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  • #199025

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    The second framerate depends on your headset, 80 is what Rift S uses, most other PC headsets do 90. The only way to change it would be your headset software if it has such an option. Unsure about the G2, other WMR headsets typically support 60 and 90, which can be changed in the WMR portal.

    #198570

    In reply to: Cyberpunk 2077

    Kaaliba
    Participant

    @ johndoe: FYI, I’m using an RTX 2070, and I’ve got an issue that might be related. After playing Cyberpunk for 5-10 minutes in vorpX, the frame rate slows to a crawl. I have to exit out of Cyberpunk and restart to bring the frame rate back to normal. I also sometimes get crashes, but that seems to happen most frequently when I jump out of Cyberpunk to Windows and back (Alt-tab, for example). I’m still experimenting, so I’ll let you know if I figure out what’s going on.

    @ Ralf: On a totally separate note, I’ve been wondering if there is a way for me to configure snap turning in Cyberpunk. I’m pretty new to vorpX (and LOVE LOVE LOVE it). I noticed in Portal that snap turning works brilliantly. I looked throughout all all the input settings, and I briefly searched these forums, though, and I can’t figure out *why* snap turning works in Portal. I’m assuming that the vorpX Portal profile maps the right control stick to do a quick X mouse movement to simulate a snap turn, but I can’t find any profile options that would do something like this. Could I beg some advice on this? I’d love to be able to implement snap turning on my own for this and other games if possible. Thank you for all you do!!!

    Underrecover
    Participant

    I face a problem and I run out of options of what could be the issue of games not running in VorpX. Games that worked was Half-Life 2, Portal, Fallout 3, and Fallout Las Vegas. Checking on other people facing similar issues I read all previous options of what could I do about it and I did all these steps. Reinstall VorpX, disable and uninstall AV program, disable any overlays that could influence the VorpX to hook up to the game, check if there is any unnecessary DLL, checking if the game is running in DX11 not DX12, trying to change resolutions for games, uninstall games and install again, run games and VorpX as admin, use alternative hooking method. All the games I checked are compatible with VorpX and should work without hassle and they are bought and I own them. At this point, I really can’t find a solution to what the issue could be and what could make it work. If there are any smart guys out there, please help me to solve this issue because I am hanging on to this for weeks without any progress. I know VorpX working and its hooking on to games, but it dose not for most of the compatible games that should work.

    #198101

    In reply to: Far Cry 4 black screen

    vintager
    Participant

    Okay, I can confirm FC4 doesn’t work out of the box.

    I’m trying to play it on WMR (Samsung Odyssey+), and I was unfortunate enough to buy the game on Steam, not knowing it required Ubisoft Connect–which means it has to fire up both clients at the start. Maybe that’s part of the problem.

    Anyway, I can only get into the main menu by using the old trick from this forum: pause the Watcher, start the game, wait for the loading screen, resume the Watcher. However, after that, the picture appears blurry as sh*t, zoomed (I can’t see the HUD), and there’s no G3D. It’s absolutely flat.

    All the other games I play with Vorpx hook perfectly (NFS Rivals, NFS Shift 2, Half-Life 2, Rage with the unofficial profile, albeit the latter, being OpenGL, doesn’t have G3D either). I’ve tried shutting down all the non-essential Windows processes–including the antivirus–rebooting the PC, reinstalling the game and Vorpx itself etc. etc. etc.

    Another thing I’ve noticed is that Vorpx adds the following element to the game’s profile:

    <CustomQuality>
    <quality ResolutionX=”1280″ ResolutionY=”720″ OtherQuality=”low” EnvironmentQuality=”low” AntiPortalQuality=”default” PortalQuality=”default” PostFxQuality=”low” TextureQuality=”low” WaterQuality=”low” DepthPassQuality=”low” VegetationQuality=”low” TerrainQuality=”low” GeometryQuality=”low” LightingQuality=”high” ShadowQuality=”low” ShadowCinematicQuality=”low” EditorQuality=”default” Hdr=”1″ HdrFP32=”0″ ReflectionHdr=”1″ EnableVertexBinding=”1″ id=”custom”/>
    </CustomQuality>

    Would really appreciate some support here!

    Smoils
    Participant

    I had some minor issues with portal 2 as well but trying windowed, hook helpers and alt hooking eventually got it to work, Ive played games like g-string that is based oh source engine too it all works eventually.

    But trying hl2 mods as mods, that are not standalone games just refuses to hook no matter what.

    Specifically in question are smod (including standalone, which is still using hl mod structure to run, not like portal 2 or gstring or dark messiah which all work) and mmod, none of those worked no matter what combination of things I have tried, even launching hl2.exe directly with parameters to start a mod didnt hook. Launching same hl2.exe vanilla hooks and works in 3d.

    Every successful source game that I have tried has vorpx hook from start, when into videos appear, with mods that refuse to work hooking message appears only in main menu and fails eventually.

    KtownsF1n3st
    Participant

    I just purchased Vorpx so I could try Portal and portal 2 in VR. When I try to play any game wirelessly with VR Desktop on my quest 2, Vorpx says it cannot detect a headset. What am I doing wrong?

    #197030
    calvincrack
    Participant

    i just reinstalled portal 2 and still had issue…realized I didn’t have Vsync on, oops. Triple buffered fixed my issue there. Still having that sideways portal issue though.

    #197029
    calvincrack
    Participant

    i can never get Portal 2 to behave in VorpX. I’ve completed Portal 1 and HL2 in VorpX and they were perfect. But Portal 2 doesn’t run well, and I always come out of portals in reverse. Is there a known workaround for this?

    #196950
    RJK_
    Participant

    I have just finished playing Portal 1 and Half Life 2. I must say VorpXs headtracking feels just like a native app.

    #196917
    Ralf
    Keymaster

    You don’t need to import any settings for Portal 2, the default profile comes with full DirectVR support out of the box. Best to reset the profile to default in the config app if you already downloaded settings from the cloud.

    No need to tweak anything besides setting the resolution to a 4:3 res as suggested by the vorpX start message, 1920×1440 will look great. If you don’t have this resolution on your PC, you might be able to add it as a custom resolution. Check the ‘Custom Resolutions’ section in the vorpX help for detailed instructions in that regard.

    #196885

    In reply to: Black Mesa

    Spixe
    Participant

    I had the same question about which one is the best profile. Right now when doing a game search for black mesa, it more than 2 dozen profiles, and 5 of them say “Black Mesa: Source”. (a good dozen of them say Half life 2 / portal / black mesa).

    So out of the 5 ones that say Source, which one is recommended?
    vorpX, ramms1989, nemphis, rudakoff, or AlabamaMan? I guess vorpX but just want to confirm.

    marvinthedog
    Participant

    Huyzer,

    Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.

    I notice the same thing in Tomb Raider (2013).

    I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.

    So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.

    So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.

    (Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

    Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

    can you talk about the reasoning behind the number changes you make

    Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

    One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

    The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

    The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

    In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

    Guide for Dead Space in immersive screen mode:

    So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.

    This value works in conjunction with all the other settings I have in VorpX and in the game, which are:

    In-game resolution: 1920 x 1080

    In VorpX main settings:
    Play Style: Immersive Screen Mode
    Expand the Immersive Screen Settings:
    Screen Distance Offset: 1.00
    Screen Curvature: 0
    Screen Curved Verical: 0
    Background: Ambience
    Expand 3D Stereo Settings:
    3D Reconstruction: Geometry
    3D-Strength/Scale: 1.00
    3D FOV Enhancement: 0
    Focal Offset: 0

    Widescreen Fixer:
    And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
    https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
    Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.

    I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.

    With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.

    Summary about the ipdOffset:

    In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.

    Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.

    I hope you will find this valuable :-)

    jeroenvangeel
    Participant

    Hey y’all!

    Just got into VR and installed vorpx, what a blessing!
    using a quest.

    I enjoy PORTAL 2 very much.
    Just dont understand why they didnt release it vr, it works great.
    Also RDR2 an GTAV are amazing!
    Wonder what mods you actualy need for gtav? I played a bit just with native settings, all was very pleasant:).

    not that into darksouls. but still, your explanation of “because you will be slashing at one dude and turn your head to hit his buddy and your sword slash WILL follow your ‘face’… so you aim with your head.. its kinda glorious and fun if youre a Dark Souls Fan.”
    makes me curious.

    have a save lockdown!

    #195257
    BenUSA1
    Participant

    I have tried switching off the Steam in game overlay. (settings-ingame overlay)
    Did not work

    I tried turning on/off several checkboxes on the vorpconfig/general (misc/InGameGUI (expertsettings))
    It worked. Therefore it is SOLVED

    I can have WMR portal and SteamVR opened, if I run the game with those, it will work perfectly. I guess it will work if I have them closed too.

    Can you be more specific as what you turned on/off in vorpconfig?
    Are you running in C drive or other drive?
    Are you running steam vr beta or normal?

    #194819
    ectoBiologist15
    Participant

    I just got this yesterday, and I’m attempting to get L4D2 working. VorpX automatically set the resolution to 4:3, but DirectVR fails with FoV and then crashes the game instantly after position succeeds.
    Portal 1 works great out of the box, which was surprising (I was expecting to have to do more to get it working)
    Any help would be appreciated.

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