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dellrifter22ParticipantYou might need to enable ‘expert settings’ in the vorpX desktop config app first to see this option in the game ‘delete menu’. Apply and close. On the first main settings page there should be a button for something like ‘more fullVR settings’, inside which should be the dominant eye setting.
In Call of the wild this will actually show the scope in only that dominant eye, which is kind of neat, as most games don’t bring the scopes that close to your face. It can feel a bit strange at first though. it helps to close one eye, like you would with a real scope.
dellrifter22ParticipantThis is why I only update my Nvidia drivers once a year.
I can lose my list of resolutions if I update my video drivers, and on rare occasion a windows update has also wiped them. Also if I unplug my monitor and plug it into a different HDMI/display port that can lose them. It seems that the resolutions are saved to the specific port and monitor setup that you created them with.
I too have a long list of about 30 custom resolutions to cover many options across many games. One thing I do to make it easier is take a screenshot with my phone the list for reference when I need to remake them.
dellrifter22ParticipantI have tried Sandstorm a few times over the years, but had no luck.
I wish we could play Sandstorm with vorpX, but the EAC anti cheat it uses blocks vorpX injection. Only on rare occasions where a game is dominantly single player are there options to disable the EAC block, but for online games I am afraid not.
L4D2 should work quite well though.
dellrifter22ParticipantIf the game really is dx11, then you should be hooking with any and all of those profiles. Only whether or not the 3D is working correctly for either profile should be the real question.
If you are using an oculus device, one trick that can work in such cases is to run vorpX in SteamVR mode. Open the desktop app, change Device Selection to SteamVR, Apply and Close.
If it still does not work then you likely have some other conflict with vorpX, like antivirus or some other UI/monitoring software.
dellrifter22ParticipantI don’t recall exactly, but for most unreal 4 games I default to Mordhau by habit. In the case of most recent unreal 4 games however, I have had to assign new definitions for G3D using the authoring tool.
If you are asking which recent unreal 4 profiles I have made new definitions for, you can try the cloud profiles from these 4 games to see if they work with newer games:
Medieval Dynasty
Chernobylite
Ready or Not
Ground Branch
dellrifter22ParticipantIt sounds like a game Field of View issue. If the fov is too low, everything will feel too zoomed in. If the fov is too high, the edges of your view will appear to stretch and bend. It can be tricky to find the right spot sometimes.
the latest 2.1 version of the first person mod has not yet been tested with this profile. I have read that the fov has been dramatically increased in the new version, so that will likely need to be adjusted and turned down. For the time being though, I would recommend the old initial version of the mod, which you can still download there.
In the case of this game, there are 3 things that factor into the fov you see in your headset:
1. resolution aspect ratio. a taller (less wide) ratio will increase the games base camera fov as it seems to be measured vertically. Hence the specific resolutions i listed above.
2. the game has an “Extended FOV” slider to go a little higher than default (I recommend turning this all the way to 100% with version 1 of the mod. version 2 likely increases this value way higher than we need)
3. vorpX image zoom setting. This determines how close the image is to your face, so zoom in = less view of the game screen, zoom out = more view of the game screen. I have chosen .90 (90%) for the zoom level in this profile. zooming out gives a few extra degrees fov that was needed, and also helps make the image a little bit sharper by condensing the pixels more.
dellrifter22ParticipantI would call dx12 functionality very limited right now. We only have a handful of official dx12 profiles to try from, which makes it risky to pick up any new games at full price.
I for example wanted to play AC Valhalla and Far Cry 6, but no existing dx12 profile provided working Z3D, only flat. I have stopped buying new because of this.
G3D (true 3D) is not even coded for dx12 yet. Only about 3 specific dx12 games have specialized mods for alternate eye rendering to imitate G3D visuals.
So if you’re lucky, Metro Enhanced with ray tracing and Z3D is possible yes (3D enough to convince your brain that the general scene has depth and space), but if not lucky, you’ll see only a flat image.
One more thing to note is that you will need to push high resolutions to gain a satisfactory image in a vr headset, so make sure your pc can run the game at least 50+fps @ 4k+ with ray tracing on.
Not trying to discourage you, just being realistic. You might have luck with some games, and you might not with others.
dellrifter22ParticipantFor cars, the camera rotation is not connected to the orientation of the car, so you will need to compensate by rotating the view with your mouse/gamepad when you make turns to change direction.
Yes it is not completely natural, but those are the current restrictions of the mod. The modder claims he may be able to add a toggle for 1st to 3rd person view in an update coming soon.
dellrifter22ParticipantBe sure to set Helicopter Controls to Classic mode in the game settings. That will unlock camera rotation in some vehicles.
dellrifter22ParticipantI’m happy to report that the Battle Cry demo is working great in G3D. A little heavy like all new games, but all effects are 3D. Once you turn off the cartoon colors, nametag icons and HUD, you can get a very immersive first-person battle experience that feels much more convincing than what you see in the typical videos. Cloud profile and recommended settings:
Battle Cry of Freedom (G3D)
Video
-use a 4:3 resolution (or any desired ratio can work in this case)1920 x 1440 – performance
2560 x 1920 – balanced
2880 x 2160 – quality
2480 x 2260 (my own custom resolution optimized for FOV + clarity of my Reverb)Again, windowed mode works best here, so make sure your desktop is set to a resolution equal to or higher than you will use in game.
-set FOV to 88
-Anti Aliasing = TAA
-turn off Color Correction
-Medium graphics and shadows recommended, with Textures on HighMisc.
-offset 3rd person camera side to max 0.3
-default zoom on 3rd person camera to -2.0
-enable Hide HUD (also choose which elements the HUD can display)
-turn off icons and nametags
-auto aim down sights (optional, I prefer to toggle with hotkey)Keys to assign
-toggle 1st person
-toggle ADS aim down sight
-Character camera rotation (free-look)
-toggle HUD*try the alternative “crackling” sounds for guns. Music can be turned off
*vorpX Shadow Treatment can toggle off sunshine if you want a bleaker overcast lighting
*tested on HP Reverb with mouse/keyboardI encourage anyone interested in war games to give this a try this week while it’s free. Defending a fortress under siege when the 100+ enemy are pouring over the walls in gunsmoke, then loud close quarters chaos ensues – it’s epic to witness and intense to play.
A better idea of first person gameplay to scan through, but it’s better in VR of course :)
dellrifter22ParticipantThat’s good news!
By “ok” do you mean everything works fine, as expected? Or have you noticed any minor problems when using it with vorpX?
I’m jealous :) … I want to try one of these. I think the unique FOV shape would be ideal for most vorpX fullVR games.
dellrifter22ParticipantI’ve been waiting to see how this feature might improve game profiles that I like to work on.
I was most impressed by how well the adjustable weapon positioning and fov scaling worked in Titanfall 2. While being able to hide the gun entirely works great for some use cases, I like being able to see the detailed weapon models most of the time. Being able to scale the gun down and drop it down a bit and out from the face would help a lot to get rid of the “facegun” feeling.
dellrifter22ParticipantGood. Yeah, for some reason whenever the Character creation or loadout/customization menu tries to load in G3D, a crash is likely.
Switching to Z3D before opening any of these menus seems to be the safest. vorpX has a hotkey that switches between G3D/Z3D that you can assign in the desktop config app – In-Game Key Bindings page.
Glad to hear you got it working!
dellrifter22ParticipantI plan to try this one out eventually. Is anyone hooking with the gamepass version?
two profiles that have a high success rate for new games are The Hunter: Call of the Wild, and Unity 5 base profile (yes, even for Unreal 4 games).
You could also try a few of these recent Unreal 4 games that I have set custom G3D definitions for on the cloud:
Medieval Dynasty
Chernobylite
Ready or Not
Ground Branch
dellrifter22ParticipantOpen the vorpX menu (Delete key) and arrow over 4 pages to Input Settings. There you will see settings like this:
vorpX Gamepad Buttons = Thumbstick < >
vorpX Gamepad Button 1 = Menu < >
vorpX Gamepad Button 2 = EdgePeek < >You can change Thumbtick to be Start/Select buttons instead, or you can change both buttons 1 and 2 to be Off.
For changing the size and width of the HUD, there are some scale sliders on page 2 Image Settings:
Game HUD Scale = 1.00 < >
Game HUD Scale Horizontal = 1.00 < >
Game HUD Depth = 0.90 < > -
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