Grumdark

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Viewing 15 posts - 61 through 75 (of 171 total)
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  • Grumdark
    Participant

    To be totally objective there are some advantages and disadvantages in each of them. Both have pros and cons.

    Native Fallout4 VR, you can uncouple head / neck while walking, which is a bit more realistic in this sense, and allows you to look, fight, distract, with the environment a bit easier when you focus sideways along the way.
    In the case of Vorpx, you always walk to the side where your eyesight focuses.

    Vorpx and Fallout 4 normal version, allows in addition to standard control xbox one / 360 e.t.c. , allows you to map buttons and stick for motion controllers like touch and Vive wands,
    which allows a preferred advantage for me, to adjust smooth movement in the right control, this avoids the obligation to keep the stick pressed to simply rotate angles (CV1 touch and Xbox control).

    Fallout4 VR Native, allows full natural movement to aim with weapons during combat, watch the pitboy on your wrist, and small interactions with objects in the world. By contra Vorpx uses here the controls of static arms logically.

    Vorpx and Fallout4 normal version, has arms and hands, which is pleasing to the eye and immersion.

    We could continue to increase pros and cons, for each of them, for a long time, if you are a good observer.

    In an almost perfect world, I would prefer to use the normal Fallout 4 version + DLC, with the official VR support files inside, which is possible and works after some steps (there is a method), but I still need some fixes that only Vorpx for the Moment contains, button and stick mapping completely to my liking and need, some arrangements for shader etc

    If it were possible to obtain an option in the next Vorpx update, to mix Vorpx with the official support VR, the other normal modified with these files, and Vorpx being able to choose one or the other, would be just perfect, because it could take advantage of some control mappings with Cv1 + touch.

    in reply to: World of Warcraft and UI rendering… #168738
    Grumdark
    Participant

    By the way, can we play WOW completely in this new interactive cinema mode?
    I do not understand very well, what this new mode is about.
    Is it a way similar to when we play in the third person games like Edge Of Nowhere, Chronos with Cv1 for example or is it a totally different function?

    in reply to: Oblivion support question #168535
    Grumdark
    Participant

    It’s very good news, of course.

    in reply to: LoTRO #168502
    Grumdark
    Participant

    Yes, I also prefer the cinema modes for Vorpx, and most likely the new mode for the next update, although I would like to have 3d geometry available for this great title and be able to enjoy the whole epic main story based on books with Vorpx.

    Lotro has the possibility to choose dx9 or dx11, perhaps using one of these two modes, it is easier to get a profile, this would deserve the effort without a doubt.

    in reply to: Oblivion support question #168384
    Grumdark
    Participant

    Thank you both for comment.


    @Tiggerdyret

    I agree.
    Regarding the recommendation of these mods, I think I use them almost all, except the second and third, which I have to add them yet.
    Loot Menu is very useful by the way, this is a great help with headset and Vorpx.
    Very good observation, thank you.

    @Ralf
    Fantastic, good job here, this improves and facilitates several things.
    I think then, that there is only one important thing left to solve, the position of the dialogue box, since the lines of dialogue are located by default, starting very on the right side and can be a problem with the use of headset.
    Meanwhile, I could use (edge peek).

    If we manage to fix this in some way, the game will remain comfortably playable.

    in reply to: Quick question for Skyrim modding pros #168329
    Grumdark
    Participant

    I’m not completely sure about the -ini files, but it’s a very good idea to prevent any kind of incompatibility and provide maximum compatibility with any of the programs or tools very useful for modding:
    Nexus Mod Manager, Wrye Bash, Tes5edit, Boss, Loot, Oblivion Mod Manager, memory fixes, Enb (at least version injectors) e.t.c.

    It’s hard to remember at this time, but I’m interested in going back to mod
    Skyrim/Oblivion/Fallout 3/Nv in the next update.

    in reply to: LoTRO #168076
    Grumdark
    Participant

    Does it contain any 3D mode?
    This is the second “MMO”most desired for me, to get 3d with Vorpx, along with TESO,WOW,and Guild wars 2.

    in reply to: World of Warcraft and UI rendering… #168075
    Grumdark
    Participant

    Thanks for this news, I’ve always wanted 3D geometry for this title, and also there are currently two or three interface/quest addons, quite clean interesting.

    will it be necessary to activate dx9 to work with geometry or is it compatible with dx11 too?

    in reply to: About the Pimax support #167814
    Grumdark
    Participant

    I am curious and want to buy a new Pimax 5k or 8k headset, as a headset to experiment with higher resolutions and field of vision, but I would like to know Ralf’s views on these things, especially regarding their use with Vorpx.

    Do you think it could work or be feasible to work with some regular games with Vorpx?

    It seems that Pimax will also be able to work with SteamVR, but I am concerned about some other things, such as not knowing how far it might be possible to make video games work at fov values higher than usual today like DK2/ CV1/ HTC.

    I would love to have a unit to experiment with Fallout 3, Fallout New Vegas, Oblivion, Skyrim e.t.c. with some mods, but I still have no guarantee to think that this may be possible, for now …

    in reply to: Touch Controllers #167809
    Grumdark
    Participant

    Definitely would like to see that as an option.
    Any of these possible options are welcome,even both mentioned in this thread.

    if some evaluate that they do not like, these are not required to use optional features, but many of us, this seems like tremendous improvements, options and opportunities to do new things.

    Personally, I want ALL the possible options related to the control modes, and of course, also with all possible modes of image rendering.
    (separate control of height and width for letterbox type modes) for example.
    All options are useful and welcome for many of us.

    in reply to: Scalable hud for Oblivion #167400
    Grumdark
    Participant

    I remember that some time ago, I was experimenting with a couple of mods, which allowed me to replace current HUD, and put one with bars very similar to Skyrim, among others, also allowed to touch up the transparency of them, and option to enable/disable among other things.

    However, I am extremely interested in trying anything “automatic” that I can get through Ralf to oblivion with Vorpx.

    in reply to: Elder Scrolls Online in G3D, any news? #166312
    Grumdark
    Participant

    Hopefully find the form or some method to actually get this.

    With the arrival of new future announced VR versions for Fallout 4 and Skyrim, VR support by using Alien isolation mod, Doom3 mod and bfg edition, silent update for native Dying Light support with Cv1, and the currently developing mod For Half Life 2 VR …
    The current situation makes Elder Scrolls Online now, among a few others, one of the new best candidates to play in VR using Vorpx.

    The inclusion of 3D Geometry for games based on Unreal Engine 4 and Frostbite engine, would also be an improvement that Vorpx and users, shout out in this times.

    Grumdark
    Participant

    In the case of using an Oculus Cv1 and earlier DK2, the native support for Dying Light, has been silently updated, and can now be used very well, in sitting configuration mode for a single camera and control pad.

    For Alien Isolation, a user has released a very easy installation mod, which also works with native support with Oculus Cv1 and DK2.

    For some classic Star Wars games, (Jedi Academy and Jedi Outcast) have updated 2 mod as well, working to give native support to Oculus.

    I do not know if there is any way to use these media with HTC Vive for now.

    in reply to: room scale #165593
    Grumdark
    Participant

    Could there be any way to fix/paste the model for the arms/weapons along with our positioning in space for some first person games?
    To avoid, that when we take steps walking in our room, these remain static in the default position.

    I guess getting this, it must be really difficult, and I do not know if it would also lead to other problems.
    It’s just an idea that probably many have thought of before, although I’m curious.

    in reply to: Stereo Strength Value Hotkey #165498
    Grumdark
    Participant

    I agree.
    Indeed, report the same problem some time ago for Mass effect.
    Also another little graphical problem added in the sky, during Eden Prime, and during the screen of beginning in the game.
    I do not know for the moment, if this second, with packages of textures or effects, added in the game, could be solved or not, but the vanilla version suffers this problem with Vorpx in my pc today.

    During dialogs, I think the problem is, because Vorpx can not differentiate, when it is in a dialog and when not. I also “solve it provisionally”
    Pressing Alt-X, but it’s a bit annoying.

    Ideally, try an update for Vorpx with some formula to differentiate them, or deactivate automatically when detected.
    Inventory items, in some RPG games, also suffer similar problems, so we always need to resort to pressing Alt-X or move to Z-buffer mode in order to interact comfortably in them.

    Probably, there is no standard formula to detect this in all games, but if there is a possibility at least for some, or the most important games, it is worth a try.

Viewing 15 posts - 61 through 75 (of 171 total)

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