Homepage › Forums › General vorpX Discussion › Almost Ten Years Ago…
- This topic has 241 replies, 50 voices, and was last updated Dec 25, 2021 7:14pm by Ralf.
Dec 19, 2021 at 1:51am #208065
Has the mod a decent AA ?Dec 19, 2021 at 8:00am #208071AndRaxiusParticipant
Is this mod open source? I could see it being used as a VR baseline and then other modders could take a crack at implenting the juicy stuff like motion-tracked controllers and inverse kinematics.Dec 19, 2021 at 10:50am #208073rift_unParticipant
This is epic Ralf, can’t wait.Dec 19, 2021 at 11:33am #208074fubarParticipant
Great job. And yet that luke ross mod with alternate eye rendering takes all the glory.Dec 19, 2021 at 1:16pm #208076rift_unParticipant
Btw i hope GOG version works with this mod.Dec 19, 2021 at 2:52pm #208077drowhunterParticipant
This is great news.
Hopefully it will be better than the GTAV standalone mod. Compared to Luke Ross REAL VR mod was not that great.
Great job. And yet that luke ross mod with alternate eye rendering takes all the glory.
(Take it easy on the “hate post” Fubar, both of these guys are doing essential work and I dont think calling Luke Ross’ work garbage deserved)
Vorpx mod camera would stutter when turning head.
Camera view jumps all over the place when entering vehicles
I played for an hour and I felt sick until I went to bed.
That never happened to me on Luke Ross’ version. Not sure id there was a fix for the above issues I had.
I was using a Quest 2 via Airlink.Dec 19, 2021 at 3:05pm #208078drowhunterParticipant
Timing is a bit “Sus”, but competition is good.
I suspect a Horizon Zero Dawn Standalone mod could be next. hmmm?
I wonder if you could really stick it to the guys at Roxkfish Games and do a stand alone mod for Everspace 2?
They said adding VR support was “too hard” and “not worth doing” and the “VR community is toxic”
Heres the link to their disappointing stance on VR support.
https://steamcommunity.com/app/1128920/discussions/0/3647273545693281309/?ctp=38Dec 19, 2021 at 4:00pm #208079lokiss88Participant
It’s even more insulting when you consider the original kickstarter would have been part funded by VR enthusiasts.
He wouldn’t answer to it, but laying out the reasons he did such as the expected demand for motion controls, PSVR support, and the ludicrous amount of money and development time he claimed it would take was literally insulting peoples intelligence. Had he just stuck with it’s simply not cost effective (totally understandable) people wouldn’t have questioned it beyond expressing their disappointment.
What his reasoning did suggest was literally ‘think of every downside BS or otherwise’
That whole thread should hang around rockfishes neck like a stone of shame with the way he encouraged the most toxic trolls to attack anyone expressing their interest in VR and ES2.
As much as i enjoyed the original in VR and gave it a glowing review, there’s no way i am ever spending money on their product again.
For sure though i hope somebody VR mods it, just to drop sauce on all his reasoning.Dec 19, 2021 at 4:16pm #208080
Please consider the vorpX support forum as what it is meant to be: the vorpX support forum and nothing else. That keeps out pretty much any potential flame wars and useless discussions automatically. If anyone likes to fight: the internet is full of places that more or less live from people yelling at each other over nothing. Not here please. THANKS!
Coincidence is not always causality. Although I will improve vorpX for my customers whenever and however I seem fit. I find this whole notion rather odd TBH considering that these mods basically are what vorpX does with DirectVR games since ages. If anyone had reason to complain about imitations here, it would be me.
That aside: this has been planned for quite a while as a 10 year anniversary gift. It’s not even paid. This will be free for everyone.
Re your GTA V issues: please reinstall vorpX. I uploaded a fix for the EdgePeek glitch when entering cars a few weeks ago, but didn’t raise the version number. Also please make sure that you see XX/90 FPS in the vorpX FPS counter as per instructions. Then there will actually be less stutter when turning since vorpX can factor in gamepad/mouse movement into the frame interpolation if that condition is met. Also it’s 20% faster and doesn’t have head bobbing, which is a fairly huge comfort plus. Not to mention the better in-vehicle perspective, removal of many nauseating camera movements and fully decoupled walk/look under all circumstances.
Just to emphasize what drowhunter said: please keep it civil. I have redacted your post (one word removed), sorry. In general please keep my wish under @all above in mind. Better for everyone.
AA is handled by the game, so it uses its TAA, like (rather unfortunately) most modern games.Dec 19, 2021 at 5:18pm #208081
PC requirements ?
DLSS QualityDec 19, 2021 at 5:22pm #208082
My Question to the AA is, whether the AA does a great job or whether if it’s that bad like in the Horizon or Mafia 1 Mod from Luke ?Dec 19, 2021 at 5:32pm #208083
It’s the game’s normal TAA (Temporal AA) and thus as blurry as TAA always is. TAA in general is not really well suited for VR. Good old ‘true’ MSAA is (or since it’s practically dead for most non-VR games one must say: was) way better suited for VR.
DLSS introduces additional blur BTW, so at low to medium resolutions it causes more harm than it does good, especially in VR headset where things are magnified. At high resolutions DLSS does make sense your.Dec 19, 2021 at 5:37pm #208084
TXAA uses combination of MSAA and TAA, right ? Is it possible to integrate it into vorpx in general by buying a license from nvidia, in the future ?Dec 19, 2021 at 5:43pm #208085
Some games can combine multiple AA methods, but as far as I’m aware Cyberpunk relies on TAA alone. Whether vorpX does TAA or the game wouldn’t really make any difference sharpness wise. The method isn’t exactly the sharpest on earth in general.
Better get used to dialing down details a bit in favor of a higher and thus crisper resolution. TAA like used in modern games will not go away anymore. These games are primarily made for consoles, i.e. TV’s two or three meters away from you, where many developers don’t really mind a bit of extra blur or maybe even consider it beneficial due to the more cinematic overall look.Dec 19, 2021 at 5:56pm #208086
Does it make sense do activate MSAA in the Nvidia Control Panel ?
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