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  • #212518
    Ralf
    Keymaster

    I perfectly understand the wish to do that, unfortunately it would basically break the automated profile update system. Imagine you had overwritten a profile and then due to a game update changes are made to the official profile you did overwrite. You’d never become aware of the updated profile and instead would be stuck with the other one. In a nutshell: I have to weigh complete tinkering freedom against breaking vital functionality here.

    In 90% of the potential cases you can rename the .exe of a game if for some reason you want to use a non-official profile for a game that has already an official profile assigned. That rarely makes much sense anyway though.

    In the particular case of Metro Exodus for example there isn’t really any benefit in switching to the enhanced edition just for the sake of its marginally better RTX effects, especially considering how great the original version already looks. The regular Metro Exodus profile supports both G3D and various advanced DirectVR features that you couldn’t even add to your own custom profile if you wanted to invest the time and effort required for that. As far as vorpX is concerned the enhanced edition is pretty much a ‘dehanced’ edition. ;)

    #212435
    Ralf
    Keymaster

    That sounds off. The game framerate should be just slightly lower compared to running the game on your monitor with the exact same settings, maybe 15% or so.

    Not really sure what to recommend. If you happen to have other mods installed, try without. Also please uninstall/reinstall the mod to make sure everything is at default settings.

    Just in case: external FPS counters may display wrong values since only every other frame is shown on the monitor with DirectVR (alternate frame) 3D. Always use the built-in ALT+F counter.

    #211320
    Ralf
    Keymaster

    There are two kinds of positional tracking:

    1. The default G3D pos tracking: pro: works with any G3D game in principle, con: may introduce visual glitches (and often does in newer games with complex shadow/lighting systems).

    2. DirectVR pos tracking (where available): pros: also works with Z3D, no visual glitches by design, con: as always with the memory scanner, scanning may fail occasionally.

    If the default pos tracking works well enough in a game, you don‘t really have to worry about a DirectVR pos tracking fail. Provided default G3D pos tracking is enabled in a profile, vorpX automatically falls back to that when a scan failed.

    #211319
    steph12
    Participant

    i’m having lot of fun with this game and vorpx, thanks Ralf.
    however i noticed an issue with directVR positional tracking, if i disable positional tracking, guess what ? it still works and actually works.

    but if i enable it, it doesnt work at all and directvr fails all the time positional tracking.
    something is not right dont you think ?

    it’s not the only game for which i noticed this “bug”.

    hamfast
    Participant

    I spent a few hours (both in and out of the headset) trying to get it to work, and all I succeeded in doing was making myself sick.

    This is my first time attempting to use vorpX, so I don’t know whether I’m being really stupid and using vorpX completely incorrectly, or if I’m just struggling to get the settings right for this specific game.

    My hardware:
    RTX 2080 TI graphics card
    HTC Vive Pro headset
    Vive controllers
    Index controllers

    The first thing I did was turn on my headset, start SteamVR, and then start vorpX and set the profile to Unreal 3, and then finally start up Naissancee. (A youtube tutorial informed me this was the correct order to do things- please let me know if that’s wrong!)

    At first I was trying to use the Index controllers, but I couldn’t get edgepeek or the in-game settings menu to work with them. So eventually I gave up and switched to mouse and keyboard. I would prefer to eventually be able to play the game standing up using controllers, but I’ll certainly settle for mouse and keyboard if that’s the only option that can work for Naissancee.

    Once I was able to get past the main menu, I encountered several problems. The first problem was that everything was extremely grainy and pixelated. This is how I would expect things to look if my resolution was too low, but the game wouldn’t allow me to change the resolution from 800×600. Every time I set the resolution to something else and clicked ‘apply,’ nothing would visually change, and when I went back to the settings menu, the resolution was back to 800×600!

    The second problem was that looking around with the headset was not smooth at all. It wouldn’t pick up on very subtle head movements, and slow head movements would jitter and stutter.

    The third problem was that there was something very wrong with the field of view, and possibly the depth as well, for lack of a better word. (By depth, I mean distances directly in front of me appearing too long or too short- sort of like a fish-eye effect, I guess.)

    Since Naissancee doesn’t seem to have DirectVR support, I expected I would have to spend a lot of time adjusting the FOV before it would look right. However, I assumed it would be pretty intuitive whether it was currently too high or too low. But once I got into the game, I found I couldn’t actually tell what was wrong with it- it just looked really wrong somehow, and it was making me nauseous. My first thought was to try raising/lowering the FOV manually and seeing which one made it better, but I couldn’t find any way of changing the FOV, whether in the Naissancee settings or in the vorpX in-game settings.

    Since it was so unintuitive to me whether the FOV was too high or too low, it occurs to me that perhaps I misdiagnosed the problem, and it actually had nothing to do with FOV. Maybe this was another side effect of the resolution being set wrong, or maybe it was caused by some other issue that never occurred to me. My assumption is that it’s the FOV, but if anyone with more vorpX experience has a more likely answer, please let me know.

    It also seemed like the mouse/head turn sensitivity was too high, but I tried to solve the other issues first, and I wound up making myself too sick to continue before I could get to the sensitivity issues. I normally have pretty good VR legs, but the messed up perspective and jittery head movement proved to be too much for me.

    I don’t want to admit defeat after only one attempt, so any help would be very much appreciated.
    Sorry if there’s some really obvious solution that I’m missing. I did attempt to read all the official instructions and watch a few youtube tutorials before getting started, but I still found myself stumped.

    #211193
    Ralf
    Keymaster

    Thanks, forgot to mention that. There are actually two options affecting this depending on how head tacking is handled in the profile.

    1. If a game supports DirectVR head tracking, there is the according option on the DirectVR page of the menu. That’s the one I forgot in my answer above.

    2. For ‘regular’ profiles without DirectVR head tracking there is the ‘Y-Stick Sensitivity’ option I mentioned above on the Input page.

    #211152
    esclyme
    Participant

    So I finally figured this out: set your native screen resolution to a high resolution 4:3 before opening Bioshock. After setting the in game resolution to a 4:3, I did a successful directVR scan and now it’s glorious

    #211074
    Ralf
    Keymaster

    Please remove any FOV mod you may use for the VR mod. The mod automatically adjusts the game FOV to perfectly fit the FOV of your headset (the regular profile does that too BTW, there is no need for a FOV mod either way) . All you need to tweak is finding a compromise between resolution and performance that works for you.

    Just in case: if you haven’t done so already, check the brief instructions displayed in the start environment and the top/left corner of the game window. They explain all there is to know to get things running as intended.

    3D: With DirectVR 3D vorpX uses an alternate frame approach for stereo 3d, i.e. each eye only udates every other frame. If e.g. the game runs at 90fps, each eye actually only has 45fps. The mod tricks away many unpleasant side effects that come with this approch, but it still clearly isn‘t for everyone. If you find it uncomfortable, simply switch to Z3D. All other functions the mod offers in addition to the regular vorpX profile (decoupled walk/look, optimized cameras, motion controller gestures etc.) also work with Z3D.

    #211065
    rmcintire
    Participant

    Hi Ralf.

    I love your work, VorpX is incredible!

    I recently installed the CyberpunkVR mod instead of just using VorpX, and it almost seems like the experience (for me) is somewhat degraded. With directvr as the rendering mode, I get a far less smooth visual experience, panning my head with both the mouse or my head seems to introduce some stuttering/jumpiness.

    z-normal on the other hand is very smooth, is there something I am missing here? I have the graphics set to low, and I have tried a few different resolutions. RTX off.

    I have a 3090 and 3900 XT so my computer can definitely handle the game.

    Also, when using your mod, it appears that my mods relying on CET do not run, and this is kind of a bummer. For example, the FoV mod I use from nexusmods gave me the best combination of image zoom and field of view possible, from an immersion standpoint.

    What are the main motivations for using the mod over the base VorpX experience? Independent movement and head tracking? Motion controls? I am sorry if all of these questions have been answered in the thread, I will work my way through later tonight.

    Nitruc
    Participant

    Hey Ralf,

    I tried clearing the cache in-game using the DirectVR menu, then running the DirectVR scan but the Position scan keeps failing and the Player FoV stays greyed out without the ability to change it. :(

    Ralf
    Keymaster

    Try to empty the DirectVR cache on the DirectVR page of the vorpX menu and then re-run the scanner. That should help with issues like that in DirectVR games.

    #210825
    JonnyTenebrous
    Participant

    Hmm, same issue here. Only picked up VorpX in the last week. Original Bioshock was on a lot of top VorpX experiences lists, so had to try it. Loaded into the game (just after plane crash), run DirectVR scan… crashes every time (regardless of windowed or fullscreen mode). Reverb G2 v2, Win10 Pro, GTX 3070Ti, no 3rd party AV, screen overlays disabled.

    #210799
    nyteblaydette
    Participant

    I don’t know if this your problem, but I know I could find this no where in the search results. You have to download the Outer Worlds profile off of the cloud in your vorpx config. This is mentioned nowhere even in search results, so don’t ask about it or we’ll piss of Ralph again D:

    After I downloaded that I had great 3D and DirectVR.

    #210695
    Ralf
    Keymaster

    There is an official profile with the best possible DirectVR support available, even including automatic weapon hide. Also the .ini tweak that supposedly fixes the AI gets applied by vorpX. With a decent GPU you can easily run the game at 90FPS with high resolutions.

    #210324

    In reply to: real gamepad?.?

    Minabe
    Participant

    Not all games have DirectVR, if you try Alt+L and nothing happens chances are the game you’re trying doesn’t. When starting a game for the first time you should get all of vorpX advices in the top left corner of the window in your monitor and also tell you whether it has DirectVR or not and how to use Alt+L.

    Never really tried the gamepad override, vr controls make for lousy gamepads; i would recommend you to save for a ps4 controller.

Viewing 15 results - 136 through 150 (of 1,166 total)

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