dellrifter22

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  • in reply to: Starfield Alpha v0.2 #217524
    dellrifter22
    Participant

    I’ve noticed with the beta vorpX that changing between 3D modes (from G3D back to Z3D) in games can cause a wavey blur around depth object edges. Maybe this is the wobble effect you are describing.

    Not sure what change was made to cause this, but it can be avoided by not switching between 3D modes in the delete key menu. If you do by accident, or press related hotkey switch, you may need to restart your game to clear the effect.

    in reply to: Starfield Alpha v0.2 #217513
    dellrifter22
    Participant

    Just in case: remember to not include the ()’s in the FOV settings. They should look like this:

    [Camera]
    fFPWorldFOV=130
    fTPWorldFOV=130

    And notice there are 2 separate ini files. StarfieldPrefs.ini and StarfieldCustom.ini. The Custom one needs to be created from scratch into the same folder as the Prefs one. Each needs it’s own [Dispaly] section and lines as listed in Daves post.

    Thanks Dave for figuring things out. I’m not sure you really need the hex edit though. I used it initially, but changed back to my original backup and it seems to behave the same. I think the
    fWideAspectLimit=1.0 does the trick on it’s own – no black bars. I set mine to 1.33 though to use a 4:3 res (3200×2400)

    The vanilla FSR2 works fine with my Z3D, though certain scale factors can mess it up. Like the slider default 67% works fine at 3200×2400, but garbled at 2880×2160, which I set to 80% to fix. I’m using the Grounded profile as a base. Resident Evil Village works also, but I found the depth weighting a bit too strong at minimum. It would still be great to get a real one from Ralf with Starfield specific values though.

    Anyhow, fun so far. Tonight was mainly testing, but tomorrow will start the journey.

    in reply to: Starfield Hype Train – CHOO CHOO! #217394
    dellrifter22
    Participant

    Sometimes you can add the HUD shaders to Z3D for scaling the same way you would for G3D, using the G3D authoring menu.

    In dx12, G3D is disabled by default as it doesn’t actually work, but you can still temprarily enable it and scan through the shaders in the authoring menu to assign any shaders to HUD scaling (this is really the only shader manipulation from the list that works in Z3D). Now the HUD scale sliders will show up in your regular vorpX menu on the Image Settings page, and you can scale the HUD in your view the same way you do in G3D. After you have saved your settings you can now turn off G3D authoring and the settings should stick to your Z3D profile.

    You might need advanced authoring permission to do this though, I’m not certain. Also note that in rare cases Z3D HUD scaling can cause HUD flickering, but it’s always worth a try.

    My purchase of Starfield won’t unlock until the 6th, so I can’t test anything myself yet, but I’ll keep checking here for tips. Thanks guys.

    in reply to: Arma 3 , map/option curser bug #217282
    dellrifter22
    Participant

    Yes, I sometimes see the red cursor after closing the map. I’m not really sure why it happens, but I can get it to go away by reopening the map and closing it again.

    in reply to: Latest VorpX update broke Days Gone #217202
    dellrifter22
    Participant

    Just a wild guess, but make sure not to use DLSS if playing in G3D, as this can cause black screen.

    If I remember correctly, Days Gone takes quite a while to load at startup, and it’s possible that on occasion it may take multiple attempts.

    Less likely, but on rare occasion I’ve seen G3D games that have the title or menu screen blacked out, but loaded in game looks fine. In these cases you can switch to Z3D or turn off 3D to see the title screen, then switch back in game.

    in reply to: Previous versions of vorpx and hooking #216927
    dellrifter22
    Participant

    I would be interested in this as well, please.

    I have been playing ArmA 3 again this past week with the new Spearhead DLC, and have been itching over the past year to play more ArmA S.O.G. online, but the populated servers always run BattlEye.

    in reply to: Assassin creed Valhalla #216820
    dellrifter22
    Participant

    It wont display in your headset? Or do you mean it’s just not 3D?

    I’ve never had problems hooking Valhalla, it’s just tricky to get the 3D working.

    Are you using vorpX beta build? You’ll probably need that to be able to see and download Dave’s cloud profile, and hook properly.

    Maybe double check your running Valhalla in dx12 mode. I don’t remember if Valhalla allows an optional dx11 mode, but that would be one reason you are not hooking properly, if you are using a dx12 profile trying to hook a dx11 game.

    in reply to: Assassin creed Valhalla #216629
    dellrifter22
    Participant

    Thanks for the profiles Dave, most of those are on my wishlist to play soon.

    I’ve been playing AC: Valhalla recently also, using the profiles from Resident Evil Village and Grounded. I discovered that on my system, any depth buffer issues went away as soon as I enabled the FSR upscaler built into the game. I’m not sure if this is something they added later, or if changes to the vorpX beta made this possible, but it’s great to play this now in Z3D.

    The only strange thing is that the HUD shaders are not found by the shader tool scanner, and therefore can’t be assigned for adjustments. Quite unusual.

    One more hint for any who like to play in fullVR view like I do: FOV can be increased much further by editing the ACValhalla.ini found in C:\Users\(Name)\Documents\Assassin’s Creed Valhalla… I set my value to:

    FOVScale=1.90000
    AutoFOV=0

    Note however that anytime you open the video options menu in game, this value will be reset to default. So it’s important to get all of your graphics settings set on your first launch, and then edit this ini lastly before you relaunch the game. As long as you remember to never open the settings menu again, you won’t have to change it ever again.

    TLDR: Z3D might require vorpX beta and use FSR upscale setting in game.

    in reply to: Game closes in VR after I choose chapter select #216509
    dellrifter22
    Participant

    Haha, creepy fun looking. When I saw it was free on steam I downloaded it, but I haven’t played it yet.

    But the file structure is very unique with this game. It runs a launcher with Unity Engine, but switches to Unreal 4 Engine when you select Chapter 1. This explains why vorpX closes when you select the chapter, as a totally different exe boots up that vorpX is not expecting.

    Instead you should start the game from the directory folder, not the launcher on steam. Run the Poppy_Playtime-Win64-Shipping.exe from: C:\SteamLibrary\steamapps\common\Poppy Playtime\WindowsNoEditor\Poppy_Playtime\Binaries\Win64

    If you want any 3D effect, you will need to create or download a profile for this game, that is assigned to Poppy_Playtime-Win64-Shipping.exe. Or if you just want it flat, you can let vorpX auto attach when the game starts.

    I see someone has already posted a profile on the cloud you could try, although it claims the 3D effect is very subtle.

    in reply to: Jedi Survivor #216501
    dellrifter22
    Participant

    I would try Grounded and Resident Evil Village first, followed by Death Stranding, CyberPunk, and RDR2.

    in reply to: system shock #216436
    dellrifter22
    Participant

    I would double check that you are not using DLSS in game graphics settings, as this is a common culprit of one eye black in G3D.

    It is also best to make sure the profile launches in G3D by default rather than Z3D. The default is whatever you set the last time you opened and closed the vorpX menu. So if you exited the game in Z3D mode, your next launch will default to Z3D.

    dellrifter22
    Participant

    This might be a game that requires a Direct VR scan each time you load into the game world to set the correct FOV. If a game supports Direct VR scan then a button should be present on the vorpX ingame menu page (the Delete key). Once loaded into the game world, click this button and you should see a few quick scans set things up.

    Apologies if I am mistaken about this game. If that fails you can try to set fov manually with a console command (` tilde key, above Tab) and type cl_fov 90 , or maybe higher. I believe fov in Cryengine is measured vertically instead of horizontally, so 90 = ~121 degrees.

    in reply to: World Of Warcraft Patch 10.1 (Alt button issues) #216427
    dellrifter22
    Participant

    Maybe check that the vorpX key override is not on in the profile. Open the vorpX delete key menu and arrow over a few pages to see the vorpX key overrides. You should see a line for the Alt key. Try changing the override from Yes to No, or No to Yes, then close the menu and see if the Alt key works in game now.

    in reply to: system shock #216418
    dellrifter22
    Participant

    It’s been months since I messed with the demo, but these are the notes from the profile I included at the time. Might need to turn off DLSS and Shadow quality to avoid weirdness in G3D.

    System Shock Demo (2023)
    Experimental G3D/Z3D
    -use a 16:9 resolution (2560×1440)
    -set FOV to max 120 in game
    -turn off DLSS
    -set Post Processing to Medium

    *shadows cause occasional flicker. If you want to disable, open Engine.ini found in:
    C:\Users\*NAME*\AppData\Local\SystemReShock\Saved\Config\WindowsNoEditor …
    add lines at bottom and save:

    [SystemSettings]
    r.ShadowQuality=0

    And yes, this was uploaded with vorpX beta, so it might not show in the cloud for non beta users, sorry.

    in reply to: Hogwarts Legacy won’t hook #216339
    dellrifter22
    Participant

    Nice!

    I thought about mentioning this, but when I checked mine, it did not require a hook helper there. But I’m glad it made it work for you.

    Typically all Unreal 4 games launch with a shipping.exe in that x64 folder you mentioned, but Hogwarts made an exception and named the exes the same.

Viewing 15 posts - 16 through 30 (of 847 total)

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