mr_spongeworthy

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Viewing 15 posts - 211 through 225 (of 243 total)
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  • in reply to: Problems with official vorpX profiles #193080
    mr_spongeworthy
    Participant

    TBH sometimes I truly regret the far too huge range of the 3D-Strength slider, which might understandibly be tempting for stereo 3d enthusiasts, but doesn’t really make sense for VR.

    Don’t limit that option though! I found it extremely useful in FO3, which was causing me *huge* eyestrain at first. Turns out the scene was so “flat” at the 1.0 setting that my brain/eyes refused to accept the image. It wasn’t until I cranked that all the way up to something like 3.0 that the scene had real-world-depth and my eyes stopped bugging-out when I tried to play it. I would rather be able to screw something up through my own ignorance than to be unable to fix something due to the removal or limitation of some settings.

    in reply to: Problems with official vorpX profiles #193079
    mr_spongeworthy
    Participant

    Thanks for the prompt reply! It’s good to hear that you are still working on some of these issues.

    The vorpX Z3D is pretty good, no doubt, but I’ve found I have a hard time using any Z3D method in 3rd person games because it tends to cause a lot of artifacts around the central-object of every scene (your avatar – i.e. Geralt in The Witcher 3). It’s a lot less of an issue in racing-sims and 1st person games, at least to my eyes. Nothing to be done about that, I realize, but in the end I find Z3D pretty hard to get used to in many titles.

    in reply to: Witcher 3 2018 #192961
    mr_spongeworthy
    Participant

    In case you never resolved the “not 3D enough” issue; you can adjust that in the vorpX menu that you can bring up in-game. I’ve found that the default depth varies a lot from game to game, and sometimes (Fallout 3, for example), the game had very little depth with the default “1” setting – I had to set it all the way to 3 in that case to get a natural 3D scene. So just go in a tweak that setting until the scene depth seems natural to you.

    mr_spongeworthy
    Participant

    Does VORPX get it’s resolution from the overall Steam VR “Quality” slider? Wouldn’t increasing that slider increase the overall resolution being sent to the HMD?

    mr_spongeworthy
    Participant

    I know I’ve said it before, but I’ll say it again now that it sounds like there are a lot more people interested in it: This is a market you should tap. There are so, so many games I would simply prefer to continue to play in traditional stereoscopic mode, and you’ve got like 90 or 95% of the work already done here with vorpX. I know there are even instructions floating about on how to create profiles for using vorpX on traditional stereoscopic displays. Many titles I play just won’t translate well to an HMD (lots of keyboard use, for example), and besides, it just so much more relaxing to kick back and play DAO or something like that on a 3D screen, not an HMD. Plus, even the highest pixel-density HMDs really aren’t all that sharp compared to what you can do on a flat-screen 3D display (where you don’t have to fill your entire field of view). It’s just the kind of win-win situation that would fill the void left by Tri-Def and nVidia. Sure, there is SuperDepth3D, and for what it is that is a pretty amazing little shader, but ReShade itself doesn’t even work properly when it detects network activity, so that’s a big problem right out of the box. Then there are the advantages that come with playing on a flat 3D screen rather than full VR, like better tolerance of low frame rates. I enjoy vorpX in the few titles I currently use it for, and it’s a good solid product from what I can tell, but I can see a lot of upsides to supporting the traditional 3D gaming crowd and I sure hope you reconsider doing so!

    mr_spongeworthy
    Participant

    Well, rats. OK, thanks. Are you pretty confident that’s the problem? If I toggle ASYNC / Fluid Sync on and back off again that does unlock the FPS (temporarily).

    in reply to: Fallout 4 VATS issue #190343
    mr_spongeworthy
    Participant

    Yes, turning off the direct VR functions did fix the problem. All I had to do was edit my FOV manually until things looked right and I was good to go, so thanks for the prompt answer.

    Z-Buffer performance is very good even at extremely high resolutions (easily maintain 45fps at 4K resolution, which I can either double to 90 using vorpX’s built in functions or leave off. Looks pretty good either way) and might be the way I’ll have to go since Geometry performance in FO4 is awful, even clear down at 1080p.

    Yet another annoying but hopefully quick question: In both FO3 and FO4 I see that if I have both the built-in vorpX async and fluid sync turned off the games will frequently lock to 45fps (I have vsync turned off as well in the game settings and .ini files) for a while before jumping back up to whatever I actually have those games limited to. In other words, let’s say I have the game limited to 60fps using either a “stutter remover” package or externally via. Riva Statistics Tuner or another method. Both games will run up to that limit the majority of the time, but will at other times, especially when loading cells or entering or exiting VATS, suddenly lock to 45fps exactly as if Fluid Sync was on. Then later they will shoot right back up. And they are definitely locked to 45fps, it’s not just the games coincidentally running at 45fps. I can do something like look down at the ground and just wait fo the 45fps lock to release and it will eventually do so, immediately shooting way up to whatever my actual limit is. Got any ideas on how I might remedy that?

    in reply to: Fallout 4 VATS issue #190266
    mr_spongeworthy
    Participant

    OK, thanks again. I’ll try turning off those features (I’m not using head-tracking with anything through vorpX at this point. Played a bit with it in FO3, and it’s nice and works surprisingly well, but realistically I have to make so many quality concessions to get the frame-rate to acceptable levels that I might never bother with it. Plus even though I have no nausea problems whatsoever with seated Racing Sims, full VR definitely gives me issues, even at 90fps. Maybe I’ll get over it eventually, but for now I’m perfectly happy just playing my games in 3D using regular controllers in Lounge mode).

    in reply to: A couple quick questions and observations #190257
    mr_spongeworthy
    Participant

    Ok, thanks! I’m having significantly more issue with Fallout 3 than I have had in the past, despite modding it incredibly lightly this time and having the reliable GOG version. Good to know I don’t have to worry about vorpX changing my actual .ini files.

    in reply to: A couple quick questions and observations #190251
    mr_spongeworthy
    Participant

    I promise, I am using the built-in forum search function to look for answers before posting questions here:

    Is there a place where you clarify what game .ini settings vorpX will change automatically? For example, I’ve tried to add “bLoadFaceGenHeadEGTFiles=1” to my Fallout 3 .ini files and it keeps getting removed. I suspect vorpX might be seeing a line it does not understand and is removing it? Also, if I add lines to the “FalloutPrefs.ini.vorpxbak” file will that take care of this issue

    in reply to: Fallout 3 – Silky smooth gameplay #190172
    mr_spongeworthy
    Participant

    I hope it helps. As far as I can remember all of the same basic fixes work for FNV and FO3 (although, you will have to download the proper versions of the Script Extender and Stutter Remover etc.)

    in reply to: New Vegas – PipBoy too large / close #189915
    mr_spongeworthy
    Participant

    Ah, so is the info in this thread still valid? I think what I’m seeing here is that there is no solution for the pip-boy being essentially unusable outside of edge-peek mode? That’s the specific problem I came here to search for. Even if I manually edit the .ini files to push the pip-boy away from me the screen on the pip-boy remains doubled and thus impossible to focus on.

    Or is there a solution to this now? Would be great to be able to pull up the pip-boy and use it normally!

    (A solution of sorts is to make one eye dominant and then close other eye when using the pip-boy, that puts the pip-boy screen right where it should be in the pip-boy).

    in reply to: Adjust percieved distance of entire 3D scene? #187646
    mr_spongeworthy
    Participant

    Yep, found it once I turned on the advanced features, thanks! It didn’t work well in FO4 BTW, immediately screwed up the shadows (that’s not surprising; I worked for ages and ages on a good G3D profile for FO4 using TriDef and finally figured out that the FO4 engine appears to render some things at the same depth as the “sky” and it was causing immense problems with shadow and light-source rendering, but I did eventually get it to work).

    in reply to: Can I Use Gamepad WIthout Vopx Overriding Controls? #187645
    mr_spongeworthy
    Participant

    I’m trying to find the setting for vorpX to just let my controller pass through to the game completely natively, without vorpX trying to do anything with it whatsoever.

    Is there an option for that (and where)?

    in reply to: I've setup 3D TV working Vorpx profiles #187607
    mr_spongeworthy
    Participant

    Thanks for that link. I’m going to try the Witcher 3 profile as soon as I get time. Which (unfortunately) might be weeks away, but I’ll get to it eventually.

    Gotta try it with FO4 too at some point.

    Probably no way to get that to work Top and Bottom mode, is there? For some reason my display looks much better in Top and Bottom mode instead of Side by Side.

Viewing 15 posts - 211 through 225 (of 243 total)

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