Forum Replies Created
-
AuthorPosts
-
dellrifter22Participant@thomas3d .. Have you attached vorpX to any other game successfully yet? First make sure you don’t have any overlays or monitoring apps like FRAPS or Afterburner running, and no antivirus software.
I use HP Reverb G1, and I imagine the G2 works identical. Have WMR running, and then start SteamVR. Then if vorpX is running the game should attach automatically when you start the game.
Check to see what the actual exe name of your game is when it’s running. If it is something different than JWE.exe than you will need to add it to the profile assignment. I don’t know if the deluxe editions or DLC have alternative exe names?
Make sure your have selected SteamVR mode in your vorpX config, this is for WMR. Hope this helps.
dellrifter22ParticipantManaged to find the right shader buffers for G3D, and have shared the profile to the cloud if you wish to try it [dellrifter22].
FullVR works best for looking around in the game’s Capture Mode (Shift+C), zoom the camera back all the way out (mouse wheel) for maximum FOV, and hold down Right-Mouse-Button to free look with your head. 3D strength is set to give this view the most accurate scale possible. This is great for just looking around, but you will likely want to use vorpX EdgePeek or Cinema modes for standard play.
Low settings are recommended (but leave textures High)… and you’ll want to turn off Shadows, AA, AO, and Atmospheric Effect to avoid any blur or misalignment.
I’ve only tested a couple hours with the Standard version that came free on Epic Store, but I think all is working properly. I sometimes had to have steamVR running first, before the game would hook properly, so keep that in mind.
Anyway, see what you think.
dellrifter22ParticipantHuh, I thought for sure I tried toggling that in one of my tests.
Thanks.
dellrifter22ParticipantI stopped vorpX Service and replaced all files in ProgData and Prog(86) Animation Labs back from a backup I had before the Sync Beta from summer. Started vorpX offline and hooked into CoD4 and CoD:WWII – camera height working and no shader glitches. Everything good.
Next I restarted vorpX and let it install the latest update. I again hooked into the games, and now the height modifier does nothing, and some shader glitches now in WWII. I also tested CoD2, FC5, Ghost Recon Wildlands – height modification does nothing.
I didn’t test any official profiles, but something about the new vorpX does not work well with my custom profiles.
dellrifter22ParticipantI’ve been testing some of my custom cloud profiles since the recent updates, and have discovered some texture flickering and odd shader behaviors now in dx11 games that did not happen before (ex: FC5, COD:WWII).
Also, the camera height modifier no longer works, not even in dx9 games, which I use with all FPS games to some degree. I’ve noticed a new slider for Horizontal Scaling in the authoring tools, where I believe it used to be a toggle to lock vertical positioning. Maybe this is related somehow.
I might try an older vorpX to see if things return to normal, I just wondered if there was any explanation to why these might be happening. Thanks.
dellrifter22ParticipantCool, I’m really hoping for a vorpX profile though. Odyssey is one of my most played games. Hopefully once Cyberpunk gets sorted, Valhalla can get another stab.
In the meantime I’m playing more RDR2, with the most recent profile. It’s great that now the Hud can be scaled for fullvr, but somehow the context keys display Hud is not scaled. Perhaps a quick fix to assign these additional shader layers is possible. It is the only Hud element I actually need :)
dellrifter22ParticipantMe too:) Thanks
dellrifter22ParticipantIf WD Legions is coded anything like WD2 and the recent Assassins Creed games, I wouldn’t hold my breath for G3D anytime soon. They are so CPU intensive that performance in G3D runs frame rates in the single digits, or that is my experience attempting G3D for AC Origins and WD2.
You would also face some lighting and shadow issues and resort to disabling them entirely, hurting the overall beauty that Ubisoft worlds provide.
Z3D in these 3rd person open world games is still very worthwhile in my opinion.
dellrifter22ParticipantI did go back and try a couple times to include G3D, but scanning the buffers crashed the game too easily so I could not find the right ones. It was apparent early on also that even on all Low settings, game performance was suffering to drastically to really be playable anyway. Just my observation at the time, but others are welcome to try now with better optimized versions of vorpX.
dellrifter22ParticipantMaybe worth a try running in steamVR if you haven not tried this already. Yes, oculus headsets work with steamVR also.
If you have steam installed, and steamVR also installed, simply put vorpX into SteamVR mode in the Device selection drop down menu of vorpX Config app, click apply and it should restart your vorpX.
Then try launching your game and see if it is any different.
Also try launching the game with the hmd already on your head, as you say you possibly have some sensor problem?
dellrifter22ParticipantYou can typically adjust the HUD scale in the vorpX delete key menu (arrow to the Image settings page). See if that helps.
dellrifter22ParticipantWow! I try to push my Z3D games to 6k if I can which looks very sharp in the Reverb, but definitely taxes my GPU. Would be amazing to to see my sub 30fps hitting closer to 40. I’m excited to test this with AC Odyssey and RDR2.
I’m not sure what voodoo you are conjuring, those gains seem like they would out perform my 2D monitor play even. And no side effects so far? What gives?
Also great news for me if CryEngine 5 sees a similar boost you are seeing with CE3. Up to 25% G3D? Exciting.
dellrifter22ParticipantIt installs the same as any other update? or can we use a secondary install for testing?
I’d be happy to test of course. I would want to be sure though that it won’t break or corrupt my current install or database somehow, is the only reason I hesitate. Lots of custom settings and profiles :)
If it gives 10% in CPU heavy games like AC Odyssey that would be sweet!
dellrifter22ParticipantI installed this tonight and took a quick look. It seems the Engine.ini tweak that works with most UE4 games work here as well for a decent FOV gain.
Open with notepad Engine.ini found in:
C:\Users\(user)\AppData\Local\ES2_Prototype\Saved\Config\WindowsNoEditorCopy/paste these two lines somewhere at the bottom, save and close:
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV—————————————————
To compliment this tweak I’ve uploaded a new profile to the cloud you can try that has HUD layers assigned and 3D strength increased. Search for EVERSPACE 2 – Prototype Demo (dellrifter22) on the cloud.
It defaults to FullVR, but I personally recommend cinema mode for this game if you rely heavily on the HUD. You can shrink HUD down for FullVR mode if you wish in the delete menu, but it becomes hard to read. Don’t forget to use vorpX EdgePeek for menus.
If you need even more FOV to feel less zoomed, you can adjust the vorpX image zoom and also the 3D FOV Enhancement slider. Both of these can be adjusted on the main vorpX delete key menu page.
To avoid texture and motion blur, in game Display settings:
– set Anti Aliasing to Medium or Low
– set Post Processing to LowI’ve disabled a few shadow conflicts and effects, but only spent 2 hours testing, so please forgive any glitches that may remain. Hope it makes it easier to play.
dellrifter22ParticipantYes, you are experiencing drift which is a common problem with headsets relying on only gyros for tracking. It happened in my Pimakx 8k and even worse in my Pimax 4k.
The two “solutions” I found worked best for me:
1. Always play in FullVR mode whenever possible. This locks the screen to your face so it will not drift. If FOV is too zoomed in you can zoom the screen out revealing the edges.
2. Rebind the recenter key to something easier (I use Q) and form a habit of tapping it often. For me it became natural and I would do it without thinking much about it. Still not ideal of course.
I suppose a third option to try for the cinema modes would be to turn headtracking sensitivity down to zero, which also is not ideal, but if you want better control of customizing the size and shape of the screen, it’s an option. In my Pimax8k I tend to prefer cinema mode at full zoom because it curves to wrap around the wider FOV better than FullVR mode which tends to bow upward and outward at the edges.
-
AuthorPosts
