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Search Results
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Topic: Xuan Yuan Sword vii
hey,
if you’re looking to play this game with vorpx here’s some infos to get it working.
for g3D use conarium profile copy and attach to swd7-win64-shipping.exe located at Xuan Yuan Sword VII\SWD7\Binaries\Win64.
for z3D use halo : the master chief collection profile copy and attach exe the same way.
you can event tweaks the engine.ini file if you wish and modify fov with unreal engine unlocker.
here’s my copy/paste engine.ini located at Users\yourusername\AppData\Local\SOFTSTAR\SWD7\Saved\Config\WindowsNoEditor
make sure to make it read only.[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../SWD7/Plugins/Marketplace/PrefabTool/Content
Paths=../../../SWD7/Plugins/Marketplace/RMAFoliageTools/Content
Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
Paths=../../../SWD7/Plugins/UIWS/Content
Paths=../../../SWD7/Plugins/Runtime/CriWare/CriWare/Content
Paths=../../../Engine/Plugins/FX/HoudiniNiagara/Content
Paths=../../../SWD7/Plugins/Marketplace/rdLODtools/Content
Paths=../../../SWD7/Plugins/DragonIK/Content
Paths=../../../SWD7/Plugins/HelperTools/Content
Paths=../../../SWD7/Plugins/ImpostorBaker/Content
Paths=../../../SWD7/Plugins/SoftStarGameFramework/Content
Paths=../../../SWD7/Plugins/SwdAnimPlugin/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/MagicLeap/MagicLeap/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content[/Script/Engine.RendererSettings]
r.RayTracing=False
r.SkinCache.Mode=0[WindowsApplication.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True[SystemSettings]
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.MaxAnisotropy=16
r.ViewDistanceScale=4
foliage.LODDistanceScale=10
grass.DensityScale=1.0
r.SkeletalMeshLODBias=-2
r.StaticMeshLODDistanceScale=0.01
r.LensFlareQuality=0
r.DefaultFeature.LensFlare=0
r.ShadowQuality=3
r.Shadow.CSM.MaxCascades=16
r.Shadow.DistanceScale=2
r.Shadow.MaxResolution=4096
r.Shadow.MaxCSMResolution=4096
r.Shadow.RadiusThreshold=0.01
r.Shadow.TexelsPerPixel=10
r.Shadow.CSM.TransitionScale=3.0
r.MipMapLODBias=-2
r.Shadow.CSMDepthBias=5btw i’m 5 hours in and this game is giving me good vibes, so far it’s fun.
Topic: Raji: An Ancient Epic
Go to C:\Users\<USERNAME>\AppData\Local\Raji\Saved\Config\WindowsNoEditor and add these lines to Engine.ini or game will look bad in vr
Engine.ini :
[code]
[SystemSettings]
r.MotionBlur.Max=0
r.MotionBlurQuality=0
r.DefaultFeature.MotionBlur=0
r.DepthOfFieldQuality=0
r.PostProcessAAQuality=0
r.DefaultFeature.AntiAliasing=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.LensFlareQuality=0
r.DefaultFeature.LensFlare=0
r.DefaultFeature.Bloom=0
r.BloomQuality=0
r.Shadow.MaxResolution=704
[/code]you can adjust AA if you dont like dem pixels, but other things just look bad in vr



Topic: Head tracking dead zone
I assume it might cause discomfort in directvr mode (or not) but playing some 1p games with head tracking when Im just looking at the screen especially in low res tiny head movements cause 1 pixel jumps on screen, it very irritating, even a bit sickening.
Ive tried to toggle all kinds of things in head tracking options but none fixed the issue, I often have to switch off head tracking completely since even low HT values cause it or play with overdone fov, which seems to lessen the unpleasant part of the effect.
If there was a setting to ignore tiny movements of the head and passing it as mouse input within vorpx it might become useful in some cases. I assume doing something about mouse sensivity or smoothing might fix issue too, but if you are playing using mouse you want specific way for it to behave, problem here is only in head tracking sending tiny mouse inputs and it should be solved within that part.
Maybe settings could be how much pixels HT should ignore sending as mouse movement its really the tiny amount so vorpx classic sliders of 0-5 would probably do the trick.
Modern VR-helmets have a screen resolution that is not yet high enough to have the same picture quality as the monitor. Therefore, an opponent at some distance in the game, which is perfectly visible on the monitor screen, turns into a bunch of pixels that merge with the background on a VR-helmet screen. Is it possible to highlight the contours of objects using depth map information to visually separate them from the environment? If it is theoretically possible, It would be fine to see this feature in future updates of the vorpX.
So I got VorpX when it was in beta back in 2016 after the first vive was released. I don’t remember using it much, but that would be true for VR in general at the time.
Anyways, I moved to a bigger place recently and decided to get myself a Valve Index to enjoy VR content… I was not amused by most of the VR games available, except for a few… I was looking for other ways to enjoy VR, and I rediscovered VorpX and remembered that I had already purchased it 4 years ago.
AND WOW! Suddenly my valve index purchase is justified! This software alone makes it worth it. Amazing work that I have to commend you for… Thank you!
Sorry for the long introduction but I really believe that you have done a great job growing this into the excellent piece of essential VR software that it is today.
I’m enjoying so many of the games that I have on my steam library in 3d, I was a big fan of Nvidia 3d vision and VorpX is what i have always wished for playing nvidia 3d vision games.
My issue is with performance though, I’m running a watercooled 2080 ti that is heavily overclocked. and running games on G3D while using the default VorpX setting for Steam VR results in almost 100% gpu utilization on most games i play even at resolution of 1440p with frame rates varying between 15 to 30 fps.
I understand that Vorpx renders two full instances of 1440p screens but the frame rate is just too low. I can run the same games on 4K res with much higher than double the fps (which is still a few thousands pixels higher than 1440pX2)…
So searching for answers, I stumbled upon the thread that was made back in May suggesting to try the generic VR mode by disabling direct VR… and to my surprise it actually made my fps much better, within what i would expect given the number of pixels being rendered. I understand that I shouldn’t see more than 10% improvement using this method, but I believe that my performance is being tanked when selecting the steam VR option.
I have confirmed that I was using the same in game settings in both tests with G3D selected. The game where I did most of the testing was Monster Hunter World… and oh my god it looks amazing in VorpX.
I would really appreciate any help with this issue. I can also provide all the information required to assess the situation.
Thank you again for this amazing software. It’s totally worth the $40 and even more.
Dear all
I tried to play Aokana visual novel in vorpix virtual desktop
The image was very pixelated , with a lot of shimeering and the text was almost unreadable at the maximum distance to the screen
Closer was better but i have to twist my neck to read it and its unusable also
I tried the oculus virtual desktop and the image was like 10 times betterAny clue what could be for the horrible pixelated virtual desktop experience ?
I have a rtx 2080 , Core i9 cpu and and Oculus Rift S
