dellrifter22

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  • in reply to: A plague;Innocense #205883
    dellrifter22
    Participant

    I used the Epic Store version they gave for free recently, but I would imagine the steam one should work the same.

    Note that I tested with mainly all low settings, and the main menu screen with the rats may have a stronger black shadow offset than is noticable during actual gameplay.

    It’s a shame that gamepass struggles with vorpX compatibility. It seems like a great value otherwise.

    dellrifter22
    Participant

    That means you have already added that shader to the active list. Look at the first few gray numbers and find the same among the active ones you added.

    If it’s an official vorpX game profile you are trying to edit, there may be some active shaders already added and they will be locked gray, meaning you can’t change the treatment that was set.

    dellrifter22
    Participant

    Once you have selected the shader that hides the effect, click the button “Add to active”. Now this shader is added to a treatment list below that you can cycle various treatment options and see what they do. To keep a shader hidden, choose “Do not render”. You can do the same to other shaders. Then remember to click save below to keep the settings.

    in reply to: Final Fantasy XIV #205800
    dellrifter22
    Participant

    I’ll put it back for the weekend, but I’d rather not leave it open without Ralf’s permission. Hopefully the next vorpX will provide a better way.

    dxgi.dll on privfile.com

    Put in the same folder as ffxiv_dx11.exe

    in reply to: Final Fantasy XIV #205752
    dellrifter22
    Participant

    I just enjoy seeing how vorpX can enhance the immersive experience of any game, and I want others to discover and enjoy these experiences too. It’s a fun challenge to configure a working profile for a new game and see what is possible, so I experiment with as many games as my time and money can allow. It defiantly helps when the game has a free demo :)

    Really it’s thanks to Ralf and the platform and tools he has given us. Every week I am learning a little more how they can operate to create 3D. For me it’s easily as fun as playing the game itself.

    Well steph, since you were my main motivation to give this game a try, I hope this profile will work for you also. I hope Ralf doesn’t mind if I upload the dll for 24 hours. It would probably be useful in the future if the Helper was more accessible in the config app.

    dxgi.dll – 24 hours on privfile.com

    Erase the extra numbers generated on the dll name and paste it into the ff14 game folder. Fingers crossed it works on your setup.

    Everything is set to what works best in my headset, but you are welcome to adjust how you like. Enjoy.

    in reply to: Final Fantasy XIV #205723
    dellrifter22
    Participant

    With the dxgi.dll Hook Helper I copied from an attempt at MGSV Ground Zeros, I managed hook into the ff14 trial version to try the G3D tools. It took most of the weekend to find the right combination, but I’m pretty happy with the result. New G3D Immersive profile on the cloud:

    Final Fantasy XIV Online (G3D)

    **Requires vorpX dxgi.dll Hook Helper be installed in the same folder as ffxiv_dx11.exe. As mentioned in the post above, you’ll need some luck in creating this dll for another dx11 game that hangs on launch and triggers the Hook Helper prompt. I used Ground Zeros.

    Also, remember to exclude ffxivlauncher.exe from the boot folder using the vorpX config app.

    -set dx11 mode
    -use a 16:9 resolution (1920×1080, 2560×1440)
    -recommend to Hide all NPC shadows in settings
    -set Shadow Resolution to Low 512p
    -set Shadow Cascading to Off
    -set Shadow Softening to Strong

    *press C for 1st person view
    *hide NPC names in settings or increase vorpX HUD depth for better eye relief
    *global illumination can be toggled off with vorpX Shadow Treatment if the shadows bother (“No S3D” is default for best result when on)
    *tested on HP Reverb with mouse/keyboard

    DLC not tested, but hopefully it will be fine. It’s impossible for me to find and treat every particle effect in the game, but it seems the basics are all there. Shadow offset is quite tolerable with the reduced settings mentioned above, but you can toggle global light for a cleaner look if you prefer (delete menu, image page). Z3D is also available and working.

    I’ve never really been into MMOs, but I gotta say, running around and seeing all of the colorful characters and animals has been a delight. I see why you want to see them all in 3D, and I hope you too will be delighted :)

    in reply to: A plague;Innocense #205722
    dellrifter22
    Participant

    A Plague Tale: Innocence (G3D) added to the cloud.

    Looking pretty good in G3D immersive screen with only minor shadow offsets – almost unnoticeable in most scenes, where generally the lighting and atmospheres are stunning.

    Recommended settings:

    To avoid vibrating textures, Ambient Occlusion and Anti Aliasing must be disabled with a file edit. With Notepad, open ENGINESETTINGS found in: C:\Users\(name)\Documents\My Games\A Plague Tale Innocence … set SSAO and AA entries to “Enabled 0”, save and close.

    {SSAO
    Enabled 0
    Quality 0
    }
    {AA
    Enabled 0
    Type 0
    Quality 0
    }

    In Game:
    -use a 16:9 resolution (2560×1440)
    -set Textures to High
    -set Contact Shadows Off
    -set everything else to Low

    *use EdgePeek for cutscenes when 3D strength is too strong
    *resolution scaling is safe to use if you need additional performance
    *tested on HP Reverb with mouse/keyboard

    I’ve only tested through to chapter 5, but things seem to be working as expected. The FOV tool can work if opened after the game is already running in vorpX, but honestly you don’t need it. I feel the default view is already very immersive in the way I’ve placed the screen and 3D, but you can adjust whatever you want of course. Enjoy.

    in reply to: More Alternate Frame Geometry 3D games coming? #205721
    dellrifter22
    Participant

    I believe Ralf mentioned this was uniquely done by modding the game engine directly, not API, and was only possible because the RDR2/GTA5 engine facilitates such a camera mod.

    It would be neat of course if others can be modified for AFR, but I still much prefer vorpX G3D and the control options it has. One blessed day we’ll have dx12 G3D :)

    in reply to: A plague;Innocense #205701
    dellrifter22
    Participant

    I’ve made some G3D progress tonight, but I’ll post it tomorrow after I’ve tested it some more. Still no Z3D option though, I need Ralf to teach me how that is assigned in the tool.

    in reply to: Grounded : can’t find G3D #205656
    dellrifter22
    Participant

    Darn, I had my eye on this one.

    in reply to: BIGFOOT / The Land of Pain #205655
    dellrifter22
    Participant

    It looks like the update changed some things that may not work ideally with this old profile, a much narrower fov for one thing. I’ll see if I can make some adjustments later this week.

    in reply to: Chernobylite – any working profiles out there?! #205632
    dellrifter22
    Participant

    @ DADDY: I tested more tonight in both OpenXR and SteamVR and things are behaving as normal. If by chance your are using an oculus hmd, try setting vorpX in SteamVR mode and see if that works.

    @ luka: in some Unreal 4 games it is common to have a slight black tint on some surfaces when viewed at certain angles, which appears a different shade for each eye in stereo. I’m not sure if it can be solved, but it should not be always prominent. Switching between G3D/Z3D on the fly can sometimes cause similar effects, so avoid that.

    I tested some more with shadows, and you should be safe to choose whichever Shadow Quality setting you prefer from medium to ultra. Contact Shadows should be set to off however, as I failed to mention above. Now things look better in sunlight.

    Also, the AMD FSR setting seams to work fine for a little performance boost. You can experiment with that in the game’s Advanced Graphics settings. It works on my nvidia card, and for me Ultra Quality seemed a good compromise for 1440p.

    in reply to: “The Isle” VorpX-Profil (G3D) #205622
    dellrifter22
    Participant

    Nice! I picked this up in the sale and plan to try it out soon.

    in reply to: Chernobylite – any working profiles out there?! #205510
    dellrifter22
    Participant

    Chernobylite (G3D) now added to the cloud.

    -use a 16:9 resolution (1920×1080, 2560×1440)
    -set FOV to 112 in game
    -TAA on Ultra (other AA options not tested and may cause fuzz)
    -turn off Motion Blur and Depth of Field
    *use EdgePeek for radiation tool and cutscenes
    *vorpX Shadow Treatment will toggle global illumination if desired (off by default)
    *tested on HP reverb with mouse/keyboard

    Due to some lighting and shadow issues I have chosen to turn off global illumination by default. The environments now look dark and gloomy like the Stalker games – more realistic imho. But if you demand sunshine, then you can toggle the vorpX Shadow Treatment from the Delete menu Image Settings page.

    *optional setup for soft shadows that are less offensive in 3D:

    Open Engine.ini found in C:\Users\(name)\AppData\Local\ChernobylGame\Saved\Config\WindowsNoEditor

    add these lines at the bottom:

    [SystemSettings]
    r.Shadow.DistanceScale=1.1
    r.Shadow.CSM.TransitionScale=0.25
    r.Shadow.MaxResolution=16
    r.Shadow.FadeResolution=32
    r.Shadow.MinResolution=8
    r.Shadow.RadiusThreshold=0.06
    r.Shadow.TexelsPerPixel=0.06

    in reply to: Chernobylite – any working profiles out there?! #205475
    dellrifter22
    Participant

    I had mixed results in G3D with this game last month. I had to disable some lighting and visual effects, and had some issues with handheld weapons and items. I’ll upload what I have tomorrow if you want to try it, but don’t expect it to look quite as pretty as the trailers.

Viewing 15 posts - 181 through 195 (of 870 total)

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