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AuthorSearch Results
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Mar 3, 2021 at 8:45pm #200912
In reply to: Half-Life 2 VR broken (also Episodes)
VV00ParticipantIt works with the DirectVR scanner. I didn’t need this previously, I guess it is new? Thanks!
Mar 2, 2021 at 9:37am #200861In reply to: Graphics Quality?
steph12Participantto the op, you wont have graphics quality just like you have on regular screen, the purpose of Vorpx is IMMERSION.
even on my old hardware gtx 1080, 5820k and htc vive, i had a lot of fun using vorpx, obviously, some fullVR demanding games had low performance in G3D example is dishonor 1 but Vorpx motion smoothing works quiet well, so i had a blast.
now i upgraded to valve index and more recent hardware and i’m stunned by the graphics quality while using vorpx, atm i’m playing borderlands 3 and it looks real good and i’m using 1920*1440 res and ultra settings in fullVr with fov 125 (with unreal engine unlocker which i highly recommand for the UE4 supported games).
the most important thing for vorpx is how powerful your computer is, the better it is the better your vorpx experience will be.
and vorpx is light years ahead of any others 3D software including that reshade 3Ddepth, because of headtracking, directVR, full VR, G3D, Z3D, flexibility of the software, the ability to create custom users profiles for new games (when it works) in a easy way, highly tweakable settings for all modes (fullVR, cinematic mode, immersive mod).
Mar 2, 2021 at 1:09am #200846In reply to: Graphics Quality?
RalfKeymasterI’m obviously biased, but still hugely puzzled about comparisons with a depth shader that does maybe 10% of what vorpX does, if at all. For one for DX9-11 (and older OpenGL) games vorpX provides “true” Geometry 3D instead of doing post process depth based 3D, which in itself is something entirely different, including the general option to have positonal tracking in every G3D game (provided that doesn’t cause too many glitches).
Even more puzzling is leaving out the whole DirectVR complex. By now there are more than 150 games for which vorpX adjusts everything automatically for a decent FullVR experience largely out of the box. Usually at least covering FOV and resolution, plus setting up the head tracking sensitivity. These games are typically plug & play except for graphics options/performance adjustments. In more than 50 games there is even more than that in the form always perfect 1:1, low latency head tracking via directly accessing a game’s memory locations for camera rotation (and sometimes position).
Not to mention the recently introduced TrackIR handling for games with TrackIR support, scalable HUDs with 3D depth, VR controller support, a gaze based visual hotkey menu and quite a bit more…
Feb 28, 2021 at 10:38am #200802In reply to: Direct VR Scan fails in all games?
RalfKeymasterIn Bioshock Infinite per default the FOV is handled via an .ini edit, not with the memory scanner. Please reset the profile to default in the config app and afterwards make sure to follow the hint shown in the top left corner of the game window regarding setting the FOV slider in the game’s options to max. Without that the .ini edit DirectVR does has no effect.
Halo 4 doesn’t have an official vorpX profile. If there happens to be a user profile with supposed memory scanner functionality it’s unlikely to fully work, if at all. The scanner configuration is fairly game specific. Also scanner profiles don’t always include FOV. You can see what the scanner does and what it doesn’t in a game on the DirectVR page of the vorpX menu.
The G3D FOV Enhancement option can be found under “More 3D Settings” on the main page of the vorpX menu. Be aware though that in most newer games it causes too many visual glitches to be of much use.
BTW: A general way how to handle FullVR for games without automatic FOV adjustment is explained in the “1-2-3 Game Setup” guide in the vorpX help. The method described there isn’t always 100% perfect, but it always works. Additional information regarding FOV can be found in the “Essential Hints” guide in the help.
Feb 27, 2021 at 5:47pm #200795In reply to: Half-Life 2 VR broken (also Episodes)
RalfKeymasterNo such problems here. Please make sure that to run the DirectVR scanner if necessary, there should be a message about that if the cached values are out of date. Also make sure to follow the hint in the top left corner of the game window regarding setting a 4:3 resolution, which is shown if currently no 4:3 res is set.
Feb 26, 2021 at 9:38am #200760In reply to: Direct VR Scan fails in all games?
RalfKeymasterThe DirectVR scanner scans through a game’s RAM, the GPU is of no concern. If you experience issues with that in every game you try, your very first suspect should be your antivirus program, which may interfere with or even actively prevent what the scanner does. The usual recommendation here: if you happen to use anything else than Windows Defender, get rid of it as fast as you can. There is no need for invasive third party AV on Windows 10. Windows Defender is more than good enough for several years now. It kicks in automatically when you remove third party AV.
Also makes sense to avoid many other programs running in the backround as that can affect how Windows organizes its memory pool. In a few games the scanner expects a certain memory layout, which might get messed up the longer your PC is running and the more stuff you have open in the background.
In the same regard a full reboot (not switching off/on, which just takes a system snapshot to speed up the start) is always worth a shot. Choose “Restart” in the Windows start menu to ensure a full reboot.
However, apart from all said above the message shown during each scan still isn’t shown just for fun: since scanning through a game’s memory for a handful of addresses is a rather complex matter, there always is a chance of failure and there is no guarantee that the scanner will always work. It usually should though if nothing gets in the way.
Feb 26, 2021 at 9:01am #200758In reply to: Direct VR Scan fails in all games?
steph12Participanti also have my direct vr scan fails sometimes.
when it “fails” i can briefly see the steamVr launching rectangle application on and off while directVr is doing its scanning, like a micro hang thing or something.
i know for sure that direct VR was working perfectly fine like 1 year ago but sadly in my case not anymore.
atm my setup is
5900x
3090 FE
32gb ddr4 3600
w10 20h2
all drivers/bios uptodate
SSDs sata
hx 1200w
valve index (and issue was also on my htc vive)
base stations 1.0my previous hardware
5820k
gtx 1080
16gb ddr4 3000
w10 1904 (and previous versions)Feb 25, 2021 at 3:57pm #200736In reply to: alt-L issue (and bonus question :)
RalfKeymasterOnce you run the DirectVR scanner in Bioshock head tilt is handled by DirectVR, which makes the game HUD and any vorpX messages stay aligned to your view instead of always being aligned to the horizon. That is intentional, like wearing AR glasses showing a HUD would work in reality.
I’m not 100% sure, but your description sounds like just that to me.
Feb 25, 2021 at 10:24am #200729In reply to: alt-L issue (and bonus question :)
RalfKeymasterI’m not really sure about your first issue. In some games the messages rotate with your head in FullVR mode. Sounds a bit like it would be just that, which would be perfectly normal.
Second one: Might be related to some glitch that I incidentally fixed just yesterday where sometimes the resolution calculation can yield a wrong result on game start, and thus the restart message is shown again although prior everything has been set up correctly. If all looks fine, you can ignore the message. If you still encounter the same issue after the next vorpX update, let me now.
BTW: Play the original Bioshock with vorpX, not the remaster. The slightly higer res textures aren’t worth it considering the better DirectVR support of the original Bioshock’s vorpX profile.
Feb 21, 2021 at 3:55pm #200644In reply to: Advaced Tweaking with or without directVR?
RalfKeymasterThe DirectVR memory scanner is a beast with two dozen arcane per game parameters that sometimes I don’t even remember all in detail myself. To configure it in an efficient manner you’d need a level of knowledge not too far away from the level you’d need to create the FOV patch you mentioned above yourself. There may or may not be some kind of user friendly UI for it at some point.Would definetely be a nice thing to have, but I have no concrete plans in that regard currently.
One line answer to your question: most mods won’t interfere, but some may.
A little more detailed: DirectVR may change the FOV in various ways, e.g. with its memory scanner or by adjusting .ini files. If for example you install a mod that overrides a game’s normal camera, that would make DirectVR fail, regardless of the mehod it uses in this particular game. Also mods that heavily change a game’s memory layout can cause problems for the DirectVR memory scanner in some games. Long story short: you have to check whether a specific mod causes a problem or not, there is no general answer.
Rule of thumb: best avoid mods that affect the camera or add graphics effects with vorpX. Most other types of mods (texture-/mesh replacements, gameplay tweaks, additional quests and so on) are probably safe to use.
Outer Worlds should already work perfectly fine in FullVR mode except for some slight distortion caused by the game’s vertically asymmetric view frustum, i.e. the center of the view is not exactly at half the screen height. Fairly unusual for a monitor game (actually it’s the only game I’m aware of doing that). Accounting for this glitch requires a little code change, which the next vorpX version will do.
Feb 20, 2021 at 2:04pm #200596Topic: Advaced Tweaking with or without directVR?
in forum General vorpX Discussion
BaxterParticipantHey everybody
I’ve been modding games and tweaking ini files for a while now not related to vorpx but I thought I’d use my obsession on a new platform, haha.
My main question is: does directVR still work with mods? I mean if we can push the fov beyond the default can directVR understand that my fov is higher now and I can zoom the image? Should I turn off directVR when doing things like this? (I’m scared I’ll miss out on other goodies if I just turn it off for the game.) I don’t know if there are actual algorithms in place or just safety values. Also I can’t change anything in the directVR menu, there are no resolution options or fov options. Maybe just for this game.
What I’m really trying to do for now is make The Outer Worlds FullVR properly fullscreen. It looks like someone made a widescreen mod @ gamingpcwiki (If we can post links, I’ll link it). I think keeping the game in 16:9 makes it hard anyway, but a fov boost could work.
Honestly It really sucks that we can’t see what directVR is exactly doing and edit as we please but I’m sure the creator of Vorpx doesn’t want people messing up their games badly… Is there a profile opener or something, maybe make it read only?
Feb 12, 2021 at 10:57am #200423In reply to: black mesa problem quest2
RalfKeymasterPlease DO NOT change any settings in the vorpX menu, you probably messed up the settings. The profile is set up for correct FullVR playing out of the box. Reset the profile to default in the vorpX config and then just follow the instructions shown in the top left corner of the game window. Don’t change anything else.
There isan’t really anything else I can suggest, sorry. With default settings the game works perfectly fine. All you have to do is setting a 4:3 resolution and running the DirectVR scanner.
Feb 10, 2021 at 10:51pm #200383In reply to: black mesa problem quest2
RalfKeymasterI‘m not really sure whether I understand the issue correctly, but Black Mesa should work just fine in FullVR mode.
General Oculus Link setup:
1. Connect your Quest with an USB cable to your PC.
2. Select Oculus as the headset type in the vorpX config app.
3. Enable Oculus Link in your Quest headset.Running the game:
1. Reset the profile to default in the config app (local profile or trouble shooting page) to make sure everything is dialed in as it is supposed to.
2. Check the hint shown in the top left corner of the game window: all you have to do is setting a 4:3 resolution (e.g. 1600×1200 or 1920×1440) and run the DirectVR scanner after entering a game level.BTW: If you don‘t have these resolutions on your PC, check the custom resolutions section in the vorpX help. It has a step-by-step guide that explains how to add resolutions that your monitor cannot display normally.
Feb 3, 2021 at 9:15pm #200219In reply to: How to remove ghosting artifacts in 3rd person games
DrRobotnikParticipantI played with the settings and turning off ‘Tracking prediction’ fixed the judder issues I was having. Is there any way to reset all of the settings to default? I’ve played around with them a lot and now I know to turn off ‘Tracking prediction’ I want the other values back the way they were.
As for G3D, the game (Sekiro) boots in G3D as it’s a DirectVR game and it defaults to this. I just tried it again and have the same issue, the right eye screen is black. I can still see the VorpX menu through the right lens, and the scenery around the screen in Immersive and Cinema Mode, but the screen itself is black. After tweaking all of the settings nothing fixes this so I’m a bit lost on this one!
Thanks so much for your help so far Ralf it’s appreciated.
Jan 25, 2021 at 12:30pm #199947In reply to: Celebrating 850 games on Inofficial LIst
RalfKeymasterAnd I still haven’t checked your profiles for the ones that might be worth adding DirectVR…
BTW: I have implemented the start message editing for user profiles last week that I mentioned earlier. Beginning with the next vorpX version you’ll be able to add instructions that are shown on each game start instead of just in the config app. If no dedicated start message is defined, the profile description will be shown instead, so you won’t have to revisit older profiles.
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AuthorSearch Results
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Hey everybody
I’ve been modding games and tweaking ini files for a while now not related to vorpx but I thought I’d use my obsession on a new platform, haha.
My main question is: does directVR still work with mods? I mean if we can push the fov beyond the default can directVR understand that my fov is higher now and I can zoom the image? Should I turn off directVR when doing things like this? (I’m scared I’ll miss out on other goodies if I just turn it off for the game.) I don’t know if there are actual algorithms in place or just safety values. Also I can’t change anything in the directVR menu, there are no resolution options or fov options. Maybe just for this game.
What I’m really trying to do for now is make The Outer Worlds FullVR properly fullscreen. It looks like someone made a widescreen mod @ gamingpcwiki (If we can post links, I’ll link it). I think keeping the game in 16:9 makes it hard anyway, but a fov boost could work.
Honestly It really sucks that we can’t see what directVR is exactly doing and edit as we please but I’m sure the creator of Vorpx doesn’t want people messing up their games badly… Is there a profile opener or something, maybe make it read only?
