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Viewing 15 results - 841 through 855 (of 1,172 total)
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  • Ralf
    Keymaster

    @ lipplog: for both the Steam and GOG version of Return to Castle Wolfenstein the default profile has pre-cached DirectVR values, so no need to scan manually. Doing a full factory reset in the config app will restore the pre-cached values.

    Caveat: for old CD-versions or “other” copies the DirectVR memory scan might or might not work, probably it won’t.

    dellrifter22
    Participant

    I just messed around in Return to Castle Wolfenstein a bit. DirectVR scan generally works well for FOV and rotation. Sometimes though, headtracking locks up. It also tends to teleport your view from floor to ceiling whenever you look down with mouse controls.

    In case this bothers you too, I’ve uploaded a profile with DirectVR disabled to solve that. It has letterbox image zoom adjustments for FOV correction (you can see edges of the screen), but still looks pretty good in my Pimax. Zoom out a few more notches to look better on rift.

    The cutscene 3D seems broken, and possibly the scopes and binoculars. But general gameplay is good. If skybox is too distracting, turn off “Draw Portal Skies” in game options.

    lipplog
    Participant

    Anyone ever get Retuen to Wo}feinstein to work? I would LOVE to play that game, but DirectVR fails every time and leaves me with a distorted view.

    lipplog
    Participant

    @zahncisten I imported the New Order profile and ran the game, but all the settings were off for me. Flat image with no head tracking. Maybe I’ll tinker with I later. But I’ve been spoiled by DirectVR.

    #176448

    In reply to: FALLOUT 76 works

    Ralf
    Keymaster

    Random inquiry: just read on the internet that every beta partipicant has been given three extra keys to give away. Not really sure if that’s true, but if it is, and someone has one to spare, let me know. Would be a great help to get something official ready as fast as possible after launch.

    Not sure if DirectVR memory scanning will be possible given it’s an online game, but I’d be happy to check that.

    #176401

    In reply to: Source Engine?

    Ralf
    Keymaster

    You can only get so far with the viewmodel FOV, but that’s basically all that can be done. Since these games were designed to look good on a monitor, weapons aren’t rendered with world scale/fov. Not all, but many first person games do this.

    What was added to F.E.A.R. 2 was DirectVR FOV, F.E.A.R. 1 already has that. Head tracking is mouse based in both games.

    #176398

    In reply to: Far Cry 4

    Ralf
    Keymaster

    That’s the reason for the widescreen recommendation on the DirectVR page of the vorpX ingame menu. The game designers apparently wanted to force a cinematic view, aspect ratios below 16:9 produce black bars. Although still true in regard to performance, due to this the usual “4:3 is best for vorpX” rule doesn’t really apply in this case.

    #176364
    Ralf
    Keymaster

    There is no DirectVR scan for Dirt4. The only head tracking that is available is vorpX emulating a gamepad stick with your headset. While rather laggy this method is passable for immersive screen mode, which is used for the game per default.

    Should work without you having to do anything normally. If you have no head tracking at all, check whether gamepad controls are enabled in the game’s input options.

    #176363

    In reply to: Vorpx Crash

    Ralf
    Keymaster

    The DirectVR memory scanner potentially can cause crashes, writing directly in a game’s memory is a delicate thing to do. Hence the message in that regard that is shown during each scan.

    If you know that certain actions trigger a crash, you can temporarily disable DirectVR memory writing with ALT+K beforehand.

    #176347

    In reply to: StarVR and VorpX

    Ralf
    Keymaster

    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.

    #176189
    dellrifter22
    Participant

    If you know typing and played PC games for years, you can feel your way around a keyboard just fine ;)

    As I understand it, DirectVR HUD is handled on a per game basis, as it requires specific back-end work, when even possible. Like modding.

    I’m guessing that headtracking is important to you, otherwise I’d suggest playing with the immersive cinema mode – since you could just use your neck to view HUD. I play a lot of games this way. It is still quite immersive.

    For FullVR, I’d use edgepeek button when looking for HUD. Or, if I needed it constantly in view, I’d compromise by zooming the screen out just enough as you mentioned. However I might try a widescreen resolution in this case – to reach the sides of your view better, and bring HUD from top and bottom closer to the center.

    At first seeing those letterbox “black bars” might seem disgusting, but change them to Ambient color and you start to get used to it fine.

    You can increase appearance of scale by turning down the 3D strength. The stronger the strength, the smaller things appear. Decreasing FOV can also make things look bigger. Getting a comfortable FOV is important, but try not to over do it if you want things to look larger.

    A trick to test FOV: look straight down at the floor, then drag your gaze up to the horizon. if the floor appears to stretch and move faster than your gaze, you need more. It should flow naturally as you look up. You can’t always get it perfect, but close enough counts.

    Getting a new game to work takes some trial and error, and usually compromise, but is generally still a neat experience.

    Ralf
    Keymaster

    There is no way to get the edges of a single ultra wide FOV image distortion free. That’s how it works when you render wide FOVs and then just pan the view. Imagine an ultra wide angle photo printed on a huge cardboard wrapped around your head. That is essentially what you are doing and it would look pretty much the same in reality when you look around.

    Use the full VR mode to be fully in the game, which is the profile default for Borderlands 2. That way everything gets configured automatically after running the memory scan. No need to change any settings manually at all (aside from the resolution on the DirectVR page of the vorpX if you want to boost image quality).

    #176175

    In reply to: prey 2017.

    Ralf
    Keymaster

    @ matteo: please note that DirectVR FOV and resolution are currently broken after a game update. That will also be addressed in the next vorpX release. No release date yet, but it’s worth to wait until then.

    #176162
    Ralf
    Keymaster

    I’ll check that, there have been very little changes to the DX9 renderpath between 18.2.5 and 18.3.0, but who knows.

    Just in case the usual AV software hint: if you use anything else than Windows Defender, try to uninstall it completely (some can’t really be disabled otherwise) and see whether the problem persists. Windows Defender will kick in instead. Especially with games that have DirectVR scanner support, some more aggressive AV programs can cause severe issues. Such issues may appear seemingly out of nowhere when they encounter a new vorpX version they don’t know.

    Also check the memory usage of tesv.exe in the task manager. 32bit programs like the original DX9 Skyrim can only address 2 (some 3) GB of memory. Since vorpX requires additional memory, heavily modded Skyrim installs might get pushed over that limit. The same applies to GPU memory, even more actually. So if you use huge texture replacement packs, try smaller versions if available or remove them (at least for testing purposes).

    #176119
    dellrifter22
    Participant

    “let vorpX handle the FOV and apply an offset” … working on it now.

    It provides a max range to 20. Is that 20 degrees?

    Unlike realtime adjustment in GTA5, it’s calling for a restart. Is there a mathematical way to determine which DirectVR value I need for an offset to 146 from default?

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