile of crap that is Space Base Startopia, 20 years later, I was floored. How can you take something incredible and turn it into garbage… all you had to do was do the exact same thing with new graphics?!?!? You didn’t even have to come up with new ideas. This should have been a no-brainer.

    The fact that we’ve found aliens, and even THEIR current ship designs are bland and boring is very telling. If not for VorpX and VR, the future would suck!

    #218024

    In reply to: Can’t hook Witchfire

    angelayla
    Participant

    Thank you very much for your for your attention and information Dave ,Dellrifter and Luka. I realized that Witchfire uses DirectX 12, so I created a profile based on Cyberpunk 2077. I also followed Luka’s instructions and created a profile based on Unreal Engine 5. Both profiles have exactly the same result, Z3D, and because the game has a slider to increase the Fov, it feels comfortable. Later I will try other profiles following your advice. Thank you very much for your instructions!!!!!

    #217975
    romandesign
    Participant

    Also while I’m here, what are gestures, how do they work and do I need them for starielield?

    They work exactly like in the demo video, and they add a lot to the immersion. Aiming down sights with your arms gesture also helps with the awkwardness of head-aiming. With a real rifle your head leans on the stock and moves with your arms, so it’s the same movement that happens with the gesture. I just usually exclusively shoot with aiming gestures on. It just feels more realistic. Only in a pinch I shoot “from the hip”. There is an in-game option for disabling the aiming marker in normal walking view, and I highly recommend doing that – it’s very unrealistic anyway. It’s a bit more difficult to pick up objects etc. but you can get used to that. It does feel more natural though, and shooting from the hip is just as wild as it should be.

    With my profile you may need to adjust some things as you find convenient. Sensitivites etc., but it may just work for you out of the box.

    #217950

    In reply to: Can’t hook Witchfire

    dellrifter22
    Participant

    It’s probably a dx12 game, in which case you need a dx12 profile to hook.

    Grounded is another Unreal 4 dx12 game, I would try that first. Resident Evil Village also seems to have a high success rate in recent dx12 games that use FSR/dlss upscaling.

    No dx12 G3D support in vorpX yet, Z3D only.

    And yes, use the “shipping.exe” in Win64 folder, as is almost always the case with Unreal 4 games.

    I plan to pick this up sometime after it comes to Steam.

    #217840
    Ralf
    Keymaster

    No it’s not. Expecting profiles shortly after game releases is unrealistic. May sometimes be possible, but not always. If it wouldn’t sound too old fashioned, I’d almost be inclined to say: patience you have to learn, young Padawan. ;)

    Thanks to you and romandesign there are two well working user profiles, also excellent instructions how to set things up. Kudos to both of you. So there’s no rush.

    I still have to iron out some stuff in the current beta, and since the profile will only come for 23.1.0, it’ll have to wait until those things are ironed out.

    #217750
    romandesign
    Participant

    Ok thx guys ! So anxious to play it in VR but I dont want to screw up too much in the files so I guess I’ll be patient and keep it pancake in the meantime.

    The truth is that to make the game playable and good, you have to “scew up the files”. You gotta use mods and they all modify the same files, so VorpX doesn’t add anything unique there, except that you can’t use any Reshade-based mods. So unless you don’t want to use mods for some reason, you could already be playing in VR…

    Here are the mods that I use and they work fine with VorpX:
    – You absolutely have to get StarUI Inventory, this is what the inventory should have been.
    – Starfield Script Extender (SFSE) – doesn’t do anything but required by some other mods
    – Neutral LUTs – No Color Filters, really improves the graphics, default is greenish and muddy
    – Enhanced Player Healthbar – the edges are not very sharp in Reverb G2 so this helps me to notice when health falls to low
    – BetterHUD, prevents messages from blocking the center of the view.
    – EXE – Effect Textures Enhanced – nice visual enhancements to weapon fire, impacts and blood.
    – The Eyes of Beauty – Starfield Edition, because why not?
    – Less Spongy Enemies, the default enemies are ridiculously spongy. You can spend 2 mags until you kill someone. Very unrealistic. This makes it better, without making the game too easy or stopping enemies from matching your level.
    – Better Visible Magazines, just puts green border around magazines, which are too easy to miss in VR.

    #217727
    Boblekobold
    Participant

    Redfall works well with VorpX and it’s really easy to configure.

    The important thing is to set a 4:3 resolution with .ini files (it seems to be the only way). With virtual monitor it’s not a problem, whatever screen you have.

    There is a FOV slider in game (up to 120).

    I used an unreal engine 4 unofficial profile.

    #217540

    In reply to: Starfield Alpha v0.2

    romandesign
    Participant

    StarfieldCustom.ini

    Thanks for sharing this and other details, much appreciated! There are definitely new settings for me here to explore. What’s the best resource about .ini settings etc.? You found more things that I saw listed where I looked.

    Weapon low-poly bug is indeed a separate thing from VorpX. I was going crazy, because any weapon becomes a mangled mess, impossible to aim down site, unreadable ammo display etc. The funny thing is that if I switch to a 3rd person view – it’s fine! Only the 1st person view is bugged. Very rough and unrealistic 3D around hands and weapon area doesn’t help the problem. It’s so fugly. I wish there was a way to even flatten out the hands+weapon. Other 3D has minor issues that are not very obvious and can be ignored. But huge halo and blockiness in the hand area just can’t be ignored. Though maybe with a proper weapon model the 3D will become better in this area? For me this is a big deal as I can’t aim properly and can’t see ammo count, and it’s annoying as hell – and gaming is for having fun, not stressing out.

    It looks like the multiple random 3D glitches I mentioned before were the result of DLSS mod, at least in part. I uninstalled it and tried stock FSR and in a few minutes I tried I saw no random blocky glitches. I think some minor wobbliness can still occur, and I think it may be a WMR Motion Reprojection artifacts, but disabling motion projection I got FPS in 70-80 area, which are not enough for a completely smooth visuals, so enabling it a locking at 45 is the smoothest experience.

    chapeka
    Participant

    Hello.

    For me one of the most importatnt things playing Remnant 2 is to can move the Huds (Map, ammno, Items), with Universal Unreal Unlocker 5 I think we can move the Huds of the games to have the best view of them, and it may be a perfect option for VORPX. Somebody can help me¿??¿

    #216885

    In reply to: Remnant 2 launch error

    luka2099
    Participant

    All games that run with dx12 , work with cp2077 profile. But someone have a specific profile that work ever better. In this case , renmant 2 work with unreal engine 5 profile.

    #216776
    CrunchyGlass
    Participant
    #216758

    In reply to: The Ascent

    ToxicMike
    Participant

    Just tried it and it did not attach, NONE of the profiles. Even with the HORIZON: ZERO DAWN (DX12) profile it did not work.

    So i set the game to DX11 and just tried the ARKHAM CITY profile (Unreal Engine 4) with this and it´s working now!

    #216558
    virtuayay
    Participant

    there are some good profiles on vorpx cloud for making the headset view work with the ingame view panning

    but the one i tried (listed as the only one made with most recent vorpx version) although it had G3D in the name didnt have any 3d effect for graphics! even though it was running in G3d mode and has like 1/4 the frame rate of when i play 2d mode normally

    so i used an official profile for another unreal engine 4 game (like AC7 is) and it had good 3d and better performance than the cloud AC7 profile
    …but then it didnt have any of the control/view customizations

    i wanted to see if i could copy and paste sections from both so i tried to open the vorpx profiles in text mode but it was unreadable

    then i tried to use the cloud AC7 profile as a G3D base and tweak the settings with CTRL-End…and the settings were all the same as in the official UE4 profile, and changing them only made glitches.

    is there a way to combine two different profiles? or a way to switch the AC7 profile graphics settings to whatever is in the UE4 game’s profile?

    #216499

    In reply to: Dead Island 2

    Ralph
    Participant

    Could someone please provide me with the latest official VorpX profiles by Ralf for DirectX 12 required Unreal Engine 4 games?

    The only one i know so far is Grounded in dx12 !

    But please dx12, only !

Viewing 15 results - 16 through 30 (of 297 total)

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