Homepage › Forums › Technical Support › Mass Effect 3 – Getting hit
- This topic has 23 replies, 5 voices, and was last updated Feb 20, 2017 5:17pm by dborosev.
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Oct 5, 2016 at 3:46am #111689dborosevParticipant
Hi,
I’ve gotten mass effect 3 to work amazingly using VorpX. Its crazy good. I use flawless widescreen to get a better FOV also.
The problem is that every time I get hit, the game puts up some sort of blood overlay, and splits the view between the eyes. Its enough to make your brain explode in pain. So it loses the 3d effect and you basically can’t see anything. I’m assuming this is VorpX, not flawless widescreen. Any suggestions?Oct 6, 2016 at 11:04am #111716RalfKeymasterConsider this a visual simulation of the pain you experience when getting hit and it starts to make sense.
Seriously: I have to investigate this, so no immediate solution, sorry. With some luck it’s just a matter of disabling the offending effect, but that isn’t guaranteed. It’s not unlikely that this was already checked when the profile was originally created and I just can’t remember.
Could you check whether it also happens without Flawless Widescreen and report back here? Thanks.
Jan 2, 2017 at 8:30pm #124170SyndroidParticipantYou don’t need flawless widescreen at all.
Just use the console (has to be enabled via config editing) and type in fov 110
or directly change it in the coalesced.ini.
This also fixes the fov in cutscenes, which makes them actually watchable in VR.I don’t have this issue with the blood overlay that bad. Maybe it is caused by a specific hud setting, or post processing in the game config.
Jan 2, 2017 at 10:46pm #124183dborosevParticipantOk thanks guys. I’ll try without and get back to you.
Jan 3, 2017 at 3:15am #124210dborosevParticipantNope, happens without any FOV changes too.
Its something in VorpX. The screen splits into separate eyes, so it messes with the stereoscopic vision.Jan 3, 2017 at 11:41am #124227RalfKeymasterI didn’t have a chance to look at this before the last update, but it’s on the list. With some luck it can be addressed by disabling a shader, but judging from the description there also is a certain chance that it’s something more severe and can’t be addressed.
Jan 3, 2017 at 8:07pm #124259dborosevParticipantCool, hopefully its something that can be fixed. I think I’d rather just be shot with a real laser than have that migrane-inducing split view in every combat situation. :)
Jan 4, 2017 at 11:24pm #124348prinyoParticipantI just started playing ME3 for the first time ever and I find it very disappointing that there is no way to holster weapons. The body and the weapons models seem smaller than ME2 but they still consume a lot of prime screen space.
I guess if people are playing ME3 in VR mode there is a solution for this. I searched forums and mods, but couldn’t find anything.
How do you deal with this?Jan 18, 2017 at 2:22am #125017dborosevParticipantRalf, to supplement this, it also happens with various power effects. ie. when you use “adrenaline rush”, the screen goes wonky.
So its unplayable as-is, unless there is a way to fix this. (Btw, this is in cinema mode for me)Jan 24, 2017 at 8:14am #125260MaxSmallsParticipantI’m reproducing as well. This happened as soon as I upgraded to the HTC Vive last July. Before that I was using an Oculus Rift DK2 for almost a year with no issues. I just tried again with the Vive and it’s unplayable. Gives me a huge headache.
Jan 24, 2017 at 8:28am #125261MaxSmallsParticipantI did a little experimenting, and it appears to be related to the 3D separation in Geometry mode. If you lower the separation to 0.00 it stretches until it looks normal. It’s as if it thinks that lowest level of UI is way too close to you or something so it basically puts it like it’s right up at your nose. Also, turning off Geometry mode and putting it to Z-Normal or Z-Adaptive gets rid of it at the expense of everything being properly shown in 3D.
Jan 24, 2017 at 5:24pm #125278dborosevParticipantYeah but playing on Z adaptive kind of sucks after seeing it in true 3d.
Jan 24, 2017 at 5:26pm #125279dborosevParticipantInteresting about the Vive only. I have a vive, so that would make sense.
Ralf – this gives me hope that its just something in the Vive beta that can be tweaked to get it working?Jan 26, 2017 at 1:46am #125349RalfKeymasterNot Vive only, it is (was) a shader issue. Finally fixed it today in both ME2 and ME3. You can download the fixed “Mass Effect 2 [vorpX]”, respectively “Mass Effect 3 [vorpX]” profiles from the cloud.
The same issue occurs with some power effects (e.g. a barrier in ME2 or an energy bolt in ME3). I fixed a few, but almost certainly didn’t catch all of them. If you discover something like that, it would be great if you could provide a savegame together with a description how to replicate the effect.
Jan 26, 2017 at 6:39am #125353dborosevParticipantYay, playable once again!
Ill give it a try tomorrow. Good work. -
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