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  • #204836
    mr_spongeworthy
    Participant

    Interestingly I too am having the head-tracking issue with Outer Worlds. No problems with Fallout 3, the head tracking there after a DirectVR scan is perfect, but in Outer Worlds all I can say is that it feels too slow and definitely a bit ‘wrong’ for lack of a better word. It’s not awful, and if I wasn’t playing any other VR games at the same time I could probably get used to it and it wouldn’t bug me, but switching from Skyrim VR natively, or Fallout 3 through Vorpx, into Outer Worlds through vorpX and the difference is distinct. It’s almost as if my head is too far back, I don’t know, it’s a hard sensation to describe. I do think that being able to increase the head rotation multiplier manually even after a DirectVR scan might be able to fix things.

    #204834
    Ralf
    Keymaster

    How exactly the glitch manifests itself may indeed depend on the resolution, with the suggested 4:3 res and the HUD scale at default the minimap should just be a bit wider than it is supposed to be.

    Normally you should be able to set the resolution in the vorpX menu (‘DirectVR’). If that doesn’t work, please make sure that your normal Windows user account has write access to the commandline.txt file inside your GTA V install folder. Alternatively launching both the game and vorpX as admin would also ensure that vorpX can write to the file.

    On a sidenote: currently the game looks best with vorpX with a higher actual resolution instead of using the game’s resolution scaling option for upping the internal res.

    #204762
    vintager
    Participant

    DirectVR scan seems to fix the disabled head tracking after DEL issue, but the weapon is still all over the place.

    #204750
    dborosev
    Participant

    Just tried RDR myself. Looks super promising! But did I miss some setup details somewhere? I reset the profile to default.
    I used directVR and fullVR. It looks great standing still, but I noticed quite a lot of visual epilepsy when playing at 1920×1440 on med-high settings.
    I dropped the rez and settings down, and its definitely better. But its a bit blurry – regardless of rez or settings.
    Is there anything else I need to set for it to work properly? Anything in the game settings? Might just be my 1080ti lack of power, but I don’t think so.
    I’ll play with it a bit more and see if I can figure it out.

    #204737
    Ralf
    Keymaster

    Doing mostly profiles was the original plan for the release, got distracted by the GTA and RDR DirectVR/modding stuff. That’s not quite finished yet, still some planned features missing, but the next release will also bring a bunch of new profiles, promise.

    I’m not the type of guy who boasts all day about how great he believes to be, but I can tell you that there wouldn’t have been a chance to do even one more thing for this update unless one happens to be a robot that neither needs sleep nor food. :)

    #204689
    Ralf
    Keymaster

    21/06/17
    vorpX 21.2.1 has been released.

    Originally this was supposed to be just a maintenance update, but in the end became an almost-major-release due to two huge additions in the form of vorpX connection mods for GTA V and Red Dead Redemption 2 that provide a great out-of-the box FullVR experience for both games. Both are still somewhat beta, but good enough for a first public release.

    The connection mods implement perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras for both games that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car or mounting a horse.

    They also add Alternate Frame Geometry 3D for both games. If you are sensitive to the comfort issues inherent to AFR 3D, vorpX’s built in 3D methods are still available without losing the other benefits of the more direct connection like positional tracking and decoupled walk/look.

    Nice detail: For the heck of it GTA V got an additional driving view that mounts the camera on a car’s hood, similar to what you may know from many racing games. Turned out to be the most fun and immersive way to cruise through Los Santos you may have ever experienced.

    Full changelog:

    • Dedicated connection mods (BETA) for Red Dead Redemption 2 and GTA V to provide a great out-of-the-box FullVR experince: VR optimized cameras, decoupled walk/look, auto EdgePeek handling, alternate frame G3D, and more.
    • The shader authoring tool can be used on top of official profiles now.
    • Profiles can now be restored to default from within the game, having to switch to the config app for that was always a bit clunky.
    • Internal frame interpolation can handle alternate eye rendering without relying on support provided by headset runtimes.
    • Fallback hooking mode that improves compatibility with some mod loaders (e.g. Resident Evil 2)
    • ‘Loft’ cinema environment (finally) finalized.
    • Some textures were blurry in cinema scenes since earlier this year.
    • OpenXR now working for games that utilize nVidia Ansel, e.g. SW: Battlefront 2.
    • DirectVR memory scanner caching didn’t always work as intended.
    • D3D9: Fixed a regression that could cause heavy flicker in older fixed function pipeline games (e.g. GTA: Vice City with the D3D8>D3D9 wrapper)
    • Head roll wasn’t always applied as intended (e.g. Resident Evil 7)
    • Some Epic Launcher and EA Desktop related improvements
    • Elder Scrolls Online: HUD shader fixed for latest game release.
    • Fallout 4: Lightning shader fixed (thanks RJK)
    • Skyrim SE: Some effect fixes (thanks RJK)
    • Mass Effect: Legendary Edition: ME1/2: G3D/Z3D profiles added, note that G3D performance isn’t exactly great due to a somewhat ineffecient D3D9 to D3D11 conversion. Especially for ME2, which doesn’t look that much better, the DX9 original is still recommended.
    • MPC-HC/VLC: some default settings tweaks,
    #204641
    Ralf
    Keymaster

    It would probably be possible to do some kind of snap turning, I’m just not sure whether it would be good enough since it wouldn’t really be possible to do fixed angles. The snap angles would depend on the mouse sensitivity used in a game except for games with support for games with DirectVR head tracking. No real deal breaker, but also not really great.

    One of the things that I want to experiment with for ages to see whether it’s good enough or not, there just always is something more important… Not forgotten, but whether or not that will ever happen, I just can’t tell.

    #204614
    steph12
    Participant

    g3D for rdr 2 game a DX12/vulkan game ? really ? even tho it’s not traditional G3D as we know it, it seems amazing :D cannot wait to try it out !

    decoupled movement nice !!!!

    and i started messing with shader authoring tool and while i’m still total noob, i was able to fix some issues with the game i tried (mainly offending decals on the grounds/walls, shadows) i’m glad we’ll soon be able to do it for official profiles, but those dont really need this most of the time cause they work just fine out of the box ;) but still it’s welcome ! you cant fix everything on your own specially in these days when games are regurarly updated and sometimes breaking profiles or adding visual glitches. (restoring profile to default within game is a win)

    fixing directVR memory scanner is also most welcome !

    this update is really nice ! Many thanks Ralf :)

    RJK_
    Participant

    I think its not a good idea to “fix” official profiles this way and not let the rest of the world not have access to it. 99% of the VorpX users do not even know how make do simple adjustments not to speak about using the shader tools. I assume thats whay DirectVR has been invented. For official profiles its always a better idea to inform the vorpX stuff in order to let everyone else have a proper working factory profile available. Publishing this “solution” is in my eyes kind of egoistic and does not keep in eye that this may raise unnessecary confusion because some users may break their databse. Further on with each update you would have to redo this procedure. Anyway: With one of the next updates this will become obselet.

    TheBalt
    Participant

    Hey everyone,

    So i have to do a DirectVR scan to keep the games headset tracking working when i Load into any new area or loading a save.

    was wondering if anyone had figured out a way to keep the headset tracking working, with or without DirectVR being used.

    Thank you for your time!

    #204160

    In reply to: Days Gone

    ParadiseDecay
    Participant

    This is now in my TOP VorpX experiences!

    – VorpX Settings: Z3D, Immersive Screen.
    – In Game Settings based on RTX 2070 Super:
    High settings, Window Mode, FOV 100, turn Motion Blur off.

    *This profile does support DirectVR Scan and Geometry 3D, but the game is badly optimised and looked terrible on my 2070, also textures were messed up.
    (Feel free to try and tweak it to work better)

    *It LOOKED and WORKED fantastic for me in Z3D with Max 3D strength (3.0)
    ALSO the 3D still looks really good in Z3D.

    #204139

    In reply to: Days Gone

    ParadiseDecay
    Participant

    Uploaded a Profile.

    Some IMPORTANT notes:
    – VorpX Settings: Z3D, Immersive Screen.
    – In Game Settings based on RTX 2070 Super:
    High settings, Window Mode, FOV 100, turn Motion Blur off.
    *This profile does support DirectVR Scan and Geometry 3D, but the game is badly optimised and looked terrible on my 2070, also textures were messed up.
    (Feel free to try and tweak it to work better)
    *It LOOKED and WORKED fantastic for me in Z3D with Max 3D strength (3.0)
    ALSO the 3D still looks really good in Z3D.

    TheBalt
    Participant

    Hey guys, finally got outer world working in g3d and with directvr scan… but my y axis on right stick is dead – is there an option in vorpx menus to get it working for this game? I know I “can” just look up and down, but sometimes I just wanna use the stick :P lol

    Thanks for any help! Take care!

    #203765
    Ralf
    Keymaster

    DirectVR resolution is not available in this game, so you set the resolution in the game options like you would normally for playing on your monitor.

    Please don’t use 4:3 resolutions for this game, stick to 16:9 for the reason mentioned in my last reply. You should also see a message about that in the top left corner of the game window. To avoid unnecessary trial and error, please always check any messages vorpX displays in the game window or in the headset.

    #203764
    frenchiebong
    Participant

    Hi Ralf,

    Do I need to change the DirectVR resolution in the VorpX in game menu to match the Monitor resolution settings in Nvidia Panel?

    Also, do I set the game in Full Screen, Windowed or Borderless window? I can run the game smoothly with native monitor resolution and refresh rate. Of course at 1080p it’s not as clear and good looking. I’m trying to OC my rtx 2060 to see if I can handle 2560 x 1440p. Is there a difference between 2560 x 1440p vs 1920 x 1440p? I know one is 4:3 ratio and the other is 16:9..
    I would also try disabling my 2nd monitor as I heard it may interfere with the refresh rate when setting the resolution higher than the monitor’s native. (1080p is 144hz maxed, 1440p and it caps at 60hz, even in game)

Viewing 15 results - 271 through 285 (of 1,166 total)

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