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dellrifter22ParticipantNot sure what you mean about Z3D fix, but you can extend the fov a bit with the built in “Extend FOV” slider on Breakpoint video settings page.
You might get even more if you use a 4:3 resolution like 1280×1024. I’ll test it more later and make a profile.
dellrifter22ParticipantI had a 20 min break to test Breakpoint. Looks like G3D needs fixing, but the Z3D profile works fine.
I’ll have a G3D option available for tomorrow (probably be quite performance heavy), but for now you can use the Wildlands(Rift) Z3D profile. Don’t use the old gta5 based one.
The uplay launch argument was useful, thank you.
dellrifter22ParticipantNice! I’ll have to take a look after work.
dellrifter22ParticipantYou are able to get the Game Pass Windows Store version to hook in vorpX with 3D?
When you alt + tab out and open task manager, what is the exe name for Blair Witch? I’ve been curious to know if the name differs from the default profile exe, causing the hook issues.
Sep 21, 2019 at 11:31am in reply to: DX12 and Vulkan API support for games like Cyberpunk 2077? #187869
dellrifter22ParticipantI’m starting to fear it may be very possible Cyberpunk will indeed require dx12. If it ever actually comes out that is…
Two big new titles Gears 5 and the New Call of Duty are now requiring dx12. Apparently Microsoft will provide a way to port dx12 to windows 7 (to widen the compatibility margin), but it will be 12 all the same. I fear this may be the trend for AAA games going forward into the new generation.
From what I understand, bringing 12 to vorpX will be no easy task and take considerable time, and there haven’t been enough titles to justify it. It might soon be time to start thinking about it though, and hopefully we’ll have heard about possibilities a year from now.
In the mean time, I guess we start praying that next gen games get delayed while we enjoy the vast library we already have :)
dellrifter22ParticipantIn case you are still trying, I just discovered Gears 5 is dx12 only :/. So that means vorpX currently can’t hook even without EAC. Sorry man.
dellrifter22ParticipantSpace Hulk does seem like it would be cool looking. I see there’s a cloud profile already, did you try it?
Let me know if it has working 3D or not. I may look for a sale to give it a try.
dellrifter22ParticipantLooks good!
dellrifter22ParticipantHadn’t heard of this, thanks.
dellrifter22ParticipantThat’s because headtracking is mouse based and you have to hold or toggle the rotate camera button in STO. Or change to shooter camera mode.
All three vorpX modes are essentially a big screen in your face, the main difference is how you want head tracking handled. Immersive screen/Cinema mode may well be the more comfortable way to play a HUD heavy game like STO. If having the most accurate scale and distortion free 3D is important to you (closest appearance of real vr), Full VR mode will look best – while also provide camera based head rotation.
Play which ever way is best for you. I use all modes across various games. Glad it’s running well enough now. Hope you get some fun out of it.
dellrifter22ParticipantWhat’s the trick to finding the buffer for Z3D? Is there a tool similar to G3D?
Trying to add Z3D to existing G3D only profiles.
dellrifter22ParticipantDarn. I’m not sure that vorpX or vr in general are able to take any advantage of sli, sorry. In fact running a single card with vr might be a better idea.
If we could find some z-normal performance 3d for this engine, you could at least experience some world depth at very little performance cost. I play many other games this way.
Maybe Ralf can help us get some Z3D working.
dellrifter22ParticipantIt may work fine in Oculus mode, I just default to steamVR now since I use multiple headsets. Oculus mode has given me trouble with a couple games before.
Note that the Oculus app will still remain open even while using steamVR. This is normal. I typically boot Rift and Oculus app, start steamVR, then launch vorpX in steamVR mode.
Takes a lot of CPU/GPU horsepower to run 3D, hopefully the 970 can pull off lower settings. Target minimum of 35fps is generally good.
Not sure if this is your first game in vorpX, but if you have more questions just ask.
dellrifter22ParticipantWhat hardware specs and headset are you using?
I’m on Rift CV1 using vorpX in steamVR mode with an rtx2080ti.
I tested the new Awakening update tonight on the newest vorpX, and things are still working on my end. Except for the first person mod code, that now returns an unknown command error sadly. Zoom in all the way with shooter camera and you get pretty close to a first person view.
I do sometimes get a crash report on first launch and have to try a second time. I’m also using mostly low settings in game to help performance. I have both GPU and CPU sliders set just below medium. If I crank them up to high I go from about 50fps to 25fps at the academy.
The game doesn’t like if I minimize in fullscreen mode (can’t renter game), so setting to Windowed Maximized helps.
While I was testing, I made some more adjustments to the profile’s scale for fullVR. You can redownload from the cloud if you wish. You may still encounter a random lighting or texture glitch here and there.
I set scale and HUD depth settings the way I like them, but you can adjust them to your liking in the delete key menu. I think fullVR mode is the best looking, and worth the extra effort to move your desired HUD elements into view with F12. Use edgepeek key for glancing at out-of-sight HUD.
I hope lowering some graphic settings can get you playing well enough. Game looks pretty neat in large scale 3D. Don’t expect native VR, but not too far from.
Let us know how it goes and if it ends up on your podcast. Would be fun to hear about.
dellrifter22ParticipantGood find. I’ll give it a try during the probable open beta the week before launch.
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