Boblekobold

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  • in reply to: Bioshock Infinite the ultimate settings guide #222270
    Boblekobold
    Participant

    “when you are seated for example”
    I’m speaking about your character in the game, not “you” of course (like in the boat at the beginning). I think full VR always provides a more realistic optical point of view (perfect 3D & immersion requires you to share your eyes with the character, with the exact field of view and distortions he would have), but what I mean is : if you turn your head too far while you are in immersive screen mode, the view/world stop moving with you if you’re character can’t turn his head further so it’s more “realistic” (despite the black border) and you should feel less motion sickness.

    I really like this feature in some cases (and the fact VorpX don’t let you see things your character can’t see, but it still feels natural).

    in reply to: Bioshock Infinite the ultimate settings guide #222269
    Boblekobold
    Participant

    Concerning FOV, I may have used some kind of bug by simply editing the files like that, but there may be several ways to change it to the desired value (the instructions varies depending on the source). There may be a cleaner way (the FOV is indicated in two separated .ini files). My method worked for me at the time.

    in reply to: Bioshock Infinite the ultimate settings guide #222268
    Boblekobold
    Participant

    Of course, as usual, if you use a manual method, you have to adjust the Zoom option in Full VR tab once you have the desired FOV and resolution.
    You can change 3D strenght (and 3D type), and you can also adjust headtracking speed.

    This manual method may not be necessary here, but it works with almost every game (as long as you can change the FOV and the resolution it should work, if the profile has headtracking).

    Even if you play in immersive screen mode, it’s always useful to increase FOV as much as you can (at least with the FOV slider). You can activate vertical curvature, increase curvature, and even headtracking. With a close distance, it’s very close to full VR, but you can look at the edges, and it feels better when the camera is partially locked (when you are seated for example).

    Don’t forget you can resize the HUD (and move it to the center of the view) in this game using VorpX’s options (but the menus will be reduced too). It’s useful in full VR if you want to see the HUD without using edgepeek. It’s less useful in immersive screen (as you can turn your head to see the edges).

    in reply to: Bioshock Infinite the ultimate settings guide #222267
    Boblekobold
    Participant

    Concerning Bioshock Infinite, I played it a few years ago on Reverb G2 and I did something else. It probably works with Quest 3.

    I don’t say my guide is better, but it was great on G2. It was my first game with VorpX but I think this method is quite simple and reliable.

    It’s really easy to get a great result with this game because you don’t even need the virtual Monitor since you can choose any resolution you want, so you should be able to play this game with any VR headset, and even use it to calibrate the best way to configure VorpX to play another game.

    There was a DirectVR scan option to autoconfigure the last time I tried (V21) but if you want to configure manually, as I did, I would recommand to :
    adjust the FOV in the .ini files (I used MaxUserFOVOffsetPercent=110 in XUserOptions.ini, but you can probably use a bit more on Quest 3).
    – use a very high 4:3 resolution like 3840×2880 (if you can but it shouldn’t be a problem with most PC). You can probably use even higher resolution if you want but this isn’t a very detailed game so 2880p is probably good enough in most cases.

    Don’t use the FOV slider in game (at least if you play in full VR), because it’s limited and you probably would have to change the FOV again with the files.

    Concerning resolution, you can either :
    – use the Virtual Monitor with VorpX v23, V24 or V25 to avoid any problem (launch VorpX desktop Viewer instead of VorpX allow you to really play games with the desired resolution, even in fullscreen mode).
    or you can simply play Windowed, so you can choose any resolution you want, but you’ll have to navigate in the main menu with keyboard instead of mouse.

    Don’t forget to adjust Gamma in VorpX, and to use options to enhance image quality (ClarityFX, Sharpness, Texture enhancements in VorpX ingame menu page 2).

    I didn’t try to modify the “G3D shadow” parameter on this game (it was my first game with VorpX) but usually it’s better on “auto” (you can try to change it if you experience differences between Z3D and G3D).

    I think I had to replace .ini files every time I launched the game (simply reextract an archive you created once).
    I may have checked “Don’t Optimize Game settings” but it’s probably not recommanded if you want to auto-configure (it didn’t seem to be a problem if you configure manually but I don’t really know – once again, it was my first game with VorpX a few years ago). This kind of games probably have a lot of automated features, especially if you want to play in 6dof. My method worked well enough to play seated.

    But you can probably just load a level and use the DirectVR scan button every time. With my method, changes are permanent and you never have to change anything (except It’s sometimes great to play in immersive screen mode too).

    With this method, the game shouldn’t be pixellated at all (at least on G2, because there is no compression), and you shouldn’t have distortions or other problems. It works very well and it’s quite impressive in VR.

    You can (and probably should) change font size in the file XUI.ini. Modify value of MaxResolutionUpScale :
    https://steamcommunity.com/app/8870/discussions/0/828934723974503663/

    I used MaxResolutionUpScale=9.0

    Bioshock 1 and especially Bioshock 2 with VorpX are even more beautiful in my opinion :

    Bioshock 2 (Fixed crash)

    in reply to: casque wmr et windows 11 #222080
    Boblekobold
    Participant

    Great news !
    Did you try with “SteamVR” or “OpenXR” in “Device Selection” ?

    Note you can still use WMR + OpenXR with Windows 11 as long as you don’t update too much (23h2 should be fine).
    It is very optimized and reliable, never freezes, and works with 32 bit games. I don’t know exactly what Oasis can do and if it’s as optimized as WMR but I guess it’s SteamVR only (according to the description, you can use OpenXR, but probably only the SteamVR’s version, so it may not always work as intended, especially with 32 bit games – In this case you’ll probably have to use “SteamVR” option). I may be wrong since I didn’t try yet (I would prefer to keep using WMR but I’m glad we have another option now). Let’s hope it will keep working as long as we need to.

    in reply to: Desktop viewer black screen on laptop #221728
    Boblekobold
    Participant

    I tried a laptop for VR a few years ago.
    I switched back to a Desktop immerdiately ;)
    It wasn’t very efficient. Laptop versions of graphic cards aren’t as powerful. It’s probably harder to cool. It makes more noise.

    in reply to: [SOLVED] Bad resolution bug #221727
    Boblekobold
    Participant

    Parenthesis : Even without any bug, I don’t think it’s possible to use full potential of a 8k VR headset (especially with SteamVR). It’s probably not useful to most people anyway.

    There are a lot of recent games which are a lot more detailed and beautiful in 3840p (5120×3840) than 3200p with VorpX on my G2, even if it’s a 2160p VR headset. It’s probably because the details you can display with a 2160p VR headset in certain games aren’t computed without supersampling (at 3840p, I never tried more).

    I may be wrong, but this kind of 8k VR headset are great to get “perfect” PPD if you have a perfect sight, but only with very old (or not demanding at all) games.

    In my opinion, most old games, even beautiful ones, are already great in 2880p (in my G2) because there is a limit due to the textures of the games. You can already perfectly see the defaults of the game itself, even if VorpX enhances graphics a lot. I only used 3200 and 3840p with very detailed games like Metro Exodus, Atomic Heart, etc.

    Considering 8k VR headset may be more demanding than a Reverb G2 (WMR/OpenXR/2160p), it could require a better graphic card than my RTX4090 to achieve the same result in some cases.

    I think a 2880p VR headset like Pimax Crystal Light has already too much resolution in most cases. Some youtubers with RTX4090 seems to prefer G2 over Crystal Light on a same game, even to use UEVR, for example. There must be a reason.

    Note : a VR headset with higher FOV may require more resolution to achieve the same result so it has to be taken in consideration here.

    in reply to: Does Amnesia The Bunker work with VorpX? #221726
    Boblekobold
    Participant

    Vorpx gives you stereoscopic 3D, so it’s not like native VR, it’s more like using a 3D TV IMHU, but if you think that would be fun, give it a try!

    VorpX is like native VR with a lot of games, but usually more beautiful, clearer&sharper with more display options, and most of the time no motion aiming / handling (it would require a mod). Some games even have great 6dof camera.

    I don’t know about this game. There is an unofficial profile in the cloud section.

    This game seems to allow an high FOV (something required to get proper full VR). You should usually choose a value around 112°.

    So if the profile has headtracking & G3D, it’s probably like native (with the right resolution & FOV). It it has only headtracking and Z3D, it’s like native but with a lesser type of 3D.

    Considering this is an unofficial profile, it’s hard to say what it does without testing it.

    This game seems to use HPL Engine.

    According to this website :
    https://rjkole.com/gamestuff/engines/index.php?selengine=HPL%20Engine
    there is G3D sometimes with this engine (Amnesia: A Machine for Pigs, Amnesia: The Dark Descent).
    If it works, it probably require to play the game in DX11. This game seems recent so I don’t know if shaders will work in G3D without an official profile.
    DirectX12 usually only allows Z3D but if there is a profile, it probably works.

    in reply to: Any profiles that hook to CRYNEGINE? #221697
    Boblekobold
    Participant

    And Kingdom Come Deliverance (2018).

    in reply to: Jurassic Park: Evolution 2 #221681
    Boblekobold
    Participant

    I just noticed I have a direct shortcut to the game on my Desktop.
    Something like that :
    “C:\Program Files (x86)\Animation Labs\vorpX\vorpControl.exe” “C:\Program Files\Epic Games\JWE2\JWE2.exe”

    You can create it by right clicking on VorpX tray icon > Create Desktop Shortcut.

    So I probably launched VorpX V24, maybe chose the resolution (don’t remember), and then launched this shortcut.

    in reply to: Jurassic Park: Evolution 2 #221680
    Boblekobold
    Participant

    I played with Epic Games version on Reverb G2 (OpenXR).

    I have this in my XML file (Graphics.config.xml in C:\Users\<username>\AppData\Local\Frontier Developments\Jurassic World Evolution 2\Config_Local) :

    <?xml version=”1.0″ encoding=”UTF-8″ ?>
    <Graphics>
    <Terrain />
    <Display preset=”Custom” version=”5″>
    <ScreenWidth>5120</ScreenWidth>
    <ScreenHeight>3840</ScreenHeight>
    <VSync>false</VSync>
    <EnableIndirectDrawCalls>true</EnableIndirectDrawCalls>
    <PresentInterval>1</PresentInterval>
    <AdaptiveVsync>false</AdaptiveVsync>
    <AdaptiveVsyncRatio>1.000000</AdaptiveVsyncRatio>
    <Adapter>0</Adapter>
    <Monitor>0</Monitor>
    <DX11_RefreshRateNumerator>90000</DX11_RefreshRateNumerator>
    <DX11_RefreshRateDenominator>1000</DX11_RefreshRateDenominator>
    <ResolutionScaleMin>1.000000</ResolutionScaleMin>
    <ResolutionScaleMax>1.000000</ResolutionScaleMax>
    <ScreenMode>Fullscreen</ScreenMode>
    <SwapChainColourSpace>Auto_HDR_scRGB</SwapChainColourSpace>
    <EnableTripleBuffering>false</EnableTripleBuffering>
    </Display>
    <Settings preset=”Custom” version=”11″>
    <EffectQuality>2</EffectQuality>
    <TextureQuality>High</TextureQuality>
    <AOQualitySetting>3</AOQualitySetting>
    <FullScreenAAQuality>TemporalUpscale</FullScreenAAQuality>
    <TemporalUpscalingResolution>Ratio6_5</TemporalUpscalingResolution>
    <LightPropagationVolumeQuality>0</LightPropagationVolumeQuality>
    <WaterQuality>3</WaterQuality>
    <WindQuality>1</WindQuality>
    <RainQuality>1</RainQuality>
    <ChromaticAberration>1</ChromaticAberration>
    <MaxAnisotropicLevel>16</MaxAnisotropicLevel>
    <AtmosphericsQuality>3</AtmosphericsQuality>
    <PostProcessQuality>2</PostProcessQuality>
    <DepthOfField>0</DepthOfField>
    <MotionBlur>0</MotionBlur>
    <GeometricQuality>VeryHigh</GeometricQuality>
    <DetailObjectQuality>High</DetailObjectQuality>
    <ScreenSpaceReflection>2</ScreenSpaceReflection>
    <DirectionalShadows>
    <Quality>5</Quality>
    <CascadeCrossFadeDistance>0.200000</CascadeCrossFadeDistance>
    <CullingDistance>1000.000000</CullingDistance>
    <CascadeCount>4</CascadeCount>
    <Variance>
    <Resolution>512</Resolution>
    <SuperSampling>4</SuperSampling>
    <Threshold>0.970000</Threshold>
    <DepthBias>-0.003000</DepthBias>
    <SlopeBias>3.500000</SlopeBias>
    </Variance>
    <CascadeResolution>2048</CascadeResolution>
    <Cascade>
    <Index>0</Index>
    <Distance>16.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>1</Index>
    <Distance>48.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>2</Index>
    <Distance>144.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>3</Index>
    <Distance>432.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    </DirectionalShadows>
    <RaytracedAO>true</RaytracedAO>
    <DLSSEnable>false</DLSSEnable>
    <DLSSFGEnable>false</DLSSFGEnable>
    <DLSSQuality>Off</DLSSQuality>
    <DLSSSharpness>0.000000</DLSSSharpness>
    <ReflexMode>Disabled</ReflexMode>
    </Settings>
    <DisplayCalibration />
    </Graphics>

    I played the entire Jurassic World campaign with VorpX, but that was a few months ago. I would have to relaunch it to be sure but it’s what I remember. It’s probably my last VorpX settings, because I couldn’t play with 5120×3840 on my monitor.

    So like in most games, my settings were :
    – resolution : 5120×3840 fullscreen
    – max graphics
    – no “motion blur” and no “depht of field” (because I don’t like that)
    – raytracing : on
    – DLSS : off

    I used ClarityFX and sharpness filters (probably at max) to enhance image quality, and I probably lowered the gamma in VorpX as I usually do (but not in the game options)

    I used headtracking with Immersive Screen (with vertical curvature and relatively low distance). I probably used edgepeek a lot.

    From what I can see, I simply added JWE2.exe to Dellrifter22’s profile. I don’t remember if I used a hook helper, etc.

    You can also use Reshade (SuperDepth3D) with VorpX Desktop Viewer. I tried it with VorpX on this game, but the image quality and performance were worse (like if ClarityFX wasn’t working) and even 3D was better with VorpX alone in my opinion. VorpX is also easier to launch and it saves settings so you don’t have to reconfigure it every time. In addition, headtracking is great with this game (you can disable it when it’s not useful).

    in reply to: Brand New User – Help Needed #221650
    Boblekobold
    Participant

    Hi, I never played this game but when I had crashes with VorpX, it was usually because :
    – I used a wrong profile
    – I used an imcompatible graphic option (only had problem with DLSS in some games, which anyway was always worse in VR so I stopped using it because it removed too much details)
    – I chose a DX10 option with a DX9 only profile or something like that (but it’s probably not your case)

    I guess you can also use a wrong version of VorpX in some rare cases (I mainly used V23 then V24 and never had this problem but as far as I know it may happen).

    Of course a game could also crash if you use too much VRAM, etc. So start with a low resolution (like 1080p) and graphics options, and then try 2.7k, 4k, 2880p or more (probably not very useful with a Quest 3 but it is with recent games and a displayport)

    Or simply try another game if you just want to learn how to use VorpX. You may have more luck with an official profile. It may be easier if it’s your first try.

    in reply to: AFR or DirectVR with AFR #221596
    Boblekobold
    Participant

    I guess most DX9 games (except very beautiful ones like Metro 2033 original) should be Ok. Maybe Dishonored 1 (excellent game), probably F.E.A.R 1 (great AI), Dark Messiah (best sword combat and emergent gameplay), Clive Barker’s Jericho (probably very good in VR), etc.

    in reply to: Dying Light 1 #221595
    Boblekobold
    Participant

    It only works with Oculus and I play on Reverb G2. It’s great to not have compression in this game (it has some of the best LOD, so it’s very realistic and you can see every details miles around). There is no problem with cutscenes using VorpX’s edgepeek (but the first one is prerecorded so it’s not very high res).

    in reply to: AFR or DirectVR with AFR #221572
    Boblekobold
    Participant

    Some games have great G3D, are quite amazing in VR and aren’t very demanding. You could try Bioshock 1 Original & Infinite. I played them in 2880p with a GTX1080 (but I had a Reverb G2). Maybe Bioshock 2 original (I already had my RTX4090 so I don’t know).

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