Homepage › Forums › Game Hints and Settings › How you setup Skyboxes and other stuff
- This topic has 24 replies, 2 voices, and was last updated Jan 5, 2021 2:03pm by jeq.
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Aug 15, 2020 at 3:23pm #196569jeqParticipant
It feels impossible to setup some thing on some games with current tools. I have hard times to setup skybox so it renders on Infinity range, it requires changing focal offset, but when i do get skybox right, i can’t Set planets to show at Infinity range too. I am talking about kerbal Space Program. It seems that planets doesn’t even get affected by some settings, vorpx doesn’t give precise tools to change convereage and focals for each objects, If they are programmers funny way. ( Like those planets are actually very close and skybox is just small cube around spaceship. Trying setup ksp but allways something is away from optimal. Focal offset is buggy too, because it changes focal distance but doesn’t CO nt head tilting left/rigght so vision gets very glitchy If rotate head.
Aug 15, 2020 at 3:42pm #196570RalfKeymasterDon’t use the focal offset for something like that, in fact it usually should not be touched at all except for very rare special cases. Please reset it to 0.0.
You can move skyboxes to infinity by browsing through shaders with the shader authoring tool and then either setting the according vertex/pixel shader to ‘Don’t Transform’ or alternatively applying a 3d-strength multiplier close to 0.0. The latter option is especially useful if there are different shaders for e.g. clouds and the actual sky color, allowing you to define the clouds as being slightly closer.
A brief introduction to the shader authoring tool can be found in the help under ‘User Profiles’.
Aug 15, 2020 at 4:44pm #196572jeqParticipantThis leads to another problem, without changing focal Infinity doesn’t feel like infinity distance, it feels more like other side of room, is there way to change how far is far?
Aug 15, 2020 at 4:52pm #196573RalfKeymasterWhen you create a custom profile and vorpX can’t figure that out automatically for a game, you have to define what objects are at infinity like described in my reply above.
Aug 15, 2020 at 5:01pm #196575jeqParticipantI have tried no transform but it still doesn’t feel Infinity. I have tried setting 3d strenght, but only way to get it to Infinity feel is Make 3d strenght close to -1.0, which gives problems on some other objects being too close and 3d strenght doesn’t seem to affect them. Using Vive Pro
Aug 15, 2020 at 5:15pm #196576RalfKeymasterMaybe you did’d catch the right shader then. When a shader is not 3D transformed it is precisely at infinity (provided you didn’t set the focal offset to anything else than 0.0). That is always the case, absolutely no way it could fail.
Aug 15, 2020 at 5:27pm #196578jeqParticipantNo, i have tried them all. There is some problem with diversion what is infinity and what is not, either headset or game related. For natural VR games this doesn’t seem to be problem, i remember playing Google earth VR for hours, but ther is definetly something off on this, it might be key problem which prevents vorpx feel natural VR.
Aug 15, 2020 at 5:30pm #196579RalfKeymasterYes, at least if your profile is based on an official profile. No transform = eye distance = infinity. No way in hell that can fail unless you change the focal offset.
The only potential exception might be *very* old DX9 games that do not draw everything using shaders. in such a case you might be out of luck.
If your profile is based on another user profile, try an official profile as a base instead.
Aug 15, 2020 at 5:33pm #196580jeqParticipantI have made new profile for game, pressing alt deleted, IS there some way to change eye stats for that profile? No transform feels close with focal zero, thats why tinkering focal below zero helps but i don’t want to use it.
I made profile for ksp using Unity 5 base profile.
Aug 15, 2020 at 5:37pm #196581RalfKeymasterLike I said there is no way that ‘No transform’ is not infinity with the one potential exception mentioned above.
No transform = eye distance = infinity. Always (unless you change focal offset).
If your game does not behave that way, it would have to make something so awkward that no other game of the several hundred supported games does anything even remotely similar. In that case I would not be able to help unfortunately.
The most likely issue here though is that your profile doesn’t work right. It’s quite unlikely that you can create a working G3D profile from a blank one. Try to find an existing profile that uses the same graphics engine if possible and use that as a base.
Aug 15, 2020 at 7:41pm #196584jeqParticipantCould you do official ksp support profile?
Aug 15, 2020 at 8:20pm #196585jeqParticipantDid couple tests with couple other unity 5 profiles too, not just unity 5 basic. It seems that all in common is that infinity render seems to be same as screen distance. Is this how its supposed to work?
Aug 15, 2020 at 9:17pm #196586jeqParticipantBecause this is why people are tweaking their ipd settings in steamvr and changing focal, to get stuff behind that screen. Like skycrapers looks far away at loft on your left window, ingame it should feel same. Now furthest is just at screen distance, and everything is rendered out of screen unless i tweak shit.
Aug 15, 2020 at 9:54pm #196592jeqParticipantOk i think i figured it out:
To get stuff behind screen to infinity range, you must use full VR mode, immersive and cinema limits screen to be furthest distance. Why is it like this? I would like immersive mode more, where you can freely look at borders of screen but it limits immersion very much now.Aug 16, 2020 at 8:43am #196598RalfKeymasterI’ll consider giving you more control about this with a little screen shifting trick, i.e. changing the depth of the screen relative to the game. No promises, but I’ll do some experiments.
The S3D effect to the game however should always be applied as it is currently. There is no difference between FullVR and screen modes in that regard. In VR the max distance between the left and right representation of a scene element should be the IPD for comfort reasons. vorpX ensures that unless you change the focal offset, hence that should not be touched under normal circumstances. At least it should never be set to negative values, which would create situations where your eyes have to diverge to focus something.
BTW 1: If it’s a Unity game, you may experience the effect I mentioned in my last mail yesterday, i.e. multiple shaders affecting the same object since first things are drawn to an intermediate render target and then this intermediate target is drawn to the screen with another shader. You would have to handle both these shaders with the shader authoring tool.
BTW 2: I have removed your comments from the other thread. That was about increasing stereo depth. While related it’s not really strictly about the same thing.
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