jjensson

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Viewing 15 posts - 106 through 120 (of 271 total)
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  • in reply to: Mirror’s Edge™ Catalyst ? #195255
    jjensson
    Participant

    Mirror’s Edge: Catalyst uses the Frostbyte Engine.

    I assumed that VorpX has a profile for this game. Does it not? That would be very disappointing, because it’s a beautiful experience. And i planned to play it in VorpX in the next months…

    in reply to: Soma #195050
    jjensson
    Participant

    I don’t understand that SOMA, one of the best games of the past decade, does NOT have a VorpX profile.

    Isn’t this game made in Unity? I really hope that someone smarter than me will figure out a profile that works with SOMA. I’d love to play it in VR.

    in reply to: Mirror’s Edge Catalyst G3D Support #194772
    jjensson
    Participant

    Interesting, thanks for the info. I’d like to hear Ralf’s thoughts on this.

    in reply to: Universal Unreal Engine 4 Unlocker #194733
    jjensson
    Participant

    I used the tool, like suggested in PC Gaming Wiki, for my playthrough of Jedi: Fallen Order, for the FOV modification. It works very well with VorpX. (Although i wonder: why do we have to go through such hoops, Respawn, Unreal Engine used to be moddable as hell…)

    in reply to: GTA V Free via Epic Store #194732
    jjensson
    Participant

    I got the deal as well (who wouldn’t?), even if i’m not a big R* fan. I’m watching this thread. :)

    in reply to: Time to move! #194731
    jjensson
    Participant

    I always prefer the non-distracting ambient background, but this looks very nice indeed, very cozy.

    But please, Ralf, don’t remove the current cinema environment, it looks cool too – reminds me of those “video-clubs” from my childhood (small private cinemas in east block countries in the 80s).

    in reply to: Mirror’s Edge Catalyst G3D Support #194730
    jjensson
    Participant

    I understand that Z3D (Z-Normal) is a synthetic technique to make a stereo3D image out of a 2D image using the depth buffer that the game provides. This will never be perfect, but as far as i could test it in the past several months of my Witcher 3 playthrough (192 hours playtime, including all DLC!) i was impressed how good it looked and how immersive it is. I didn’t notice a decrease in stereo depth, but that could be game-specific (how good the z-buffer data is that the game delivers).

    in reply to: Mirror’s Edge Catalyst G3D Support #194699
    jjensson
    Participant

    I’m not sure about G3D support, because most of the newer games with real time shadows have glitched shadows in G3D (or even no shadows). I admit i’ve not played a 1st person game in Z3D yet, but i find the stereo effect very good and quite natural in games like The Witcher 3 or Jedi: Fallen Order (or was the latter G3D? i can’t remember…)

    If the Z3D effect in ME:Catalyst is as good as TW3, i’ll be very happy (the game is on my list to play). If not though, i hope Ralf can do something about it, because it’s a wonderful game and it would be a pity to not be able to experience it fully in stereo3D.

    in reply to: Divinity:OS2 – question and issue #194497
    jjensson
    Participant

    Ralf, i think i tested all settings in the Input page, and none switches b/w long press and short press of the thumbstick (for the VorpX menu). Did the feature get removed perhaps?

    Regarding the shadows, i did a reset of the profile, but it didn’t do much. They are significantly worse than the glitched shadows of Witcher 2, and i got a headache after 30 min of play.

    I’m at the beginning of the game where i’m outdoors on a beach with bright sunlight and shadows everywhere.

    Using the definitive edition BTW.

    in reply to: Divinity:OS2 – question and issue #194494
    jjensson
    Participant

    I appreciate your help, Ralf. I’m a visual guy, yes, but if the shadows were slightly off, it would be OK. I had this with Witcher 2 G3D and it didn’t bother me much. With DOS2 though, i found it was distracting and stressful on the eyes.

    I’ll reset the profile and try again.

    Oh, and a pity that DOS2 doesn’t have a Z3D profile. I would’ve used that instead. :)

    in reply to: Divinity:OS2 – question and issue #194492
    jjensson
    Participant

    Thanks, Ralf.

    1) I’ll try the Input page, although i didn’t find it there the first time.

    2) I have not changed the 3D-Strength at all. What i changed was the dedicated shadows setting (2nd page, i think) and set it to “Auto”. I tried setting it back, but it has no effect at all. Or do i need to restart the game after that?

    in reply to: vorpX 20.2.0 Preliminary Changelog #193886
    jjensson
    Participant

    I better be finishing Jedi: Fallen Order before something breaks with the update. :)

    Joking aside, i appreciate everything that makes VorpX better. It’s my Nr.1 gaming tool/driver.

    in reply to: jedi fallen order #193790
    jjensson
    Participant

    After some testing, i found that the Console Enabler DLL injector (Universal Unreal Engine 4 Unlocker) with FOV=75 works fine.

    in reply to: Jedi: Fallen Order – controller issue with Rift S #193786
    jjensson
    Participant

    Well, as i said, i don’t want to lose the analog movement. I’ll try to find a solution and use the KB/M emulation as a last resort.

    Thanks, Ralf.

    in reply to: Jedi: Fallen Order – controller issue with Rift S #193783
    jjensson
    Participant

    Ralf, i understand what you are saying. But keep in mind that i want to play it in Immersive Screen mode without head tracking, only with sticks control (Head Tracking Multiplier = 0), like i played The Witcher 3. I call this “decoupled camera”.

    Or does the head tracking in front of Immersive Screen also occur over mouse input? I thought that this is the same tracking as in front of Oculus Dash, because i can usually call the Dash while i’m in the game.

    And another question comes to mind. In Jedi: Fallen Order the default VorpX controller is *gamepad*. Why?

Viewing 15 posts - 106 through 120 (of 271 total)

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