dellrifter22

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  • in reply to: Arma II Profile broken? #184587
    dellrifter22
    Participant

    Hmm, I just booted Arma II to test, seemed to be working fine with steamVR.

    You launched the game a second time since reinstall?

    in reply to: Location of stored vorpX game settings? #184582
    dellrifter22
    Participant

    You can do both things from the Local Profiles page in vorpX Config app. You’ll see the corresponding buttons when you select any profile.

    Easier still, you can drag and drop profiles listed there one at a time into a backup folder. Then should you want to import one again later, simply drag it from your backup folder into the app list.

    It’s a good idea to make backups before a new vorpX update. Sometimes a required reinstall can default your entire list. Or at least it used to.

    dellrifter22
    Participant

    I’m talking about the In-Game Key Bindings page of the vorpX config app on the desktop, not the vr keys in the delete menu. (click the orange V icon in your taskbar tray). You’ll see the vorpX keybinds in there, and can change them how you like.

    dellrifter22
    Participant

    You could probably solve this by disabling 3D when using inventory (see Key Bindings in vorpX config).

    Or setting your edgepeek 3D strength down to zero (Display page of delete menu?) would do the same whenever you click middle mouse to edgepeek.

    in reply to: vorpX 19.2.2.2 Available Now #184463
    dellrifter22
    Participant

    So I’ve been using the FOV Enhancement a lot lately to improve hand/weapon model distance to pretty good effect. Only drawback of course is the visible culling that creeps in. Perhaps to an unacceptable degree for some, but worth it to me for a better sense of occupying the character model space. So I’m very glad this tool exists.

    I understand why the culling occurs, but wonder if it isn’t a limit somehow possible to alter along the directx pipeline? Or through memory scan or however those FOV Changers work for certain games.

    Because if it were possible, imagine how effective it would be for so many games.

    I realize this would likely have been done long ago were it true, but I still had to ask :) . Could it be done? What would it take?

    in reply to: Improving settings for Wing Commander Saga #184460
    dellrifter22
    Participant

    You’re saying you can’t see the screen edges in view, or that you can’t read the small text because of image quality?

    There is an edgepeek feature (middle mouse button by default I believe) that zooms the image out so you can glance at the edges when needed.

    Alternately, you could use immersive screen or cinema modes, which let you look around the screen’s edges freely. You can zoom the screen in very close to occupy your full view if you want.

    Perhaps what you actually want is to scale down the HUD layer so it is more centered in view (assuming this would not make text too small to read). For this you’d need to experiment with the shader authoring tool enabled and expert settings in vorpX config. I’m only assuming this is possible for OpenGL.

    You’d use the tool in game (Ctrl + End) to cycle through and identify the shader layer(s) of HUD, add them to the active below, then set their status to HUD. Any layers you assign to the HUD status can now be scaled through the vorpX delete key menu, on the Image Settings Page.

    Expert settings should also unlock the FOV enhancement slider (provided directVR is disabled) on the main page of delete key menu. this can pull the camera back from geometry if it feels too close to your face. This will begin to show edge culling if you go too far. This wouldn’t affect the HUD layer though. Also you can use image zoom on the Image page to pull the screen itself back some.

    in reply to: Describe difference between Z3D and G3D #184430
    dellrifter22
    Participant

    Geometry 3D adds a second camera (one for each eye) to give stereo vision. This is why it looks most real and cost double performance.

    Z-bufer 3D takes the flat image, calculates the Z distance of objects on screen, and modifies the image slightly different for each eye. it “cuts out” objects and moves them slightly off to one side, then fills the gaps will color prediction to blend it. This can be noticed as a slight transparent outline around objects nearest the screen (weapon/hand models), but the distant world will have compelling depth.

    As long as your focus is more on the world in front of you, and not the gun you are holding, I say Z3D looks great in the Battlefield games (BF1 BFV).

    BF2 has G3D, tried it just last night. Awesome too.

    in reply to: vorpX 19.2.2.2 Available Now #184388
    dellrifter22
    Participant

    Yes, the shadows fix for Exodus does indeed help. I’m now able to keep a mostly stable 36fps needed for smart smoothing. Nice! Looks better too imo.

    I also picked up Mordhau this weekend and am having a great time. Excellent first person animations! It’s also one of the few games we get to play online with vorpX lately, so good choice. Thanks for the profile.

    It has me hoping we will see EAC support, as there are several on that list I am much eager to try :) (Hell Let Loose, Battalion 1944, Insurgency Sandstorm, Rising Storm Vietnam, Hunt Showdown, World War 3, Miscreated, Division 2 … just to name a few ;) )

    I really like how G3D looks in cinema full zoom on the Pimax8K. It covers almost 98% of the Pimax fov and feels pretty natural with the right settings. Now that immersive screen nearly matches that too, I can get similar results for cutscene games like Witcher3/ACOdyssey.

    Just saying I am quit enjoying the new update. Cheers.

    in reply to: vorpX 19.2.0 Release Date and Changes #184157
    dellrifter22
    Participant

    F1 2018 steam keys are 75% off on GreenmanGaming through tomorrow. $15 not bad, might be getting my first F1 to try.

    in reply to: vorpX 19.2.2.2 Available Now #184155
    dellrifter22
    Participant

    The increased range for immersive is much appreciated, and looking good in the P8k.

    Early testing in Metro Ex G3D is indeed performance heavy (~30 interior, ~20 exterior, settings to LOW at 1440p, 2080ti) but it’s looking great geometry-wise. Fortunately I’m somewhat accustomed to lower frame rates, though it’s a bit ironic as I just upgraded my graphics card last month for “better” performance 😆.

    I quite like how it looks in cinema mode at full zoom. Feels pretty good. Thanks for the profile.

    Question from an earlier topic: is the exe conflict override yet operational? How does it work?

    “Incidentally I’m right now trying a few things to make your life easier in regard to .exe conflicts with official profiles. The plan is to allow overrides by user profiles and just show a message on game start in that case. Would enable you to freely override any official profile…”

    I tried just now to make a new profile for an official game, but still get blocked by the “exe already assigned” prompt and can’t remove.

    in reply to: EAC – Email from Support Team #184021
    dellrifter22
    Participant

    Glad to hear the effort continues, and that it’s sounding more likely than I had initially expected. I began to wonder that it was perhaps impossible.

    I know nothing can be promised (Ralf is king of managing expectation :) ), but this small insight has made me optimistic. So thanks for sharing, and for your honesty.

    If all works out, this would be quite a feat for recognition and prove vorpX all the more valid.

    in reply to: Is a Rage 2 profile possible?? #183995
    dellrifter22
    Participant

    @steph12: I’d be curious to hear your findings with DOOM 2016. It’s probably been 2 years since I tested with the demo. While the demo hooked, I could not get correct 3D, causing much eyestrain.

    in reply to: vorpX 19.2.0 Release Date and Changes #183993
    dellrifter22
    Participant

    @ dborosev: Here’s to hoping the New Dawn profile can also be used for FC5 (without EAC).

    G3D would definitely be cool, though getting Z3D working again like it used to would still be great.

    As always Ralf, thanks for keeping us in the loop. Good stuff coming!

    in reply to: Is a Rage 2 profile possible?? #183933
    dellrifter22
    Participant

    Darn, I was afraid the rumors were true about no dx11.

    And here I thought we’d catch a break when Rage 2 moved to Avalanche’s engine. Sorry matteo.

    Well, chalk this one to the list then. With the Rages and the Wolfensteins and the Dooms stacking up, an updated 3D OpenGL would start looking pretty good on vorpX’s belt 😁 … One day.

    Time to play Metro Exodus again I guess. Looking forward to the profile.

    in reply to: Cinema mode issue in The Hunter CotW #183743
    dellrifter22
    Participant

    Turn the HUD scale sliders all the way up to 100 in vorpX menu. Should fix the problem and work fine for cinema mode – also with Z-normal 3D if you like.

Viewing 15 posts - 526 through 540 (of 870 total)

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