dellrifter22

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Viewing 15 posts - 316 through 330 (of 870 total)
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  • in reply to: Forums Testing for RJK #190471
    dellrifter22
    Participant

    Yeah, Code 1 is a no go, posting two together also fails.

    ———————————-

    In case Ralf didn’t already know:

    The general forum topics have been displaying incorrect post timings for the past week or so. Both on my PC and phone browsers.

    Not a huge problem, just harder to check replies.

    in reply to: Forums Testing for RJK #190469
    dellrifter22
    Participant

    Code 3

    blah blah blah blah

    in reply to: Forums Testing for RJK #190467
    dellrifter22
    Participant

    blah blah blah

    Code 2

    TESTIMAGE

    blah blah blah

    in reply to: Forums Testing for RJK #190466
    dellrifter22
    Participant

    It’s possible I am now getting blocked for spam, but trying to post 2 and 3 together is not going through.

    in reply to: Forums Testing for RJK #190463
    dellrifter22
    Participant

    Including Code 1 fails at each attempt to post

    in reply to: Forums Testing for RJK #190459
    dellrifter22
    Participant

    Code 3

    in reply to: Terminator Resistance #190449
    dellrifter22
    Participant

    I haven’t, but there’s a decent chance for getting 3D based on Unreal 4. Might have some shadow glitches though.

    Looks like you can manually edit FOV values in the Settings.ini so that could possibly work well.

    Looks kinda cool, think I’ll add this to my wishlist.

    in reply to: Deadrising 2 #190448
    dellrifter22
    Participant

    Hmm, that might be a tricky one. I can’t seem to find any info on what engine it uses, other than Dead Rising 1, 2, and 3 all used different engines.

    Profiles from Unreal Engine 3 and Unity would be my first attempt, as common engines I sometimes get lucky with. I’m guessing DR2 is dx9 based, so you might try the Unreal Engine 3 base profile or one of the older Call of Duties. Then Anna, or Slender: The Arrival which are both Unity dx9 I believe.

    Lastly, it might be worth trying with Source engine like Half Life 2 before giving up.

    No idea if any of these will work, that’s just what I would try if I had the game.

    Might have a chance for DR1 though with profiles from Dragon’s Dogma Dark Arisen or Lost Planet 2, which seem to share the MT Framework engine.

    in reply to: Bought a Rift S… question about framerate #190408
    dellrifter22
    Participant

    May have been coincidence, but I had a better night tonight with Red Dead on 441.34 hotfix (even though it’s meant to improve Vulkan).

    Frame-rate seemed about the same, but not as much stalling. I also didn’t crash once. Perhaps the first night ever, knock on wood.

    I removed the cpuRebalance launch argument as well, if that matters.

    60fps would be nice, but I don’t think I can give up them lovely vistas. And for me, the dx12 implementation is already very playable. Having it even smoother will be a bonus. Then I can crank it even hi…. joking 😎.

    in reply to: Bought a Rift S… question about framerate #190391
    dellrifter22
    Participant

    I did experience new slow down stalls in last night’s play. They felt like hard drive struggling, with brief CPU and gpu spikes. Hopefully this isn’t Rockstar’s permanent “fix”. I haven’t tried the new drivers yet, or disabling the CPU rebalance argument.

    I was switching between fluid sync on and off in a call of duty game, trying to stablize framerate, but it seemed like my Reverb could never decide what rate to maintain. Like it was fighting to enable/disable reprojection frequently. Not sure if this is steams doing or wmr. Just wondered if you had any additional insight from the back end.

    in reply to: Bought a Rift S… question about framerate #190383
    dellrifter22
    Participant

    If you disabled Direct Mode Async then that is normal behavior. You might see headset always locked at 45 on rift with Async on though. This might be oculus’s own asw keeping it half, but I have never been fully sure.

    Ironically, I’m new to wmr, and have noticed hmd rates jumping all over the place, causing some frame hitches in some games. I’m not sure if it’s steamVR’s reprojection, wmr, or recent vorpX, but my previous pimax didn’t seem to suffer as much. Still experimenting.

    dellrifter22
    Participant

    Because RDR2 (and most games for that matter) can’t handle that shape. They are made for widescreen, not tall screen. You wont be able to use your exact native resolution/ratio of hmd, just get as close as you can to prevent wasted performance.

    In the case of RDR2, it seems 10:9 (10 wide and 9 high) is about as close as we can get. I tried 1:1 (1600×1600) and RDR2 did not accept that. But it accepts 1600×1440 (10:9) or multiples of that.

    But in most cases you’ll need to settle for 4:3, like 1600×1200, 3200×2400, etc.

    Don’t worry so much about matching your hmd’s pixel count, just try to get a res as high as your computer can handle. vorpX will smartly translate and supersample it to your hmd.

    in reply to: Gears 5 (Steam version) won't hook #190349
    dellrifter22
    Participant

    That’s neat to hear. I wondered if it might.

    Now, has anyone tried the new Modern Warfare with the RDR2 profile yet?

    in reply to: rdr2 3d Reconstruction not working #190348
    dellrifter22
    Participant

    I don’t mean to be rude, but you don’t need to start new topic threads for every question you have about RDR2. You can use the existing thteads, that way it’s not as hard to keep track of all the responses.

    3D reconstruction is working fine for me, yes, to answer your question.

    in reply to: Half Life Alyx #190344
    dellrifter22
    Participant

    Hope so. Haven’t played native vr seriously for over a year.

    Non vr fans aren’t so jazzed though.

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