The list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.
With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.
Current games with auto weapon hide:
Aliens: Colonial Marines
Black Mesa Source
Crysis
Fallout 4
Half-Life 2 and episodes
Halo MCC (tested only on the first campaign)
Portal 2
Skyrim SE
Titanfall 2
Not sure if I understand the question. Such a chart is pretty much built in, per default the current mapping is displayd as an overlay on the controllers ingame. Or do you mean something else?
Yeah, I was hoping maybe there was a PDF or other online resource that specified not the key-mapping, but the actual (default) in-game functions that a specific controller-action performs. I’m guessing you probably keep a database for yourself considering the number of games you support. Something we could reference like: Fallout 3: “Left Trigger = Pip Boy”, “Left Grip = Game Menu” instead of the in-game overlay which would say something like “Left Trigger = Tab” and “Left Grip = ESC” (or, whatever the mapping is.)
Thanks for the update!
Out of curiosity, is there any way I can get this working in Cyberpunk v1.23? I keep noticing new visual ‘glitches’ only to discover that what I’m seeing is just the visual downgrades that occurred between v1.23 and v1.31. Most impacted are draw-distances, which have gone from “kinda crappy” to “unbelievably awful.” I clean-installed the game just to be sure, and even completely vanilla it does this. It’s so bad it’s kind of funny. Makes the draw distances in Skyrim and Fallout 4 look good, and those were awful at time of release.
I’ve tried everything I can find to fix the issue, and it’s so baked into the engine that nothing seems to actually touch it. Only way I know around it is to revert to v1.23, which was bad, but no where near this bad.
I’m having trouble with this (Oculus Quest 2, RTX 2080 Super). I’ve been playing in non-VorpX mode in 3440×1440, and everything looks great.
But when I launch it with VorpX, the HUD is too small to read and the response is a little laggy/jittery – I think I need to go to a lower resolution. VorpX says it automatically sets the optimum resolution, but it doesn’t seem to. Inside the VorpX GUI, I changed the auto resolution target several times from “Just OK” (or whatever it’s called) to “Ultra”, but the screen looked exactly the same after rebooting – same image quality, everything the same size, etc.
Someone suggested 1832×1920 as a great resolution for VorpX and the Occulus Quest 2, so I added it to my nVidia settings and changed my fallout.ini file to 1832×1920, but that just made the game tall and thin, with the sides clipped. I tried standard 16:9 resolutions like 1920×1080, but it didn’t look right either. Ironically the best it looked was when it was set to the original 3440×1440.
What might I be doing wrong? Is there a way to see, while inside the game/VorpX, what the resolution Vorp is actually getting? I’m worried that the video card might be sending a 1920×1080 image inside a 3440×1440 frame or some sort of scaling screw up like that. I’ve set the GPU to no scaling, which I think is right, but there are so many dang variables…
Any help appreciated. Cheers.
When playing Fallout 4, if I pull up the “pipboy” menu it’s grayed out completely and you can’t see anything. You can hear the tabs moving when you press buttons, but you can’t see anything. I went through the forums and didn’t see anything similar to this. I tried the edgepeek too and it still shows gray. Without being able to use the pipboy I won’t be able to play the game in Vorpx which is a shame because it plays perfect otherwise. Any help or tips anyone might be able to give me would be great if you have the time to spare.
Hi,
just wanted to know, whether there is ANY other/new way to play Amnesia TDD with Radeon GPU (RX6700XT with HP Reverb G2), since it’s been a few years.
The (basically) immersive screen variant is nice, but is there a fix for the “eye switching” and stutter to play it in Geometry 3D, yet?
I basically got the same problem as quoted below, but sometimes one eye goes just dark and another shows (part of) the image.
(anyway, Happy New Year everyone!)
I cannot play Amnesia Dark Descent at all. Both eyes get flashing flickering of the game and the frame rates is so low it would be less than 1 frame per second. Im running win 10 64 bit. AMD fx-8350 Black edition and an R9 390x video card. Quake 2 does the exact same thing. I have tried many settings to no avail. Games like Skyrim and fallout 4 run just fine. It seems to be a possible issue with Open GL not really sure. Any help would be greatly appreciated.
1) For those detecting Malware, I’m running only MS Defender and it detected nothing wrong.
2) Played with it in v1.31 for a few minutes and it looks pretty good. I’m surprised the performance is as good as it is. So far this doesn’t impact performance as much as I expected it to. BUT, I do still notice a lot of artifacts around NPCs. I double and triple checked to be sure I was on “Direct VR” (or whatever it’s called). It also doesn’t get quite as much sharper as I expected at lower resolutions. Compared to, say, Fallout 3 or Fallout 4, where the Z3D -> G3D is blindingly obvious, it’s more subtle here. Is this due to the Direct VR mode, or do I have something wrong? I will also have to push 90Hz because the right/left interlaced rendering becomes glaringly apparent at lower refresh rates.
3) Is there any way I can make it respect my hotkey assignments from vorpX settings? I have things like ‘Reset VR view’ configured to different keys than usual. Most important would be the vorpX menu buttons, which I map to keyboard strokes only (I have an Xbox controller and I’ve added the little keyboard, so I can access all these right on my controller.)
I’ll try it with v1.23 once I get a full backup of that directory completed. Keeping my fingers crossed that it will work.
Thank you Ralf! What a great piece of work.
Maybe try to toggle (in your nvidia / amd control panel) “perform scaling on display/gpu” and “override scaling mode in games” / under “adjust desktop size and position”
Had that issue on Fallout 4 a while ago and it resolved with that. (also borderless fullscreen / fullscreen) in game
Hello,
Okay, here it is :)
Unexpected system DLL(s) found in game folder:
C:/Program Files (x86)/steam/steamapps/common/Fallout4/d3d11.dll
Probably has been put there by a mod. may cause a conflict with vorpX. if you encounter any issue, try to remove/rename these DLL(s).
Hello,
first of all, sorry for my poor English, but I will express myself as well as I can.
The following:
I use Vorpx for my Oculus Rift S. There is an official setting for Fallout 4. However, my version is moded with FS4E which is extencial and I start the game via the Nexus Mod Manager. Unfortunately, the 3D does not work with the glasses but is flat. quite a few warnings appear but I am quite inexperienced with the Vorpx tool.
Are there any suggestions for a solution to make it work? Has anyone perhaps already dealt with it in advance? I would be very grateful for help :). Greetings
Finally found a native VR title (Fallout 4 VR) that was behaving the same way, with weird sync issues at high GPU usage.
So eventually a full wipe and reinstall of Win10 ensued and that has fixed the issue with vorpX as well. I can now push the GPU fully without experiencing sync issues, and Fast modes are now working again in vorpX titles.
Unfortunately I was unable to discover what caused the issue originally. I think it may have been cruft of old PiTool versions, but ultimately no amount of uninstalling (even tracking down and deleting remnants manually), driver updating, or even an in-place re-installation of Windows resolved the issue.
@Kazeon
Controller issues with the G2 are greatly exaggerated. Personally i have about 300hrs playing the likes of No Mans Sky, The Forest, Fallout 4, Skyrim, and numerous smaller titles with zero issues.
The only thing that’s actually bad about them is the awful haptics, which pretty much requires you to turn the feature off. FOV is tricky, more is better obviously, but it’s something very dependent on the game experience. I find it limiting and extremely obvious in flight sims, but not obvious at all when bearing down a race track in the cockpit of a car. General games where you on the centre of the screen you probably won’t notice it, or at least become accustom to it.
It probably is worth waiting on the next iteration though, certainly if you’re routed to a AMD system, or need that extra inside out tracking camera they’re adding to solve generic problems with inside out tracking.
Absolutely a great device for VorpX though. If you have the ability (a 3090) you can crank it up to 3k per eye in steamVR, which makes games that looked poor in VR previously much much better.
Hi , running on 4k, rtx3090. I also have some mods installed . The fov mod does what is says. combined with g3d profile it looks like a better fallout. THX
Average human eye resolution is roughly around 60 PPD (pixels per degree),
intersting to read, thanks !
That’s called “supersampling”,
I assume the better image when rendering over the headset resolution is a result of sort of a “wiping out AA more and even more”, not of providing me with more pixels. Having this in mind i wonder how far i could go in resolution in theory on a 1440×1600 display to maximize visuals. I usually play my games around 3200×2880, today i did a quick test on Avatar and Fallout 3 and there was still a noticable improvement in sharpnes and claryity on small detailed objects like letters on guns or stickers on uniforms for example when gaining resolution to 4400×3240 (my current monitor cant take more ;-). The image looks so clear and clean in that resolution so i wonder if a 5 or 8K display ever would provide me with better visuals at the same (locally maximized) resolution.
@ moarveer:
The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.
Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).
@ dellrifter:
Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.
There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.