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  • #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    #205051
    mr_spongeworthy
    Participant

    Fallout 4 VR unfortunately requires motion controllers. It’s a bummer because I would like to play that title also, but don’t have motion controllers. Every six months or so I check to see if there has been a change, or if someone has released a mod to enable controller support, but as far as I can tell that’s never happened.

    You can run the regular version of Fallout 4 though vorpX however, and it’s not too bad! You’ll probably have to use Z3D mode because the G3D mode isn’t quite right yet (issues with light sources etc,) but in the end it’s not too bad in Z3D mode, especially if you will be happy with virtual theater mode rather than full VR mode.

    BTW, Skyrim VR will work with an XBox controller, so you could try that game instead. I like the Fallout series much better, but Skyrim is OK (lots of fetch quests and boring characters. Get ready to mod the heck out of it if you want a truly interesting game.)

    #205020
    dunno
    Participant

    Software: Steam VR: Pitool:
    Hardware: Pimax 5K: Xbox and PS4 Controllers.
    Current VR game without VorpX: Elite Dangerous Horizons (Works flawlessly).
    I don’t own hand wands.

    I bought Fallout 4 VR from steam and it starts perfectly but I’m stuck at character customisation because I don’t have Hand wands, I bought VorpX hoping to get Fallout 4 VR to play with my console controllers.

    Any ideas as to how I get VorpX to play Steam’s FO4 VR with Console Controllers ?.

    Many thanks.

    mariametro
    Participant

    Hi team,

    I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.

    Fallout New Vegas:
    DirectVR scan causes freeze and crash to desktop.

    Metro 2033 / Last Light Redux:
    About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.

    Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.

    I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.

    I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)

    I’m curious if anyone else has encountered similiar issues.

    #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,
    #204510
    Pressstart
    Participant

    Edit, i managed to get good view in tes online after pressing alt + f4 1 – 2 times.
    Still can’t seem to be able to attach vorpx to fallout 76, game won’t start ( also tried the steam version in the meantime, same result )

    #204290

    In reply to: The Forest

    forlaunchcast
    Participant

    Afraid I don’t have a solution, but wanted to empathize with your plight. I wish developers could have VR modes but leave the original controls (mouse and/or game pads). There are many games (Forest, Fallout 4, Valheim VR mod, etc) where I’d just like to kick back on the couch and play as the game intended but in VR perspective (first or third person). This is basically why vorpx has been a lifesaver. If developers didn’t have to worry about GUI or controller adaptation in VR, I think we would have a lot more VR modes.

    takatori
    Participant

    I’m having the same issue with my Vive Pro Eye, regardless of headset type selection.
    Using Revive for Oculus compatibility layer gives the same results as SteamVR.

    Faulting application name: Fallout76.exe, version: 1.5.2.31, time stamp: 0x607c7eb5
    Faulting module name: ucrtbase.dll, version: 10.0.19041.789, time stamp: 0x2bd748bf
    Exception code: 0xc0000409
    Fault offset: 0x0000000000071208
    Faulting process ID: 0x935c
    Faulting application start time: 0x01d74bcd67598429
    Faulting application path: C:\Program Files (x86)\Bethesda.net Launcher\games\Fallout76\Fallout76.exe
    Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
    Report ID: 7ca3e856-bc84-47d1-baa2-bd01b97eaf08
    Faulting package full name:
    Faulting package-relative application ID:

    Ralf
    Keymaster

    Just a heads-up that the feature has to be enabled on a game-to-game basis since it rquires some game specific settings. It doesn’t work automagically. Currently it’s enabled for the following games: Half-Life 2 (+episodes), Portal 2, Black Mesa Source, Titanfall 2, Fallout 4, Crysis, Skyrim Special Edition, Aliens: Colonial Marines.

    #204099
    Dave
    Participant

    I play the Trilogy for the first time, and after 11 hours i have to say it is a fantastic experience to play it in G3D with “living” NPC’s. Forget Skyrim VR or Fallout 4 VR, the NPCs are technical outdated in that games and are not impressive enough to believe that they are “living”. But the Mass Effect Legendary Edition blows me away !!!

    Next week will Days Gone be released with also Unreal Engine DX11 support, and we will get a second Blockbuster in G3D with “living” NPCs. It’s a pity, that we can’t play every game in G3D. I would buy a second expansive graphic card, if it would be of any use.

    HalloMolli
    Participant

    Hey Ralf,

    I am sorry to say but this is a fresh install (no mods, no enb etc. whatsoever) and it only happens in Fallout 4 (all of my other games run very well). I have not touched modding in this game and on this rig anyway. And it happens on a new save as well. Well, I created a short video so you can see for yourself what I mean (since it’s the same within the headset) –> https://youtu.be/llzv9scEicw

    Thanks for the hint with the preset, though. I didn’t even know something like this existed. But at this point F4 is unfortunately unplayable for me. Hm.

    Edit: I noticed something: If I play in first person then this happens significantly less. So vorpx (or the game?) reacts to “mousemovement” + 3rd person with “flashes”. Without vorpx there is no problem at all.

    HalloMolli
    Participant

    First I am very impressed by the performance. Resoloution is rather low (800×600) but the game still LOOKS GREAT and performs very smoothly in G3D. I couldn’t believe my eyes since many games seem to scale very poorly with (my) hardware in vorpx. Unfortunately it’s unplayable due to the fact that textures (?) cause flashy glitches which take away most of your field of vision. If I start the game without vorpx everything works just fine so it’s caused by vorpx.

    If there is a way to fix this it would be very appreciated. I love to play all bethesda games in 3rd Person view hence the VR adaption is a big no-go for me.

    Ralf
    Keymaster

    Below is the list list of games that this feature will be enabled for in vorpX 21.2.0 (release tomorrow).

    Tweakable options include the feature mode (off/auto hide/size and position only/always hidden), the auto hide timeout, the position of the weapon in 3d space, and weapon FOV and 3D-Strength for tweaking its size. Shouldn’t really be necessary to tweak anything though. Each profile has carefully chosen individual defaults that work just fine.

    Games for the first release:

    – Half-Life 2 (+episodes)
    – Portal 2
    – Black Mesa Source
    – Titanfall 2
    – Fallout 4
    – Crysis
    – Skyrim Special Edition
    – Aliens: Colonial Marines

    More games will follow shortly, I’m fairly confident that adding the feature will be possible for about 4 out of 5 potential candidates, i.e. first person G3D games.

    Note that in this first release there is no UI for changing gamepad/key assignments, will also follow shortly. For the time being make sure to use a game’s default bindings, otherwise vorpX might not be able to reliably detect when the weapon is supposed to be shown/hidden under all circumstances.

    #201912
    frydzielson
    Participant

    Hi. I am completely new to VorpX. I am using Rift S with my Lenovo Legion Y540 laptop. It has I7 9th gen, RTX 2060 and 32 GB RAM onboard. Display is 1920×1080 px.

    I think I tried everything and can’t launch VorpX with most of my games. Only very few of them work with no issues (like Metro 2033 or Fallout New Vegas).
    Tried to hook it up with Witcher 3, CP2077, Subnautica Below Zero, 7 days to die, BeamNG Drive, Satisfactory, Space Engineers and many more. I added custom resolutions in NVidia CP, tried to change in-game setting and still nothing :(
    Help me please! I don’t know what to do.
    Desktop Viewer works perfectly fine.

    RJK_
    Participant

    This is not VorpX related, but i think Ralf wouldnt mind me posting this here.

    I have just released 1.0 of my german speechmod for Fallout 4. More the 2500 text lines have been recorded in order to replace several unsuitable NPC voices.

    Heute habe ich 1.0 meiner Mega-Sprachmod mit mehr als 2500 neu gesprochenen Textzeilen online gestellt. Die Mod ersetzt (deinstallierbar) verschiedene NPC Stimmen die nach meiner Meinung eher umpassend für das Spiel waren.

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