FriskyNoodle

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  • in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #126076
    FriskyNoodle
    Participant

    File does not exist on this server

    http://www106.zippyshare.com/v/bVUH6jdF/file.html

    Sorry about that, this is also with updated depth maps for HMD so it looks better.

    in reply to: Injecting Reshade with Vorpx #125967
    FriskyNoodle
    Participant

    I managed to finally get Vorpx working with ReShade. I tested it with Fallout 4, but in Geometry mode whilst having ReShade injected the right eye goes black, this could look incredible with ReShade, but another bump in the road, any idea why it would make the right eye view go blank?

    Regards

    how?

    What Reshade dll? DX9? Dx11?

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125679
    FriskyNoodle
    Participant

    Also to note, close one eye while adjusting settings

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125674
    FriskyNoodle
    Participant

    How is the work going there, FriskyNoodle? Any ideas on how to get that working on a Vive as well?

    I dont have experience with HTC Vive, but I know if you installed it properly, you can open steam VR options and disable direct mode and it will act as its own monitor. Look it up a bit more before you take my word for it (run RE7 in windowed mode, drag it to HTC Vive, with reshade injected)

    Load game completely, then pause, then Shift + F2 to open reshade window, then make sure you can see RGB colors through peripheral and adjust polynomial distortion Red, Green and Blue values, click and hold, drag left or right to adjust the intensity and eliminate the distortion completely.

    Again, no headtracking as of yet, but if you want to try tweaking the shader yourself go right ahead

    zippyshare DOT com/v/4TBJSjwK/file.html

    scroll all the way down in the list of shaders in the GUI until you see Superdepth3D HMD.fx and then also adjust depth amount intensity and eye distance intensity (youll see it)

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125649
    FriskyNoodle
    Participant

    I got some info from Blue Sky Knight and I managed to get proper 3D depth through reshade, no chromatic abboration at all even around the edges of my HMD (you have to adjust polynomial distortion based on your lens or HMD used, but Im using DK2 so my profile will be based around that.) Now, for headtracking. Might try some ghetto rigging features like old phone through USB 3.0 using the phones grryscope for XY headtracking since I cant get opentrack to recognize the oculus while its in extended mode on 0.6 runtime (required to see the game through HMD w/ reshade) Wish me luck!

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125576
    FriskyNoodle
    Participant

    3D is possible. I made it possible with depth buffer access in reshade through a custom shader by blueskyknight for SBS 3D

    I havent been able to use 0.6 runtime for Oculus (in extended mode) with headtracking as of yet because of opentrack detects the oculus when its in direct mode, not extended. Which is strange it can’t. I dont care that much if there is a latency issue, it isnt a fast paced game, so it wouldnt be to terrible for the sake of added immersion that you can turn your head while being hunted down, or just in the game in general. I played the first hour with 3D depth alone and no HT, it was still a great level of immersion inside the headset. Ill work on it more when I have time and hopefully come up with a solid method. (As of now might only work with people using Devkits and runtime switcher.)

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125540
    FriskyNoodle
    Participant

    honestly, thought that was the case and it did not work, ill tweak the settings the more I become familiar with the game.

    Some good headpphones and extended mode on DK2 with the SuperDepth3D shader, I do not have headtracking but played the first hour of the game. Its too much man.

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125510
    FriskyNoodle
    Participant

    go to RE7ini in game folder and change FOV I think its in horizontal FOV so use a calculator for 120 fov

    set it to readonly when you changer around gfx settings to your liking

    in reply to: Resident Evil 7: IT WORKS WITH VORPX! How To: #125481
    FriskyNoodle
    Participant

    So I managed to get Reshade to inject into depth buffer using SuperDeppth3D.fx by BlueSkyKnight and got side by side with lens distortion and actual 3D depth! IT WORKS Now Im trying to use 0.6 runtime for extended mode, but also get opentrack to detect my HMD but it wont detect because 1. its in extended mode 2. because it doesnt have support for 0.6 runtime. I did try forcing extended mode on oculus 1.4 runtime, but to do this, the OSVR service needs to be stopped, and since its stopped opentrack with 1.4 runtime WILL not detect HMD (I tried forcing extended mode while the service was turned on also) oculus and display driver kept crashing and restarting until my PC bluescreened, so thats no bueno. I also attempted to just run the game in SBS3D with reshade, then combine the images with virtual desktop’s SBS 3D option, it looks like shit that way and it lags but I would theoretically have headtracking since Oculus is in direct mode and opentrack detects my HMD. Now I just need to find some way to get a good balance of extended mode, headtracking, and 3D depth through reshade. If I find a method, ill update my post here.

    in reply to: Got GTA 4 running, with ENB!!! #123384
    FriskyNoodle
    Participant

    Update

    So I found out that Vorpx and GTAIV work in Windowed mode, but not fullscreen

    ENB or no ENB I get no video feed through DK2 in fullscreen, works flawlessly in windowed, but I get lower FPS than if I was in fullscreen.

    I really want to fix this issue.

    Game works perfect in windowed in oculus DK2 with vorpx and steamVR
    Game gets black screen on oculus in fullscreen mode with vorpx
    Game runs perfectly fine without oculus and without vorpx

    I do not have anything installed that would mess up injection of vorpx either.

    Also found out that I have a stupid drunk camera glitch so now I want to hurl. I have to reinstall the game, activate it then downgrade to 1.0.4.0. So fucking stupid and tedious. If anyone can help with the fullscreen issue, it would be greatly appreciated.

    in reply to: Got GTA 4 running, with ENB!!! #123349
    FriskyNoodle
    Participant

    Hey so, I ran into a few issues. Im on 1.0.4.0, using Simple & Natural ENB and using generic ENB Injector.

    I can inject ENB just fine into GTAIV no issues there, but when Im combining ENB and then Vorpx, nothing works

    1. Sometimes the game doesnt hook into Vorpx and shows up on main monitor
    2. Sometimes the vorpx “injects” into the game and i get the on screen prompt to hover for 2 seconds to confirm on the Oculus, but both monitor and DK2 are black screen once I confirm, but I hear audio from the game.

    I got it working once, vorpx successfully injected into the game, but my resolution and graphics settings were set to bare minimum (couldnt change them, fixed it with a commandline arguement), but tried to run the game again after closing GTAIV.exe and it simply didnt work.

    Other than that, what did you do right?

    Im using a DK2, latest vorpx, proper downgrade GTAIV with xlive.dll,scripthook.dll,dsound.dll etc. no conflicts there.

    I dont know, everytime I try to load the game with SteamVR and Vorpx opened, I get 1 of the possible outcomes above, it just isnt working. I have no issues in other games at all.

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