dellrifter22

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Viewing 15 posts - 331 through 345 (of 870 total)
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  • dellrifter22
    Participant

    Probably because those ratios are taller than they are wide. Try 2400X2160 or a multiple of that.

    in reply to: should I sell Vive Pro for HP Reverb for Vorpx? #190340
    dellrifter22
    Participant

    I would do your research first before jumping on the ebay bid. Realize there was an HP 1.0 build that had more issues.

    I hesitate to tell you to sell the vive pro for the reverb. You must have spent a pretty penny on that, and it should be the better all round headset the vive. There are definitely downsides to the Reverb, so please know what you are getting before deciding. Keep both if you can. Reverb is great for vorpX, if resolution is most important to you.

    in reply to: Rdr2 screen scrambled #190321
    dellrifter22
    Participant

    Yeah, sounds like your game settings are messed up then. Reset the profile to factory default, and RDR2 also just in case. Maybe it’s the anti-aliasing settings you are using or the resolution. Try different AA settings, windowed or fullscreen etc. Try a typical resolution, like 1920×1080.

    If it helps, I only use TAA at medium. No FXAA. No MSAA.

    in reply to: Red Dead Redemption… #190318
    dellrifter22
    Participant

    My goodness, the scenery in this game is stunning! And the draw distance is crazy impressive!

    The glow of the morning sun behind the hill. The dusty rays through the forest trees. The moonlit clouds on a foggy night.

    I’ve spent the last 3 nights just exploring the back mountain trails, camping, and doing some light hunting. Wander your horse up north and ride east. Many great hilltop vistas, waterfalls, hidden lakes, and lush forests – all brimming with wildlife. Seemingly endless trails to follow that always lead somewhere interesting.

    Take a second horse to follow behind and carry more prize game. Just be sure to have your shotgun always ready when the moon is out.

    I’ve been using the Longer Days mod from Nexus so that sunrise and set are 6x longer to enjoy – a day lasting about an entire play session. It requires ScriptHook, so I’d only recommend it if you have additional patience to save often, endure occasional crashes, and need to update regularly when each game patch is released.

    I’m really loving this game. Still plenty more to see and 70% more to go :)

    in reply to: The Beast Inside (G3D & Positional) #190310
    dellrifter22
    Participant

    This may be a trickier one to try as your first vorpX game, and isn’t on the supported list. I did try the demo though and saw good potential. I posted briefly about the settings I used along side the demo profile I put up on the cloud here.

    Increasing Field of View (FOV) is important to relieve that zoomed in feeling, so be sure to follow those instructions.

    Also, the EdgePeek function is great for seeing the edge of the screen when you need to in FullVR mode. Press middle mouse button to EdgePeek in and out.

    I’m not sure about your clicking crash. Maybe running the game in Fullscreen mode instead of windowed could help. Probably best to see if this happens even without vorpX first.

    dellrifter22
    Participant

    AAA game creators will always seek to push the limits of current hardware, and we should be happy with that if we want progress. People complain they can’t run Ultra, but there is no Ultra standard. Ultra will always be what ever values the devs put in that pushes the limits. They could have labeled the High preset “Ultra” and called it a day. It’s arbitrary. People just want to be able to brag that their machine is beast haha.. end rant.

    Still though, it would be nice if they could optimize to utilize the hardware better, which other games have proven possible.

    I see why you would think 2880×1600 is the native res of the Pro, but when you consider each eye is really only 1440×1600 (nearly square, not widescreen rectangle), that is double the width that you actually see in the headset. (And no, you don’t need to double the width to compensate for SBS rendering)

    Since most games don’t accept abnormal aspect ratios like 1440×1600, you’ll often need to settle for 5:4 or 4:3 when possible (1600×1200,1920×1440,etc). In the case of RDR2, you can’t seem to use 1:1 square or lower, but 10:9 is as close as I got. It probably doesn’t need to be exactly 10:9, you might try rounding to 2200×2000 and it might work fine.

    The point is, the squarer the ratio you can get in, the less waste you will have on the sides in fullVR mode. Less waste means more performance headroom to make that square higher res. The higher the res is beyond your native displays, the more they are super sampled for additional clarity. This is more apparent in headsets since they are magnified screens right up to our face. Try sticking your nose up to your monitor and see how ugly “native” actually is up close.

    Just try loading a super high res like 3200×2880 to see the clarity improvement. You don’t have to keep it, but at least you’ll get an idea of what potential you can expect. And no, it won’t look as good as on your monitor, but you should already know that VR tech isn’t quite there yet.

    I’m getting too wordy again, sorry. Hope you can find some visual improvement with some more experimenting. Or at least more than Deer Hunter Arcade :)

    in reply to: Flickering on the screen of Red dead redemption 2. #190258
    dellrifter22
    Participant

    Using your head to look around in this title is not recommended. You’d need 90+ fps for that to feel good. This is one reason why the official profile recommends playing in immersive screen cinema mode. Until you’ve trained your VR-legs to accept mouse or controller input as head rotation instead, you should probably avoid FullVR mode in RDR.

    FOV is another important factor that needs to be correct for a good experience. Too low and things will look too zoomed in and stretchy. Too high and you’ll start to get fish-eye look. If by huge arms you mean too close to your face, perhaps your have it too low. If by huge arm you mean it’s too long, you may have it too high.

    Since the mod does not let us set specific number values, we have to eyeball it each session. I can’t say exactly for the Odyssey, but in my Reverb, it looks correct if I zoom out until Arthur’s shirt sleeve is barely visible as he is holding his pistol up. To do this, I run the mod exe after loading into the world, Press F3 in game to activate it, then hold F8 while looking down at the edge of my lens to see Arthur’s sleeve. Then when I turn camera, things in the world seem to move in proportion and the FOV feels natural.

    Hand models wont always look perfect to scale, that is just the nature of game creation. But they look about right to me in RDR2. And no, they wont look perfect 3D, since they are so close to the camera. This is Z-buffer 3D, not true Geometric 3D as in other vorpX supported titles. So it may not look completely natural close up, but the overall scenery should give a good sense of depth. If your FOV is too low, the 3D effect will appear less. If FOV too high, 3D will look exaggerated.

    So once again, if this is your first vorpX title, you may want to stick to the default cinema screen mode until you’ve tried better supported fullVR games to see how they are supposed to look and feel. Then you’ll have a good idea of settings you might use to revisit RDR in FullVR later.

    in reply to: Red Dead Redemption II Do we aim with our head? or? #190248
    dellrifter22
    Participant

    Aim is affected by headtracking, yes. Think of it as wearing a 2nd mouse on your head, and both mice control aim at the same time.

    You can however disable headtracking in cinema or immersive screen mode, so that it does not control the mouse aim while you look around the virtual screen. It’s not true decoupling the way you are hoping, but it stops your head from moving your aim.

    dellrifter22
    Participant

    Don’t know what your PC spec are, but even high end computers will struggle to play RDR2 with high settings. So don’t expect very high frame-rates until Rockstar optimizes better. I’m playing at 35fps on a 2080ti.

    The higher resolution you set in game, the better it will look in your headset. But the higher the resolution, the greater the performance cost. So you’ll have to be the judge of which is most important to you: frame-rate or visual clarity. For me that target balance is 35fps at 3200×2880 on Reverb.

    I was not able to get 1:1 aspect to show in RDR2, but 10:9 seems to work, with minimal cutoff of some reading texts. You could try 2400×2160 and see how better that looks in your Vive Pro. It may perform similar to your current setting if your lucky, but look less blurry.

    In case you missed it, here is a post about settings I use with the mod:
    Red Dead Redemption 2 FullVR with FOV mod

    If you are struggling to keep an acceptable frame-rate though, I would recommend using the default profile in immersive screen mode. That will have less performance impact and look clearer on low resolutions due to the smaller screen surface area.

    in reply to: Subnautica: Below Zero? Anyone got it working yet? #190189
    dellrifter22
    Participant

    Glad you found one that works. I’ve found that with a bit of patience and testing, you can find one that works more often than not, thanks to the many profiles Ralf has already provided. Enjoy.

    in reply to: jedi fallen order #190188
    dellrifter22
    Participant

    Glad to hear it is hooking fine and Z3D is working. Anyone tried G3D yet?

    in reply to: Can the Battlefield games be played online? #190187
    dellrifter22
    Participant

    Yes they work fine online, though patch updates over the past year have broken head tracking somewhat. So if you play mouse and keyboard, you may need to play cinema mode with head tracking sensitivity turned all the way down to prevent inconsistent mouse movement due to double mouse emulation.

    You can still pull the screen in close for an immersive experience, if you turn the fov up high in game settings.

    dellrifter22
    Participant

    My AOE is quite rusty these days, but that call back music alone got me pretty good. Good memories.

    This would look good in 3D for sure.

    in reply to: DX12 and Vulkan API support when? #190185
    dellrifter22
    Participant

    Think of it in beta phase, with very basic functionality, a couple quirks, and Z3D only. The new RDR2 one is the only dx12 available profile atm, so usability with other games right now may be limited.

    But yes, very exciting, and a pleasant surprise from Ralf. I’m super grateful it made it in time for Red Dead. It will hold my attention for many weeks to come.

    I am a bit curious though if anyone has tried Modern Warfare with it yet. Would be sweet to see that campaign if it does work.

    in reply to: Red Dead Redemption 2 FullVR with FOV mod #190148
    dellrifter22
    Participant

    If you are getting crashes after RDR2’s November 14th update, re-download the new 3.2 version for the FOV mod from PCGamingWiki.

    If you are getting choppy motion, toggling off vorpX Direct Mode Async may help. This setting is found on the Display Settings page of the delete key menu.

    The new patch seems to help with performance, but if you still have additional stuttering, you might enable async compute in RDR2’s system.xml. Not sure if this only applies to Vulkan, but it has helped some gamers.

    C:\Users\(user)\Documents\Rockstar Games\Red Dead Redemption 2\Settings… system.xml

    <asyncComputeEnabled value=”true” />

    Another possibly useful patch note that I haven’t tried yet:
    *Added an additional launch argument (-cpuLoadRebalancing) to rebalance workload on the CPU cores and avoid hitting an edge-case in certain NVIDIA graphics card drivers that causes significant stalls on 4-core and 6-core CPUs.

    Hope everyone has been able to resolve their launch issues and are now enjoying the game. I am for sure.

Viewing 15 posts - 331 through 345 (of 870 total)

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