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dellrifter22ParticipantI agree that the overall image appears more balanced and easy on the eyes, although by that same nature it can feel a bit flatter. I guess I’m just used to the oversharpen by now :) and think it still has it’s own benefits.
Is there some way I can enable and test with the og sharpen, via some external ini perhaps?
dellrifter22ParticipantGlad i got a chance to check this out tonight, before I’m out of town for a week. Thanks.
Initial impressions are that it looks pretty good (much clearer than previous vorpX defaults) although noticeably softer than I’m used to at max sharpen. 2.0 on this filter seems about as strong as 1.0 of the old. I think the new combination has a more natural “smooth” look, perhaps more stable and more accurate, but I may still prefer the old method with Sharpen 2.0 and Crystal image Normal.
The old filter seems to have a higher contrast defining edges, adding more black to contour lines and textures, in turn making the overall scene look slightly more complex. It’s subtle effect, but adds just enough to better discern objects in the distance, like individual trees and their leaves, and makes terrain textures look slightly more detailed – even if artificially. Text lines are also better defined. I’m using Assassin’s Creed Origins/Odyssey as test cases for high res Z3D 3200×2880.
At least these are my observations off the bat. I know it’s subjective, and most will prefer a more accurate image, free of artifacts, but just thought I’d mention this opinion in case there were some way to extend the range of the new sharpen, or include the old filters as alternatives.
Anyhow, I look forward to playing more with this when I return. Thanks.
dellrifter22ParticipantIt is not recommended that you play the online mode with vorpX. The profile is intended support for offline campaign only. There is no guarantee that the online version can be hooked, and a high probability that you will be banned by Rockstar anti-cheat.
You can however try to play the game via the vorpX desktop viewer, but there will be no 3D functionality.
Sorry, I feel your pain. There are many online games I wish I could play in vorpX that would be awesome experiences. Unfortunately the age of anti-cheat frowns upon us.
dellrifter22ParticipantThe sharpen filter is always the first thing I go to when opening a new profile. I often turn it to max 2.0, as I find it works really well for texture clarity on high resolution headsets, especially when pushing higher resolutions for Z3D. Frankly, I think at least some degree of sharpening should automatically be on by default. I think it might stem some complaints about blurry visuals.
dellrifter22ParticipantIt seems to be a dx12 game only, so your profile options are very limited.
You can try Cyberpunk, RDR2, Horizon Zero Dawn, and Death Stranding, but chances for Z3D are slim.
dellrifter22Participant+1
Any luck with this one?
dellrifter22Participant@ haints: There was a vorpX update earlier this year that addresses the weapon issue directly, and Titanfall 2 was among the first 5 games to get the new features.
Now in the directVR menu you can (A) hide the weapon all together, (B) enable the new auto-hide feature which only raises the gun when looking down the sights or reloading, or (C) my favorite, adjust manually the size/depth and vertical/horizontal position of the weapon/hands to your preference. Now you can make the gun look as big or small or as deep as you want, or just lower it out of view all together. In theory, this will soon be available for most games, and add new functions in the authoring tool that allow us to add these features to our custom user profiles – something I am quite looking forward to.
In short, yes, Titanfall 2 is a good recommendation imo.
dellrifter22ParticipantHaha! Yes, I have wondered… That’s Great!
V.A.T.S. and a torch for eliminating shader bugs :)
Impressive collection!
dellrifter22ParticipantTry Immersive screen mode. Recent updates have given extended control options for distance, scale, curvature, and you can now make the screen very big. Like bigger than will fit in your full fov.
For me it is most comfortable to set the screen at the farthest distance possible, and then scale the screen size to as big as needed.
dellrifter22ParticipantIt seems to be an Unreal 4 engine game. I tried the demo and had mixed results. I’ll write about it later when I have time. I started with a copy from Mordhau profile, but I can’t remember what more I did.
You’ll need to run the game in dx11 mode though, buy adding the -d3d11 launch option in steam properties.
dellrifter22ParticipantI’m glad to hear it Dr Grant. “…Spared no experience” :)
As you noticed, immersive screen mode is now the default. It just makes more sense to play the game this way so I made adjustments to best suit this mode instead. No need to bother switching in and out of capture mode FullVR anymore, although you can still experiment with it as you like.
Oh, and it should be safe now to use Shadows, AA and AO graphical settings.
dellrifter22ParticipantAh, that must be why many Chrome Engine profiles have been misbehaving. Good to hear they might work again soon. Thanks.
dellrifter22ParticipantA profile does not automatically know which shaders are for HUD or shadows or anything else, you need to define them. If anything changes when you adjust those vorpX HUD sliders it is because Ralf or the profile creator found and assigned the correct shaders to that treatment. The same way you found and disabled the shadow problems, scan through the list of shaders until the HUD is hidden, then activate and assign those shaders to the HUD viewport treatment.
There are additional parameters under the HUD treatment that might affect 3D depth, so if you messed with those, return them to default values. All you want to do is assign any layer that looks like it is part of the HUD, and leave it on “viewport” mode, which is the first and default mode for all HUD treatment.
If you think you messed it up, just click the “Remove active” button to remove it from your active list, and then add it again fresh.
dellrifter22ParticipantOne of the treatment options you can assign is “HUD”. Any of the shaders that you assign to the HUD viewport layer can now be adjusted in the vorpX Image Settings page (when you press Delete key in game, and click the arrows at the top). There you will have 3 sliders to control the size and depth of the HUD that you have assigned.
Often you will find that the HUD is made of more than one shader layer, so you might need to find and assign 3 or more sometimes. It is rare that you will ever want to set different depths to each layer of the HUD, but for example, if there is a crosshair or reticle dot used for aiming that you want to have at a deeper value than the rest of the HUD. In this case, there is an offset slider below the HUD treatment option, which allows you to change the depth of that individual shader.
dellrifter22ParticipantI had hoped Ralf might have replied by now. I guess if it’s a problem, please remove the link.
dxgi.dll on privfile.com (it should last for a month this time)
password: vorpx
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