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  • #88055

    In reply to: metro last light

    Grumdark
    Participant

    You can try to navigate to the following directory, depending on your version:
    C: \ Users \ “your user” \ AppData \ Local \ 4A Games \ Metro LL \ 1100001057a3590
    C: \ Users \ “your user” \ AppData \ Local \ 4A Games \ Metro Last Light \ 1100001057a3590

    Open user.cfg Locate and change the following lines:
    r_api 0 to r_api 2 (0 for DX9,1 for DX10,2 for DX11)

    Locate r_base_fov line X and X to change the Desired value.
    r_base_fov x to r_base_fov 89.99900055

    No write superior value fov,that reset the FOV.

    Apart from this,in vorpx ingame menu,adjust value zoom desired and/or aspect ratio,(my preferred pixel 1:1+zoom adjustment or letterbox1+zoom adjustment)enabled black smear,3d z normal,e.t.c.
    Good luck,Greetings.

    #87651
    Grumdark
    Participant

    FOV maximum value allowed by the game (Metro 2033) is 90.
    One point more, you could reset the value.

    If that was not enough to 90, you can increase a little in geometry,using the option 3d fov enhancement+Adjust the zoom joined this avoiding looking edges.

    Example:
    This could be possible with the optimizer vorpx games (external configuration)
    But if it fails for some reason …
    C:\Users\”your user”\AppData\Local\4A Games\Metro 2033
    Open user.cfg modify Sick_fov:90
    r_api:0 (force dx9)save changes.

    Menu vorpx ingame:
    3d reconstruction:Geometry
    3d fov enhancement:0.30 (not much more,”may” produce glitch in some games)
    Separation (3d strength):2.90
    Fix chromatic aberration:ON.
    Fix black smear:ON.
    Aspect ratio correction:Pixel 1:1
    Image zoom:0.79
    2d fov enhancement:0.00

    This is for normal version,redux geometry does not work.
    regards.

    #87630
    Grumdark
    Participant

    This is my configuration,It could serve as a possible help.
    English is not my native language, sorry.

    Crysis 1:
    Crysis 1,uses a different model for hands/weapon and you can not scale its size for now.In some games, weapon fov(or similar)can help to be(scalable with separation 3d) after,in menu vorpx, but it is not the case of crysis.

    I use this setting to crysis:
    Apply optimizer vorpx entry.
    Force dx9.
    Make 1920×1080 resolution, window mode off, motion blur off
    Low shadows and any other possible graphic options(recommend for better performance)

    Open console ingame(push key ยบ)and enter:
    con_restricted = 0
    cl_fov 90
    You can enter more fov from play,but not recommended for my,cause fisheye effect.
    However,we introduce a little more in the ingame menu fov vorpx,(3d fov enhancement)for several reasons.

    vorpx ingame menu,page 1:
    Cinema virtual mode:Off
    3d reconstruction:Geometry (required force dx9 in this game for now)
    3d fov enhancement: 0.45 (help with more fov,and better fov support in the interior vehicles)
    Separation (3d strength):1.30 (this changed world scale,I always prefer to do so after the fov adjustment,and zoom)
    Camera height modifier:1.90 to me (change camera height,help with aiming,height depending player,useful with positional tracking on)
    Focal offsett:0.03

    page 2:
    Fix chromatic aberration:On
    Fix black smear:ON
    Game ui / scale:0.42 (scale and resize HUD and menus in geometry)
    Game ui / depth:0.85
    Aspect ratio correction:Pixel 1:1
    Image zoom:0.85
    2d fov enhancement:0.00
    vignette scale:1.00

    page 3:
    optional positional tracking:On/off
    Save changes.

    Possible issues: large hands and arms.
    Only possible “help” at the moment,
    console, r_DrawNearFov 50 or less, notably hides the length of the weapon,in normal aiming.
    weapon not correct scale, but more hidden inside the camera.
    Sorry my english.
    Regards.

    #87625
    Grumdark
    Participant

    If it’s any help, my settings to outlast with vorpx is this:
    Documents \ My Games \ Outlast \ OLGame \ Config
    Open file OLGame.ini change this values:
    DefaultFOV: 120.0
    RunningFov: 120.0
    CamcorderNVMaxFov: 120.0 (vorpx unchanged this automatically in optimizer)
    CamcorderMaxFov: 120.0 (vorpx unchanged this automatically in optimizer)
    Close and save changes.
    It is important because these tweaks,vorpx unchanged all this from the optimizer.

    Open OLEngine.ini
    Change all bSmoothFrameRate: at FALSE
    vorpx not change all these automatically in the optimizer,and produce loss of fps.

    menu vorpx ingame,page 1:
    Virtual cinema mode:Off
    3d reconstruction:Geometry
    Separation-(3d strength):1.40 (this modify world scale,need fov game 120 and fovcam 120,for this correct complement)
    3d fov enhancement:0.00
    Focal offset:0.04

    page 2:
    Fix chromatic aberration:On
    Fix black smear:On (this correct blacksmear in display,very important in outlast)
    Aspect ratio correction:Pixel 1:1
    Image zoom:0.77-0.78 aprox.
    2d fov:0.00

    page 3:
    positional tracking (optional):On/OFF
    I recommend graduating sensitivity aspect direct in the game(mouse sensibility) for best motion tracking.
    because too low in vorpx tracking sensitivity can cause latency ;)
    sorry my english.
    Regards.

    Karlor
    Participant

    Just 2 things I have been thinking about:

    Adding another page in the vorpX menu to adjust the Rifts video. Like on a TV you can adjust color, contrast, hue, brightness/back-light… Things like that, a way to adjust the actual screen settings. I have used my DK2 for far to many hours and I can notice some slight color “dullness” if you will, and I have a dead pixel way way down in my peripheral. Anyway I’m not sure if something like that already exists but if possible it might be a cool thing for vopX. I know games have brightness settings but the way the Rift screen is even if you turn down the brightness in game its still bright because of over back-lighting. Also after a marathon run you can really notice the color fade kick in.

    An export button somewhere in the vopX menu to export the current game settings to a text document. This could be used for posting your game specific tweaks or at some point down the road maybe even a way to import other peoples settings doc into their game.

    #80198
    Karlor
    Participant

    I was thinking about this and how it might be set up so it could be easily used and customized for each game without it being to over the top. I’m not a programmer but I was thinking on it anyway.

    I’m thinking you could divide the screen into a grid as illustrated on the smash hit RAMBO The Video Game:

    That way you could take the grid overlays coordinates for the areas of the HUD layer you want to move, and reassign them to a new coordinate on the same HUD layer. Sort of like a version of battleship if you will, swapping a blocks location to a new blocks location essentially. It might be easier to handle something like this then on like a per pixel base. Just an idea I had and thought it might help make this doable.

    There is a mod for Skyrim:
    http://www.nexusmods.com/skyrim/mods/35154/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D35154%26preview%3D&pUp=1

    It allows you to move around and resize the HUD elements. Its pretty awesome. I’m not sure how the guy who made it actually does all of it but might be worth checking into.

    VanOost
    Participant

    Hello,

    I bought VorpX today but i cant seem to get it running. I can open the config tool perfectly but the vorpControl.exe doesn’t start. It looks like its going to work but after a couple of seconds it does nothing. It doesn’t show any error message and doesn’t even appear on the system tray or task manager.

    System:

    Processor AMD FX(tm)-8350 Eight-Core Processor
    Manufacturer AMD
    Speed 4.0 GHz
    Number of Cores 8
    CPU ID 178BFBFF00600F20
    Family 15
    Model 02
    Stepping 0
    Revision
    Video Card AMD Radeon R9 200 Series
    Manufacturer ATI
    Chipset AMD Radeon R9 200 Series
    Dedicated Memory 4.1 GB
    Total Memory 4.0 GB
    Pixel Shader Version 5.0
    Vertex Shader Version 5.0
    Hardware T & L Yes
    Vendor ID 1002
    Device ID 6798
    Plug and Play ID VEN_1002&DEV_6798&SUBSYS_3001174B&REV_00
    Driver Version 14.501.1003.0
    Memory 16 GB
    Operating System Microsoft Windows 8 Professional Edition (build 9200), 64-bit
    Service Pack 0
    Size 64 Bit
    Edition Professional
    Version 6.2.9200
    Locale 0409
    BIOS BIOS Date: 10/20/10 09:47:36 Ver: 08.00.10
    Version American Megatrends Inc. 1301
    Manufacturer American Megatrends Inc.
    Date 10/20/10

    #29508

    Topic: BF4

    nbhooo
    Participant

    Hi there, I’m using BF4 and DK2 but the game experience isn’t what I was looking for.
    I see the game all pixelated and the all around definition looks really low, also all game hud are messy. I’m the only one having this problems or is normal with the DK2?
    Cause also in Assetto Corsa with all the graphics set to max quality is really poor.
    Can somebody be so kind to tell me the best setting for play with BF4?

    #21889

    In reply to: Camera Height modifier

    OculusRiftRocks
    Participant

    oh I see, I understand then, may I also ask why there is a cap of 50 on the zoom, is there a similar reason behind that, like something breaks when you go below these values? if so maybe you could remove the cap and present a similar message stating going lower may result in gltches, its mostly just a temporary thing to see a menu/cutscene.

    I would love to reach .20 zoom, then I could see the whole screen if needed, right now I have to switch to letter-box 2 then 50 to see the whole screen(which i never do as its cumbersome), this kindof ties into my edge peek zoom level request, which ideally I would like to set to zoom level .20 pixel 1:1.

    If you’ve played deus ex human revolution you’d understand, everytime you get in a conversation with someone you really need to zoom way out, like zoom 10 (if it existed in pixel 1:1).

    on TR:U I was happy to play it in geometry 3D with hud issues, to me the game turned out overall great, despite the small hud issues, best 3D I have seen in a game thus far.

    #18111

    In reply to: Morrowind Help

    epengr
    Participant

    I’m using geometry mode with a GTX 770 SC.

    I haven’t actually played much since I got it working – I’m still standing int the corner club…

    After reading your post, I experimented a bit and I do see the frame rate drop below 60 outside, sometimes. My suspicion is that it has to do with fire/torches/smoke in the scene but I’m not sure, the frame rate is all over the place. 60-120 fps. I probably still have some experimenting to do.

    I haven’t managed to get distant lands working, but if you do then I’ll be giving it a better go.

    I currently have it set to 8X AA, 16x anisotropic scaling, linear mipmap, Depth pixel fog. In game “real-time shaodws”, don’t seem to matter much.

    I’m still in the window for eVGA’s step-up program… there may have to be an upgrade to a 980 in my future…

    #18062
    Russbo
    Participant

    Hi there. I’ve tried to get Crysis working but to no avail.

    It sort of worked initially but head tracking was disabled. Enabled head tracking and the game kind of broke itself. Couldn’t get it to work properly. VorpX overlay, but no 3D, even with 3D enabled in the control panel. Also the VorpX cursor enlarged and pixelated over 80% of the screen.

    Also the built in VorpX gamepad handling won’t turn off again… I really hate this feature and don’t really understand why it needs to be there. Yes, you can use some VR hotkeys but I don’t want that, I want the game to handle the gamepad natively.

    Trancer Spacey
    Participant

    Hi there,

    today I made a kind of “experiment” with vorpX. As you all know you have to find out the correct eye position in oculus’ configuration window, where you have to look at these greens lines, dissapearing in the side of the screen. Then the setting is fixed.

    With vorpX it’s possible to change this position ingame on the fly and see the results directly. So I’m a bit unsure now what is the correct method to find out your real eye distance. Because when I did it via vorpX, the result increased immersion totally, which was pretty impressive.

    What I did: I put the rift on, started Skyrim and tried not to focus my view on the pixels in front of me. Instead I focused my view relaxed at a imagined point in the far distance which – of course -causes loosing focus of the near oled display in front of me. Then I opened vorpX-menue and on page 2 I changed the eye position data. While I did this,I let my focus stay at this far imagined point. So I increased the eye-value until the doubled pictures get together into one stereo-matching view.

    So I increased my eye position from oculus detected 60.80 to about 63 in the vorpX menue, matching with the new focus in the distance. The initial reason for this was to find out, if his farer way focus is more comfortable for my eyes.

    But I was quite surprised how the new picture was soaking me into the game. The only downside was the field of view seemed smaller and a bit of sickness was here again (After my first week with the rift this sickness was totally gone – till today) But I think this is perhaps just of the new focus and I my body will adapt to this new setting after a while and will loose simulator sickness again.

    So my question: what is the best method to detect the real, healthy eye position? Because of this impressive effect in vorpX I’m not sure if I did Oculus calibration correct.

    #17996
    Ralf
    Keymaster

    For the DoF effect multiple samples per pixel are required in the pixel shader where normally would be only one, so this is costly. How high the performance hit exactly is depends on whether performance in a game is CPU or GPU bound, so it’s different from game to game and also from PC to PC.

    #17810
    BentoFox
    Participant

    I found out how to use Arma3 with the DK2 temporarily … :)

    – DISABLE VorpX (pause watcher or close the software)
    – Run OpenTrack
    – Set Arma3 to 948×1080 Pixels
    – Make Rift Primary Monitor
    – Restart Arma3

    … and you’re able to play Arma 3
    – without EXTREME ZOOM from VorpX
    – with a working mouse cursor (VorpX seems to fuck up mouse controls in 2/5 games I’ve tried)
    – without messed up HUD/GUI
    :D
    obviously you won’t have the 3D effect in the game then, it’ll be 2D … but with VorpX that doesn’t currently work either anyway, so we might just as well play the game without the bugs VorpX currently causes in Arma3

    Hope it helps anyone :)
    @ Ralf: Faster, Harder, Ralfer! *cracks whip*

    #17684
    Ralf
    Keymaster

    You will probably hate me, but that sounds A LOT like either the resolution is not set to 1920×1080 or the aspect ratio mode is set to “Logarithmic” or “Strech”. Make sure to use “Pixel 1:1” (the default) for the best result. Also do not use the 2D FOV Enhancement which creates a similar distortion (in both cases on purpose).

    Might make sense to restore your Stanley Parable game profile to default in the vorpX config app. You should not have to adjust anything in the vorpX menu besides maybe the 3D-Strength if you don’t like the default value.

    Setting the FOV in the game to the second highest value gives an almost perfect result here. If you feel that finetuning is necessary, you can use the 3D FOV Enhancement in the vorpX ingame menu for fine grained adjustment (at the expense of a slight shadow offset).

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