dellrifter22

Forum Replies Created

Viewing 15 posts - 376 through 390 (of 870 total)
  • Author
    Posts
  • in reply to: Any profiles for Moons of Madness? #188657
    dellrifter22
    Participant

    I remember being impressed by the trailer and adding this to my waiting list. I’m still deciding between this and a couple others right now though.

    For many Unreal 4 games you can get significant FOV boost by adding this line at the bottom of Engine.ini:

    [/script/engine.localplayer]
    AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

    …usually found in C:\Users\(user)\AppData\Local\(game)\Saved\Config\WindowsNoEditor

    (if no such file or folders exist already, sometimes creating them can work)

    From there you can use a combination of vorpX image zoom and 3D FOV Enhancement to squeeze more view if you need it. You may need to enable expert settings in vorpX config app to use this. Also disable the directVR page in delete menu if it happens to be active in that profile.

    3D FOV Enhancement is mostly the last resort though. You can gain a fair amount with it maxed to 1.50 but you’ll notice it comes at the cost of edge culling so only push it as high as you can tolerate. If you must use alot, using an ultra-wide resolution (21:9) can help hide most culling on the sides.

    in reply to: The Saboteur? #188656
    dellrifter22
    Participant

    Coincidentally I’ve been working on a profile for this recently. It’s nearly done, I just need to get around to writing it up. Works quite well in 3rd person fullVR and the first person driving mod. I’ll see if I can have it ready sometime this coming weekend.

    In the meantime, there is an older profile already on the cloud you can check out, though it may still have a few shader issues.

    in reply to: Red Dead Redemption 2 coming to PC in November!! #188632
    dellrifter22
    Participant

    While an odd site here or there adds windows 8 (not dx12 capable) to the compatible list, the official requirements only mention 7 and 10 (same as Modern Warfare).

    This makes me a little nervous, though I’m trying to be optimistic about the Rockstar official requirements page leading with the phrase “Red Dead Redemption 2 has been specifically developed to perform on a wide range of machines”.

    There are info rumors derived from data mining that reference both dx11 and dx12 support, including ultra settings and features. I have no doubt there will indeed be support for 12, I just hope the 11 part is true also.

    Counting the days for it myself. Apart from perhaps the new Jedi game, this is the only game I’m looking forward to anymore this holiday. Almost as excited as I was for Witcher 3. It’s too late Ralf ;) . Would be pretty awesome if it can work in vorpX!

    in reply to: Subnautica: Below Zero? Anyone got it working yet? #188271
    dellrifter22
    Participant

    Hopefully someone who’s played can answer you better, but I imagine it looks much the same as Subnautica 1 does in vorpX, with working G3D.

    Try Subnautica 1 standard mode with it’s cloud profile to see how that game translates in vorpX. This should give you a pretty good idea what to expect in Below Zero.

    in reply to: Subnautica Below Zero #188249
    dellrifter22
    Participant

    I believe that is Yohaskan from the forums here. He posted the same video in this thread:

    Subnautica: Below Zero? Anyone got it working yet?

    You can find his profile on the vorpX cloud in the Config app. The description reads:

    “Set to 1600×1200, Fov: 90+, Vsync Off, Fulscreen Off. If gamepad, set to full controller for better exp.”

    in reply to: Sniper Ghost Warrior 1, 2, & 3 #188240
    dellrifter22
    Participant

    **Important note for SGW1: set Post Processing to Simple or you’ll get artifacts

    Also, don’t be alarmed that the main menu image and intro video are upside-down, this is a normal known issue.

    in reply to: Sniper Ghost Warrior 1, 2, & 3 #188238
    dellrifter22
    Participant

    Sniper Ghost Warrior 3 (G3D/Z3D)

    I’ve redone this old fullVR profile from a year ago with a few extra fixes. It can look quite stunning in places. I particularly like roaming around at night. The full body animations and derivable vehicles are a nice addition.

    Mild FOV Enhancement still had to be used causing a bit of motion for light sources, but you can toggle most of them off with Shadow Treatment if desired. I’ve also raised the camera for more comfortable weapon placement, which you can also adjust as needed.

    – a 4:3 resolution is recommended (1920×1440) for better performance
    – medium settings recommended as tested
    – turn off motion blur
    – slide FOV to max right in game settings

    *Hide HUD elements with Challenge difficulty settings
    *Adjusting HUD scale may affect scope alignment
    *Toggle lights and shadows with vorpX Shadow Treatment
    *If using cinema mode, reduce vorpX FOV Enhancement to Zero

    Sorry the shots have been so dark. You can right click them to enlarge view.

    in reply to: Sniper Ghost Warrior 1, 2, & 3 #188236
    dellrifter22
    Participant

    Sniper Ghost Warrior 2 (G3D/Z3D)

    This one suffers from a bit of big gun syndrome, but what matters is looking through the scope feels good and the world fov is great. Bullet cams scale is more correct in this one. Night vision is pretty sweet too.

    Make sure to run the game in DX9 mode, 16:9, with FOV of 91 by editing the following lines of system.cfg found in:
    steamapps\common\SniperGhostWarrior2… system.cfg

    r_Driver=DX9
    r_Fullscreen=1
    r_Width=2560
    r_Height=1440
    cl_fov=91
    r_drawnearfov=91
    r_MotionBlur=0

    *Toggle shadows with vorpX Shadow Treatment

    in reply to: vorpX 19.2.4 Available Now #188088
    dellrifter22
    Participant

    Just wanted to mention that the profile cloud has indeed been more responsive these last few weeks and not giving me the troubles it used to.

    The height modifier is back and working great again. Thanks.

    in reply to: Ghost Recon Wildlands (G3D) #188086
    dellrifter22
    Participant

    You can enable the Shader Authoring tool on the vorpX config general page. This allows you to open a new vorpX window in game to cycle through all the shaders being processed and hide/activate/transform them for best use in G3D. I’m really glad Ralf opened this up to us, I’ve had a lot of fun tweaking around.

    I was granted an advanced authoring key by Ralf upon request, which you can do through the vorpX config Local Profiles page. This unlocks additional pages of profile defining parameters. Neither of these tools come with any documentation, but given enough time just trying things out I’ve slowly learned a thing or two.

    I’m no shader hacker nor software engineer myself. I’m just a passionate vorpX user who loves to see what it can accomplish in my favorite games. In fact I probably spend more time these days tweaking around lots of games than actually playing, because it’s fun for me. Some games can look really cool in VR and I want to share them with people.

    The general rule is find an existing profile Ralf has created that shares a similar engine and hope it grants 3D correctly for a new game. The library is vast enough that you can typically find one after testing a few. Then the general shader tool is enough to clean things up a bit.

    I did try ACOrigins initially for Wildlands yes, but without luck. I ended up using Star Wars Battlefront 2, hoping it’s updated Z3D technique would solve the problem of losing depth after checking map. Lucky for me it worked. So far there is no Z3D creation tool I know of, so you just have to get lucky cloning existing profiles. It would be neat If Ralf could one day show us how Z3D is created.

    From there I experimented with the advanced authoring tool to activate G3D for Wildlands. Having that working I now used this same profile to create for Breakpoint.

    I’m now learning that the advanced tool can make just about any dx9 or dx11 game 3D from “scratch” with enough patience to manually scan through thousands of buffer values and find the bingos. At least the tool is simple enough to navigate with and I’m grateful to Ralf for sharing it. I’m still learning new things every week while using this. Messy and time consuming, but hitting jackpot pays off for me. Ralf is currently working on more tools for fixing those dreaded shadow glitches. I’m quite excited for this too.

    First figure out what the various settings do in the vorpX delete menu. Then find an unofficial G3D game and run through with the Shader tool (Ctrl+End) activating shaders when you see them get hidden. Cycle through the various options below to see how they change that activated layer. Once you grasp the basic idea of how to treat shaders, you’ll be able to use similar methods to find and treat the buffers for 3D in advance tools. Not that I truly know anything about it, I’m just a fellow self-taught tinkerer myself using vorpX daily for last few years :). One who hopefully hasn’t blown Ralf’s patience a time too many.

    vorpX is great! It’s given me countless hours of fun showing me cool games in a whole new way, and I’m excited for it to keep getting better as time goes on. More people need to try it. Glad you are eager to do more with it, and hope you have fun making your games cool.

    dellrifter22
    Participant

    I learned this week how to improve weapon depth, so both of these profiles have been updated to greater realism with: proper weapon 3D, larger world scale, and grittier colors and lighting. World at War now has working 3D shadows and particle effects.

    Ironsights look more convincing and reloading is funner to watch. Give them a try. Profiles are now tuned for Rift FullVR and intended to be used with Image Zoom of 0.83, so check that your previous local save does not overwrite this new value. Setups are the same as listed above.

    *RO2 has minor bug with class selection screen with scaled HUD. Use EdgePeek to view menu properly
    *Optional hide HUD hotkeys for World at War – add two lines to config.cfg in C:\Users\(user)\AppData\Local\Activision\CoDWaW\players\profiles\(name)..

    bind F1 “cg_draw2D 0”
    bind F2 “cg_draw2D 1”

    World at War now has a multiplayer profile as well:

    Call of Duty: World at War MP (G3D)

    G3D FullVR Multiplayer best for Rift
    – set FOV to max 80 in config_mp.cfg found in
    C:\Users\(user)\AppData\Local\Activision\CoDWaW\players\profiles\(name):

    seta cg_fov “80”

    – use a 16:9 resolution (2560×1440)
    – max graphics with shadows on

    *HUD scaling affects sniper scopes, adjust if desired.
    *Has some pop-in top and bottom from moderate FOV Enhancement

    Grab all these new from the cloud. Enjoy.

    in reply to: Call of Duty 4: Modern Warfare #188072
    dellrifter22
    Participant

    Thanks for this RJ, I enjoyed playing this again last week.

    I’ve found the console command “bind q cg_fov 105” to be useful since FOV must be set at the start of each mission. Now I just hit Q as needed.

    I also made a few adjustments to suit Rift, fixed shadows and set a gritty color scheme. I’ve added the profile that Rift users are welcome to try. Multiplayer is fun too, but needed a separate profile due to FOV restrictions.

    Call of Duty 4: Modern Warfare SP

    – bind a key in config.cfg to easy reset FOV 105 at start of each mission. Call of Duty 4\players\profiles\(name)…config.cfg example:
    bind Q “cg_fov 105”
    – a 4:3 resolution is recommended (1920×1440)
    – leave shadows On and all graphics
    *Scaling down HUD can misplace sniper scopes and shadows

    Call of Duty 4: Modern Warfare MP

    – run the game once to create config_mp.cfg into:
    Call of Duty 4\players\profiles\(name)
    – edt line to read max FOV of 80:
    seta cg_fov “80”
    – use a 16:9 resolution (2560×1440) to hide culling.
    – turn shadows off, or adjust vorpX HUD sliders to 1.00 to fix offset.
    *HUD scale affects sniper scopes, Adjust as desired
    *Has some pop-in culling top and bottom from moderate FOV Enhancement

    I hope to play the new dx12 Modern Warfare in vorpX one day soon, but for now these are fun to revisit.

    in reply to: Ghost Recon Wildlands (G3D) #188069
    dellrifter22
    Participant

    Hmm, I thought we had another day with the beta. I did get some more time in before it ended though to make additional profile fixes. You can re-download the profile and hopefully be set for launch day.

    It cost an extra ~8fps, but G3D now has fewer lighting glitches and no more
    DOF blur. It runs heavy with lots of jaggies, but great for models and ironsights. If you’d rather have the fps and can tolerate some glitch, I can upload a lite version also.

    Z3D can look pretty nice here when you crank up the resolution and apply AA. I think most will choose this, but here’s my recommended setup for both using Rift CV1:

    Ghost Recon Breakpoint (Z3D/G3D)

    – use vorpX in Oculus mode for Rift (steamVR mode won’t launch correctly)
    – set UPlay launch argument in Breakpoint properties:

    /belaunch -be

    – set Extended FOV to max 100 in Video settings

    Low settings are recommended and still look good. You can keep textures High if you have the VRam. Mild Ambient Occlusion is also fine.

    Z3D FullVR
    – use a 1:1 resolution 2400×2400 in Fullscreen set to Auto aspect ratio.
    Keep resolution scaling at 100.
    – turn on Anti Aliasing, but do not use the additional Temporal Injection
    – set in game sharpening to full 100 and vorpX sharpening to full 2.00
    – Keep all vorpX HUD sliders to full 1.00 to avoid flickering

    G3D FullVR
    – use a 1:1 resolution 1280×1280 in Fullscreen set to Auto aspect ratio. (lower than 1280 doesn’t seem selectable in game)
    – turn off Anti Aliasing settings to avoid trees blur
    – reduce vorpX sharpening to 1.00
    – Adjust vorpX HUD depth to ~.90

    If 1:1 resolutions are not applying correctly, add lines to GRB.ini found in:
    C:\Users\(user)\Documents\My Games\Ghost Recon Breakpoint

    [Display Settings]
    KeepStandardAspect=1
    WindowMode=2
    DisplayWidth=2400
    DisplayHeight=2400

    Xbox controller override has been set so that headtracking should also work. You’ll need to remap the controller buttons to the corresponding keyboard buttons in the vorpX delete menu (bottom of controller page). I’m not sure there’s a way to invert Right stick though.

    Please remember to play in solo mode only and do not attempt to play coop or pvp to mitigate risk of being banned by BattleEye.

    Hopefully this all still works on launch code. Have fun.

    in reply to: Ghost Recon Wildlands (G3D) #188046
    dellrifter22
    Participant

    Yah man, have fun.

    Don’t forget to add the launch argument in UPlay I forgot to mention:

    /belaunch -be

    in reply to: Ghost Recon Wildlands (G3D) #188032
    dellrifter22
    Participant

    Yes, don’t use any cheat trainers and don’t attempt to play coop or pvp multiplayer. Keeping in solo mode I’ve never been banned form Wildlands and haven’t had any problem with Breakpoint so far. But the risk is always there I suppose. Be careful.
    ————————

    I’ve put a work-in-progress Breakpoint Beta profile on the cloud. It has both G3D and Z3D for you to choose from.

    G3D still needs some work, but all the basics are there. Already in a playable state. It runs heavy though, so keep the graphics settings low.

    – use a 4:3 resolution for best view-model FOV (1280×1024,1600×1200)
    – turn OFF all AA settings for G3D (or plants will be very blurry)
    – set Extended FOV to max 100 in game video settings
    – Low graphics recommended for G3D

    I left all vorpX HUD sliders at 1.00 to prevent HUD flicker in Z3D mode. You can adjust HUD size and depth as desired for G3D though.

    Zoom is set to a natural feeling camera FOV, but if you feel you must have more view, use vorpX image zoom out.

    I haven’t had a lot of time for testing between work, but will do more tomorrow. Should give us a solid two evenings to play.

Viewing 15 posts - 376 through 390 (of 870 total)

Spread the word. Share this post!