dellrifter22

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Viewing 15 posts - 31 through 45 (of 847 total)
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  • in reply to: Cloud Profiles Password incorrect #216338
    dellrifter22
    Participant

    Yes, the forum and cloud accounts are separate. Make one for each :)

    in reply to: Hogwarts Legacy won’t hook #216272
    dellrifter22
    Participant

    Not sure where the problem is, I’ll just say I was playing Legacy last night and it was still working. Windows 10, steam version, 2080ti (year old drivers), 32g ram, vorpX beta openXR, Varjo Aero. I hooked it just now in steamVR mode to test and it worked also.

    I’m not familiar with Pico 4, can it use openXR? Is Virtual Desktop required? or can you run with a cable to your laptop without VD?

    Do you have any other dx11/dx12 games to test and see if they are hooking? It sounds like you are doing everything right, so unless you still have some conflicting program/overlay or antivirus, your games should hook.

    How well does your laptop play Legacy? It demands a lot of ram and vram just to load into the main menu.

    in reply to: vorpX 23.1.0 BETA #216197
    dellrifter22
    Participant

    Ralf, I’m really enjoying the Z3D in FC6. It reaffirms for me how good it can look and feel with the right base profile settings.

    Now as I switch back and forth between some of my other games I regularly play (using custom copied profiles), I realize how inferior their Z3D is – when limited by the profiles base values. In some cases the depth weighting is far too strong at its minimum, and sometimes the 3D strength is far too weak at it’s maximum. Really, each game needs its own set of base values.

    If a full Z3D profile creation tool is too convoluted, perhaps at the very least we can get a couple sliders in the author tool to adjust the base range of 3D strength and depth weighting values – similar to how we can do with G3D authoring. I think this would be enough to satisfy the majority of cases when creating custom Z3D profiles for other games.

    in reply to: vorpX 23.1.0 BETA #216131
    dellrifter22
    Participant

    After advancing the story a little further and turning up some graphics settings, I no longer seem to have any Z3D issues in FC6. I played 3 hours straight and everything worked great. I can finally start playing FC6 :) Thanks Ralf!

    btw: There is a “Far Cry 6 Libertad” mod pack that includes an FOV unlocker which matches your in game fov setting for all animations – driving, swimming, climbing, melee etc. This works very well with FullVR mode. I do recommend.

    in reply to: vorpX 23.1.0 BETA #216118
    dellrifter22
    Participant

    I tried Far Cry 6 briefly tonight (default settings, 4:3 windowed as you said) and Z3D is in fact working now, however it flickers on and off depending on the direction I am looking. Or light sources maybe?

    I am still at the very start of the game where you are sneaking through the city sewer tunnels, but I am not making much progress as the on/off 3D is already uncomfortably frequent. I haven’t spend a lot of time trying various settings yet, but wondered if you experience anything similar on your setup, or have an idea what may be causing this.

    I also mention this quickly in case there is any relation to the Last of Us Z3D hotfix – if that might be affecting other profiles by mistake.

    in reply to: vorpX 23.1.0 BETA #216072
    dellrifter22
    Participant

    I’ve noticed with the beta that vorpX never survives a system hibernation. Maybe this is by design for safety, but just thought I’d mention it.

    I’m used to having vorpX always running in my tray, but now I have to remember to restart vorpX each time my system wakes up. Not a big deal, just checking that it is intentional.

    in reply to: FAR CRY 6 #216071
    dellrifter22
    Participant

    I would prefer not to use reshade if possible though. vorpX would run and look much better.

    Not trying to step on any toes Ralf, but what is it that Reshade does differently from vorpX to achieve such wide Z3D compatibility across games? Is Reshade better at identifying depth buffers, or is it just less optimized and bloated? I catch myself wondering lately why vorpX can’t do it better.

    My ultimate wish would be an authoring tool for Z3D profile creation. Then we wouldn’t need to pester you for arbitrary profiles haha. I know you have already said it is lower on the priority list and not easily done. I just think its usefulness is ever increasing as most games now launch exclusively dx12, and I play more hours in Z3D now than anything else.

    in reply to: Elder Scrolls Online stuttering bad + black screen #215942
    dellrifter22
    Participant

    I believe the black screen is only on the login screen. Open the vorpX menu (delete key) and temporarily change geometry 3D to Off or Z Normal.

    After you log in and load into game, you can open the vorpX menu again and turn 3D back on.

    in reply to: FAR CRY 6 #215889
    dellrifter22
    Participant

    I’m using the vorpX beta and noticed the other day a cloud profile labeled Far Cry 6 with the vorpX tag. Could this be a profile Ralf snuck in for his beta testing? Possibly on the way?

    So far with trying it myself I still cannot get any Z3D to work with this profile, same as with any other profiles I have tried in the past. Ralf, were you able to add Z3D to FC6?

    in reply to: vorpX 23.1.0 BETA #215701
    dellrifter22
    Participant

    Yeah, it seems that any cloud profiles created or saved while using the betas are not compatible with other version of vorpX yet. I’m guessing it’s a safeguard vorpX has when it doesn’t recognize a newer version number. But I’ll admit it is the more painful part of using the beta for me, as I can’t really upload any new cloud profiles or updates to old ones – as most can’t see or import them.

    The other small annoyance is that any changes made to profile settings are automatically saved upon closing the menu, and not only upon clicking “save” or “save and close” – and therefore there is no reverting back from accidental or experimental changes. At least this was with the first beta. I admit I have not had time yet to test the newest build.

    in reply to: vorpX 23.1.0 BETA #215540
    dellrifter22
    Participant

    oh, that looks great!!

    Now I won’t need to get out the calculator to figure new resolutions :)

    This really unlocks the potential of a virtual monitor to be whatever we want, and lets us tune the best resolution quality possible for each game individually. Thank you for this.

    And assuming that all resolutions saved are stored in vorpX config hopefully means I can now update my video drivers more regularly – without fear or losing them. Neat.

    in reply to: Hogwarts Legacy #215247
    dellrifter22
    Participant

    There’s a couple profiles on the cloud already you can import.

    The profile I started with was from Grounded (another Unreal Engine 4 dx12 game) and it worked right away. Z3D. Remember no G3D for dx12 games.

    This game eats ram hard and seems to have problems with stutters or load crashes if you don’t have enough. For me it uses 22gb ram + 10gb vram of my 11gb 2080ti. So if you have less than that, you might struggle to even launch this game.

    I use vorpX in openXR mode and run the game in a window 3200×1800 with dlss quality on.

    in reply to: Immersive mode not in 3D (no depth) #215246
    dellrifter22
    Participant

    Unfortunately not all user made cloud profiles can guarantee working 3D, and sometimes game updates break these profiles. It’s also possible that the cloud profiles you tried were only tagged for the demo Prologue version exe, in which case you should check that your exact game exe name is listed inside that profile. If it’s not there you can add it.

    When any unassigned exe is run, vorpX will try to hook into it with a default profile that offers no 3D reconstruction options, only a flat screen. It’s possible this is what happened to you.

    It appears the game is on Unity engine, so you can also try cloning the Unity 5 base profile in your local list and add the Lust from Beyond exe to it. In my experience with many unity games, this profile almost always achieves G3D out of the box. You just might need to adjust your preferred screen type and size, and maybe adjust the 3D strength to your desired scale. Shadows will still be a bit strange sometimes, so you can try setting them to medium or low, or hide them entirely with the shader authoring tool if you want (ctrl + End).

    in reply to: Howgart legacy #215162
    dellrifter22
    Participant

    Hogwarts Legacy is Unreal Engine 4 dx12.

    Cloning the Grounded profile seems to work great for Z3D, and as far as I have tested, works with all the AA, dlss, FSR types. I’ve put some profile settings on the cloud you can try.

    Raising the FOV all the way to +20 in the game seems enough for vorpX immersive screen mode (~90 degrees) which is likely the way most will prefer to play this game.

    But if like me you want to try playing on a bigger screen, or in FullVR view – there are a couple of ways to increase the fov to 120 or more:

    A) the simplest way: open GameUserSettings.ini found in C:\Users\*UserName*\AppData\Local\Hogwarts Legacy\Saved\Config\WindowsNoEditor…

    about 15 lines down you can edit the fov extension. I’ve found a value of +48 to equal 120 degrees fov. So mine looks like this:

    CameraSettings=(FieldOfViewOffset=48.000000,

    My only problem with this method is that for some reason the character model is pushed closer and to the side of the camera, so you won’t have as comfortable view of your character in front of you. It is nice for exploring though, and adds more of a first person view feeling to it.

    B) More effort, but my preferred method: Use the UUU (Unreal Engine 4 Unlocker) tool to manually set “fov 120” in the unlocked command console. You must inject this dll tool each time you launch the game, and need to renter the fov command after any time you fast travel.

    This method will also force cutscenes to be in 120, which is sometimes good, but sometimes reveals parts of the scene developers did not intend you to see. I like that I do not need to switch between EdgePeek for every conversation.

    Another good reason to for this method is that you have more control of your characters near/far position to the camera. Now you can adjust the in game fov slider to anywhere between -20 to +20 to your desired character distance while still maintaining the forced 120 fov.

    I haven’t played super far into the game to know if any mechanics are broken by forcing higher fov, but I don’t think it will be a problem.

    Hopefully the developers can get the performance issues sorted soon, I would like to be able to explore Hogwarts in 4K+ with higher settings :)

    in reply to: Star Wars Battlefront 2 – Cursor problem #215082
    dellrifter22
    Participant

    Try Alt + C

    That should be the default toggle for the cursor.

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