General Game setting to turn off /test with VorpX

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  • #219251
    Reaver Shadow
    Participant

    Hey all, I’ve had VorpX for months now, but only getting to using it with my Quest 2 now, still learning all aspect of software. I was wondering if there is generally any game graphics settings that should be turned off, or first to play/test with. Part of VorpX is generating Stereoscopic Frames, and IIRC, Settings like Motion Blue and Depth of Field, which simulate depth aren’t needed (correct me if i’m wrong please). Does this hold true for VorpX? if so, are there any other features that should be played with/test generally like Bloom or Shadow (i believe soft ones used to cause issues when i previously used NV 3D Vision).

    Also, I believe the profiles only affect VorpX settings and not the game graphics settings themselves. Please let me know if i understand this correctly.

    Cheers.

    #219253
    MarcDwonn
    Participant

    Profiles *do* change game settings, and those are written into the game INI.

    I play in Immersive Screen 98% of the time, so if DOF is only used in cutscenes (like in AC Origins) i keep it. In cutscenes you tend to switch to Edge Peek anyway (smaller window size).

    I would never remove bloom, it is part of the intended look of the game, and it frankly hides some of the lighting issues of older game engines. As for Ambient Occlusion – removing it destroys the sense of depth and realism to me. But my immersion comes from lighting, your perception may vary.

    #219259
    Reaver Shadow
    Participant

    Thanks very much for the prompt reply. Totally didn’t realize the profiles modify the games INI.

    Some follow-up questions;

    So the community over at HelixMod put a lot of effort into tweaks for Glasses Stereo3D (Mostly for slightly older stuff when Glass 3D was a bit more hyped), to improve the Stereo effect/realism and improve shadows. My understanding is some of these aren’t simply graphic settings changes. I’m guessing it wouldn’t make sense to you their “mods” with VorpX? (I’ll try down the road, but looking for thoughts)

    Actual, I guess that’s a good question. So the VorpX profiles adjust graphics settings (via INI), and probably the VorpX 3D driver settings, but are there specific game tweaks as well?

    Also, any experience with other mods, from like Nexus Mods for example? I’m going to be starting with Witcher 1 (un-modded in VorpX), but i do see one of the collections on Nexus Mod for TW1, adds Ambient Occlusion (forces via Nvidia inspector), and another mod (shader?) improves lighting sources, on top of higher quality Texture. Any idea if these types of mods conflict with the profiles provided via VorpX?

    #219262
    RJK_
    Participant

    Only a certain number of factory profiles change games settings for an optimized performance. User profiles mainly dont change game seetings.There is no mechanism for it. So if for axample “Bloom” is disabled, there is a reason for it. See below.

    Since vorpx wants to cover a wide range of games and each game is different graphicswise, certain game settings like Bloom or other effects may be in the way when vorpx creates 3D.
    So its always a good idea, when trying to find a suitable profile for a game thats not supported yet also to experiment with the games graphic settings manually. Shadows for example are a very common issue for example, especially on newer games.

    Mods may work, mods may not work. There is no rule for it. Best thing is to temporarily install a mod to see if it works or not.

    #219264
    MarcDwonn
    Participant

    Please report if the nVidia Ambient Occlusion works in stereo mode. I’ve never been tempted to add AO to The Witcher 1, because it already uses baked lighting. On the other hand i tried out the Far Cry VR mod the other day, and that one really needs some AO because it looks super flat. I briefly thought about nVidia AO, but dismissed the idea as “not compatible” with stereo view.

    So yeah, looking forward to hear about your experience.

    About modding: i played TW1 fully modded with texture mods and other stuff, and the engine gets a bit more unstable, but it works great in G3D, S3D is perfect, even the particles have proper depth. It was my first vorpexed game i played and i was mighty impressed.

    #219292
    Reaver Shadow
    Participant

    Can confirm, The Witcher Mods (mostly textures) worked. Actually, I used the collection from Nexus Mods, “the witcher best experience LOREPLAY”, and I don’t know if it was simply the increased texture quality or what but it make the stereo effect really pop and absolutely beautiful. Big thanks to the VorpX dev for making this possible. (I suspect it’s something to do with shadows).

    But, it’s not all glory, turning on AO via the nVidia Inspector caused glitching. I didn’t realize at first as there was rain, but once it stopped it was very clear, and if you look at corners of houses and windows, you’d see blinking of like a light shadow. The Inspector profile I used, which came with the mod collection, could possible be tweaked. There was a “antialiasing fix” enabled, perhaps that caused issues. But I’ll like leave as is as it’s beautiful and I believe good enough for a play through.

    #219297
    MarcDwonn
    Participant

    I’m not surprised that the nVidia AO doesn’t work, that was my expectation as well. But many older games with lightmaps don’t need this anyway, TW1 is one of those.

    #219314
    Reaver Shadow
    Participant

    @MarcDwonn, now i’m very curious. The nVidia AO, does work with the witcher, when not using VorpX (I’m assuming any Stereo3D). Can you elaborate on what you mean by “older games with lightmaps don’t need this anyways?”, for example is there just personal preference, or did the way of generating the image change over time, and thus AO was needed?

    #219359
    MarcDwonn
    Participant

    Older games use lightmaps to emulate lighting in static geometry, this includes some AO approximation. Realistic games like STALKER, HL2 or The Witcher have darkening in corners, under vehicles etc and look great already. You would be doubling the AO effect in world geometry, which is overkill.

    Newer games started to introduce dynamic AO (from Crysis on), and if AO has to be disabled for G3D to work glitch free, they look horribly flat/fake in world geometry because of the missing light maps.

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