Forum Replies Created

Viewing 15 posts - 1 through 15 (of 807 total)
  • Author
  • in reply to: vorpX 23.1.0 BETA #215540

    oh, that looks great!!

    Now I won’t need to get out the calculator to figure new resolutions :)

    This really unlocks the potential of a virtual monitor to be whatever we want, and lets us tune the best resolution quality possible for each game individually. Thank you for this.

    And assuming that all resolutions saved are stored in vorpX config hopefully means I can now update my video drivers more regularly – without fear or losing them. Neat.

    in reply to: Hogwarts Legacy #215247

    There’s a couple profiles on the cloud already you can import.

    The profile I started with was from Grounded (another Unreal Engine 4 dx12 game) and it worked right away. Z3D. Remember no G3D for dx12 games.

    This game eats ram hard and seems to have problems with stutters or load crashes if you don’t have enough. For me it uses 22gb ram + 10gb vram of my 11gb 2080ti. So if you have less than that, you might struggle to even launch this game.

    I use vorpX in openXR mode and run the game in a window 3200×1800 with dlss quality on.

    in reply to: Immersive mode not in 3D (no depth) #215246

    Unfortunately not all user made cloud profiles can guarantee working 3D, and sometimes game updates break these profiles. It’s also possible that the cloud profiles you tried were only tagged for the demo Prologue version exe, in which case you should check that your exact game exe name is listed inside that profile. If it’s not there you can add it.

    When any unassigned exe is run, vorpX will try to hook into it with a default profile that offers no 3D reconstruction options, only a flat screen. It’s possible this is what happened to you.

    It appears the game is on Unity engine, so you can also try cloning the Unity 5 base profile in your local list and add the Lust from Beyond exe to it. In my experience with many unity games, this profile almost always achieves G3D out of the box. You just might need to adjust your preferred screen type and size, and maybe adjust the 3D strength to your desired scale. Shadows will still be a bit strange sometimes, so you can try setting them to medium or low, or hide them entirely with the shader authoring tool if you want (ctrl + End).

    in reply to: Howgart legacy #215162

    Hogwarts Legacy is Unreal Engine 4 dx12.

    Cloning the Grounded profile seems to work great for Z3D, and as far as I have tested, works with all the AA, dlss, FSR types. I’ve put some profile settings on the cloud you can try.

    Raising the FOV all the way to +20 in the game seems enough for vorpX immersive screen mode (~90 degrees) which is likely the way most will prefer to play this game.

    But if like me you want to try playing on a bigger screen, or in FullVR view – there are a couple of ways to increase the fov to 120 or more:

    A) the simplest way: open GameUserSettings.ini found in C:\Users\*UserName*\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor…

    about 15 lines down you can edit the fov extension. I’ve found a value of +48 to equal 120 degrees fov. So mine looks like this:


    My only problem with this method is that for some reason the character model is pushed closer and to the side of the camera, so you won’t have as comfortable view of your character in front of you. It is nice for exploring though, and adds more of a first person view feeling to it.

    B) More effort, but my preferred method: Use the UUU (Unreal Engine 4 Unlocker) tool to manually set “fov 120” in the unlocked command console. You must inject this dll tool each time you launch the game, and need to renter the fov command after any time you fast travel.

    This method will also force cutscenes to be in 120, which is sometimes good, but sometimes reveals parts of the scene developers did not intend you to see. I like that I do not need to switch between EdgePeek for every conversation.

    Another good reason to for this method is that you have more control of your characters near/far position to the camera. Now you can adjust the in game fov slider to anywhere between -20 to +20 to your desired character distance while still maintaining the forced 120 fov.

    I haven’t played super far into the game to know if any mechanics are broken by forcing higher fov, but I don’t think it will be a problem.

    Hopefully the developers can get the performance issues sorted soon, I would like to be able to explore Hogwarts in 4K+ with higher settings :)

    in reply to: Star Wars Battlefront 2 – Cursor problem #215082

    Try Alt + C

    That should be the default toggle for the cursor.

    in reply to: vorpX 23.1.0 BETA #215022

    Virtual monitor seems to be working pretty well. Nice work.

    It kicks on automatically when I turn off my physical monitor as you designed, but if I turn my monitor back on during gameplay it causes conflicts. So I learned not to do that :)

    The only problem I encountered is that you can’t alt tab to desktop view to enable fov mods or reset sound devices if needed. Fortunately my Varjo software can bring up the desktop view in my headset at the push of a button on the hmd, but there should probably be a similar vorpX solution.

    Also, when I turn the virtual monitor back off, it resets my sound device to the system default instead of my headset, so I need to manually switch it back. It’s possible that is my audio software’s fault, but I just thought I’d mention it.

    Testing 8K super-sampled visuals for the first time in vorpX (Z3D) has given me a pleasant glimpse into the future. It is making it difficult to resist grabbing a scalped 4090 now. I thought I would have to buy a 4k monitor to test this out, but with the virtual monitor, now I don’t need to :)

    I do hope that in the future we will be able to customize our own resolutions for the Vmonitor, even if by some cfg edits. I know the purpose is to prevent people from needing to do any setup, but I often like to find the best resolution fit for fov/aspect ratio/performance on a game by game basis. If it’s not much trouble, that would be nice to have.

    Oh, and the viewmodel tool seems to be working easy enough, although I’m not sure the hide positioning part is functional yet. Or at least I don’t know how to trigger it in gameplay. But honestly it was mainly just the position and scaling of the viewmodel that I wanted most, and it’s working as expected. It’s just a shame that in some games scaling these models can effect other props or structures in the game. So it has limited use cases, but I’m very glad it is now among the tool set. Thanks.

    in reply to: How do you access the VorpX Menu when using: #214912

    Delete Key on keyboard.

    I think it’s clicking in one or both the sticks on gamepad, but I could be wrong.

    in reply to: vorpX 23.1.0 BETA #214911


    I’ll play around with this over the weekend.


    Try without running vorpX or anything in administrator mode, and restart vorpX.

    vorpX admin mode should only be used when a game requires to be run as an administrator.

    Otherwise remember the basic tips: if you have multiple monitors, try unplugging extra. Turn off overlay programs like Fraps or Afterburner. If on a laptop, try disabling integrated graphics device.

    in reply to: Industria #214783

    Thanks for the info.

    Fun little game. I wish it was twice as long.

    in reply to: MorphX ! #214761

    morpX haha

    in reply to: vorpX 23.1.0 BETA #214760

    Great! Assuming the auto weapon hide feature set includes stereo separation.

    If it can also adjust position like Titanfall 2 – even better.

    Thanks for getting this in.

    in reply to: Industria #214736

    I tried this game tonight, and yes, there are indeed many wall and ground textures that do not work correctly in G3D. This sometimes happens in other Unreal 4 games that use this texture method, and can not be fixed with current vorpX as far as I know.

    I’ve added a Z3D profile to the cloud now. For me this was the more comfortable experience.

    I would be very interested to know what Hex values you changed to increase FOV, or if you can link an example.

    in reply to: Any suggestions for Mechwarrior 5 G3D? #214712

    I wish it had a free demo to test. I’ve heard it has a proper vr mod already, have you tried that?

    I believe it’s an Unreal 4 game, in which case you could try many other vorpX games that also use the same engine. You would need to run the game in dx11 for this. It is getting harder to find matching G3D profiles for newer UE4 games these days, as the engine gets updated, but you might have luck trying some cloud profiles I’ve uploaded for recent games:

    Medieval Dynasty
    Ready or Not
    Ground Branch

    vorpX profiles: Hellblade and Unity 5 base are also worth a shot.

    Chances are that once you find a profile that provides a 3D effect, there may be a few shaders like shadows or decals that may not look correct in 3D. If bothersome, those are things you can disable using the Shader Authoring tool (press ctrl + End keys).

    in reply to: vorpX 23.1.0 BETA #214710

    Any chance you could sneak a small adjustment to the authoring tool for testing in the beta?

    The Stereo 3D Multiplier shader modifier currently works great for decreasing 3D strength for selected shaders, but there are times when I need to increase the the 3D strength beyond the default. Some games have arm and weapon models very flat looking, compared to the game world behind, and it is very eye straining.

    This is probably due to the low fov set for first-person viewmodels, and I realize that simply increasing their 3D strength might not translate perfectly for natural 3D, but I think it could be better than nothing in these cases.

    Of course a full fov and positional override of the viewmodels like you did with Titanfall 2 would be best, but if at the very least you could allow the current multiplier to go higher, I would like to try it out.

Viewing 15 posts - 1 through 15 (of 807 total)

Spread the word. Share this post!