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dellrifter22ParticipantG3D now available! New profile on the cloud.
I’ve been playing this in G3D now since January thanks to the Prey update and have finally put the new profile settings on the cloud. I figured with the 50% off sale going on now, it’s a good time for anyone interested. Servers are most active during weekend and evening events.
A part from being on the heavy side performance-wise, G3D is looking good and fov is improved. Aiming is now more natural thanks to main eye, and first person animations more immersive.
I’ve found fullscreen cinema mode to work best (especially on Pimax8k) for HUD reasons, but rift users may prefer the look of fullVR mode. Z3D is still an option that may look best when combined with the immersive screen settings.
– use a 16:9 resolution (2560×1440)
– set FOV to 75 in gameMy recommended game settings for performance clarity:
antialiasing = SMAA 2TX (helps a lot with jaggies)
motion blur = minimum (some blur helps to feel smoother)
particles = low
physics = low
water = low
textures = very high
object details = low
shading = medium
post processing = very high (helps with sharpness)
shadows = low
smoke = low
corpse count = 25
dellrifter22ParticipantI don’t have the game, but see if using higher resolutions help, and turn up the vorpx sharpness in delete menu if you haven’t already.
If blurriness is only present in G3D (gone if you switch to Z3D), maybe a run through the shader tool could find a blur filter to hide.
dellrifter22ParticipantMyself and one other are having the same issue since returning to 76 this month. I’m guessing a game update has messed it up. We’re still waiting on confirmation from Ralf to see what can be done about it.
Z3D should still work for the time being.
dellrifter22Participant* like modable games like skyrim, fallout, and yes enderal (thanks phone)
dellrifter22ParticipantI have rift cv1, VIVE, pimax4k, and recently pimax8k. I mostly use them for vorpx. While I have come to appreciate the wider fov of 8k (harder now not to notice the binocular-like view when going back to rift), I hesitate to recommend it as an entry point into vorpx, and VR in general.
Many vorpx games won’t be able to take full advantage of the wide fov and you may see screen borders or culling around edges you aren’t meant to see instead. You can use small fov mode to help this, but it’s not taking advantage of what the pimax is for. Few notable games with unlimited fov (like skein, fallout, and Enters) can though.
For me, using cinema mode with the screen zoomed up close works better in most cases with the 8k. It works great if you’re seated at a desk (my playstyle anyway), but not the ideal option if you want to use head tracking in game.
The lenses used to achieve the wide fov are not perfect for everyone, and may take a couple weeks of wearing to find the right ipd, pitch, and how high up your nose to wear it for the clearest view. It may never look perfect in both eyes at the same time once you glance away from the center. Let’s just say you it will require some tinkering and some compromise here and there to get a pimax looking good.
If you’d rather jump in with minimal friction, I’d start with a rift S perhaps. Simpler lenses, comfortable, easy setup, and better suited for vorpx and directvr. You’d get a good “safer” taste of what 3D VR offers.
That said, I’ve got my eye on the Reverb as my possible next vorpx setup. Still trying to decide if that resolution bump and light weight is worth trading in for wide fov. Yet to hear anyone report use with vorpx.
Maybe the only lesson we can give is that there isn’t the be-all headset just yet. They all have strengths and weaknesses. Chances are high that your first headset won’t be your last.
Anyway, if you have more questions ask. Vorpx VR gaming is a pretty fun hobby to have, I can’t play games the old way anymore, as a 3D gamer I’m sure you can agree.
dellrifter22ParticipantSorry to bother you one last time, but did you make sure the HUD depth slider was up full? I may not have set that in my profile by default. To be clear I’m talking about the 3 HUD sliders in the vorpX delete key menu, Image Settings page.
I’ll play some more tonight, but so far flicker seems eliminated when I do this. 2080ti Pimax8k steamVR.
dellrifter22ParticipantI just played around a bit in Hirschfelden vanilla in Z3D just now and did encounter a bit of distant terrain flicker for a brief second every now and then. It seemed related to when I looked in a new direction which changes the dynamic light exposure, though I’m not positive.
So far I’ve found this only happens if my vorpX HUD depth is anything below max 1.00 (while using Z3D or OFF). As long as all my HUD sliders are maxed out, I have yet to see the flickering anymore. Please tell me if you still see flicker with these settings.
I’ve not noticed any flickering in my play with G3D, and HUD scaling/depth can be used without issue. If G3D looks weird after switching, restarting the game fresh in G3D should resolve.
dellrifter22ParticipantCurious, which reserve are you playing on with landscape flicker? I don’t have any flickering trees or land in the two vanilla reserves, but have yet to try the dlc.
If you care about 3D, you can try the z-normal 3D, it performs virtually the same as non 3D.
dellrifter22ParticipantNice, which profile did you use? I was trying for some Z over a year ago but had no luck.
dellrifter22ParticipantIf you are playing in geometry 3D mode, save it as so in the delete menu and restart the game again so it starts G3D by default.
If you are using Z-normal 3D mode, turn the HUD sliders all the way to 1.0 to stop the HUD flicker.
If you use the PDA a lot, switching to cinema mode might be easier. You can still zoom the image in very close to fill your entire view. If you want an example you can import The Hunter dellrifter profile from the cloud.
dellrifter22ParticipantOh yep, not the x-ray vision I remember. Strange indeed.
dellrifter22ParticipantThe shadows in UE4 games tend not to match eyes without much we can do about it but bare it or disable them. Some light sources you mention too. Anything you add to the Shadow set of active shaders will let you toggle them off/on in the vorpX menu.
Yeah just open the authoring tool and start hide cycling through all the shaders until the one you want is hidden. Add it to active set below then cycle through the options to see if it resolve in any way. If you can’t make it look correct you can tell it not to render if you prefer.
Anything you assign to the HUD viewport option will become scaleable in the vorpX menu. That is where you can control to make the HUD text smaller if you wish.
I’m no expert on the shader tool myself, just mess around with it to figure what some things do.
Glad geometry is working. Looks like a neat sequel, just waiting for a better price :) . Have fun learning to profile. It will help you for other games you’ll want to try in the future. Ha tonight I’m revisiting the old Black Hawk Down in g3d and scanning the shaders. Been years since I played that. Good times.
dellrifter22ParticipantStrange. It’s been a while (year +) since I’ve played csgo, but I don’t recall any problem with geometry at all. Only struggle I remember is having to deal with the low fov.
You are suggesting a game update has broken it since? It does get updated often. Maybe I’ll have a look.
Does vorpX Z3D even work with anything source anymore? Seems like HL2 and other based mods I’ve used lately don’t produce.
dellrifter22ParticipantYou might have positional tracking turned on and are clipping the camera through the wall, or you have the Enhanced FOV slider turned way up. You can turn both of these off in the delete key menu.
You could also try Z-normal 3D instead, if that even works with source engine, I can’t recall.
dellrifter22ParticipantI don’t have LoF2 yet, still waiting for a sale. But from what I’ve read it uses Unreal 4 engine now instead of Unity (same as their other game Observer) so a Unreal Engine 4 based profile would probably work.
I’d first try one of the Observer profiles from the cloud, then if that didn’t work I’d copy profiles of Conarium, Hellblade, and Edith Finch.
I’ve found that UE4 games translate pretty well, with the only real bother being dynamic shadows. Sometimes turning them to Low or Off in game is good enough. Or you can enable the shader authoring tool in expert settings to cycle through them in game, activate those layers, and assign them to Do Not Render.
Then just find an image zoom that works best for a comfortable field of view and you should be good to play. Let us know how it goes.
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