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  • #101153

    In reply to: Any news on Vive

    swirlser
    Participant

    At least give us the benefit of the doubt that we have researched what Vorpx is and how it works.

    I actually know little about how VorpX works, spotted someone talking about it on the Vive steam forum and was excited to think it would give me a way to experience my library with the VR headset.

    I didn’t honestly think I would be physically running around in games with room scale or using the wands considering those really would require a game be built specifically for that. But beyond that, I’m not sure. The 3D part is pretty much a given (otherwise, what the hell does this thing do if not!), the part I’d like to know is, does this do head tracking?

    As for the other topic of G3D vs Z3D, again I know little about this, but from what I can gather, one is the convincing method but a performance killer and the other the lite version that gives you a decent shot at FPS that won’t make you vom. If I understood this correctly, then I certainly appreciate the option and tbh it’s down to the individuals machine to drive the game at good FPS. I may know little about these VR topics, but I have been gaming at very high res for a long time, I’m aware what it takes to push around so many pixels.

    #101151
    Ralf
    Keymaster

    Similar to my little write-up after a few days with the Oculus Rift CV1, here are my first impressions regarding Vive after a similar amount of time for those who are interested. This will also include comparisons to Oculus where suitable.

    Probably the most important thing for those who chose Vive over Rift is the promise of room scale VR, so I get to that first. Nothing new to anyone who tried it: it’s great. Most time using the Vive besides working I spent with Tilt Brush so far, which simply is the most fun way to sketch since the pencil was invented. At the same time I’m a bit more sceptical than most about the amount of room scale games that will actually impress once the wow factor has worn off a little. Games have to be very different from anything you know for this to work well. Time will tell whether game designers will come up with enough good ideas to make this something that will last. I hope for the best.

    In regard to vorpX room scale isn’t that important BTW, at least for now. Typical games where you run around in large environments obviously aren’t really feasible without slightly odd workarounds like teleporting from location to location. If you want to freely roam large environments, a locomotion platform is your best bet.

    In fairness to the Rift I’d like to add that all of what I saw in regard to room scale will probably also be possible with the Rift once Touch is available later this year.

    Now the more technical categories:

    FOV: Absolutely high enough for an immersive experience and slightly higher than the Rift’s FOV.

    Pixel Density / Screen Door: Also good enough to not get distracted. Slightly lower pixel density than the Rift and thus slightly worse screen door effect, which is only logical due to the higher FOV while using essentially the same displays.

    Lenses: Same basic principle as the Rift’s lenses (fresnel) with the same advantage (image overall more clear) and the same artifacts (lens flare/glare with high contrast scenes). I’m still undecided whether I prefer the more blurry peripheral view of normal lenses above the fresnel flare or vice versa.

    Head phones: The headset comes with earbuds that sound more than good enough for everyone with average hearing. Also easily exchangable for something else if you don’t like earbuds or want something better. So nothing to complain here, pretty much the same thoughts I had about the Rift’s headphones.

    Head tracking: Just works. If I have to nitpick then about the base stations which don’t seem to have an on/off switch, so the motor is spinning all the time. At least I didn’t find one. Easy to circumvent, but unnecessary.

    The crunch question: Is there a winner when comparing Vive to Rift? Clear answer: No. You probably will have a favorite, but in the end that comes down to personal preferences. Do you favor FOV over pixel density? Do you favor earbuds over open head phones? Which store do you like better? Things like that. Room scale rather sooner than later will be available for both, so I wouldn’t focus on that too much when making a decision. Objectively both are really great high tech toys.

    #100545
    adisplinter
    Participant

    I’m also interested in this regard Ralf, are the distant objects and text clearly visible in CV1 or still a lump of indistinguishable pixels like with DK2 ? The opinions seems to differ on that matter throughout the Internet reviews, some say it’s very clear, some say not so much compared to DK2.

    I guess it depends on personal perception and what kind of games they played…I’m sure in Oculus Home demos with most of the objects rendered close to the user’s face everything looks crispy clear. But I wonder how clear is a npc firing a sniper rifle at you from 300 meters away or how visible is a distant car or space ship incoming at a mile away. You are the creator of Vorpx, and I guess you have seen a lot of games through CV1 by now, so your opinion matters ;)

    VRISHERE80
    Blocked

    Okay, I enjoyed G3D games with VorpX alot, so I look at Unreal 3 Engine FPS, which are not supported yet and try them with renamed game exe. Here are my results and begging to Ralf to make them supported because of problems with steam and FOV, when renaming.
    My FOV recommendations with them: The official recommendation is 120 FOV at 1920×1080 Pixel 1:1 Distance Zoom 1.00
    With that settings you have mostly a good perspective, but massive overhead to the sides and blurry image, because you can see only a third of the picture. So I try to “calibrate” it with 90 FOV and 1600×1200 / 4:3 resolution.
    90 FOV: Distance Zoom 0.56
    or
    95 FOV: Distance Zoom 0.60
    This looks the same than 120 FOV at 1.00 Zoom, but without overhead and a much clearer graphic (more ppi).
    Renaming: There are a couple of UE3 Profiles with different features. I tested with BorderlandsPreSequel.exe and ADVGame-Win32-Shipping.exe (Deadfall)
    Both offer positional headtracking.

    Now the games:

    Bulletstorm (ShippingPC-StormGame.exe)

    Ingame graphic settings I set shadows and Post Processing to low.
    Resolution to 1920×1080 (4:3 gives black bars)
    To set FOV use this Tool, because of crypted inis:
    http://community.pcgamingwiki.com/files/download/580-bulletstorm-ini-editor/
    to edit the ini’s:
    FOV
    1. Go to %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\ StormCamera.ini
    2. Change to the desired FOV.

    Framerate
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormEngine.ini
    2. Change MaxSmoothedFrameRate to a higher cap; alternately, remove the frame rate cap entirely by setting bSmoothFrameRate to false.

    Mouse Smoothing (for proper Headtracking)
    1. Edit %USERPROFILE%\Documents\My Games\Bulletstorm\StormGame\Config\StormInput.ini
    2. Find bEnableMouseSmoothing and to ‘false’ to disable mouse smoothing.

    You also need to calibrate Headtracking manually per VorpX Menu: Fokus something in “real life” and slowly shake your head left and right and notice how it stays in your view. Then do the same ingame and edit the HeadTracking value.

    My G3D rating: 8/10

    very little lightning issues, some auto head movement when walking and fast gameplay makes it a little nauseous. Iron Sight you need to aim between the dots, its playable. Great 3D-Effekt.

    Nearly the same settings with Bulletstorm ini editor with:
    Alien Rage Unlimited (ShippingPC-AFEARGame.exe)

    This game has some strange light sources in G3D, so I only recommend Z3D.

    Homefront (HOMEFRONT.exe)

    The FOV settings ingame only works for Multiplayer, not the Campaign (only in first mission). There is a Homefront FOV Changer: http://community.pcgamingwiki.com/files/download/487-homefront-fov-changer/
    But that only works with the HOMEFRONT.exe, so we need a profile for that.

    G3D, positional-tracking works (turn of DX11 ingame, restart), but many issues especially with shadows. So turn down shadows ingame, Post Processing and turn off frame limit and mouse smoothing in the game menus. Weapon sights are good playable with red dot weapons. Easier for the eye with Z3D.

    My G3D rating 6/10. Too many graphical problems with g3d, but playable. +1 with the FOV changer.

    Medal of Honor (2010) (moh.exe)

    The Campaign is UE3 Engine, so works great (Multiplayer is Frostbite). Documents\EA Games\Medal of Honor\Config\MOHAEngine.ini
    bSmoothFrameRate=false
    MOHAInput.ini
    bEnableMouseSmoothing=false
    The G3D looks amazing with very little lightning issues, but overall nearly perfect, but…
    The FOV is 55. Again there is a FOV-Changer for the original.exe:
    http://community.pcgamingwiki.com/files/download/389-medal-of-honor-2010-fov-changer/
    So… VorpX specific profile needed.
    G3D rating: 9.5/10 possible if getting FOV to a playable view

    Santum 2 (SanctumGame-Win32-Shipping.exe)

    Wow, that was a surprise. It’s a steam only game, so you can’t rename it so easily, but after I get it to work with the Deadfall profile (ADVGame-Win32-Shipping.exe), the game works flawlessly in G3D, with all graphic options maxed out, even shadows and lightning stuff and keeps a clean graphical image. Even FOV adjustable in the menus. Easy setup, looks great, very nice to play in VR.
    \Documents\My Games\Sanctum2\SanctumGame\Config
    SanctumEngine.ini
    bSmoothFrameRate=false
    SanctumInput.ini
    bEnableMouseSmoothing=false

    G3D-rating 10/10

    Singularity (Singularity.exe)

    Looks amazing in G3D, but yeah, bad FOV…
    Needs Flawless Widescreen or Widescreen Fixer Tool to fix FOV. So not with renamed exe.
    G3D-rating 10/10 (with better FOV)

    Section 8 Prejudice (S9-Win32-F.exe)

    Untested, because it has a launcher and can’t rename the game.exe
    FOV settings per ini:
    http://pcgamingwiki.com/wiki/Section_8:_Prejudice#Field_of_view_.28FOV.29
    bSmoothFrameRate & bEnableMouseSmoothing like usual.

    Rainbow Six Vegas 2 (R6Vegas2_Game.exe)

    Very narrow FOV and not changeable, enjoyable in a cinema view setting. Now the UE3 Engine begins to look old and outdated 😉
    Maybe it helps to fiddle around with Widescreen Fixer:
    https://www.widescreenfixer.org/
    Very good G3D Effekt.

    @Ralf: All the above called exe just need a copy/paste UE3-profile.

    How the heck do you get medal of honor to work it just fails to start in steam when i rename it. I’m getting so sick and tired of this bs

    iankemp
    Participant

    Yes, I can.

    Unreal Tournament III (UT3.exe)

    Tested with BorderlandsPreSequel.exe profile and its working great with postional head tracking. With default graphic settings the maps looking flawless in G3D, except the player models have some shadows/lightning issues, but very little and you can set up any graphic settings easily in the ingame menus. So turn off dynamic shadows helped. Mouse ,fps smoothing and FOV are adjustable in the menus too, so works splendid without editing ini files. You can’t move or scale the HUD with the profile.
    Again my settings: 1600×1200, 95 FOV ingame, Pixel ratio 1:1, 0.6 distance, don’t forget to calibrate head tracking.

    G3D-rating 10/10
    if you can stand the simulator sickness with a fast-paced shooter ;)

    #96904
    iankemp
    Participant

    Hello! Oculus shipping is around the corner and i think i can finally fulfill my long dream about experiencing Dark Messiah of Might and Magic in VR. I have waited this since 2008. I ordered the freaking Trimersion back in days because i didn’t know any better back then.

    So anybody knows how well this game is working with VorpX? Anybody have the game and can test it with VorpX 0.9? That game is just freaking amazing and it goes to “you need to play it” -category.

    This game works great in geometry 3D. My settings:
    Steam Start Options: -console
    and paste in console:
    bind “w” “+forward;sv_cheats 1;fov 120;viewmodel_fov 120”

    because bow zoom resets fov

    Pixel Ratio 1:1 in VorpX

    You can’t see the HUD, but its playable.

    #96060
    stang725
    Participant

    I think it was issue with SLI being enabled or this other line in the commandline.txt file that either NVIDIA experience or VORPX added to it. I didn’t go back and determine if it was SLI being turned off or this parameter being called out for the fix (or both), but one of the two might help someone else if they are also unable to get VORPX to load properly for a 8:9 resolution for GTA

    Windows set to 1280×1440 +

    (commandline.txt)
    -borderless
    -width 1280
    -height 1440
    -ignoreDifferentVideoCard <—- not sure where this came from?

    Works great now other than some micro stutter when driving fast and turning my head (single 770 card is around 70-80% utilization, so not sure what the bottleneck is for the stutter. Outside of the obvious pixel density limitations of the rift (screen-door), its an amazing VR experience. Best during dusk on a motorcycle.

    vrgamerdude
    Participant

    So after going through my old games shelf I came across Prey and remembered just how ahead of its time and mind blowing it was back in the day. It took a bit of tweaking to get it working, but the end result was stunning! Here’s what you will need to do if you want to experience this for yourself:

    1) Go to the folder you installed the game in and open the Base folder and find the preyconfig.cfg

    2) Open the file and copy these lines and overwrite the originals:
    seta r_customHeight “1080”
    seta r_customWidth “1920”
    seta r_fullscreen “0”
    seta r_displayRefresh “75”
    seta r_mode “-1”
    seta r_skipGlowOverlay “1”

    3) Rename the game’s executable to stvoy.exe (this tricks VORPX into G3D mode for positional tracking)

    4) Start the game and make sure VORPX is set to the lounge. the positional tracking interferes with the games initial menu. You can disable the cinema screen after booting into the game.

    5) Once in the game press CTRL + ALT + ~

    6) After loading the console type g_fov and set to 120

    7) Open the vorpx menu and set the focal distance to 100 and on the next tab set the pixels to 1:1 and adjust the zoom to your preference.

    That’s it… your now ready to go off the reservation! █-)

    For more great Virtual Reality content please take the time to check out the rest of the VR Bros!!

    VR Gaming Evolved – https://www.youtube.com/channel/UCZd9&#8230;

    GameHard 4.0 – https://www.youtube.com/user/GameHard40

    UK Rifter – https://www.youtube.com/user/TheUKRifter

    ImmersiveGamer83 – https://www.youtube.com/channel/UCh_2&#8230;

    Pretty Neat VR – https://www.youtube.com/channel/UCMN5&#8230;

    RealityCheck – VR https://www.youtube.com/user/CubbyE

    #91310

    In reply to: Fallout 4??

    FormulaRedline
    Participant

    I wanted to report that I’ve been playing Fallout 4 basically exclusively with the Oculus and vorpX (went through he tutorial in 2D until I could see all the parts of the HUD to make sure I wasn’t missing anything when switching to 3D).

    The Z3D mode works surprisingly well. Not the crappy Z3D I remember from the “old days” of Nvidia 3D Vision with Cryengine games. I cranked the seperation in the vorpX settings and moved the slider all the way to the foreground. Depth is great, there is some Z3D induced shimmering around close foreground objects (e.g. your weapon or close in characters). The HUD seems to be put at the depth of the background. That actually helps make it easy to aim and read though at the cost of some of the text being a bit disjointed at times as it rolls over different objects. Nothing that will stop your from reading it.

    The FOV setting are a bit tricky. Basically, you have to change it in 3 different files, as explained in detail here:
    https://steamcommunity.com/sharedfiles/filedetails/?id=551069501&tscn=1447077828

    I settled on 130 FOV for first person with 1:1 Pixel mode and the image zoomed all the way in. If you want to be able to see the compass at the bottom of the screen, just zoom the image out a bit (just a few Shift+Mousewheel clicks) though I find that makes terminals a bit harder to read. Maybe you can compensate with less FOV. With these settings, I tend to zoom out (middle mouse button) for crafting, building, or trading where I need to see the full HUD across the entire screen.

    The FOV command in the ~ console actually controls the FOV for your gun and PIP Boy. So you can set the PIP boy “size” independent of your game FOV, which is nice. You can make it readable no matter game FOV you use.

    I would also recommend taking out the mouse smoothing and adjusting the vertical mouse sensitivity as described in that same Steam guide (linked above) before adjusting your headtracking sensitivity in the vorpX settings.

    So a few things to tweak, but it works great! Thanks for the early support, vorpX!

    vrgamerdude
    Participant

    Ever since the newest iteration of VORPX released I have been going through a few of my old games and came across Bulletstorm. I had shelved this one years ago, because when it came out it ran like crap! Well, now I’m glad I did… This game looks great using VORPX but will require some advanced tweaking to get working. Here is the process I used:

    1) Grab a copy of the Bulletstorm INI editor and run as admin ( The INI’s are encrypted) http://games.softpedia.com/get/Tools/Bulletstorm-INI-Editor.shtml

    2) Edit both the StormCamera and Storm Engine INI’s. Set the FOV in storm camera to 120. Set the resx and resy lines in the Stormengine INI to 1920×1080. (The files are located in C:\Users\YOUR USER NAME\Documents\My Games\BulletStorm\StormGame\Config)

    3) Rename the games main executable to Arma2.exe (this will get you G3d mode, but without positional unfortunately)

    4) Run the game and use the DEL key to open the VORPX menu. Once there change the 3d separation to 110 and then in the next tab set to Pixel 1:1 with the zoom set at 89. when done slide to the next tab and set the headtracking strength to 45.

    5) lastly, go into the games option and under the controls tab set the sensitivity slider almost all the way down. uncheck both Aim assist and Aim lock.

    6) Play the game.

    Now I will caution players who don’t have strong VR legs yet to be careful with this one! There are a lot of cutscenes and forced head movements at times, so this one might be more for the battle hardened VR Vets like myself. While it is not a perfect fit for VR at all times, when the actual gameplay starts in this one it is █-0

    For more great Virtual Reality content please take the time to check out the rest of the VR Bros!!

    VR Gaming Evolved – https://www.youtube.com/channel/UCZd97u2gmlxsDpoMygQBg3w

    GameHard 4.0 – https://www.youtube.com/user/GameHard40

    UK Rifter – https://www.youtube.com/user/TheUKRifter

    ImmersiveGamer83 – https://www.youtube.com/channel/UCh_2BINiElrtu95ZILitm4Q

    Pretty Neat VR – https://www.youtube.com/channel/UCMN5I_nEZAWCKqjbB2x_BUg

    RealityCheck – VR https://www.youtube.com/user/CubbyE

    #90574

    In reply to: like a big Monitor

    Clay
    Participant

    That is all a big joke!!!!!!!
    If I turn the Cinema Mode Off and the Pixel 1:1, you’ll sit in front of a big screen.
    The Screen looks like 2D, the view is not correct. I tried everything the last 2 days… this is no VR!
    For example you can test it by youreself. Put the cinema mode off and the image zoom to zero. You always see the big Monitor in front of you.
    There is no 3d, always a big Monitor in front of youreself.

    This is no VR!

    #90542

    In reply to: like a big Monitor

    Karlor
    Participant

    Yeah check over all that stuff…

    I got mine set up in 1st person with the fov mod. Change all the fovs to 70+… in gta v turn off head bob, motion blur, and the blury disrance, turn of msa for 3d, change all the driving cams to not auto center…

    in vorpx turn off cinema, go to pixel 1:1, image zoom around maybe 80ish, 2d fov maxed out(just my taste), head tracking about 85ish, salt to taste…

    controller wise I turned off all vorpx gamepad stuffs and used my joy 2 key work around. map mouse to look stick and runto left shft, maybe a few others too but it works great.

    #90516

    In reply to: like a big Monitor

    rodders790
    Participant

    all the settings are correct, fov 120, image zoom 100, pixel 1:1, 1920 1080, not in virtual cinema mode.
    i know how to set up vorpx but i havent had this problem before.

    these problems are only since 0.9 (or rintime 8 or nvidias 358.78 update)
    you are right though BuckleBean some default setting are out of whack.

    my framerates seem to be lower too, but headtracking is butter smooth.

    #90421
    Phil_Giordana_FCD
    Participant

    Ok, I’ve been fiddling with that damn game all day long, and I’m just about to give up on the whole stuff. I’ve searched threads on this forum and elsewhere and nothing helped. I’m at my wits’ end.

    The game runs with Vorpx 0.9 in the Rift. I can’t set the resolution to 1920×1080. If I use Vorpx best settings thingy in the config utility, I get the “your device doesn’t support this resolution” (paraphrasing). A bit frustrating. So pixels and ugly, but still somewhat playable (visually)

    But really the worst thing is setting controls with a Xbox 360 pad. I’ve gone through the ingame menu and disabled the pad in order to use the Vorpx mapping, but that thing just doesn’t work for me. the Left stick goes all crazy, walking at the pace of a sick tortoise or just going the opposite direction of where I want to go. I have no external pad mapper installed, and I’ve tried the inversion options.

    In other words, I can’t play Skyrim with my pad without sacrificing head tracking by using the original mapping, and my keyboard is too far away on my desk (due to professional setup limitations) to play with it, so I basically can’t play Skyrim at all in VR.

    Some good help would be appreciated. Skyrim is one of the reasons I bought Vorpx in the first place, and is right now the only game that has the potential of working for me (and Saints Row III, but here again there’s something awfully wrong with the controller).

    Sorry if I sound angry, I’m getting increasingly frustrated at my noob ineptitude when it comes to Vorpx.

    #88257
    Grumdark
    Participant

    Ok,thank Ralf for the small update.
    GTA 5 returns to work in 3d z-normal correctly for me.

    We expect an update of the program flawless widescreen,but while,I downloaded the latest version of fov mod gta 5,works properly.
    https://es.gta5-mods.com/misc/gta-v-fov-v1-11

    I only need to make minor adjustments in the file:
    FOV settings mod Fov.ini
    [FirstPerson]
    Walking = 89
    Car = 95
    Aiming = 89
    Crouching = 89
    ADS = 89

    In the settings vorpx(menu ingame vorpx),I have selected:
    3d reconstruction:z-normal
    Pixel:1:1
    zoom:83-85 approx.

    I just need to fix the HUD (minimap,subtitles etc) with HUD mod cylonsurfer.
    This mod re-positions the in-game UI and Radar so they are visible while playing GTAV in VR with dk2.
    https://www.vorpx.com/forums/topic/gtav-r-hud-a-modified-gta-v-ui-minimap-with-optimized-text-for-dk2-usage/

    I will soon try reinstalling the HUD mod again,to check if it works correctly now,otherwise, I will try to communicate somehow with cylonsurfer to inform.
    Regards.

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