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  • #183605

    In reply to: Unreal 1

    RJK_
    Participant

    @Spacelexar try the “Unreal(G3D)” profile for more depth, Weapons should have normal size at any resolution . See screenshot above.

    #183596

    In reply to: Unreal 1

    Spacelexar
    Participant

    good work i have tested the profil yesterday. Unreal 1 Hud is very small and 3d strange must very high 5.00 but the weapon are very small too.Game is good playable but not perfect.Can you help Ralf?

    #183593
    slydk1982
    Participant

    I know its an old game, but if I could convert the game to use dx9, would it not be possible to get it to run in vorpx??
    It uses Unreal engine 2 and I don´t know if any other games in the supported list uses that engine.

    #183560

    In reply to: Unreal 1

    slydk1982
    Participant

    I looked at your profile and now I know why it looked at bit funky on my system. Its bcoz I use HD weapon skins.
    So I made a new profile, its a bit of mine and a bit of yours :)
    Unreal 1 (G3D)[Update]

    It works just like my first profile :)

    – Unreal Patch 227i required
    – Rename Unreal.exe to Unreal_vorpx.exe
    – best played in FULL VR Mode in 1920×1080
    – set FOV (Widescreen) to 120
    – use Edgepeek for HUD view

    #183523

    In reply to: Unreal 1

    RJK_
    Participant

    CORRECTION:

    If you wish slydk1982’s profile, rename Unreal to Unreal_vorpx.exe

    .

    #183522

    In reply to: Unreal 1

    RJK_
    Participant

    Man i was so exited about this that i had to try i right away.
    GREAT Info on that DX9 Renderer!

    Unfortunately the HUD of your profile is broken and Guns are 2D only. This afternoon i did some tweaking with a different base profile so i now have a slightly optimized profile that has just enough Depth for an acceptable 3D and a proper Gun sight. Few objects remain at HUD Depth (guess we have to live with that) but i put the rest a bit more in place. Hope you dont mind me putting that up the cloud. (Was trying to get that game to work for AGES !)

    For those who cant watch youtube for some reason:

    Unreal Patch 227i required
    – Rename Unreal.exe to Unreal_1.exe (or Unreal1_Vorpx if you wish to use slydk1982’s profile)
    – best played in FULL VR Mode
    – set FOV (Widescreen) to 110
    – use Edgepeek for HUD view
    – gaining resolution above 1920 makes HUD very small.

    Got a fiew screenshots as well (for the Unofficial List)

    #183508

    Topic: Unreal 1

    in forum User Profiles
    slydk1982
    Participant

    I made a profile for Unreal in G3D and its in the cloud :)

    #183507
    slydk1982
    Participant

    Hi guys :)

    I made a good profile for Unreal and I made a video to guide you to get the best experience :)
    The profile gives you G3D :)

    #180687
    RJK_
    Participant

    Thanks jjensson,

    The list is not perfect yet, informations are collected from very different sources, so where its not clear which game engine a game is using and the box for example was marked with “havoc”, you will probably find “havoc” in the list for games listed with an engine like Red Engine. I thought i just leave the havoc entries there so someone may have additional infos on hand even havoc is not a game engine. For games without an engine-name havoc can sometimes help to try out a profile from a game that has an engine name AND is marked with havoc because some Engines are quite similar.

    BTW: a game can have different entries like opengl-DGVoodoo-unreal-havoc for example so you have different ways you can try around.

    TiP: trying out the “unknown” list can make games working where no other profile provided proper 3D.

    jjensson
    Participant

    I’m doing my homework before jumping fully into VR and trying to clear up as many question marks as possible.

    Q: Can i assume that every game that is capable of running vorpX in G3D, automatically supports Z3D? Or is the issue more complex? Are there games that run *only* in G3D?

    While this might sound like trying to downgrade, my goal is to play only the games in G3D that don’t require Ambient Occlusion to look good (mostly engines that heavily use lightmaps, like Source or Unreal Engine). Newer games with fully dynamic lighting would look better in Z3D IMO (i never recovered from the trauma of Doom 3’s “per pixel lighting”, but i digress… :) )

    Come to think of it, the last paragraph makes sense from a performance standpoint as well.

    steph12
    Participant

    hey guys,

    today released this dungeon crawler, i never heard of it before today lol, but i love dungeon crawler and trailer looked good enough, plus gamespot gives it a good review of 8 out of 10, so i bought the game and tried to hook it with vorpx cause it’s a unreal engine 4 game.

    used, hellblade sacrifice as base and it hooks with G3D ! well i tweaked some the profile i uploaded in the cloud now, so feel free to tweak it to your liking.

    i still didnt look if we can tweak inis yet to have fov higher than max game default (100), but i’m sure going to do so.

    i played just 2 hours, but so far i love it ! it seems interesting, and deep enough with gameplay, inventory/skill management etc ^^

    look for operencia G3d profile in cloud if you are interested and have the game.

    steam page says release 2020 but you can buy it on epic store !

    https://store.steampowered.com/app/985950/Operencia_The_Stolen_Sun/

    Ralf
    Keymaster

    Only Source 2 engine games strictly require 4:3 resolutions due to the FOV flicker with other aspect ratios. The Bioshock games use Unreal Engine, not Source 2. To fully use the wider FOV of your Pimax you should run them with widescreen resolutions on Pimax 5K/8K.

    The aspect ratio has zero impact on DirectVR head tracking rotation. DirectVR head tracking directly translates tracker rotation into camera rotation in the game, pretty much like it works in native VR games. This translation is not affected by the image aspect ratio in any way.

    #180575
    dellrifter22
    Participant

    Unless you’ve gotten 3D to magically work with the Last Light profile (it was all flat for me) I suggest you use an Unreal 4 game profile or Star Wars Battlefront 2, with Z3D of course.

    #180105
    Ralf
    Keymaster

    Unreal Engine 3 DirectVR at times can be a bit finnicky unfortunately since there are several memory addresses that have to be catched by the scanner. If one is missed, the scan might look successful, while in fact it is not.

    Things to try (in this order):

    1. Run the scan multiple times.
    2. Try a different location/savegame.
    3. Restart the game.
    4. Restart your PC and the game.

    3. and 4. can be useful to ensure a default memory layout.

    If nothing helps, you can disable DirectVR head tracking in the vorpX menu and use the default mouse based tracking instead. FOV should still work since it is handled via .ini edits.

    #179968

    In reply to: News on DGVoodoo 2

    RJK_
    Participant

    DGVoodoo2 Release 2.55.4.1

    New release 2.55.4.1 out

    Also a new WIP58 is in progress.

    =========================
    WIP58:
    =========================

    – Restoring shader signatures for VorPX
    – Minor shader compiling optimization
    – Full support for ‘DF16’ and ‘DF24’ texture formats
    – Implementing depth-only rendering (shadows in ATI tech demo Assassin)
    – D3D9 Multi-rt Clear bug (scene demo Birostris)
    – Improved rt + depthstencil validating (Donald Duck remastered + some scene demos)
    – sm3 – non-sm3 pipeline linkage bugs (Strania + scene demo Crush)
    – Fixing a bug in sm3 shader validator(s) + flowcontrol validator
    – Some shader code generation bugs are fixed (e.g. a ps_1_x regression one in BloodRayne 2)
    – First version of x64 D3D9 (tested only with UT2004 and Oxenfree)
    – More optimal D3D system memory usage in general
    – More optimal D3D video memory usage in general
    – Optimized memory usage for DirectDraw – old Unreal engine games now run with any amount of VRAM
    – Incompatibility of DDraw ALLOCONLOAD textures with MS DDraw, fixed (Fighting Force)
    – Incompatible D3D9 device creation (finding refresh rates + handling exclusive mode), fixed (e.g. Enter The Matrix)
    – Optimizing D3D8 CopyRects for resources in MANAGED pool (long level loading time in BloodRayne 2)
    – Default amount of DX VRAM is increased to 256MB + VRAM size is changed to 64 bit
    – Adding new option ‘DirectXExt\\DeferredScreenModeSwitch’ for games crashing on device init with fullscreen switch
    – Adding new windowed mode attribute ‘FullScreenSize’; if enabled then window will have full screen size with
    image scaling inside – this is useful for fake fullscreen mode (without mouse emulation because it’s forced windowed mode)

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