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  • #177245
    dimensionaldude
    Participant

    One thing you should consider is that more FOV and resolution also means less performance since more has to be rendered. With demanding games you would have to trade image quality/details for higher FOV.

    Specifically regarding vorpX it’s also worth noting that various DirectVR features (e.g. auto resolution) currently do not take Pimax’s unusual display configuration with two horizontal 16:9 panels into account. That may or may not change in the future depending on the eventual success of the Pimax headsets.

    As far as performance, I’m not terribly worried about that, since I figure I can always just run old games that are less demanding while I wait for things to catch up. Even on my DK2, I tried running Assassin’s Creed Unity in low graphics and performance was through the floor on geometry mode. I’m expecting many newer games to simply not be an option for me at this point in time until there are some more breakthroughs either with software or hardware.

    Your note about DirectVR not supporting the wider FOV is certainly something for me to consider however. If the wider resolution would create problems overall, that might make me want to shy away from it.

    Ralf
    Keymaster

    First the usual Star Citizen disclaimer: besides a profile being available the game is and for the foreseeable future will stay ‘unsupported’ due to its ever changing alpha status. Everything can break at any time without being fixed afterwards.

    That out of the way: thanks for sharing. I’ll check the alpha 3.3 before the next larger vorpX update 19.1.0 and automate the .ini edits with the DirectVR settings optimizer to simplify the process for those who don’t want to mess with ini editing.

    #177235
    Ralf
    Keymaster

    One thing you should consider is that more FOV and resolution also means less performance since more has to be rendered. With demanding games you would have to trade image quality/details for higher FOV.

    Specifically regarding vorpX it’s also worth noting that various DirectVR features (e.g. auto resolution) currently do not take Pimax’s unusual display configuration with two horizontal 16:9 panels into account. That may or may not change in the future depending on the eventual success of the Pimax headsets.

    #177042
    Ralf
    Keymaster

    Without DirectVR head tracking like in FO4 after running the scan vorpX emulates a mouse for head tracking.

    If you play with inverted mouse, head movement in vorpX would also be inverted. Normally the invert head tracking settings should take of that, but if it doesn’t for some reason, it might make sense to check the game’s settings.

    #177035
    slydk1982
    Participant

    Funny, I came here to make a post about Unreal 1, but then i saw this post :)
    It would be amazing with a officel profile with Directvr for Unreal.

    #176990
    Ralf
    Keymaster

    If you are new to vorpX, you probably want to hop right into the action instead of learning how to configure vorpX. The list below contains first person games that work with litlle to no configuration in ‘Full VR’ due to vorpX’s DirectVR functionality, which can configure important things like field of view, head tracking or resolution automatically.

    For third person games that are usually played best in immersive screen or cinema mode not much configuration is required in general, so this list focuses on first person ‘Full VR’ games that can be a little harder to configure without DirectVR.

    If you are stuck, make sure to check the ‘Essential Hints Guide’ and the ‘Quick Reference’ in the help. They help you understand a few basic concepts.

    Metro 2033
    Metro Last Light
    Kingdom Come Deliverance
    Half-Life 2
    Portal
    Portal 2
    Cyberpunk 2077
    Left 4 Dead 2
    Black Mesa Source
    The Stanley Parable
    Prey [2017]
    Mirror’s Edge
    Deus Ex: Human Revolution
    Thief [2014]
    Get Even
    Dishonored
    Aliens: Colonial Marines
    Oblivion
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Fallout 76
    Skyrim
    Outlast
    Outlast 2
    Crysis
    Crysis 3
    The Hunter: Call of the Wild
    Titanfall
    Titanfall 2
    Conan Exiles [no BattleEye]
    ArmA III (no BattleEye)
    Far Cry
    Far Cry 2
    Far Cry 3
    Far Cry 4
    Far Cry Primal
    F.E.A.R
    F.E.A.R 2
    Shadow Warrior [2013][DX9]
    Shadow Warrior 2
    The Talos Principle
    Unreal Tournament 3
    Bulletstorm Full Clip Edition
    Conarium
    The Turing Test
    Hard Reset [original version]
    Farming Simulator 2017
    Gone Home
    Dear Esther (original Source engine version)
    Quake 3
    Quake 4
    Tron 2.0
    Deadfall Adventures
    Star Wars: Jedi Knight II
    Star Trek Voyager Elite Force
    #176939
    Ralf
    Keymaster

    Please check whether you maybe disabled the DirectVR game settings optimization. If so, please re-enable it. FOV for this and many other games is handled by the settings optimizer not the memory scanner.

    If you are unsure whether you disabled it or not, try a full factory reset.

    #176751
    Ralf
    Keymaster

    vorpX 18.3.1 has been released. This is a maintenance release that mainly adds support for Fallout 76. The profile is a fully featured DirectVR profile with everything DirectVR can do in the best case including automatic resolution, FOV (two methods) and basic roomscale.

    Additionally minor issues with the program itself and other profiles have been fixed.

    In case anyone wonders: the Frostbite engine G3D support that sparked a bit of interest recently is still in development and will be made available with the next larger update 19.1.0 before the end of the year.

    New profiles:

    • Fallout 76: G3D/Z3D, full VR, DirectVR: head tracking, resolution, FOV, tweaks

    Changes/Fixes

    • Effects that look bad in VR (e.g. DOF blur) can also be disabled with Z3D.
    • DirectVR scanner could time out with large scans in low memory situations.
    • DirectVR menu page didn’t behave correctly if both memory scan FOV and .ini edit FOV are available.
    • FOV scan was run despite .ini edit FOV being selected if both are available.
    • Fixed an occasional G3D crash in Fallout 76 (and maybe other DX11 games).
    • Arma III: DirectVR FOV was slightly too high.
    • The Witcher 3: some objects were rendered at wrong depth.
    • Crysis 3: reflections fixed, effect fixes.
    • Fallout 4: minor gun decals and fire glitches fixed.
    #176728

    In reply to: FALLOUT 76 works

    Ralf
    Keymaster

    Do yourself a favor and wait for the official profile instead of spending time tweaking. That’s what I’m here for.

    The official profile (available tomorrow) will have pretty much every possible DirectVR feature, and G3D of course.

    #176669

    In reply to: Arma 3 settings

    DarKcyde
    Participant

    I have. It works great. Head tracking works in vorpx, so Opentrack isn’t required any more. However, I like opentrack better because its got perfect 1:1 tracking, while the vorpx is still mouse based, and takes some tweaking, never quite feels the same as opentrack.

    DirectVR only uses 4:3 ratios, and the FOV isn’t quite perfect. Mentioned it on reddit, and Ralf noticed it’s off too. The value is calculated for the headset, which should be perfect, but Arma uses some zoom. Its pretty close on stock DirectVR settings, and will get tweaked in the next release (from talking to Ralf on Reddit). Helicopters use a slightly more zoomed FOV from on foot, so that takes even more tweaking. I highly recommend mapping analog zoom to a slider/rotary. I use the friction control on the warthog, its perfect. Lets you easily tweak it realtime, just swing your head left/right until things stop swimming and look normal.

    There’s always issues with FPS. I get a strange double image when moving, like every other frame is one behind. Locking ASW 45fps makes it very obvious. You can still play, but its annoying. When i (rarely) get the FPS up to 90, it goes away. Since the best you can usually do is somewhere between 45-90, its not ideal. Someone mentioned judder issues w/ 18.0.3 on the newest nvidia drivers, I dropped down to 398.36 driver and things feel smoother.

    For maximum tweaking, create these custom rez:
    1080×1200 (oculus native)
    1296×1440 (1.2x)
    1512×1680 (1.4x)

    Then you’ll have to do repeated restarts to tweak up the FOV, but a zoom control lets you know which direction to go at least. Those are 9:10 aspect ratio. Start at 96deg vertical, and work down from there.

    If you use opentrack, don’t disable headtracking in vorpX, just set the sensitivity to 0, and turn off roll/translation. That way you can still look around in edgepeak mode.

    #176601
    Ralf
    Keymaster

    I’ll take a look at it. Head tracking is mouse emulation based though in BF1, so there isn’t really anything that could break. One thing you could check is whether raw input is enabled in the game’s options. The DirectVR optimizer is supposed to take care of that normally.

    #176588
    lipplog
    Participant

    I think this guide was before the DirectVR option. You can ignore all the tweaking tips and just be sure to run DirectVR once in the game.

    #176546
    Ralf
    Keymaster

    Suport for Rift controllers is independent from DirectVR. They are automatically detected and can be used in keyboard+mouse or gamepad emulation mode.

    #176527

    In reply to: FALLOUT 76 works

    Ralf
    Keymaster

    Nothing below is final. The game’s release version might or might not work.

    That said, in today’s beta session everything worked more or less as it should ideally, which means G3D, DirectVR head tracking and FOV. Still quite a bit of work to do, but provided they don’t decide to disallow hooking into the game in the end, the final profile will be similar to Fallout 4 feature wise. The DirectVR memory scanner may be considered cheating though, only time will tell how they handle that. So to be on the safe side, deactivate it.

    Requires a fast machine + reduced graphics detail for G3D, medium detail for a GTX 1080Ti seems OK. The game world is quite a bit more detailed than Fallout 4 and thus more demanding. Z3D looks good, so mid-range GPUs will work too.

    If all goes well, an official profile will be made available at or shortly after release.

    Just in case someone overlooked it above: :)

    Nothing above is final. The game’s release version might or might not work.

    #176493

    In reply to: StarVR and VorpX

    markbradley1982
    Participant

    Works pretty well. Automatic FOV and resolution, DirectVR memory scanner support for rotational tracking. Positional tracking is available with G3D, but disabled per default due to shadow glitches. If you arent’t bothered by that (or disable shadows) you can enable it in the vorpX menu. G3D is playable with a 1080Ti, for full 90fps you will need reduced graphics detail or Z3D though.

    To clarify: Does work well on a 1080 TI only (since you’re specifically mentioning the 1080TI in that post rather than the original 1080)? Will a 1080 still give acceptable performance maybe with a few details bumped down or played through Z3D?

    I’ve been playing Chivalry recently in VorpX G3D and it’s incredible! Like with Rocket League I’m convinced the extra depth perception really helps with overall competitive gameplay.

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