markbradley1982

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Viewing 15 posts - 61 through 75 (of 146 total)
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  • in reply to: Build engine games profiles? #187125
    markbradley1982
    Participant

    I am really interested in this as well. Would LOVE IT if we could get Build engine games which run in OpenGL to offer 3D in VorpX sort of like how GZ3Doom does it already.

    Oh and technically not build engine, but please lets add Rise of the Triad (1994 version; a windows based Open GL port is available) to that list!

    in reply to: Apex Legends VorpX support #179597
    markbradley1982
    Participant

    I got it to play via the Vorp X Desktop Viewer. Probably not ideal, but you can do it. Definitely Easy Anti Cheat I reckon to….

    Ah yeah makes sense Easy Anti Cheat would block VorpX. VorpX desktop viewer doesn’t offer any sort of stereo mode so I’ll just play on my 4k 70 inch tv that my PC is hooked up to.

    It was worth a shot! I had no idea this game and Titanfall uses the Source engine though!

    in reply to: vorpx isn't hooking with Star Wars Battlefront II #179596
    markbradley1982
    Participant

    When I tried Battlefront 2 a couple of months ago before the G3D update, the game would hitch a bit during menus and right after I died (performance) ingame was fine until death). Did anyone experience that?

    I imagine Ralf or someone would have noticed it due to all of the extensive testing on frostbite engine games.

    in reply to: Ralf, I have to say… #179540
    markbradley1982
    Participant

    Thanks again for such an amazing tool Ralf!

    in reply to: Max Payne 3 starting in VR mode + head tracking? #178716
    markbradley1982
    Participant

    Will the update include Frostbite engine geometric 3D support?

    in reply to: Max Payne 3 starting in VR mode + head tracking? #178708
    markbradley1982
    Participant

    Not sure about the disappearing Max in Z3D mode either, that should indeed be impossible. I incidentally fixed some flickering elements with G3D a few days ago though while checking games for the next vorpX release. Will be out this weekend.

    You can change the head tracking sensitivity in immersive screen mode directly on the main page of the vorpX menu and also on the head tracking page. To disable it entirely, simply reduce the sensitivity to 0.0.

    Personally I would recommend just a little bit of head tracking for immersive screen mode, 0.1-0.2 usually works rather well. Doesn’t interfere with movement too much, but is still enough to let you look around a bit.

    Thanks for the suggestions Ralf and great news on the VorpX update this weekend!!

    in reply to: Max Payne 3 starting in VR mode + head tracking? #178686
    markbradley1982
    Participant

    I noticed another issue too: There is a flickering that comes and goes with things like textures in geometric mode and in z-buffer modes Max Payne is invisible. Is there anyway to fix the flicker?

    in reply to: Battlefront 2 FOV change stutter #178617
    markbradley1982
    Participant

    A game update to BF2 last year caused Z3D to break during death cam and in menus. Ralf figured out a way to update Z-buffer checks more consistently, and a profile update fixed it. I wonder if this could be related, and you are just experiencing vorpX recovering from the hiccup.

    I havn’t checked in with BF2 for a while (am purposely waiting for the soon coming G3D), but maybe I’ll take a quick look. I do remember Z3D looking great already.

    Yeah Z3D looks great, but yes that sounds similar to the problem I am describing. Let me know what your BF2 experience is like and if it’s similar to how I am describing it. Also I’m playing with a immersive virtual screen if I remember correctly rather than the virtual reality mode.

    in reply to: Battlefront 2 FOV change stutter #178592
    markbradley1982
    Participant

    Your stutter may seem related to the FOV change to you due to temporal coincidence, but it almost certainly (99.9%) is not caused by it. vorpX checks occasionally whether the FOV .ini value requires an update, and then changes it once if necessary. That never has caused any stutter in the last two years, it’s unlikely to cause stutter now.

    You can disable auto settings on the DirectVR page of the ingame menu. I would highly advise against that though.

    I see what you mean. In that case the stutter may not be related to an FOV change at all. It certainly only happens in particular instance such as as soon as I die or when I’m selecting particular things in the menu. It never happens while actually playing a game until I’m actually killed. Performance ingame is actually totally fine until my death. As soon as I die the screen goes blank for a second (iirc it shows the default steam VR waiting room).

    in reply to: Battlefront 2 FOV change stutter #177786
    markbradley1982
    Participant

    The stutter is almost certainly unrelated to the FOV change. In BF2 FOV is changed by editing the game’s ini. The game probably resets it when you open the graphics options hence you see a message after closing the options menu. This only happens once after closing the menu.

    I’ll check whether there might be some other reason for stutter recently.

    G3D for Frostbite is due for vorpX 19.1.0. I’m still shooting for pre-Christmas, but that’s not entirely certain anymore. Fingers crossed.

    Just in case: If you are using a WMR headset, please make sure that FluidSync is enabled (should be per default) and you get solid 45fps. WMR headsets still don’t support SteamVR’s asynchronous reprojection.

    The FOV change stutter is happening constantly in menus but I’m not doing anything like changing graphics options. I’m just going through the menu to start arcade / multiplayer or to reload an arcade round. For example the FOV stutter happens when it’s time to select my star wars character in arcade mode. It also happens right when I am killing which makes dying very jarring.

    Is it possible to disable FOV changes when it’s completely not helpful such as when I’m using an immersive screen?

    Also I’m on the Vive.

    in reply to: A little bit of development talk #176564
    markbradley1982
    Participant

    Awesome news! Long live VorpX!

    in reply to: StarVR and VorpX #176493
    markbradley1982
    Participant

    Works pretty well. Automatic FOV and resolution, DirectVR memory scanner support for rotational tracking. Positional tracking is available with G3D, but disabled per default due to shadow glitches. If you arent’t bothered by that (or disable shadows) you can enable it in the vorpX menu. G3D is playable with a 1080Ti, for full 90fps you will need reduced graphics detail or Z3D though.

    To clarify: Does work well on a 1080 TI only (since you’re specifically mentioning the 1080TI in that post rather than the original 1080)? Will a 1080 still give acceptable performance maybe with a few details bumped down or played through Z3D?

    I’ve been playing Chivalry recently in VorpX G3D and it’s incredible! Like with Rocket League I’m convinced the extra depth perception really helps with overall competitive gameplay.

    in reply to: StarVR and VorpX #176346
    markbradley1982
    Participant

    Everything I could say now would be pure speculation, so not of much use.

    If I have anything more profound to share in regard to high FOV headsets in the future, I will do so. Just doesn’t really make sense for me to speculate. Hope that’s understandable.

    Of course, completely understood.

    How does Kingdom Come Deliverance play on a non TI 1080 when using the Vive? Is it still playable?

    in reply to: StarVR and VorpX #176341
    markbradley1982
    Participant

    I can’t really say anything beyond what I said in the Pimax thread.

    It’s relatively simple: the larger the FOV and the larger the resolution the more horsepower you need. If you have a modern game, let’s say Kingdom Come Deliverance, that runs at an OK, yet not perfect framerate with Rift/Vive on a GTX1080Ti with Geometry 3D, you can pretty naturally expect it to run at a hardly playable framerate when you start cranking up FOV and resolution.

    That’s simply how these things work. More geometry (higher FOV) + more pixels (higher resolution) means severely less performance. Wishing it would be different is a bit like wishing the sun would always shine. 🙂 Everyone would love that, but it won’t happen.

    Is it possible for you to have VorpX constrain the FOV if FOV adjustment isn’t available for the StarVR?

    markbradley1982
    Participant

    Thanks for the tips Ralf! That was exactly the kind of advice I was looking for.

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