grumdark

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Viewing 15 posts - 31 through 45 (of 171 total)
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  • in reply to: Solution for Weapon FOV Being Too Zoomed In? #178609
    grumdark
    Participant

    Without a doubt, the possible problems with disproportionate hands, or weapon Fov has been one of the stumbling blocks more than I have encountered over these years, when it comes to adapting or confuguring some of my first person games in 3D.

    Many times, I have tried to investigate on the subject, my conclusions are, that very few developers have this in mind during the creation of a video game.
    I found some games that allow you to change this, and as the previous user has recommended, with the flawless widescreen program you can sometimes modify this.

    I would like to know if at least, in current and common video game engines such as Unreal Engine 4/3, there is some kind of general modifications in the files, that can control this or if it totally depends on how the developer implemented this for each specific game in Anyway.

    It seems incredible to me that in 2019, with the existence of virtual reality helmets, triple monitors and other technologies, many AAA videogame development studios, are not yet realizing the great importance of having all these details in each launching.

    in reply to: Dragon Age: Inquisition (DA3) in First Person #178608
    grumdark
    Participant

    I really like this type of mods to experiment with a camera in the first person, although … I must admit that most of the mod I have tried to achieve this, usually give visible problems during the fighting.

    When a character makes turns during combat, or rolls on the ground are usually some problematic cases, however I like a lot to alternate during the parts of exploration.

    I would like very much, that currently, the AAA video game developer studios, took the habit of implementing the switch for the first person camera and also for the third person camera.

    This is one of the customs that I still praise and admire in some Bethesda games like Elder Scrolls or Fallout, The Evil Within 2, and hopefully they would be copied in the future by other studios like CD Project or Bioware.

    In addition, this would result in fewer discussions between users who want one or another, opens doors to possible future supports for virtual reality, and facilitates experimentation with programs such as Vorpx.

    in reply to: Resident Evil 2 Remake #178550
    grumdark
    Participant

    I would like someone with knowledge in the field to try to create a tool or “hack” to force FOV and a first person view with this title, to try to combine this with Vorpx after the exit RE2 to the market.

    Capcom does not seem interested at all in making an optional camera, nor any type of VR support.
    A real shame.

    in reply to: FALLOUT 76 works #176699
    grumdark
    Participant

    I read on the internet, about some changes in Fallout 76 that will be made, for example fov hovering around 85-88ยบ and frequency reduction at only 60, or 60 and something for this game, supposedly “to avoid some possible hacks or advantages”.
    This has disappointed me a lot, and I also think that it is neither the right way nor is it the real problem to correct in Fallout.

    Does this break the possibility of using a fullvr profile and custom FOV with Vorpx for this game finally? I’m surprised not to read about this here.

    grumdark
    Participant

    this is without a doubt, one of the great reasons, why I would like the profile system in the cloud, clearly separates users configuration profiles, profiles with 3D collection in games not officially supported “or not officially reviewed”.

    a possible solution in the future could be, the obligation to indicate if it contains 3D or not, by pressing mandatory, at the time of uploading a profile to the cloud, or something like that. Basically some method to locate what we really look for each user.

    PS: I also have the same question as OP, but we often lose time to try profiles one by one, that you often end up noticing that they only provide a setting that x user considers “appropriate” for x mode but most likely you do not get 3D in many cases.

    in reply to: World Of Warcraft (Tracking) #175543
    grumdark
    Participant

    Update 2: I have tried to prove the FOV solutions that I have found at the moment, and these have been my results.

    /run WorldFrame: SetPoint (“TOPLEFT”, 0,-150) WorldFrame: SetPoint (“BOTTOMRIGHT”, 0, 150)

    This method can help, but it adds some black upper and lower bands, and I also have the impression that part of the image is lost when it becomes a letterbox with its consequent loss of performance.

    Another method is the 3D FOV Enhancement option inside the Vorpx internal menu,
    but when stretching this to a certain point, the image produces some glitch or artifacts in the image and breaks some effects in addition.

    I have tried to reach an agreement between both, reducing the value of the first method, and slightly expanding the FOV slider within the menu, but I have not achieved results with the black bands produced by the first method.

    Here I come to a point of inflection, where I can not imagine if it could be possible to obtain an image by resolution and FOV more or less calculated without getting distortions to explore in the first person camera.

    I would not mind spending some time on this, because after these tests,
    the sensation within the world of Azeroth with Vorpx and in 3D geometry, I have found something very good, very great gentlemen. It is worth the effort to achieve an optimized experience here.

    I am open to any suggestion to achieve this.

    in reply to: World Of Warcraft (Tracking) #175535
    grumdark
    Participant

    Update: finally I got this provisionally, through addon console port + wow mapper.
    I had to deactivate some control function, inside the vorpx menu but it works, it allows to use mouselook and controller stick at the same time,also binding skills in the interface itself of this addon.

    http://consoleport.net/home/downloads/

    the next step for me, is to find a way that the interface only appears visible when you manually press a skill, or my character enters combat. I also want to do some different tests with FOV and decide what I think is the best option in conjunction with the above.
    regards

    in reply to: World Of Warcraft (Tracking) #175532
    grumdark
    Participant

    Thanks, although I just tried it and it does not seem to work with Battle For Azeroth,probably because it’s outdated.

    I have also tried another second attempt with this other addon, but I have not had any luck either.
    https://github.com/meribold/MouselookHandler

    If you know some other addon or some other possible way to achieve it would be perfect.

    As a last option, maybe Ralf can get some type of option in Vorpx for this game, I’m not sure if it’s technically possible in the program or if it is complicated, but otherwise it may be an advantage that would not need constant updating for each version in WOW as the example of some addons.

    in reply to: Planetside 2 help #175261
    grumdark
    Participant

    It is a real shame what happens now with some anticheat, they end up being something annoying instead of something beneficial.

    grumdark
    Participant

    I have seen something like that in one of the modes within the big screen program.
    Now that you mention it, it is a functionality that I would like to have available for Vorpx. Be reclined with the screen on the top, or even lying on your back with the screen on the ceiling.

    Therefore, I propose to unblock these two functionalities in some future update for Vorpx.

    in reply to: Metro Redux crash on star #173749
    grumdark
    Participant

    Hi,I installed Metro 2033 redux hours ago, in my case, it is working normally.
    At the moment I have no crash, nor lost g3d.

    (Windows 10 last update release,drivers nvidia 398.36,Oculus Cv1)

    The only “negative parts” or that I would like to improve for the support of this title are:
    Decals, have a somewhat strange or annoying effect after shooting on the walls with G3D, I would prefer to deactivate them if this were possible or try to solve it in another way.

    The part that I miss most with these titles…or that I consider most necessary, is the functionality in Vorpx to activate / deactivate an additional croshair inside internal menu. In this way, we could better adjust the aim especially when we make slight changes / adjustments in strength / scale among other things.

    in reply to: vorpX 18.2.0 Release: May, 25 #172992
    grumdark
    Participant

    There is no problem, for my part, take as long as necessary.

    I would like to ask a question just to know about it
    Did you find any way to fix / improve the aspect ratio for rendering in main headsets for the Elder Scrolls Online video game with FullVR mode?

    In its absence, any possible “advanced option” to manually change height / width from the ingame Vorpx menu?
    Thank you.

    in reply to: Wow with vorpx : Opinions #172568
    grumdark
    Participant

    I have planned to do some day a complete leveling for a secondary character in WOW. I feel identified with some things that you have commented.

    For some years back, before having my first child and some extra responsibilities, I used to spend a lot of time in this game, I have some memories like the first time we completed the dark temple in a raid of 25 players, and others like that along with colleagues who will hardly forget.

    With virtual reality headsets now, a world of possibilities opens up, and I can not help but sometimes imagine what it would be like to explore this whole quiet universe during the level rise.

    The least attractive part for me of all this, is that WOW at the moment, does not have a good system for the first person camera and combat, and the default interface is not very suitable.

    I think that this is why the ideal is to take advantage of the immersive mode with Vorpx and third person, along with the help of some interface addon.

    I would like to have available soon, VR headset of higher resolution to be able to make much more use of the immersive mode with Vorpx, and to be leaving aside little by little, my 3D projector for these things.
    Vorpx + headset have an advantage for this very important use, and that is that you do not need to use polarized glasses for 3D that darken the scene.

    in reply to: Morrowind experience, average fps? #172564
    grumdark
    Participant

    I agree with the Open Morrowind proposition.

    Regarding Morrowind, for months I did some tests with Vorpx, I installed overhauld 3xx, and although it worked correctly, except for some small problems with some type of flora, the biggest problem was exactly the same mentioned by OP.

    FPS was still not stable enough to maintain at least 45fps under 3D geometry,
    I needed a little less “dance in my fps”, so I also thought about the possibility of Open Morrowind, and now that Polarius mentioned it again, I think I think it’s a great idea.

    in reply to: Skyrim or Skyrim SE + Skyrim VR Question #172563
    grumdark
    Participant

    @Viscus1197
    Most mod usually work with Skyrim and Vorpx, including those that require SKSE, there are some exceptions that may have conflict. Mostly related to changes in camera. ENB and preset graphics however, do not work for me, except some injector version + some memory fix.

    Personally, for Vorpx, I prefer to use the Skyrim Legendary Edition.

    Regarding the native VR version, I prefer one or the other, depending on my approach. If I’m going to use a magic-oriented class or arcs and crossbows, I personally prefer the native version and use the motion controllers and some tweaks.

    For melee-oriented class, I prefer Vorpx and Skyrim, and also if I’m going to play in the third person, I can benefit from Vorpx, which allows me to do it in several ways.

    both have advantages and disadvantages, the ones that bother me the most with the use of Vorpx, are the sizes of hands and arms, do not allow uncoupling head / neck, not being able to use preset ENB graphics that I might like, or the lack of movement for controllers .

Viewing 15 posts - 31 through 45 (of 171 total)

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