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  • #214184
    TheLastStarfighter
    Participant

    IMO Squadrons is woke garbage in the Disney+ Universe [Checkout the Campaign]. The flight mechanics are wonky as hell and the TiEs are WAAAAAAAAAAAAAAAAAAAAY too overpowered. It’s not supposed to be balanced, the rebel side had shields, the imperial had greater numbers. Tie Fighter was way more challenging because of it. Rogue Squadron is also cool in VR btw but X-wing has the best flight mechanics.

    Anyway good video, I wish they were able to do this for the Privateer series. Would LOVE to have played an ‘X-Wing Alliance’ space trading game. Apparently, X2: The Threat also works in VR but I’ve not tried it. Not sure if X3 works but that would be rad, those are my favorite types of space trading. Elite sux imo, no story means no reason to play. Would really appreciate more videos for spaceflight games. I Know Darkstar and Tachyon The Fringe is listed as working in VorpX.”

    Also Star Wars: Knights of the Old Republic was cool with VorpX. Wondering if anyone got the MMO to work?

    #214134
    FrankHorigan
    Participant

    I play D3 with VorpX. And everything work perfect.
    60fps / VSYNC
    i5-11400 (95W), RTX2060S. (RX6600 dont have problem too)

    #213983
    lordxanthrax
    Participant

    Hey everyone, having a bit of an annoyance.
    The game plays fine in all modes, no flatline errors.
    However, I’m getting real crisp fps, but then suddenly (right now I have it reproducible in my save where in the tutorial where Jackie drops you off at home, he goes “Sweet dreams!” and it will ALWAYS crash out to desktop) it crashes out to desktop. In oculus mode it does the black screen hourglass and takes me back to home, in steamvr mode it sends me back to steamvr home.

    I have crash logs from both vorpx and a gpu-crash that is ultimately what I think is the cause. It’s a 6700XT.

    gpu-crash:
    Breadcrumbs: Command list ‘[ 17708: 51] [000001E003E120E0 Default] <<-merge [000001E0105563B0 Default] Skin_Post_and_Forward_Opaque’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17710: 51] [000001E00C0A29E0 Default] <<-merge [000001E0105563B0 Default] Skin_Post_and_Forward_Opaque’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17711: 30] [000001E003CB7740 Default] <<-merge [000001E003436A10 Default] GBuffer_Discard’: Finished [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17711: 54] [000001E01621A6D0 Default] <<-merge [000001E013E96110 Default] HologramDepth_and_Distortion’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 55] [000001E013E96110 Default] HologramDepth_and_Distortion’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 56] [000001E01FC2FDC0 Default] Transparents’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 57] [000001E0217A9790 Default] Transparents_WeaponAndScreen’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 58] [000001E00BF15870 Default] TXAA_Blurs’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 59] [000001E0107A5600 Default] Forward_NoTXAA’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 60] [000001E0218DF420 Default] PostFX’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 61] [000001E0066973F0 Default] RenderFinal2D’: Not started [2]
    Breadcrumbs: Command list ‘[ 17711: 62] [000001E01B2F0A50 Default] EndRender’: Not started [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 1] [000001E003CB6B10 Default] <<-merge [000001E000183A20 Default] FrameTick’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 2] [000001E000183A20 Default] FrameTick’: Not started [3]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 3] [000001E0187CDC90 Default] UpdateGlyphCacheTexture’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 4] [000001E0131E7200 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 5] [000001E011625FE0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 6] [000001E008B92EB0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 7] [000001E0129E61D0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 8] [000001E0019B9250 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 9] [000001E01FBDB0E0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 10] [000001E0270B9670 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 11] [000001E00CA95960 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 12] [000001E0167BB4F0 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 13] [000001E00EBE0A00 Default] ProcessDrawBuffer’: Not started [2]
    Breadcrumbs: —-
    Breadcrumbs: Command list ‘[ 17712: 14] [000001E013286280 Default] <<-merge [000001E01B5E4B80 Default] StorageData’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 15] [000001E01B5E4B80 Default] StorageData’: Not started [3]
    Breadcrumbs: Command list ‘[ 17712: 16] [000001DFFF52E610 Default] StartRender’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 17] [000001E01530D5B0 Default] WindUpdateAndRainMap’: Not started [2]
    Breadcrumbs: Command list ‘[ 17712: 18] [000001E019982A00 Default] RenderPrep’: Not started [3]
    Breadcrumbs: Command list ‘[ 17712: 19] [000001E004D8C650 Default] PrepareGloballyAccessibleSystems’: Not started [6]
    Dumping Breadcrumbs Complete

    Dumping DRED
    DRED: Checking DRED 1.2 output
    DRED: Auto-Breadcrumbs Output1:
    DRED: Page Fault Allocation Output:
    DRED: PageFaultVA: 0000000000000000
    DRED: Existing Allocations:
    DRED: Freed Allocations:
    DRED: Finished DRED output
    Dumping Breadcrumbs Complete

    vorpx crash:
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll
    INF: ProgState: First Time Init 1
    INF: VorpAPI: Initializing
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: OpenVRInputHandler: Initializing controller 3 using VRInput
    INF: OpenVRInputHandler: Initializing controller 4 using VRInput
    INF: OpenVRDirectModeManager: base init
    INF: TrackerOpenVR: Init
    INF: OpenVRDirectModeManager: base initialized.
    INF: DirectModeManager: headset render target size final: 2336×2786
    INF: UIRendererDX11: Initialized
    INF: OpenVRDirectModeManager: renderer initialized.
    INF: Engine3D: Scene Initialized: 102
    INF: RendererDX11: Initialized (2336×2786). Multisampling off.
    INF: VRControllerManager: Init
    INF: OpenVRInputHandler: Initializing controller 3 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 0
    INF: OpenVRInputHandler: Initializing controller 4 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 1
    INF: OpenVR ControllerManager: Initialized
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: Engine3D: Scene Initialized: 13
    INF: BufferGrabber: Switching Sync Mode: 2 > 3
    INF: SettingsUI: Init
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    ERR: App: TopCrashHandler: unhandled exception BREAKPOINT at 0x0
    ERR: App: TopCrashHandler: module: Cyberpunk2077.exe, offset: 0x2CFB453
    ERR: App: TopCrashHandler: unhandled exception end
    INF: Main: Detaching from cyberpunk2077.exe
    INF: Main: Fast Exit
    INF: GameResolutionHelper: final res: 1684×1548, windowed:true, allow large:true, allow custom:true, cinema:false
    INF: Main: Fast Exit Success

    #213832

    In reply to: Quest 2 or Pico 4?

    v301
    Participant

    Pico 4 is the equivalent 1080px vertical field of view of a classic monitor presenting 100% sharpness. And it’s much better than the Hp reverb g2 or Meta Quest 2 which I had before and sent back to the store I estimate about 720px vertically on a standard monitor. The rest of the space around 1080px (540px top 540px bottom to full 2160px height) from the center of the screen is blurry. No perfect lenses of the VR set have been produced yet, presenting 100% sharpness of the entire field of view, but Pico 4 is the best available today. December 2022 in 4K. 2160×2160 72mm IPD native screen resolution.

    ArtInPinkerton
    Participant

    I’ve been tweaking a FPS game called Betrayer using the custom profile by RJK. I found I had to up the head tracking sensitivity to get it to track fine (which worked on 2.5 – 3.0). It looks great with the FOV set to 110 outside of the huge weapons and hands (common for FPSs in VR i hear).

    ISSUE: The high FOV squishes the models some horizontally. In G3D, I can minimize it by lowing the 3D strength to .31 from 1.0 but then I lose a lot of 3D. Any suggestions that could fix it? I tried creating a custom resolution of 2160×2160 but then only one eye rendered (what is that about?!).

    The game is playable but I’d just like to learn how to tweak it if possible.

    – Martin

    #213673

    In reply to: Everspace 2?

    drowhunter
    Participant

    FYI for opentrack to work you need to Copy the NPClient64.dll from OT’s installation directory and placing in C:\Program Files (x86)\Steam\steamapps\common\EVERSPACE™ 2\ES2\Plugins\TrackIR

    Also ES2’s trackIR implementation only supports 3DOF.

    #213623

    In reply to: Games Wish List

    HAWK3Y3RAVEN
    Participant

    Pinball FX2

    #213574
    HAWK3Y3RAVEN
    Participant

    Any way of getting the old profiles, some were working great and are now missing off of the list. Really miss playing pinball fx2 in 3d.

    RigmarDrake
    Participant

    I was able to set it to 3840×2160. Looks fantastic, and the inventory menu works properly.

    It took me dramatically longer than expected to actually accomplish this because the option in Nvidia Control Panel to customize resolutions was greyed out for me. I tried messing around with virtual monitors and all kinds of other things without success. In case anyone comes across this post and has similar issues, for me the problem was that my Samsung G9 monitor was set to 240hz. Apparently you cannot set custom resolutions at 240hz, and you cannot solve this problem by just switching the refresh rate in the Nvidia control panel to 120hz or 60z. You need to physically hit the menu button on the monitor and drop the refresh rate from 240hz to 120hz. At that point Nvidia Control Panel will allow customized resolutions. And then I went to Geforce Experience to change the settings for Cyberpunk to launch with my 3840×2160 custom resolution.

    Cheers!

    RigmarDrake
    Participant

    Ralf, THANK YOU!! I was very impressed that you responded to my posts at all, let alone toughed it out with me for this long over this very frustrating issue that does not seem to affect anyone else, and therefore should be an extremely low priority for you. I completely understood if you had lost patience, and I was trying finally to get out of your hair and get comfortable with keyboard and mouse (which has honestly been a lot more satisfying than I expected). But I am absolutely floored, and so grateful, that you took the time to make changes to your software and release this new build.

    IT WORKS! While the shift-gripped d-pad buttons still do not work as intended by triggering xbox gamepad d-pad functions, you fixed the issue I had where I could not bind Z and a bunch of other keys. Now I am able to bind every keyboard key, and with that, I can map Z, T (phone), M, etc. to the shift-gripped d-pad buttons (and the hotkeys) in gamepad mode. After rebinding those keys, I can do all of the necessary commands to play this game with controllers, and with all of the gestures working too. The grenade throw gesture still opened the map because RB is bound to M, but it was easy to fix that by rebinding RB to the combat gadgets key.

    So once more, THANK YOU! I am going to play the hell out of this mod in all of its motion controlled glory.

    There is one last, much less important issue. I’m now playing on the Reverb G2 instead of Quest 2, When I set the resolution to Ultra, the previous build of your mod set it to something near 2616×2212. Maybe it was exactly 2616×2212, but I thought the first number might have been 27xx. And the G2 looked so incredible at that resolution that I decided I couldn’t go back to Quest 2 for this game. Even though that would mean losing the incredible convenience of Air Link, I set up a pulley system for the G2’s tether to make it workable to have a wired connection while physically running around on the Kat Walk C2+ and swinging virtual katanas.

    However, the issue with that high resolution was that it screwed up the inventory. I read your older posts about this being a limitation inherent to the game itself, with the only solution being to pick a wider resolution. The next resolution down that didn’t have inventory issues and was an option from the in-game settings was 2560×1440. It raised the FPS a bit, but that resolution was hard to live with after experiencing the real deal. I read comments others made to earlier this year about playing at 3840×2160 to fix the inventory issue. I wanted to try that resolution as well, but I think it may be a custom resolution because it’s not available in the game settings or as one of the mod’s resolution presets. I spent a few hours yesterday trying to figure out how to set custom resolutions for the G2, with none of the options I read about working. It would still be nice to try 3840×2160, but it’s not strictly necessary because mod’s Ultra preset at 2616×2212 looks good enough and the aspect ratio and does not appear to cause the same inventory issues.

    But I was surprised to see that this problem fixed itself. In the previous build, was Ultra set to something different than 2616×2212? Did you change the resolution presets in this latest build to fix the inventory issues that the previous aspect ratio was triggering? If so, then thank you once more.

    #212961
    Objectionne
    Participant

    I’ve played with settings some more and will post my experience in case others have the same issue.

    I haven’t been able to resolve the latency issue, but I’ve found that you can still get games to look good with minimum latency by setting a high resolution for the game and then using a Dynamic bitrate in Air Link.

    For Half-Life 2 for example I’m setting a resolution of 2880×2160 and then the dynamic bit rate seems to fluctuate from around 50-70Mbps. The game looks pretty nice like this and I don’t see any real latency. I’ve tried similar with Oblivion and get the same results.

    The obvious drawback with this though is that it probably won’t be effective with more modern games as I won’t be able to use a high resolution without tanking performance – more likely I’ll have to use a lower resolution *and* use a dynamic bit rate and it’ll look crummy.

    Although I’ve got things to a level I’m happy with for the older games I’m playing right now, I still don’t see any reason why I should have to use a low bit rate in Air Link. I just don’t see how Vorpx could be affecting the network performance.

    #212755
    reter
    Participant

    I prefer my 8kx full fov over anything else, really, i hope you’ll try to adapt vorpx to max the 200° fov in the future

    at the moment i can force my monitor to go 4200×2160 120hz to make full fov, i think is my sweetspot for quality/performance

    #212672

    In reply to: Everspace 2?

    IA_Predator
    Participant

    I managed to get it running using a Conan Exile based Profile. Sadly no 3D effect at all (neither G3D nor Z3D). And I had to replace the NPClient64.dll (found in EVERSPACE™ 2\ES2\Plugins\TrackIR\Source\ThirdParty\NPClient\Win64) with the one shipped with VorpX, so it could connect the TrackIR emulation. That works quite well now.

    #211288
    Ralf
    Keymaster

    For unsupported games you basically have two ways of handling FOV:

    If the game let‘s you change the FOV, you can raise it, usually the monitor FOV is lower that the FOV required for VR. If there is no such option, the ‚image zoom‘ option in the vorpX menu can serve as a workaround (at the expense of black top/bottom bars). The various options that exist in regard to FOV are explained in greater detail in the vorpX help in the ‚essential hints‘ and ‚1-2-3 game setup‘ guides. The quick and dirty image zoom method doesn‘t take more than a minute.

    Head tracking sensitivity for mouse based tracking can be adjusted in the vorpX menu.

    You can set any resolution you like, the higher the better. For FullVR mode 4:3 resolution are a good choice. Less demanding games should run well at fairly high resolutions like e.g. 1920×1440, 2560×1920 or even 3200×2400. Check the ‚Custom Resolutions‘ section in the help if your PC doesn‘t have these resolutions.

    The menu can be opened with motion controllers by pressing both grip buttons. On Index controllers that means tightening your grip.

    DirtyTec
    Participant

    Hi

    Ich habe nochmal nachgeschaut, im Temp ordner vom Benutzer habe ich die vorpX temp txt datei mal angeschaut und folgende Felder gefunden. Diese Meldungen kam direkt nach dem ich desktop viewer starten wollte und er abstürzt evtl wegen der Auflösung 4k ?

    1.

    ERR: App: TopCrashHandler: unhandled exception ACCESS_VIOLATION at 0x14
    ERR: App: TopCrashHandler: module: ntdll.dll, offset: 0x5B902
    ERR: App: TopCrashHandler: unhandled exception end

    2.

    WRN: D3D11Manager: Sanity warning: immediate context is not hooked

    ERR: D3D11Manager: DrawFX exception

    3.

    WRN: Hook: Source module mismatch (dxgi_QueryInterfaceDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    WRN: Hook: Source module mismatch (dxgi_GetParentDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll

    (xinput:)

    INF: HookBase: Installing first frame hooks single-threaded
    INF: XInputBase: Checking loaded XInput versions.
    INF: XInputBase: No XInput version loaded, hooking delayed.

    // Komplett:

    INF: DirectModeManager: headset render target size reduced (unecessarily large): 3983×3888 > 3147×3072
    INF: DirectModeManager: headset render target size final: 3147×3072
    ERR: App: TopCrashHandler: unhandled exception ACCESS_VIOLATION at 0x14
    ERR: App: TopCrashHandler: module: ntdll.dll, offset: 0x5B902
    ERR: App: TopCrashHandler: unhandled exception end
    INF: D3D11Manager: Releasing
    INF: UIRendererDX11: Released
    INF: D3D11Manager: Released
    WRN: D3D11Manager: Sanity warning: immediate context is not hooked
    INF: D3D11Manager: Initializing device (frame: 171)
    INF: Display Adapter Description: NVIDIA GeForce RTX 3090
    INF: Nvidia Driver Version: 51215, r512_08
    INF: Available GPU Memory: 3072MB
    INF: D3D11Manager: Buffer Resolution: 3840×2160, Format: DXGI_FORMAT_B8G8R8A8_UNORM, MSAA: false
    INF: UpdateScreenSettings: res: 3840×2160, fullscreen: false
    INF: D3D11BufferGrabber initialized. Grab mode: 1, Sync mode: 2
    INF: D3D11ShaderManager: shaders created
    INF: D3D11GameRenderer: Initialized
    INF: UIRendererDX11: Initialized
    INF: D3D11Manager: Releasing
    INF: UIRendererDX11: Released
    ERR: D3D11Manager: DrawFX exception
    INF: vorpControl: Exiting process life thread: vorpDesktop.exe, 1024864

    Ob DIRECT X evtl mein Problem mit den sekunden Ruckler der Maus und Headtracking verursacht ?

    Bräuchte mal da eine Erklärung :)

    Grüße

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