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Jul 14, 2016 at 6:06pm in reply to: Aliens: Colonial Marines – floating illumination in geometry #104656AndyWParticipant
Ah, well as I said the overhaul mod was nothing to do with the lights not rendering properly in geometry mode anyway. But thanks for the feedback :)
I might risk the overhaul mod anyway, as a lot of people have no difficulty with it, but if I do run into any stability problems I’ll know it’s suspect.
I don’t suppose you’ve tried the Helix mod as well? I really do find the odd rendering of the lights in geometry mode to be immersion breaking. It makes everything look insubstantial, floaty and fake. Not the VR vibe I want from that game. But the geometry mode has so much more depth to it than Z3D mode.
Jul 13, 2016 at 10:15pm in reply to: Aliens: Colonial Marines – floating illumination in geometry #104645AndyWParticipantHelix mod appears to work. Certainly nothing crashes, and I think that at least some floating lights are fixed. I could just be fooling myself. I need some way of measuring the depth of different scene elements. Can screenshots be taken while using VorpX?
Jul 13, 2016 at 7:57pm in reply to: Aliens: Colonial Marines – floating illumination in geometry #104638AndyWParticipantI notice that there’s a Helix Mod that fixes lights for Aliens: Colonial Marines for NVidia 3D. Does anyone know if this is compatible with VorpX? I’m guessing not, but would be good to know if anyone’s tried using his fixes alongside VorpX.
Jul 9, 2016 at 7:30pm in reply to: Aliens: Colonial Marines – floating illumination in geometry #104504AndyWParticipantSame problem without TemplarGFX overhaul, so that wasn’t it.
It’s tricky to tell, but I suspect the glow effects are rendered at infinity, but of course are not obscured by objects they’re supposed to be ‘in front’ of.
Has anyone else noticed this? I’ve seen enough mentions of the game as being one that works well with VorpX, so it’s hard to believe I’m the only one who’s seeing this.
If there’s no fix then there’s no fix, that’s fine. But it’d be nice to know if I’m overlooking something obscure but simple.
AndyWParticipantAh, I’m afraid I’ve not run into those issues. Can anybody else cast light on these?
AndyWParticipantBy default, because VorpX uses head-tracking to control where you’re looking by generating virtual mouse movements, it also has to emulate the controller – I think Fallout 4, like many games, doesn’t allow simultaneous mouse and conroller input.
However, there is an experimental feature in VorpX for Fallout 4 only which gets round this. Call up the Vorpx in-game menu (default key is ‘Delete’), use the left/right arrow keys to get to the head-tracking menu, then down arrow to ‘Start direct tracking scan’ and enter. After a pause and a hitch in your view it’ll suddenly rotate your character. Ten you’ll probably find head-tracking is more accurate, and also that the controller works as intended.
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