dellrifter22

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Viewing 15 posts - 61 through 75 (of 870 total)
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  • 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.

    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.

Viewing 15 posts - 61 through 75 (of 870 total)

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