Archives

Homepage Forums Search Search Results for 'starfield'

Viewing 15 results - 76 through 90 (of 142 total)
  • Author
    Search Results
  • #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217609

    In reply to: Baldurs Gate 3

    Ralf
    Keymaster

    If you either don’t overdo it with the 3D strength or don’t mind playing without shadows, G3D should be largely usable already in its current state. Although personally I’d consider that almost pointless in this particular case considering how well Z3D works here.

    That said, I’ll revisit the game for sure, but for September Starfield and Cyberpunk 2.0 are priorities. All three games in their own way are dreams come true for most game loving chaps (including me), but as far as vorpX is concerned the first person titles have to come first.

    On a sidenote:

    BG3 at first sight looks indeed like a great title for a third person FullVR game, but only until you start a fight. While exploring FullVR with head tracking would be awesome, combat however would be a pukefest par excellence due to the heavy game controlled camera movement. So switching to cinema/immersive screen whenever the game enters combat would be the only comfortable option anyway.

    #217608

    In reply to: Baldurs Gate 3

    Ralph
    Participant

    @ Ralf

    Are you going to support G3D in the official vorpx profile of BG3 in the next weeks ? If yes, than i will wait for the update, otherwise i will finish it in Z3D. Starfield is DX12 and needs a Z3D profile and CP77 has AFR-G3D and needs an update of the mod for Phantom Liberty, but Baldurs Gate 3 is a big chance for a great real G3D VR Experience and that is the reason why i’m asking one last time again ?

    #217607
    Ralf
    Keymaster

    @ cole00

    Motion controller gestures are a new feature in the upcoming vorpX release, currently available as a beta:

    vorpX 23.1.0 BETA

    @ romandesign

    DirectVR head tracking:

    DirectVR (memory scanner) tracking mainly means that head tracking data from the headset is directly written to a game’s camera values in memory. The main advantages are super low latency and perfect 1:1 tracking without the need to tweak any sensitivity values. There are *some* vorpX profiles that also separate head/body rotation, e.g. Cyberpunk in the vorpX beta (or standalone mod), but that requires even more game specific work. Might be possible for Starfield down the road once Bethesda releases the modding tools.

    Technically the memory scanner scans through a game’s memory in a reasonably clever way to automatically find the game camera. Once the addresses are known vorpX adds head tracking data directly to the game’s internal camera rotation/position instead of simulating a mouse for head rotation.

    Just wait and see. Provided things work out as they did in all other Bethesda RPGs all you will have to do is pressing a button, and – poof – you have perfect 1:1 6DOF tracking with a camara FOV that just as perfectly matches the FOV of your headset.

    Gamepad override:

    The gamepad override is a decently feature rich mouse/kb > gamepad remapping tool, built directly into vorpX. Whether the input comes from an actual gamepad or a joystick doesn’t matter. The important thing to understand is that by mapping gamepad/joystick input to mouse/keyboard controls it let’s you use gamepads/joysticks together with mouse based head tracking even if a game can’t handle simultaneous mouse/gamepad input.

    You won’t have to care about any of that once the official profile is ready. It’ll either have DirectVR tracking, which resolves this issue perfectly, or at least I’ll preconfigure the gamepad mapper to work out of the box with the game.

    #217606
    romandesign
    Participant

    Somehow A post I typed in has disappeared…

    if you don’t mind I’d happily take a look at what you did so far and factor it into the official profile as much as that makes sense.

    I shared my profile online – hope I did it correctly, it’s called “Starfield – RomanDesign”.

    If I can get DirectVR (memory scanner) head tracking working, the mouse/gamepad issue won’t be an issue anymore.

    I’m not sure I understand. Does it mean that aiming and mouselook can be separated? If so, is it feasible to track VR controller movements in the air to control aiming, while headtracking would be used for looking? That would almost be like full motion controller support, too good to be true. But what DirectVR head tracking means then?

    What you can do in user profiles in such cases is enabling the X-Box gamepad override and mapping mouse/keyboard to the gamepad.

    What’s very important for me and I’m sure for many others, is joystick support. I use emulator to make my joysticks/hotas/pedals appear as a gamepad for the game, allowing me to pilot ships with a joystick. If I use the override, both joystick and VR controllers would act as a gamepad then, won’t it cause conflicts?

    BTW is there a way to “subscribe” to this topic so I get email notifications?

    #217595
    romandesign
    Participant

    The motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.

    I modified Alpha v0.2 profile locally to include gestures and it works beautifully!
    Also added more quick menu mappings and changed/added key mapping on controllers to include more of the necessary keys, and shortcuts for map and inventory.
    Would there be a way to merge my control mapping and gestures with the official profile somehow, when it’s added? Like copying a few lines to XML file or something? I just bought VorpX few days ago so I’m unfamiliar with how the profiles work.

    As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster,

    Would it be possible to include a mappable shortcut for temporarily disabling “mouse look” headtracking? There is a specific problem with Starfield in the way the game controls are implemented: it can support keyboard/mouse AND gamepad but not at the same time! Any input from one TAKES OVER all controls. During FPS shooter mode everything is OK as VorpX just emulates the head tracking as a mouse and VR controllers as a keyboard. But there is a problem when you get to spaceship piloting: steering with head tracking is horrible, just as bad as it sounds. So you’d want to use a gamepad (or in my case – joystick/hotas/pedals mounted to the motion seat I built and mapped through the X360 gamepad emulator), and it works fine, but the problem is that you have to keep your head absolutely still! And this is virtually impossible as you naturally tend to follow the target with your look. The game tracks it as using a mouse and cancels all gamepad controls, using your head movement instead. Often just when you are ready to shoot – your ship veers to a completely wrong direction. It’s extremely disorienting and inconvenient. If mouselook can be easily paused in space, that problem could be solved.

    I also read that it is possible to look around in the cockpit by holding Q key or “change view” controller button, but I didn’t test it yet. Though it sounds like this would cancel the ship control and is used just for a quick lookaround. So the best would still be a head-tracking pause function. Maybe it already exists and I just haven’t found it yet?

    Important note: It’s actually important that VorpX emulates the keyboard/mouse and not the controller, because it’s not just me – any simmer would like to use the joystick for spaceship piloting. Bethesda already made a huge mistake of not supporting joysticks, but that is solvable through the X360CE emulator. But it means the gamepad should remain free from VorpX so it can be used for piloting.

    On a side note: it would be nice if the little square labels on the controller buttons could actually reflect functions and not just key names, somewhat like key menus, or show both functions and keys. There are many keys (normal+shift) and it’s difficult to remember all their functions. If VorpX uses images, maybe at least include a small library of common assignable labels used in games that can be specified like “map”, “inventory”, “grenade”, “crouch”, “weapons”, “menu” , “camera”, “zoom” etc.

    #217583

    In reply to: Starfield profile?

    cole00
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    I read most of this and I’m new to vorpx, just got it working with ESO. With ESO I had to disable dlss because it blacked out the right lens on my quest 2. Also iirc I had to set it to use the integrated graphics instead of my dedicated graphics card for ESO but in the quoted text he uses his GPU. Was I doing something wrong with setup for ESO?

    I only tried it on ESO so I could get a feel for it for when I get starfield but due to not using the dedicated graphics card the graphics weren’t that great. Will it be the same situation for star field? Thanks guys for reading 😁

    #217570
    Ralph
    Participant

    type Starfield Alpha, then it should be shown

    #217569
    romeyromel
    Participant

    Hey Dave :)

    I can’t find the Starfield Alpha v0.2 rev.b i only see the one created by auryza..
    i searched in the Cloud Profiles of both the VorpX beta and the recent version of VorpX

    #217567
    Hoongming
    Participant

    Hi Dave,

    I have applied your settings and find that the Starfield interface is very pixelated. Is this expected or am I doing something wrong?

    Thanks,

    regards,

    Johnny

    #217556

    In reply to: Starfield profile?

    Ralph
    Participant
    #217555
    Ralph
    Participant
    #217554

    In reply to: Starfield Alpha v0.2

    Ralph
    Participant
    #217553

    In reply to: Starfield Alpha v0.1

    Ralph
    Participant
    #217552
    Ralph
    Participant

    The native Z3D mode in Vorpx is working well in this second profile; you don’t need any other external 3D driver !

    Please install the Vorpx Beta and the vorpx (DX10,11,12) hook helper if you will be asked for. (Rename any other existing dxgi.dll to d3d12.dll in the Game Folder of Starfield, before you install the vorpx hook helper)

    You will have a corrected User Interface and HUD, and all other improvements of the first profile after editing these settings of Starfield:

    1. Deactivate in the graphic settings of Starfield: Dynamic Resolution, Motion Blur, Depth of Field and Film Grain

    2. Resolution:

    To set a square resolution with an aspect ratio of 1:1 in the GUI of the Vorpx Beta using the vorpx-config-tool in the tray, follow these steps:

    1. Right-click on the Vorpx-config-tool icon in the tray and open configure
    2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
    3. Create a custom resolution, such as 2404×2400 or 2164×2160.
    4. Minimize it to the tray again.
    5. Right-click on the Vorpx-config-tool icon in the tray.
    6. In the menu that appears, select the option to enable the virtual monitor manually.

    Now, open the Windows System settings and go to the display and resolution settings:

    You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the square resolution you created, such as 2404×2400, select the Vorpx virtual monitor and change the resolution to the square setting.

    In the Starfield in-game graphics settings, ensure the resolution is set ‘undefined’ (720p or any other value). Use a window with a white border and buttons for all other aspects. Vorpx will correctly display the output without the window border after connecting the game to your headset display. However, you may need to switch between displays in the Starfield in-game graphic settings to select the Vorpx virtual monitor.”

    Change or Add to the StarfieldPrefs.ini, locate the the config file at

    %USERPROFILE%\Documents\My Games\Starfield

    Make sure to use a windowed mode in Starfield, not fullscreen or borderless,
    in the StarfieldPrefs.ini file, modify or add the following settings:

    [Display]
    bBorderless=0
    bFullScreen=0
    iSizeH=2160
    iSizeW=2164

    After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)

    3. Field of View (FoV), HUD, and Interface

    Create a file named StarfieldCustom.ini in the same directory

    %USERPROFILE%\Documents\My Games\Starfield

    In the StarfieldCustom.ini file, add the following settings:

    [Display]
    fWideAspectLimit=1.0

    [Interface]
    fSafeZoneXWide=440

    [Camera]
    fFPWorldFOV=130
    fTPWorldFOV=90

    After making changes, keep the StarfieldCustom.ini file write-protected to ensure it functions correctly (!)

    4. Optional: Install the DLSS mod (Asi Loader)

    To enhance graphics using DLSS, you need to download the DLSS 2.5.1 version for Nvidia RTX cards. Ensure that you do not install DLSS 3.5, Framegeneration, or the Reshade version of the mod.

    You can find the mod and detailed installation instructions on the Nexus Mods website at the provided link:

    Starfield FSR2 Bridge – Replacing FSR2 with DLSS or XeSS (without Reshade !)

    https://www.nexusmods.com/starfield/mods/196

    Recommended Resolutions: When using DLSS2 or FSR2, it’s recommended to use resolutions ranging from 1620×1620 up to 2880×2880 for the best experience.

    Bugs: If you encounter issues with headtracking, you can try switching between different playstyles like Cinema, Immersive, or FullVR. Additionally, activating or deactivating Edgepeak might help restore working headtracking.

Viewing 15 results - 76 through 90 (of 142 total)

Spread the word. Share this post!