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MyrilionParticipant
Control key works again.
MyrilionParticipant2. Bioshock 2
I’m puzzled. On my machine (Win10) the DirectVR hack of “Bioshock 2” crashed every 10 minutes, it was unplayable. I had to play it in normal Vorpx mode. I found the gameplay very annoying, repetitive and pointless. It was a struggle to finish the game.
“Bioshock 3” works well in DirectVR, but has some issues with shadows, lighting and in-game videos not showing. You will miss some facets of the story without even noticing.
My personal list:
Since I’ve never expected a true, native VR experience from VorpX, I mostly enjoyed the 3D cinema mode. I still have to reset my headset way below my normal head position, because Ralf doesn’t seem to be able to deal with or even acknowledge this bug, but whatever: It works. No longer neck stiffness from looking above all the time.That said I had lots of fun in “Dragon Age 1”, “Dragon Age 2”, “Dragon Age: Inquisition”, “Resident Evil Revelations”, “Gothic 3”, “The Witcher 3”, “Brothers: A Tale of Two Sons”, “Bioshock 1”.
MyrilionParticipantI found a work-around for this bug.
You can set the view distance of the high detail polygon renderer to the maximum value of 50000.0 in the INI file.
Open the “Ini” folder in the game directory. Make a backup of the “ge3.INI” file. Edit following lines to look like this:
DistanceHigh.fFarClippingPlane_High=50000.0 DistanceHigh.fFarClippingPlane_Medium=10000.0 DistanceHigh.fFarClippingPlane_Low=6000.0
This changes the values of the in game settings slider for the high detail renderer. You can easily switch the view distance during play. 50000 is so far, that you can turn off the low detail renderer completely.
The performance is acceptable, as long as you turn FluidSync off. Still there are a lot of stutters, because the single-threaded engine is streaming all the data dynamically. A GTX 1080 / i-6700 @ 1920×1080 will be way above 45 fps most of the time.
The game is really a gem. To me it looks better than “Skyrim” because of its brilliant use of light and shadows and the fantastically designed open world.
So I can definitely recommend it, if you are not prone to simulator sickness!
MyrilionParticipantI found a work-around for this background / skybox issue.
You can increase the viewing distance of the high poly detail renderer in the INI file.
In the game folder (“Gothic 3”) there is a folder for the INI files (“Ini”). Make a backup of the “ge3.INI” file. Open it and look for these lines and change them to look like this:
DistanceHigh.fFarClippingPlane_High=50000.0 DistanceHigh.fFarClippingPlane_Medium=10000.0 DistanceHigh.fFarClippingPlane_Low=6000.0
These settings manage the option slider values. 50000 is the maximum value. So if you now choose the high option for the high poly quality slider in the in game settings menu, the view distance of the stereoscopic properly rendered world will increase drastically. You can even turn off the low detail renderer completely.
Outdoors the performance framerate hit is about 20%. My 1080, i6700K struggle to keep 45 fps in some areas. But to me it’s totally worth it. It’s not only more beautiful, but I don’t get lost that much anymore and have a much better feeling of being in the world.
“Gothic 3” really is a gem. To me it looks better than “Skyrim”. It has brilliant lighting (very artistic use of light and shadow) and an awesome streaming engine, that makes loading screens obsolete.
The only problem is the single thread code (they had to disable the multi-threading in a patch because it wasn’t thread-safe). That means its performance is heavily CPU bound and it will stutter a lot; especially when you enter a new zone and the engine has to stream new data.
So beware! If you are prone to motion sickness, there will be many occasions of very heavy stuttering that will make you sick.
I personally have no problem with it and enjoy the fantastically designed open world of “Gothic 3” in full 3D.
MyrilionParticipantI had to deactivate my virus scanner.
But the game is crashing every 10 minutes. And the graphics are worse than “BioShock 1”. Disappointing.
MyrilionParticipantIt’s exactly like I wrote above, sorry. The way vorpX works with default settings 1920×1440 provides a *slightly* higher pixel density than a native app and resolutions above result in noticable supersampling.
Hmm. I think it was pretty clear what I wrote. I am confused, that you can’t follow.
Here is an introduction to SteamVR, the first doc I found.
http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
Look at page 4:
Native VR apps have to render at a higher internal off-screen resolution, for the reasons I’ve tried to explain to you (sorry, not repeating myself again):“Off-screen rendering ~1.4x in each dimension:
– 1512 x 1680 per-eye”Hope that clears it up. xD
MyrilionParticipantThe slightly asymmetrical view of both Rift and Vive is taken into account very precisely.
That’s not true. I have to recenter my headset about half a meter below my normal position, so that both black bands on top and bottom in the virtual cinema are of the same size.
I wonder why you are not able to reproduce this with your Vive headset. VR mode is not centered, by a large margin. I bet this is one of the reasons, why there is so much hate for VorpX on the reddit sub. VR mode still feels off, even with DirectVR and perfect FoV / aspect / resolution / rotation / position settings.
On another note:
DirectVR position scan did work today all the time.
All scans failed, when a bouncer was nearby shaking the screen.MyrilionParticipant1920×1440 provides a slightly higher pixel density than a native app, everything beyond that would result in supersampling.
That’s not true. Native VR apps have to render in a higher resolution than the display(s) (2 x 1080×1200) because of the distortion that “compresses” the outer region.
1920×1440 therefore should be called “normal” quality, because with a lower resolution the pixels in the center of the rendered image will be bigger than the corresponding pixels of the display.
These imprecisenesses lead to the issues of the VR mode of VorpX, which are off-putting to a lot of people, even if they cannot put the finger on it.
MyrilionParticipantGreat update!
“Skyrim” had issues with flickering “shadows”, which turned out to be the Nvidia driver ambient occlusion setting (turn it off to solve the issue).
There are only some minor discrepancies when moving / rotating your head. While looking straight (to the horizon) it’s perfect, but it has some problems while looking up / down and turning the head, or when moving the head and rotating up / down. I have no problems with it, but sensitive people may get motion sick from it. Fine-tuning could probably solve the issues completely.
PS: Oh, I forgot one issue with the HTC Vive:
There is still a black band visible below the image. So it doesn’t translate right, the renderer output does not use the full display and is not centered right.MyrilionParticipantThe VR mode of VorpX is not working right with my Vive: The center of the image is way too high. If I zoom the image so it covers just the top part, there is a broad black band on the bottom covering 15-20 % of the display. VorpX currently doesn’t let you tweak the center of the image. That makes it almost unplayable to play in VR mode. Either I had to zoom in too much (wasting 20% of rendering power on parts on the top I can’t see), or I have the big band at the bottom. In any case the center of perspective is totally off, and it’s very uncomfortable to watch and even making me sick.
I only use VorpX in VirtualTheatre mode. I cheat the system by recalibrating my height at 40 cm below my normal head position. That way the image is perfectly centered. Of course it’s only a work around, and can’t offer the same experience as the VR mode. You can’t zoom the window far enough so it covers the entire field of view, and the headtracking doesn’t move the virtual screen.
MyrilionParticipantThe image is always perfectly centered in Full VR mode in the sense that the center of the image is exactly where the vorpX camera is looking.
Since the Rift (and to a lesser degree the Vive) render slightly asymmetrically, you will see a larger bar at the bottom than at the top with Image Zoom values below 1.0. That is perfectly normal and actually means that the image center is perfectly centered to the camera. It may sound unintuitive, but adjusting the vertical position in a way that top/bottom bars are the same height would actually cause the image to be off-center.
I think the problem only arises when the image is sent 1:1 to the headset as if it was a normal display, only using lens distortion.
There is no such a problem when using a virtual screen.
– Make sure the setting of “Lock headtracking” is off, because that overwrites our calibration.
Can’t edit anymore. “Lock headtracking” should be ON.
Sep 19, 2016 at 4:27pm in reply to: [Fix] Comodo internet security and Vorpx can live together #111287MyrilionParticipantHi ld57,
thanks for your very detailed post.
I had the same problem. But in my case it didn’t help to add all the vorpX files to the different exception lists. I had to deinstall Comodo entirely to load Vorpxcontrol64.dat properly.
Haven’t bothered to reinstall it, since for now I am just happy, that my 64-bit games are finally working in vorpX.
MyrilionParticipantYou can change the “lock head-tracking” setting (moving your entire screen) in the main settings window.
MyrilionParticipanthi,
is there anyway to adjust the screen up or down? This is because when i play in full vr. The screen is extremely zoomed to the bottom. So when i actually want to aim above, i have to force my eye or neck upwards.
There is a work-around by using the Virtual Theatre. The problem is, that you lose the full-immersion effect: You can’t zoom the image enough leading to black bands above and below. And the window will not follow your head movement, so you will see the edges, if you turn your head left / right / up or down.
The solution:
– Hit < Del > in game to enter vorpX setup.
– Set the display to “Virtual Theatre”.
– Turn the scene to <None>. (Better performance, less flares.)
– Lower your head 10, 20, 30 cm below your normal playing position, depending of how wrong vorpX is centreing the image.
– Then hit <Alt> & <Space>. (This will recalibrate your position, tricking vorpX into thinking that you are smaller.)
– Decrease the distance of the virtual screen.
– Make sure the setting of “Lock headtracking” is off, because that overwrites our calibration.It’s now more like an IMAX 3D cinema, but you will have the image perfectly centered and it’s way better than the normal “VR” vorpX experience.
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