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  • Ralf
    Keymaster

    I’ll check that. No promises, but if possible I’ll unlock the SBS display option for the semi-official PCSX2 profile and upload it to the coud within the next few days.

    billyisms
    Participant

    Has anyone started using this method, yet?

    http://helixmod.blogspot.com.es/2018/01/pcsx2-dx11.html

    I started successfully using it a couple weeks ago. It seems to be working pretty well even though it needs some ironing out.

    Ralf
    Keymaster

    The cinema/immersive screen mode screen is ~3.5×2.0m large with a 16:9 resolution. You can see that quite well in the lounge scene where you have an actual reference.

    If something looks too small, you have set the 3D-strength too high. Perceived scale and 3D-strength (eye separation) are directly interlinked with each other. That’s how stereo vision works.

    onetoo
    Participant

    In the past when i had 3D Vision, i was able to do sbs with pcsx2. I used i patch, but it should be built in now.

    https://forums.pcsx2.net/Thread-Gsdx-3D-Stereoscopy-Patch?pid=522990#pid522990

    mpmo
    Participant

    someone made a g3D plugin for pcsx2 but it’s soooo laggy and bad. Can vorpx even work with pcsx2? really really wanna play sly 2, sly 3, ratchet and clank in 3D. Does vorpx even work with pcsx2? i know G3D definitely won’t work but SBS (z normal) 3D would still be great

    #171021
    Stryker_66
    Participant

    Just tried Tron 2.0 and no problem with hooking Vorpx. This game has a massive potential due to the style of graphics and nature of the game. The graphics look extremely clean in my rift. Also using a resolution of 3840 x 2880 4:3 ratio and looks great! But it is too bad that there is a serious issue with the hand and disc model. They are so dam large and a custom FOV or an increase of 3D strength cannot help on this one….this seems to be a inherent issue with games made using the Lithtech engine….does anyone know of a console command or mod that can remove the hand/weapon model? I would love to play this game without those obnoxiously large hand/weapon models. I would be happy with just a basic cross hair or dot. This game just screams potential for an immersive experience. Unfortunately, the hand/disc is so dam large which also make it appear that hand/disc is at my feet. Ruins the experience :-(

    This is not a Vorpx issue but perhaps a mod or console command can help, thought I check if anyone has an ideas…..

    P.S. Set up Thief 2014 with custom FOV and some ini tweaks to clean up the graphics. I prefer the 16:9 ratio on this one. Using a resolution of 3840×2160 and have to say that although the game is not that good, the immersion with this set up is quite good. I’ve had a pretty good play through of the first couple of levels. Very good in VR with the first person animations, lock picking, stealing, knocking out guards etc….pretty good Vorpx experience on this one.

    #170985
    RJK_
    Participant

    Hello guys,

    Today i did some serious testing with my GTX970 and i figured as higher the resolution the better the image quality, speaking here about resolutions above 1920×1440 (90FPS), i tested up to 2880×2160. I reached a stable 45 FPS at 2240×1680 , a very few framedrops at 2520×2268. 2880×2160 locked best but lower then 45 FPS with permanent framedrops. ( Unreal 3 Engine )

    Now since the 1080 TI is 150% faster then the 970 what exactly can i expect from that and what does 150% exactly mean ?

    i guess i am wrong when i calculate 45 FPS * 150 % = 67.5 FPS , am i ?

    RJ

    PhoenixSpyder
    Participant

    Yes, I have to agree that HL2 + EP1 + EP2 are incredible in VR. In G3D, they look like they were made for VR. In a way, I think they may have been, since they do have stereoscopic capability in the settings. Tech just wasn’t there yet.

    Also, check out The Portal game series. Just as incredible!!!

    One thing to note for anyone with powerful systems and extra GPU power available is that if you run vorpx with the default settings as it chooses for your system, it will still run your G3D game with fluid sync enabled as default…(at least this is the case with my system). This means that G3D will run at 45fps with fluid sync=on no matter if your GPU can handled faster or not…to keep the frame rate at a stable fps. I ended up disabling fluid sync for all my older games as my system is able to provide constant 90fps everywhere (even at 2880×2160) with G3D enabled and fluid sync=off. If you can do a consistent 90fps even at a lower res, the smoothness is incredible (for those who can detect the difference)…and is well worth the try.

    Cheers!!!

    #169789
    Zenny
    Participant

    Hi, I have purchased the software and registered and got it launching portal 2 in vr. However when I open the VorpX Config it crashes without any signs of launch, I have disabled antivirus software and disabled all game overlays that could effect it.

    PC Specs:

    Intel® Core™ i5-6300HQ (Quad-Core, 6MB Cache, up to 3.2GHz w/ Turbo
    NVIDIA® GeForce® GTX 1060 with 6GB GDDR5
    15.6 inch FHD (1920 x 1080) IPS Anti-Glare 300-nits Display
    32GB DDR4 at 2133MHz (2x16GB)
    1TB SSD
    Killer 1435 802.11ac 2×2 WiFi and Bluetooth 4.1
    Windows 10

    #169788
    Zenny
    Participant

    Hi, I have purchased the software and registered and got it launching portal 2 in vr. However when I open the VorpX Config it crashes without any signs of launch, I have disabled antivirus software and disabled all game overlays that could effect it.

    PC Specs:

    Intel® Core™ i5-6300HQ (Quad-Core, 6MB Cache, up to 3.2GHz w/ Turbo
    NVIDIA® GeForce® GTX 1060 with 6GB GDDR5
    15.6 inch FHD (1920 x 1080) IPS Anti-Glare 300-nits Display
    32GB DDR4 at 2133MHz (2x16GB)
    1TB SSD
    Killer 1435 802.11ac 2×2 WiFi and Bluetooth 4.1
    Windows 10

    #169757
    Insaneozzy
    Participant

    Hi all, I’m new to VorpX, but I’m not new to modding games or altering ini’s. But for the life of me I can’t seem to get FO4 to run in vorpX at a decent res, when I check the prefs file it’s always running at 1680×2242 regardless of what I dial into the games settings, even if I manually change the prefs file res settings they change. Ive been at it for 3 days now and can’t seem to resolve it.
    Another thing Ive noticed is scopes don’t zoom, is this a glitch or a result of a FOV issue in relation to the resolution problem?

    I’m running Rift on a gtx-1080ti, i7-6700k@4.4ghz, 16gb ram on a gigabyte Z170x G6 mobo so it’s not like I haven’t got the grunt to push the game along in vorpX.
    I do have a 16.9 widescreen monitor, but don’t believe it has anything to do with the resolution issue I’m experiencing with FO4.

    Any advice would be welcome as Ive become very frustrated with not being able to resolve the problem to say the least.

    Cheers

    #169412
    PhoenixSpyder
    Participant

    I just did some experimenting with all the AA settings both in the Skyrim menu before entering the game and the Nvidia control panel settings.

    I’m kind of blown away with my findings.

    Firstly, I think Nvidia has done some incredible performance improvements with their recent drivers…namely 388.43 and up. I remember on older drivers…enabling AA in the Skyrim menu would have a little bit of performance hit…but I didn’t want to loose fps so I just left AA=off.

    Secondly, after enabling AA…even all the way to 8x…in the Skyrim menu, I don’t loose any fps period with my present Skyrim settings…and the aliasing is definitely reduced…getting rock solid 90fps. I am playing 2880×2160, z-buffer, liquid sync=off, custom Skyrim settings. The aliasing on distant objects is not completely eliminated but is less noticeable and more like a native VR game. I’m thinking that I may have hit the max upscale resolution that my eyes can see, with the present HMD resolution limitations. It may also be that any AA beyond 2x or 4x at 2880×2160 is not actually being applied. There is definitely some AA happening though, and the clarity is incredible. Even without the AA on, the clarity is incredible. Close objects and NPC’s have no perceivable aliasing. Walking through buildings and dungeons also shows little to no aliasing.

    I wish you all could see just how good Skyrim looks on my system with the settings I have. I don’t think any other game that runs with vorpx has the capability to look or run as good as Skyrim when upscaled. I do have Oblivion also, but have not given it any time due to the FOV issue and other things.

    I really wish the Metro 2033 redux series performed as well as SKyrim in vorpx. They have some incredible visuals… Oh well, will have to wait for the next level of video cards and HMD’s to get to that performance level.

    Lastly, the Nvidia control panel AA settings have no effect on Skyrim on my system. Tried them all and there is no drop in performance (though if they are actually applied there would be) and no visual difference. I’m guessing it’s the resolution I’m running that is keeping the AA from being applied.

    #169379
    PhoenixSpyder
    Participant

    Well, to chime in on Skyrim with vorpx…I have to say that on my system I have it running by far the best considering it’s not designed for VR. Then again, I run Skyrim upscaled to 2880×2160, z-buffer with tweaked in game graphics to get consistent 90fps everywhere (I have almost 200hrs clocked in Skyrim VR to this moment). That said, I also have Skyrim visually modded with about 16 mods to further increase visual fidelity. Remember, Skyrim & Fallout 3 are open world games so there is much more distance in the background to see, which makes things look more pixelated and aliased. Upscaling to 4:3, 4k helps to eliminate this to some extent. On my system, I consider Skyrim the benchmark to beat…considering how far I can push the visual limits with it in vorpx. Btw, there is a mod for the gigantic hands. I don’t use it myself…I just got use to the gigantic hands.

    I also have Alien Isolation with the latest mod and Doom 3 BFG VR fully possessed and yes they are very well done…considering their VR capabilities. Remember Alien Isolation was initially designed with VR capability then modded to recognize CV1 with the latest oculus SDK. Doom 3 BFG VR is probably the best VR added game visually to date. Both these games are definitely benchmarks, but to be fair voprx is providing VR to hundreds of games…and to really get the most out of voprx, one needs to experiment with the settings to find the ones personal preference to running it with each game. A new user may find it overwhelming at first to do some tweaking, that’s why Ralf has provided the latest update for us.

    The latest vorpx update tries to simplify the process of just running games in VR without any tweaking. It does this quite well, but some of us have brute force systems that can go beyond the maximum auto settings for increased visual fidelity. It will run a game at what it determines to be the best overall experience for the systems capability. That may or may not be what a particular user is expecting though…which then leads to tweaking…if a system has more overhead performance. Don’t expect miracles after tweaking…unless you have HP to burn.

    G3D is by far the best visual option in vorpx, but it cuts performance in half to achieve it’s goal. Games will run at 45fps (if system capable) with G3D enabled (unless fluid sync is turned off). To those who are use to 90fps, 120fps, 144fps on a 2D monitor…this can look kind of choppy. VR amplifies this greatly. That is why I myself prefer z-buffer over G3D…as it gets me 90fps for buttery smooth gameplay with a bit of sacrifice to visual 3D depth. After playing a game for a while, you don’t really see the sacrifices you made anyway. You get use to what you see and carry on with playing. It’s the limitation of the present HMD tech we all experience.

    To sum it up though, try higher resolutions without AA, z-buffer for 3D for better fps, turn off fluid sync in vorpx in-game menu to get to those extra fps…and spend time tweaking (after turning off vorpx auto settings). If you find yourself screwing something up…just go back to the default settings and start tweaking over again. That’s the joy of getting things to work the way you want. It takes time but can be well worth it.

    And yes, your not the only one who has thought vorpx isn’t really doing what you thought it would. It comes down to putting expectations to reality and living with the present technology as the pioneers we are…tweak, tweak and tweak again.

    onetoo
    Participant

    I know how to create a custom resolutions via Nvidia. I want to use 1920×2160. I’m using a Dk2 and that resolution has the best quality while maintaining stability. I can’t choose that resolution via the VorpX in game menu or in GTA V. The commandline is my only option. I also tried custom commands via steam and the same vertical tracking issue happens. I just want to use what I like without restrictions like before.

    #169243
    brucemacpherson
    Participant

    Ralf,

    I’ve made some headway, I see a flicker in the headset after I disabled the GeForce Experience In-Game Overlay, so we’re making progress.

    I noticed that when I try to reset the game settings in the config window, the application errors and closes out. See below the error logs for the application. Appears to be a Kernel issue. Additionally, there’s a .NET Runtime issue. See below.

    
    KERNEL:
    Faulting application name: vorpConfig.exe, version: 17.3.0.0, time stamp: 0x5a410dbe
    Faulting module name: KERNELBASE.dll, version: 10.0.15063.726, time stamp: 0x32774c02
    Exception code: 0xe0434352
    Fault offset: 0x000ecbb2
    Faulting process id: 0x3cb4
    Faulting application start time: 0x01d37ea25212b300
    Faulting application path: C:\Program Files (x86)\Animation Labs\vorpX\vorpConfig.exe
    Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
    Report Id: 6a3e4c0b-9c2e-447a-b2d3-002ae8fe544e
    Faulting package full name: 
    Faulting package-relative application ID: 
    
    .NET RUNTIME:
    Application: vorpConfig.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: System.IO.FileNotFoundException
       at System.IO.__Error.WinIOError(Int32, System.String)
       at System.IO.FileStream.Init(System.String, System.IO.FileMode, System.IO.FileAccess, Int32, Boolean, System.IO.FileShare, Int32, System.IO.FileOptions, SECURITY_ATTRIBUTES, System.String, Boolean, Boolean, Boolean)
       at System.IO.FileStream..ctor(System.String, System.IO.FileMode, System.IO.FileAccess, System.IO.FileShare, Int32, System.IO.FileOptions, System.String, Boolean, Boolean, Boolean)
       at System.IO.StreamReader..ctor(System.String, System.Text.Encoding, Boolean, Int32, Boolean)
       at System.IO.StreamReader..ctor(System.String, System.Text.Encoding)
       at System.IO.File.InternalReadAllLines(System.String, System.Text.Encoding)
       at System.IO.File.ReadAllLines(System.String)
       at vXcHCljRRRoUcBcugGiNxmgxOSjE.‌​‌‬‫‫‌‮‮‭‏‍‎‍‫‏‬‏‍‮‪‭‮‮‎‫‭‪‮‮()
       at vXcHCljRRRoUcBcugGiNxmgxOSjE.‫‍‬‌‌‍‫‍‌‫​‫‏‪‮‬‬‍‮‌‮‬‎‌‍‮()
       at vXcHCljRRRoUcBcugGiNxmgxOSjE.‪‭‍​‫‫‬​‮​‏‬‎‮‎​‫​‍‏​‭‭‮()
       at vXcHCljRRRoUcBcugGiNxmgxOSjE.‫‍‮‭‏‬​‏‏‎‎‭‮‏​‮‭‍‭‍‫‫‌‏‏‮‍​‪‮(System.Object, System.Windows.RoutedEventArgs)
       at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)
       at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)
       at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)
       at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs)
       at System.Windows.BroadcastEventHelper.BroadcastEvent(System.Windows.DependencyObject, System.Windows.RoutedEvent)
       at System.Windows.BroadcastEventHelper.BroadcastLoadedEvent(System.Object)
       at MS.Internal.LoadedOrUnloadedOperation.DoWork()
       at System.Windows.Media.MediaContext.FireLoadedPendingCallbacks()
       at System.Windows.Media.MediaContext.FireInvokeOnRenderCallbacks()
       at System.Windows.Media.MediaContext.RenderMessageHandlerCore(System.Object)
       at System.Windows.Media.MediaContext.RenderMessageHandler(System.Object)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
       at System.Windows.Threading.DispatcherOperation.InvokeImpl()
       at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(System.Object)
       at MS.Internal.CulturePreservingExecutionContext.CallbackWrapper(System.Object)
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at MS.Internal.CulturePreservingExecutionContext.Run(MS.Internal.CulturePreservingExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Windows.Threading.DispatcherOperation.Invoke()
       at System.Windows.Threading.Dispatcher.ProcessQueue()
       at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
       at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
       at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)
       at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
       at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
       at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)
       at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)
       at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)
       at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)
       at System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame)
       at System.Windows.Application.RunDispatcher(System.Object)
       at System.Windows.Application.RunInternal(System.Windows.Window)
       at System.Windows.Application.Run(System.Windows.Window)
       at ‫‭‌‪‭‌‍‮‬‍‪‮‭‮‪​‎‬‏‮‭‌‍‌‮.‌‬‎‮‫‭​‏‪‪​‫‮​‎‬‌‎‌‫‫‏‫‏‭‮()
    
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