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  • #185920
    apollon01
    Participant

    Nice post :-) I got few titles lined up:
    – Skyrim SE
    – Morrowind (pity it does not work with distant lands)
    – GTA V
    – Deus Ex: Mankind Divided
    – Mafia
    – Mafia II
    – A Story About My Uncle (is surprisingly nice in vorpX)
    – Giants: Citizen Kabuto (idem; this is a fantastic retro)

    and I hoped also for some of my sims: Flight Sim World, Il-2 1946, Il-2 Cliffs of Dover Blitz and Rise of Flight… however unfortunately these do not work in 3D (but are fun also in 2D).

    The question is – when will I get the time to give all these a shot? :-)

    Milan

    #184521
    Ralf
    Keymaster

    G3D is supported for roughly 90% of the officially supported games (and many more through user profiles). If you want to try something else than racing/flight sims, chEck a game from this list to see what vorpX is capable of in the best case.

    Zarkov
    Participant

    So I love old style space sims like X-wing and Wing Commander and so. Sadly most of these games are too old to be supported by VorpX.

    However some to make “Freespace 2 open” which runs in OpenGL which is supported by VorpX. Now I haven’t been able to get the current version of feespace 2 open to work with VorpX. It simply won’t hook no matter which profile I try.

    But I have been able to get one of freespace 2 open’s offshoots to work with VorpX. Namely Wing commander Saga, which is a good space sim in its own right and is available for free if anyone wants to try it for themselves.

    Now the experience isn’t perfect but it’s definitely enjoyable. I’ve used the profile for Quake III Arena (which is also based on OpenGL). Doing that the game hooks without issue and supports geometry3d which looks awesome.

    The one issue that I have is that any information on the side of the screen is pretty hard to read and that is where quite a lot of useful info like weapon loadout is located.

    The game supports fov changes, however I haven’t been able to get that to work. I’ve asked a question in their forum but it’s not very active. So, I’m not really expecting a reply anytime soon.

    Is there any sort of setting in VorpX that I could look at to improve the text at the edges of the screen? Or can I force a different FOV in the profile?

    If anybody has an idea why Freespace 2 open won’t hook at all and one of its older offshoots works without issue I would love to find out as well. My guess it’s probably has something to do with different OpenGL functions.
    Getting Freespace 2 open to work would be awesome because there are tons of mods and full conversions out there.

    #183870
    Staniol
    Participant

    Dear vorpx experts.
    Let me introduce you one of my favourite vintage flight sims.
    This had a really good dynamic campaign, ability to create and fly missions, being AWACS, etc.
    It has a fan made rework, which has headtracking and using dgvoodoo 2.
    If I could fly this in 3d vr, that would be awesome.
    With my limited knowledge, I tried to run it with no success.
    I don’t want to ask someone to do this instead of me, I am happy to start working on this, but I need a couple of clues, how to start experimenting with dgvoodoo2 and vorpx.
    Thank you in advance,
    Staniol.
    Link to the game: https://community.combatsim.com/topic/20202-f-22-total-air-war-230-final-released/

    apollon01
    Participant

    Hello Ralf,

    I am a happy user of vorpX. Thank you for your work!

    If you allow me, I have a question related to two older combat flight sims: Rise of Flight (free to play on Steam) and Il-2 Cliffs of Dover.

    Searching through the various fora, I have found that people got them running in 3D in 3D vision from nvidia and TriDef. However, I am not able to get them running in 3D in vorpX.

    I had a limited success in both sims experimenting with reshade/depth3d using Z-buffer (needs to be reversed for Cliffs of Dover; for Rise of Flight it works only in the outside view, not in the cockpit).

    Given that it is possible to get these older gems in 3D, do you think it would be possible to achieve the 3D also with vorpX (there are user-made profiles for vorpX but these do not give the 3D).

    Thank you for any info.
    Regards,

    Milan

    mr_spongeworthy
    Participant

    I’ve been stereoscopic gaming for nearly a decade now, mostly on a 720p DLP in frame-packing mode (TriDef) but more recently moved to a 1080p display (so using top/bottom, mostly through TriDef as well). Since I already played in 3D I didn’t feel the need to hop into VR right away. Now that a wide-fov HDM is available at a reasonable price (Pimax 5k) I plan to hop on the VR bandwagon, and will definitely be using vorpX since the vast majority of my games are not VR titles.

    My primary tools are TriDef (now defunct) and SuperDepth 3D for games which either don’t work in TriDef (few) or for which performance through TriDef just isn’t satisfactory, or for a handful of other reasons. (Unfortunately ReShade disables access to the depth-buffer during online play, so that makes SuperDepth 3D unusable in games like Fallout 76. We need to convince Crossire to allow this to work.) As such, I’m relatively familiar with tweaking 3D profile settings for games etc.

    Anyone here make a similar transition and have advice to give as to what problems to watch out for? I’m just looking for some general advice / tips if anyone wants to share.

    I mostly play character-and/or-world-driven RPGs (Dragon Age Origins = my favorite game of all time) and Racing SIMs with a dedicated racing seat and FFB equipment (T500) (Assetto Corsa = my current go-to). In fact, I’ll almost certainly want to go back and play all of my long-time favorites again as soon as I get the rig working properly: Dragon Age series, Mass Effect series, Fallout 3 and newer, etc. As such I imagine that I’ll largely be using an HMD with traditional controls (I have a Nostromo, so I can effectively keyboard & mouse without having to use the regular keyboard itself). How hard has it been adjusting to use of traditional controls when you can’t see them? Or does vorpX do such a good job of mapping VR controllers that even for games like Dragon Age Origins I should just bite-the-bullet and adapt?

    And how are the vorpX profiles? If I see that a game is supported does this mean the profiles are excellent, or are there issues like the frequent lighting/shadow depth problems TriDef had, that have to be discovered and worked-around?

    #179898
    Ralf
    Keymaster

    If I understand your request correctly, that is already possible.

    1. Go to the Input page of the vorpX ingame menu
    2. Make sure that “Override X-Box Gamepad” is set to “Off”
    3. Set “Head Tracking As Gamepad” to “On”

    After doing so a few additional settings appear in the menu. How these have to be set depends on the game.

    Caveat: games heavily filter and process gamepad input, so this method is rather laggy and far from ideal, only use it as a last resort. If your game happens to support TrackIR (many racing/flight sims do), check OpenTrack instead, which can translate head tracking to TrackIR input.

    Kalfster
    Participant

    I love walking simulators in 3D VR and have gotten Gray dawn and Everybodys gone to the rapture and The park to work in 3D cinematic screen by checking the game engine and copying a profile from another game with the same engine. They all look very pretty and i can highly recommend them if you are into walking sims.

    Trying to find out what game engine the game “Lust for Darkness” uses in order to
    use a profile from another game to get 3D working. Not successful yet and can’t find the game engine by searching online. Anyone any tips ?

    Cheers

    #169563
    JacobSinger
    Participant

    Yeah, I’d love a HAWX 2 profile. We need some action vr flightsims in-between the super hardcore (DCS) and the cartoony. HAWX would fit the bill.

    #168316
    VoodooDE
    Participant

    Would really love to see Sims4 in VR too.
    Isnt there a way to get the Zoomed in “First-Person” view to get controlled via headset movement?

    harf4ng
    Participant

    Hi,
    I’ll make just one thread for those two ideas…

    TrackIR…
    For games that does not support real VR, and so games we play in virtual theater mode, that would be great to have a trackIR emulation, so if the game supports trackIR, we could turn the head to turn the view.

    Triple screen…
    Also, for the same kind of games that does not support real VR, that would be great to be able to emulate a triple screen, to have a wider fov. Or maybe, is it possible to cheat the game with a big fov even if the game does not support that? Or not? Dunno.

    The goal of those two things would be for instance to be able to play games that do not support VR like some flight or space sims (star citizen) with a big fov and a great screen and trackIR implementation.

    Thanks

    #127200
    bob24
    Participant

    I’m just wondering if it is a possibility.

    #126180
    lodanap
    Participant

    Does vorpx or is there a future release that supports multigpu (both SLI and crossfire)? Flyinside (a similar product for FLightsims) for FSX & P3D is starting to implement multigpu in their drivers.

    #124821
    thejhereg
    Participant

    Morning Ralf, Welcome to Friday!

    Trying to get Strike Fighters 2 with Oculus Commercial version (running on an i7 4970K, Win7 SP2 machine with a Zotac 1070 AMP edition video) running and the Vorpx is essentially ignoring the SF2 completely. I’ve gotten the system working rudimentarily working with ROF and to the menus with Falcon BMS 4.33 (no 3D accees yet, obviously and why DOES it say that there’s a BMS profile already existing, but not reference to it in the config area!!??), but not getting anything at all out of Strike Fighters 2 (North Atlantic as a start), just the message in the Oculus screen that it’s ‘taking too long and to check the app in Windows…’).

    SF2 is running as DX10 minimum req’s, but compatible with DX11+. I’ve tried going in and copying, locally, a profile for something that was a DX9-10 basis profile, assigning the SF2 .exe file and saving, but I can’t get the options in the config to allow for the FOV, forcing DX version compatibility, etc., even with the ‘Advanced’ options checked. Since I can’t get the .exe to pull up in the VR, at all, I can’t use the in-line menu display system to edit anything to try. Is there some place that all of that can be manually edited for the entire profile for the .vpp/.vpr files as a line item edit? What editor needs to be used?

    SF2 would be really nice to get working in VR as the cockpits are at times very well built and detailed in the 3D models and well rendered hi-res skins for doing 3D steroscopic display…. plus there’s no other sims out there currently doing 60’s-70’s a/c -;7.

    Any ideas or have you or anyone else gotten either Strike Fighters 2 or the earlier Wings over Vietnam, Europe, Isreal, etc. (https://store.thirdwire.com/store.htm) working with the VorpX/Oculus?

    Also, any other help we can all get trying to get Falcon 4.x behaving would also be appreciated, greatly!!!!!! We all dearly want our Bouncing Baby Vipers to work in VR!!

    Thanks for the hand and have a great weekend!

    -Scott

    #101864

    In reply to: Any news on Vive

    Ralf
    Keymaster

    For Codemasters racing sims vorpX can emulate gamepad axes for head tracking. That should be enabled in vorpX already, but you might have to assign the head tracking movement to the according look around option in the game’s input config.

    Be aware though that this is rather laggy. A better solution would be OpenTrack which can emulate TrackIR input through head tracking. Not sure though whether it has been updated to the latest Oculus runtime or supports SteamVR yet.

    The third option would be to play these games in Virtual Cinema Mode. That’s probably the easiest one, but not 100% immersive. With the “Ambience” scene and the screen moved closer it works quite well though.

Viewing 15 results - 76 through 90 (of 101 total)

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