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grumdarkParticipant
I do not understand.
What new feature we’re talking about?grumdarkParticipantGood job.
grumdarkParticipantHas anyone tried the immersive mod that puts teh camera in the 3rd player view to add body, legs and arms?
Hello revel911
For me,this mod is absolutely essential to play Skyrim in virtual reality.I use enhanced camera mod,for the following reasons:
1. Allows you to view the body, legs and feet, both still and moving.
2. This mod uses a first-person perspective,but uses animations in the third person,(these are better)
3. This mod, manages to avoid annoying and unnecessary camera changes from first to third person camera,when sitting, crafting,horse riding e.t.c.
4. This mod allows headbob off,(involuntary movement head while walking or breathing),it’s kind of like a boat movement.
Disable this is a great help reduce nausea in virtual reality.Jul 17, 2016 at 4:53pm in reply to: Aliens: Colonial Marines – floating illumination in geometry #104750grumdarkParticipantHello AndyW
I think I have a solution to your problem lighting with 3D geometry.Please look in the game configuration files and follow these steps:
Open pecanengine.ini
Change from True to False exactly like the following parameters:
DynamicShadows = False
Lensflares = False
FogVolumes = FalseThis will turn off the colored lights in motion, and some other annoying effect and incompatible with the geometry.
I invite optionally change the following additional parameters:
MotionBlur = False
MotionBlurPause = False
MotionBlurSkinning = 0
DepthOfField = FalseI also recommend headbob off, turn off this involuntary nod while walking, helps reduce nausea in vr.
Note that in this game, FOV value is measured differently, I personally used a value in the game file + small modification in Vorpx ingame menu.
I personally reach an overall agreement in arechivod and fov game, and 3d fov enhancement in vorpx ingame menu to get extra animations fov minimum reload weapon, pressing elevator button e.t.c.
Also I gained a little separation value (3d strenght),for a small modificacion world scale.
However, this last paragraph is very personal and unrelated to your question about the lighting.
Best regards.grumdarkParticipantcan anyone confirm this?
grumdarkParticipantThat sounds interesting.I would like to check if it still works with the second method.
grumdarkParticipantRalf,just a quick question,please.
Specifically for htc Vive¿What is recommended resolution for you to work with some games in “fullvr mode”?
Excepting cases where custom resolutions could help achieve better performance or fov and virtual cinema mode.
Regards.grumdarkParticipantI have the impression that since Oculus requires the use direct mode,in its last runtimes,injected games with Vorpx,have suffered a loss of performance.
Asincronous timewarp helps a little,but not sufficiently for fix the problem.
Direct mode is very comfortable for the user,but I think,has introduced a performance loss with injected games.The only thing that has worked well for me,and has managed to alleviate this problem is to lower the internal resolution in games.
Curiously,since the compilation 0.7 / 0.8 runtime Oculus…
Vorpx supports the capacity to change internal resolutions,and therefore other type relations aspect in many games.
In part,this is very good to recover a percentage of gaming performance,avoiding rendering parts that were not visible through the lens,and they were being taken advantage of,and help with other problems Fov in some cases.But in any case,I am concerned that there should be a performance problem from the obligation of direct modes…
I think that Ralf is aware of this problem,and is working to alleviate this,as far as possible.This is only a personal opinion,based on my tests,and might change at any time due to possible improvements.
Regards.grumdarkParticipantHey Guys
Is there any way to make dying light run with vorpx? My drivers wont hook.. Ive been trying alot of stuff.. Trying to rename the exe and trying the editing line in the video src, but with no luck..
Anyone who have a tip on how to make this Work in vr?Hello, I’m playing completely, both the basic game and the expansion: The Following with the experimental support that includes the game.
No need to use other software drivers for this game, just make sure the appropriate file edit well.I am using the 0.5 runtime,extended mode,and the latest drivers from Nvidia.
For this particular case, it is better to use the native support,it is always better to use other programs or tools.Cheers
grumdarkParticipantI also pre-ordered my Htc Vive,I would like to have Vorpx support for this device, since at this time, and like many people,I have also decided to skip the rift.
Cheers.Jan 24, 2016 at 1:38am in reply to: Prey in VR using VORPX Looks So Good I Can't Believe It's Almost 10 Years Old! #96930grumdarkParticipantSome things are worth trying:
May still require Vsync to be active.
Remove FPS limit:
Navigate to <path-to-game>\base
Edit preyconfig.cfg
Add the line seta com_FixedTic “1” below the line seta com_imageQuality “2”
Set preyconfig.cfg to read-only under properties.http://pcgamingwiki.com/wiki/Prey#Frame_rate_.28FPS.29
It is also good to take a look at the options panel NVIDIA:
Preferred frequency upgrade
Vertical SyncI find it very strange that this game can not achieve an adequate frame rate, even with asyncronous timewarp.
Jan 8, 2016 at 6:47pm in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96199grumdarkParticipantPersonally I do not think so expensive cv1 Oculus price is more expensive than expected, but 600 dollars is not the reason for my rejection.
The reason for my rejection was, having to pay 33% more, just to be European.
I’m reading that Oculus noe s guilty of this, but what I have clear is that I am less guilty yet.
Oculus has spent several years working, has previously sent two devkit and knows the problems of delivery, the latter is not a devkit HMD, is a commercial version, and I have never seen a worse distribution system to other countries.
They simply had plenty of time to anticipate these problems and find a solution, but has not mattered.On the other hand, dates of sending pre-acquisitions and currently carry more months of delays, since only hours after opening pre-purchase.
These are just some of many reasons, for which Oculus has lost my trust as a customer.In the future, I will raise to buy commercial version, but as of today, Oculus is my last election.
I prefer even pay much more for a higher-quality product, but not having to go through these issues in a slow, dull and disinterested by customers from other countries now.PD:Of course, everyone is free to spend the money however you want in Oculus CV1.
grumdarkParticipantCrysis 1:Yes, I have made the right step to run under DX9, and reconstruction geometry is represented in the game, the problem is that it presents hight graphics problems.
z-modes seems to work properly.
Previously,I did not happen this problem in the past versions(g3d).Crysis 2:Yes,actually only z-buffer, but the problem is that it does not perform the injection, vorpx has a bug, and collects and sends information to Microsoft dialog automatically.
PD:Just to clarify:
I’m used to perform these steps usually for games that only support DX9 geometry. Apart administrator modes also check soil and other potential problems in case troubleshooting before reporting.
In this case, almost certainly I think there is a problem with the latest version vorpx.
CheersJan 7, 2016 at 10:11pm in reply to: So after the Oculus price drama, how's support for OSVR and Vive? #96174grumdarkParticipantMmm … you mean that people do not buy cv1, but only our dk2 stay, we can not continue to use our devkit2 with Vorpx?
Do not separate the software Vorpx versions in case SDK 1.0 does not maintain compatibility with dk2?
grumdarkParticipantWaiting for this great update for Fallout 4 geometry.
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