madcap

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Viewing 15 posts - 1 through 15 (of 42 total)
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  • in reply to: auto weapon hide #206754
    madcap
    Participant

    Leaving everything at default and not tinkering with any of the settings, both the game and vorpx (inc. profile), was the intention. It isn’t working out of the box for me.

    in reply to: auto weapon hide #206752
    madcap
    Participant

    OK, the issue with the weapon staying hidden appears to be down to using an XB360 controller. Enabling the controller in Black Mesa works flawlessly, but it fails to trigger the reshow of the weapons. It does work when using the KB/Mouse.

    The issue with the weapon FOV, which obviously prevents auto hide, is still the same, where the Image Scale has to be set to 0.90 for it to work (some flickering still remains).

    in reply to: auto weapon hide #206749
    madcap
    Participant

    I don’t recall ever playing this game in Vorpx before. I only played the game once on screen since I put off buying it for years. I also did a profile reset several times before I posted, so I’m at a loss at what to do now (I did it in Vorpx in-game and the desktop gui).

    The things I’ve tried:
    * Reset the Vorpx Black Mesa profile (I’ve never had any other profiles).
    * Restore game settings from Vorpx.
    * Uninstall Black Mesa and then reinstall it (I reinstalled to a NVME drive).
    * Reset Vorpx to default factory settings.
    * Manually set screen resolution to 4:3 (tried a few).
    * Tried allowing Vorpx to set the resolution – Vorpx would sometimes repeat that the game requires a restart even after several restarts after doing this with no other changes, which may indicate a problem somewhere.

    in reply to: auto weapon hide #206735
    madcap
    Participant

    Hi Ralf,

    I tried setting the 4:3 resolution manually at 1600×1200 before I posted (I followed the instructions from this thread), after playing around with Vorpx’s nice, nicer, great etc etc resolution settings (I’d feel more comfortable if Vorpx told me the resolution like it did with older Vorpx builds :) ), but the problem persists. The game also says it’s in 4:3 mode (using the game’s old UI). I also have the custom 4:3 resolutions setup in Nvidia.

    Also, due to the fact that I have an old 2560×1080 ultrawide (BenQ XR3501) I have to enable fullscreen for the higher vertical resolutions to show in-game (for some reason the window limits to 1080 in window mode). However the problem still exists with a lower 4:3 resolution that’s set manually in windowed mode.

    in reply to: auto weapon hide #206725
    madcap
    Participant

    Also, the weapon doesn’t show itself again after it’s hidden, so I can only use the new weapon fov/position settings.

    in reply to: auto weapon hide #206724
    madcap
    Participant

    I’m having the exact same issue with the new weapon fov/hide feature with Black Mesa. I tried reinstalling the game, restoring settings and profiles, even restoring Vorpx to factory default settings and it didn’t work. The only way to get it to work is by lowering Image Scale in Vorpx to exactly 0.90 from its default 1.0. It doesn’t appear to be impacting the world fov too much whilst still using the cached directVR. There is still a slight positional flicker with the gun, but it’s a hell of a lot better than having a 6 foot gun.

    in reply to: Thief (2014) profile #194867
    madcap
    Participant

    I’ll give it another try and try and figure out what’s giving me what feels like a slight input delay.

    in reply to: Thief (2014) profile #194864
    madcap
    Participant

    I think I got it running as expected, but the head tracking has a lot of latency, even when running at 80fps. The player camera isn’t translating well for VR either, so I may just play this one on immersion mode or my 21:9. SMAA in this game is also killing g3d, and it looks like classic Doom without it.

    Thanks anyway, Ralf, it’s just one of those games. I thought it would be good for sneaking around without a gun obstructing my view. :)

    in reply to: Thief (2014) profile #194862
    madcap
    Participant

    ^^ won’t let me edit. The inverted problem must have been VorpX setting the mouse axis to inverted in game, unless that was the default setting? Setting them back seems to work, it isn’t great. The FOV seems to be correct, despite the messages (not sure if they’re informative or warnings, one is red, the other stays in the top corner in blue on mirror display).

    in reply to: Mass Effect 1 no mouse #194785
    madcap
    Participant

    I played through the trilogy recently (heavily modded). It all ran pretty well. I used the proper FOV fixes that you bind to key (check pc gaming wiki) for immersive play. Other than some screen position adjustments and maybe a higher preferred resolution, and perhaps disabling head rotation (in-game), you shouldn’t need to change anything in VorpX.

    in reply to: VR Headset #193619
    madcap
    Participant

    Rift-S is good for the money and like dborosev said it’s very easy to manage. If you’re looking for upgradability then Valve or HTC, which I believe opens up the option for Pimax. The Rift-S has no offering and is probably the console variation. It’s still good though, and haven’t ever regretted buying it.

    in reply to: Did anyone play Half-Life Alyx yet? #193618
    madcap
    Participant

    Not brought it yet. I just built a new PC and was planning on buying it eventually. Last VR game I brought was Saints & Sinners. I’ve only played 3 hours but I can’t help but feel bored midway through a mission and I’m beginning to wonder if ‘boring’ is some sort of comfort setting. I felt the same about Lone Echo.

    in reply to: vorpX 20.1.1 Preliminary Changelog #191764
    madcap
    Participant

    Thanks for letting us know. ME1 was perfect with the new fixes and I enjoyed the play through in VorpX. Even with sparse grid supersampling they run pretty well in VorpX.

    in reply to: Variable Rate Supersampling (VRSS) #191763
    madcap
    Participant

    I was looking into this and it looks like Nvidia is just trying to force us to update to RTX. Most of those games play fine on a GTX1080 + Rift-S so hardly worth the hardware upgrade at the moment. It may suit the more demanding headsets, though. If it worked for all VR games, including VR supported like some of the sim racing titles (ACC), then I may have been sold.

    in reply to: vorpX 20.1.1 Preliminary Changelog #191761
    madcap
    Participant

    Great, looking forward to playing ME2. What about ME3, or is that one already updated?

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