dellrifter22

Forum Replies Created

Viewing 15 posts - 46 through 60 (of 847 total)
  • Author
    Posts
  • in reply to: vorpX 23.1.0 BETA #215022
    dellrifter22
    Participant

    Virtual monitor seems to be working pretty well. Nice work.

    It kicks on automatically when I turn off my physical monitor as you designed, but if I turn my monitor back on during gameplay it causes conflicts. So I learned not to do that :)

    The only problem I encountered is that you can’t alt tab to desktop view to enable fov mods or reset sound devices if needed. Fortunately my Varjo software can bring up the desktop view in my headset at the push of a button on the hmd, but there should probably be a similar vorpX solution.

    Also, when I turn the virtual monitor back off, it resets my sound device to the system default instead of my headset, so I need to manually switch it back. It’s possible that is my audio software’s fault, but I just thought I’d mention it.

    Testing 8K super-sampled visuals for the first time in vorpX (Z3D) has given me a pleasant glimpse into the future. It is making it difficult to resist grabbing a scalped 4090 now. I thought I would have to buy a 4k monitor to test this out, but with the virtual monitor, now I don’t need to :)

    I do hope that in the future we will be able to customize our own resolutions for the Vmonitor, even if by some cfg edits. I know the purpose is to prevent people from needing to do any setup, but I often like to find the best resolution fit for fov/aspect ratio/performance on a game by game basis. If it’s not much trouble, that would be nice to have.

    Oh, and the viewmodel tool seems to be working easy enough, although I’m not sure the hide positioning part is functional yet. Or at least I don’t know how to trigger it in gameplay. But honestly it was mainly just the position and scaling of the viewmodel that I wanted most, and it’s working as expected. It’s just a shame that in some games scaling these models can effect other props or structures in the game. So it has limited use cases, but I’m very glad it is now among the tool set. Thanks.

    in reply to: How do you access the VorpX Menu when using: #214912
    dellrifter22
    Participant

    Delete Key on keyboard.

    I think it’s clicking in one or both the sticks on gamepad, but I could be wrong.

    in reply to: vorpX 23.1.0 BETA #214911
    dellrifter22
    Participant

    Nice!

    I’ll play around with this over the weekend.

    dellrifter22
    Participant

    Try without running vorpX or anything in administrator mode, and restart vorpX.

    vorpX admin mode should only be used when a game requires to be run as an administrator.

    Otherwise remember the basic tips: if you have multiple monitors, try unplugging extra. Turn off overlay programs like Fraps or Afterburner. If on a laptop, try disabling integrated graphics device.

    in reply to: Industria #214783
    dellrifter22
    Participant

    Thanks for the info.

    Fun little game. I wish it was twice as long.

    in reply to: MorphX ! #214761
    dellrifter22
    Participant

    morpX haha

    in reply to: vorpX 23.1.0 BETA #214760
    dellrifter22
    Participant

    Great! Assuming the auto weapon hide feature set includes stereo separation.

    If it can also adjust position like Titanfall 2 – even better.

    Thanks for getting this in.

    in reply to: Industria #214736
    dellrifter22
    Participant

    I tried this game tonight, and yes, there are indeed many wall and ground textures that do not work correctly in G3D. This sometimes happens in other Unreal 4 games that use this texture method, and can not be fixed with current vorpX as far as I know.

    I’ve added a Z3D profile to the cloud now. For me this was the more comfortable experience.

    I would be very interested to know what Hex values you changed to increase FOV, or if you can link an example.

    in reply to: Any suggestions for Mechwarrior 5 G3D? #214712
    dellrifter22
    Participant

    I wish it had a free demo to test. I’ve heard it has a proper vr mod already, have you tried that?

    I believe it’s an Unreal 4 game, in which case you could try many other vorpX games that also use the same engine. You would need to run the game in dx11 for this. It is getting harder to find matching G3D profiles for newer UE4 games these days, as the engine gets updated, but you might have luck trying some cloud profiles I’ve uploaded for recent games:

    Medieval Dynasty
    Chernobylite
    Ready or Not
    Ground Branch

    vorpX profiles: Hellblade and Unity 5 base are also worth a shot.

    Chances are that once you find a profile that provides a 3D effect, there may be a few shaders like shadows or decals that may not look correct in 3D. If bothersome, those are things you can disable using the Shader Authoring tool (press ctrl + End keys).

    in reply to: vorpX 23.1.0 BETA #214710
    dellrifter22
    Participant

    Any chance you could sneak a small adjustment to the authoring tool for testing in the beta?

    The Stereo 3D Multiplier shader modifier currently works great for decreasing 3D strength for selected shaders, but there are times when I need to increase the the 3D strength beyond the default. Some games have arm and weapon models very flat looking, compared to the game world behind, and it is very eye straining.

    This is probably due to the low fov set for first-person viewmodels, and I realize that simply increasing their 3D strength might not translate perfectly for natural 3D, but I think it could be better than nothing in these cases.

    Of course a full fov and positional override of the viewmodels like you did with Titanfall 2 would be best, but if at the very least you could allow the current multiplier to go higher, I would like to try it out.

    in reply to: Anyone tired of tediously adding custom resolutions? #214667
    dellrifter22
    Participant

    Thanks Ralf. I know my questions were aimed against the true purpose of the new feature.

    It just happens that I recently acquired a Varjo Aero, and currently debating with myself the need to pick up a 4K monitor to follow. I’d like to see what vorpX games could look like when pushing the Aero’s full potential. In MSFS2020 native vr, 100% render scale sets to 42xxp height in the Aero at 39ppd.

    I’d be satisfied if you could config a handful of steps between 6k up to 8k (7680×4320). 16:9/16:10 fit best for Aero, but a few 4:3 might be useful for Reverbs.

    Wishlist for this feature however would be a render scale slider in vorpX, that would calculate and create the custom resolutions accordingly.

    in reply to: Anyone tired of tediously adding custom resolutions? #214657
    dellrifter22
    Participant

    Sounds neat. Could this mean we are no longer bound to the resolution limitations of our physical monitor? My 1440p monitor won’t accept anything beyond 2880p for example.

    And can we add our own custom resolutions to the virtual monitor if we wanted?

    in reply to: Can`t play Dying Light 2 with Vorpx? #214489
    dellrifter22
    Participant

    Are you running the Steam version of the game? Maybe check that your exe name is the same as the one attached to the profile (DyingLightGame_x64_nwdi.exe), and if not, add yours to the profile. Otherwise the vorpX watcher will hook the default 2D theater screen to any exe launched that it does not recognize.

    I just bought this game on steam and it is hooking in fine, but the Z3D will not work no matter what settings I try. Hopefully Ralf can take a quick look and confirm.

    It seems the game now supports both dx11 and dx12, which I don’t think was the case at launch. It’s probably worth updating the Official profile to address this, especially since the game defaulted to dx11 mode when I first launched the game.

    Can Ralf or anyone please confirm that Z3D is still working in this game?

    dellrifter22
    Participant

    The short answer is yes, for games that have working Geometry 3D there is a vorpX menu slider that controls the 3D strength and scale of the perceived game world.

    However, I must warn you that out of the 4 games you mentioned, only Outlast has G3D profile support. Games running on opengl/Vulkan or Dx12 will not have this G3D capability.

    dellrifter22
    Participant

    Kinda sounds like your playing in Z3D mode. I’ve seen a few cases where Z3D alignment is off center as you describe, sometimes upside down. For that I just search for alternative Z3D profiles that work better.

    I don’t have Sleeping Dogs, but for most dx11 games I first try profile copies of The Hunter Call of the Wild, Unity 5 base, and Flight Simulator X – which often gives Z3D. G3D would take more work.

    I’ve noticed one case where dlss can cause this issue, and a couple others where custom or odd resolutions are used. Fullscreen vs windowed as well as different anti aliasing modes can occasionally affect Z3D also. Most of the time it won’t matter, but some games need specific settings.

Viewing 15 posts - 46 through 60 (of 847 total)

Spread the word. Share this post!