grumdark

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  • in reply to: vorpX 19.2.0 Release Date and Changes #183841
    grumdark
    Participant

    Could check Dragon Age Inquisition (Origin Version) to get the 3D geometry and Normal Z as one of the profiles of the new update?
    It is one of the few games in my medieval fantasy collection to secure 3D with Vorpx.

    PD: Thanks for the notice official profile for Metro Exodus.

    in reply to: Fallout3/NV dialogue zoom in VorpX #180745
    grumdark
    Participant

    I have noticed that my response has been eliminated.
    Is there a violation in the message that requires this action?

    in reply to: Metro Exodus in VR with vorpx. What profile to try? #180622
    grumdark
    Participant

    Does anyone know if the developer studio A4 Games for Metro Exodus has corrected the problem of colors washed in some update after the launch?

    in reply to: RE 7 Technical doubt #180328
    grumdark
    Participant

    Ok, now I understand perfectly and I agree as a general rule, however, I have been testing both ways.

    On the one hand, the automated default profile, which is recommended for the majority of users, which you also recommend.

    On the other hand, a personal and manual test with the help of a trainer aspect ratio + FOV trainer, (ticked Do not optimized game setting ONLY in this case)
    with this mentioned method there are no upper or lower visible bars at all, the headset shows the image completely filled. Tested with Oculus Rift CV1.

    There are actually 2 vertical bars on the sides to get this, but these are not visible at all using the headset, except when we activate edge peek mode momentarily with the mouse central button.

    The result was quite good, and also led to a game start menu a little further away, the less good part … is that I do not have perfectly calculated the FOV with this new manual test, and there is a small distortion in the movement with the head, but it is hardly noticeable with the movement of the pointer.
    This happens even if we move zoom to its maximum value in vorpx internal menu.

    The reason for creating this thread, was because I would like you to take a small look at this method or test with these external tools, and a few minutes of time.
    You understand more accurately than I do, how to do a manual calculation for FOV in a closer aspect ratio.
    These tools usually use LUA programming language, and open source code.

    In the case of achieving this, evaluate if it is possible and feasible, the integration of the tool, or similar method, in order to perfect the current profile by default.

    I do not usually make requests of this type for any game in the market, but considering that it is a “quite important” game.

    in reply to: RE 7 Technical doubt #180315
    grumdark
    Participant

    Thanks for the reply.

    One last doubt, regarding reset the profile to default, and the combination of automatic ini edits and image zoom is used to automatically adjust the FOV within the restrictions of the game.

    After doing this, is it normal to see a lower black bar visible at the bottom of the Oculus Cv1 screen or should it appear without a black bar currently visible?
    regards

    in reply to: RE 7 Technical doubt #180264
    grumdark
    Participant

    No problem, I am also interested in any possible improvement for this title specifically.

    I agree, I certainly do not trust if Capcom decide whether or not to develop VR support natively for the PC version … especially after certain events.

    On the other hand, I would like very much to read some opinion about the implementation that I propose, from the developer of Vorpx.
    If you think it’s possible or not, or if I’m writing some stupidity when thinking about the possibility of introducing something like this “automating” as much as possible as a DirectVR function or any optional type, or if it’s complex and not worth the time or effort.

    More than anything, it is to know if there is any possibility or to totally discard something like that from my head. If the answer is a resounding NO, in my case, I am prepared to accept an answer as such, although I do not like it, but I would like to know what possibilities we have about something like that.

    in reply to: Metro Exodus in VR with vorpx. What profile to try? #179726
    grumdark
    Participant

    Thanks, I’m testing and Z3D works for me correctly.

    Additionally,I testing FULLVR Mode out of curiosity, and it feels very good.
    I’m testing with my Oculus CV1 in 1600×1280 resolution (original aspect ratio 5:4 for Rift CV1 and game window mode/directx 11)

    I checked the following parameters in Vorpx and user.cfg files.
    Vorpx internal menu:
    FullVR Mode ON
    Zoom 95 aprox

    user.cfg file:
    r_res_hor 1600
    r_res_vert 1280
    r_dx11_tess 1
    r_api 2
    r_fullscreen off
    r_base_fov 90
    r_blur_level 0
    r_game_mblur_scale 0
    r_taa_enabled 0
    r_ssaa_auto 0.
    r_exposure_hdr 0.

    Issues:
    Blood overlay (when getting damaged) doesn’t scale with FOV
    HUD no scalable

    Positive:
    In general terms I am looking like a tremendous and immersive game, and I think it deserves a complete revision through a small update by the master of keys (Ralf) to activate G3D, HUD scale, and directVR some functions.
    I love this game.

    in reply to: Elder Scrolls Online #179414
    grumdark
    Participant

    In my complete opinion, TESO with Vorpx is good for immersive and cinema modes, but not with FullVR mode.

    For fullVR however … TESO leaves a lot to be desired and has a lot to improve, it has nothing to do with the feeling with SkyrimVR to this day, not even with Skyrim / Fallout 3 and NV, or Dishonored and Vorpx.

    TESO (along with some other games) has a big problem to tackle in order to correctly achieve the immersion in FullVR mode, for example, this one of those games that do not match its aspect ratio with the current headsetVR screens format, even if you change resolutions.
    FOV weapon is extremely close to our view in widescreen, and FOV golbal does not feel enough either, without using external tools.

    Here begin their two biggest problems that in turn, derives in others.

    RE7 (Biohazard 7) also suffers a similar problem, but here at least, for the moment there are external tools to mitigate the problem manually, which I would like to someday be automated with Vorpx through directVR.

    The theme of the current games, which have limited or do not support narrow aspect ratios, such as 5: 4 or 4: 3 among others, without the need to show upper and lower black bands, is a topic that has me especially worried at the time of achieve a full immersion with Vorpx in FullVR mode.

    in reply to: RE 7 Technical doubt #179380
    grumdark
    Participant

    Update: I have been experimenting and doing some tests with the aforementioned topic in this thread. After testing versions 121217, also 020319_2 civilwolf and an old version RE7 Aspect Ratio Patcher.
    http://www.wsgf.org/forums/viewtopic.php?f=95&t=31880&start=240

    I have managed to make sure that it is possible that the game can be represented in narrower formats without the upper and lower black bands visible.

    At this time, the default settings in the Vorpx menu, is optimized for the current situation with “rectangular” aspect and the resolution recommended by Vorpx 1200×900,logically to mitigate the problem, therefore, to perform tests with narrower aspect ratios, I have had to manually modify them to other FOV enhancement/Zoom values.

    The conclusion after the tests, is that I firmly believe that RE7 can drastically improve its use with headset like Oculus Rift Cv1 with screens of 5:4 format.
    The experience in this case is much more similar (although not 100% equally logical) to the use of a Psvr with this game in its native form.
    When launching the game during some of my tests, I have also observed other positive changes in the distance between our eyes and the menu with the image of the radio cassette with RE7. Other small aspects would need to be retouched.

    In general, I think that if we find a way to automate this through memory, and taking into account that the G3D profile has recently improved the problem of weapons,with some small touches, I think the final result could be very good.

    My question for Ralf, after all my tests, is whether it is technically possible and feasible, to automate using Vorpx by default, a 5: 4 aspect ratio for example and a resolution according to the new format, retouching the current setting and profile to this possible new situation. I’m sure it would improve drastically.
    regards

    grumdark
    Participant

    in my case it is hooking correctly with the default method, however, I just found the same problem with the girl’s hair, and some graphic artifacts in the greenish water.(G3d)

    in reply to: Prey keeps freezing up #179267
    grumdark
    Participant

    hello, to avoid opening more threads about the same game in this section, I wanted to add a problem I found with PREY 2017 G3D.

    It seems that some elements are only showing in one eye, I noticed this at the beginning, on the wall, when leaving the first room on the way to the elevator.

    in reply to: Dragon Age Inquisition Deadlocks #179177
    grumdark
    Participant

    I’m also affected by some problem, I do not know if it’s the same case exactly, but DAO Inquisition is frozen at the launch showing (not responding) in the window.
    Vorpx ends up showing me a message with 3 options.
    finally, I have to stop the processes in the task window.

    Vorpx isn't hooking with DAO Inquisition

    I really want to test a new camera mod, and this time I can not even launch the game in any way.

    this update has left me with a bit bittersweet taste.
    Some very good things but also some quite annoying problems. What worries me the most, is not knowing if there will be a patch of solutions soon or not.

    in reply to: RE 7 Technical doubt #179175
    grumdark
    Participant

    add some new information, this is the tool to which I refer in the previous post.
    Does anyone know enough about this tool to know if a resolution with aspect ratio 5: 4 without bands is possible?

    https://civilwolf.wordpress.com/2017/11/02/resident-evil-7-fov-ar-trainer/

    Could I derive some possible solution through directVR for the official profile with this RE7?

    in reply to: Vorpx isn't hooking with DAO Inquisition #179043
    grumdark
    Participant

    Yes, but that option was only tested by me in only one occasion to make one of the attempts, the rest of the attempts tested were with the option deactivated (unticked), they were not successful either.

    Damn translators … they never correctly express the message I want to convey.

    The problem is that I can not get into this title in any way, and nothing has changed in my system.
    Now I am getting a message with 3 buttons, meanwhile, DAO inquisition announces (does not respond).

    in reply to: a question for Ralf on Frostbite 3 #178886
    grumdark
    Participant

    regarding the DAO Inquisition game…
    Will not 3D geometry in this new version?

Viewing 15 posts - 16 through 30 (of 171 total)

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