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GrumdarkParticipantI agree in some specific parts of the previous messages.
I personally, I like Vorpx enough, because it has given me opportunity to play some of my favorite games, and I will always be totally 100% grateful in that aspect and others.But on the other hand, I can not avoid having a bitter feeling, having totally tied hands, exclusive 3d profiling decisions,and in-depth testing of the creator.
(Except for small test copying basic profiles by users)For example, within two days, launching Elder Scrolls Online Morrowind expansion, is a simple example, but I will never be able to know if we will have a geometry profile and z-normal + gui scale now, soon or never.
Probably the creator or developer, think, is not a timely decision right now, or maybe if it’s a good idea, but I’ll never be able to do anything about it to get it, unless you’re lucky in the order.
I can not even know if it is being considered at some point or if it is being tested, and this really saddens me a lot.
This uncertainty.I imagine the same thing happens to other people.
And I understand that some things are not as fast, easy, or always technically possible e.t.c.
However, I would also like to address this issue a bit, I think Vorpx should update more frequently for the inclusion of some oficial new game profiles,and minor fixes.Especially at this time.some dx11 works,are quite requested.
This is not a criticism, I just share, some of the sensations on the other side, as a client, as a player, and in general someone who likes to use this program for the only purpose of obtaining an improvement in this aspect.
GrumdarkParticipantExactly.
Although we may be able to reach an agreement with one of these propositions, and end up getting an improved result,as far as possible.
The comment above, by Benobi user, I find very interesting.Probably a good idea, do some testing with Oculus Cv1 and Elder Scrolls Online and Alien Isolation for this possible functionality.
In any case,it is appreciated that you consider some option, although no promises are possible.
GrumdarkParticipantThank you nieda113.
I will start experimenting in the next days.
GrumdarkParticipant@nieda113
I’m interested in how to get it to work.
If you can publish your (enblocal, skyrim pref ini and nvidia settings)here, as any extra information you deem appropriate, grateful
GrumdarkParticipantA question about this
The use of this reshade + depth does not cause hosting of a dx9.dll file in the games directory?Can it be used in any way without causing this?
I comment this because of the incompatibility to use Vorpx when dx9.dll files are found in the games directory.
GrumdarkParticipantAccording to the webpage pcgaming wiki:
Change FOV for different views
Edit %USERPROFILE%\Documents\My Games\Outlast2\OLGame\Config\OLGame.iniChange the following values to your preference,for example:
DefaultFOV=90.0 – camcorder down, in both gameplay and cutscenes
RunningFOV=110.0 – slightly wider view
CamcorderMinFOV=10.0 – camcorder zoom in, lower value to increase zoom power
CamcorderNVMaxFOV=75.0 – camcorder zoom out, night vision on
CamcorderMaxFOV=75.0 – camcorder zoom outAttention:
The FOV values to use in headset (oculus Cv1, HTC Live e.t.c. could be totally different, but these are the lines that control FOV)
——————————————————————————-For Unlock FPS cap:
Edit %USERPROFILE%\Documents\My Games\Outlast2\OLGame\Config\OLEngine.ini
Find bSmoothFrameRate=TRUE and replace with bSmoothFrameRate=FALSE
——————————————————————————-PD: Outlast 2 uses executable 64 bit,and directx 11,so you will most likely need a profile created by Ralf to get 3D Geometry.
GrumdarkParticipantOk, looking for information on my old hard drives,I found this information about “patching” big hands on Skyrim,which I mentioned earlier,with Ralf’s response included.
Ralf comments:
In regard to the big hands:
1. Open [Documents]\My Games\Skyrim\Skyrim.ini with a text editor
2. Set the fDefault1stPersonFov value to 120. If it doesn’t exist, add it under [Display]
3. Save and run Skyrim. You may need to swap between third and first person or even open the quad (star) menu and from there the map to apply the new value for some reason. After doing this once it will stick.—————————————————————————-
Additionally Grumdark comments:
I am sure that applying step 2 and 3 was completely necessary in my case to fix the problem.
In addition to these steps, I increase a little value by default,for the (3dscale) option in vorpx menu,to get a slightly better result yet.
Final results were much better,after applying these changes.Take a look though, to make sure that any possible value in the enhanced camera mod file could interfere with, overwrite or prevent result.
GrumdarkParticipantTrue, that’s right!
I wish request and my prayers be heard, for an effort to get G3D support very soon :)At this moment,I am raising my main character in the base game, with a view to this new expansion, and I must say, despite being a mmorpg, different from the others (TES) but the game improved in many respects To its beginning from the first days launch.Now allows freedom for leveling in areas, without the need for a specific level.
I find it almost inevitable to remember or think constantly, as I walk by Tamriel, how much I would like at this moment, to be able to do all this leveling process, with the headset and G3D …
GrumdarkParticipant@broksampson
G3D mode does not work at all in this moment.
Some users are requesting to re-add G3D to this profile since several patches ago,
I recently added a request.
Waiting to know something about it.Currently it works with z-buffer reconstruction,but limits many aspects in this particular game,the final experience is very different without G3D here,and the extra options remaining (GUI rescaled/3d fov enhancement,positional tracking possible)that provided us with This reconstruction.
The only solutions I see is that Ralf retrieve the G3D again in this profile, or at least,do a job to try to get GUI rescaled,or some extra functions, manually or perhaps using DirectVR for a future update.
GrumdarkParticipantAt this time,a mod is being developed that will allow all modes,including roomscale,and motion controllers…
It is a mod quite similar to doom 3 vr mod.Here a video:
https://www.reddit.com/r/hlvr/
Some games like Doom 3/Doom 3 bfg,and Half Life 2,are games that soon have native support by mod,(doom 3 already works in fact),on the other hand,Fallout 4 will receive this year official native support,therefore,I prefer to lose Time in this moment,trying other adaptations with Vorpx for other games that will hardly ever have native support nor through mod at all.
GrumdarkParticipantMmm ok I’ll go for parts :)
I use image zoom option next to the default values (aspect modes), but still it is not possible to get a problem-free result like the upper and lower black bands in spite of it.
In addition, the Hud/GUI is out of sight,in z-buffer reconstruction,because there is no rescaling available in g3d.
I am using Elder Scrolls Online to get this job.I remember that in the past,when the profile for Elder Scrolls Online,I had temporarily available G3D reconstruction, I was able to come to an agreement between rescaling hud/gui + pixel 1:1 option + value zoom option + FOV ingame increased + a bit extraFOV 3d enhancement Vorpx.
-The result was almost perfect, but then we had the G3D profile … for this reason the creation of this thread, on the possibility of trying to improve at least the strech mode for greater utility and of course to take advantage of some other games.
Fixing G3d back to this profile would be a great solution very playable in this case, on the other hand I think that a possible retouch of strech aspect mode could improve especially for cases with z buffer3d,that do not allow GUI rescaling, giving up 2 big black bands and difficulty of reading quest among other things on the sides.
What do you think about it?
GrumdarkParticipantHi,Alegse.
This mod is a good complementary option,but I am thinking about this subject and,
I am absolutely sure that on one occasion,I solved the problem of giant arms/hands in Skyrim.
I’m looking for an answer from Ralf,in an old thread on the subject,but I can not find it.This response indicated writing 2 lines inside a .ini file
One of them controlled World FOV,other line controls FOV of the arms
AFTER writing the values,there was a completely necessary step,which is about opening the ¿map? INGAME,and closing it again(I can not remember if the key was tab)
After this the game automatically rescaled the size.
After the change, it was necessary to save game
I remember that this step was completely necessary and nobody knew exactly why this happened this way. (It was probably a bug)-I’m not sure if any of the options, from the well-known MOD Enhanced Camera,can overwrite this and avoid change with success.
It is necessary to have an eye here,during the test.Personally,I think that the best solution to the subject of the giant arms/hands was this,along with just a little increase in the option(3d scale),lastly the inclusion of this mod could culminate or not almost perfection.
GrumdarkParticipantSolved.
Install and activation done successfully.
GrumdarkParticipantFor the moment,in my first test,I have tried to activate “fluid sync” with Cv1, while playing trying to reduce “stuttering”,but it works even worse than when it is disabled.
GrumdarkParticipantIf the cursor position doesn’t scale with the UI in a game, I would suggest to use EdgePeek mode for menus, inventory etc. In the last version EdgePeek was modified so that menus always work correctly in EdgePeek mode even if cursor position and scaled HUD/menu don’t fit otherwise.
I would actually suggest this almost always BTW since usually it’s more convenient to use menus while being able to look around the screen instead of having them at a fixed position in front of you.
I understand,although what I was trying to investigate,goes a little further,in my case.
explain:
Yesterday,when I used sugested resolution in this thread (for Skyrim),without me expecting anything else,I solved a “problem” in an extra way.It was a surprise.The improvement is about, that I can now activate legible subtitles in additional quest mods,created by the community,extra to the game content.
Some of these mod(in other countries),are translated into text in my country,by a small group of volunteers,but unlike Skyrim,translations of mod,do not have voices in my native language (logically),but at least allows to enjoy them,although for this specific case,need to activate subtitle for my.This causes me,to investigate today a “possible similar solution” for Oblivion.
Different to Skyrim,Oblivion was not doubled in voices in my country, only translated in texts in the year 2006.
This forces me,to make a much,much more intensive use of interface than most players of other English speaking countries,not only to check inventory or some menu, also to read dialogues and subtitles continuously.Surprised by the results of yesterday with Skyrim,I am trying to find some solution,through configuration,mod,mixed,no matter … to find a way to improve this.
Edge Peek mode,is a first great ally for me,but after seeing yesterday the results of skyrim, encouraged me to investigate on this topic,unfortunately,Oblivion seems to have a somewhat different system UI and not all default window modes.Edge peek mode,failed to solve problem on this occasion,interface in this resolutions,caused an error not visible text in dialogs in windows mode,(inside and outside edge peek mode).
It’s a shame,because everything was almost perfectly rescaled automatically.
I will have to investigate a little more.We have hundreds of games on the market, but Elders Scrolls,they manage to steal my dream,when it comes to using them in the best possible way in Cv1.
Sorry for huge text and my English,I recognize it is unbearable. :) -
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