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OgrescarParticipantThe cockpit view is screwed up. I started re-working the profile but never finished. Maybe I’ll get to it before someone else, but it’s not very high on my to-do list right now.
Nov 15, 2020 at 9:35am in reply to: Golden Light – Unity 2020 game, no Z3D, G3D only functions on main menu #197925
OgrescarParticipantMust be something in your environment, or you have a different version of the game than me, because G3D works with the Unity base profile.
OgrescarParticipantRed Dead Redemption II
OgrescarParticipantI’ve tried all of the UE4 profiles. Most of them work, some have problems with particles or other elements in only one eye, and they all have problems with shadows and bloodstains. I’m not sure that the problems can be fixed with the shader editor – so far everything I’ve tried has produced unwanted side effects.
I’m probably just gonna go back to DX12, turn on ray-tracing (maybe), and play the game in Z3D.
OgrescarParticipantI fixed the hud with the shader tool – that was easy because there are only 2 shaders for it. The shadows have proven to be much more difficult. I’m still working on it; just gonna take some time to sort them out and/or go to a different base profile.
OgrescarParticipantThat profile works, sort of. The shadows aren’t identified correctly and some elements only appear in one eye. I’ve had better luck with other profiles, but all have issues of some sort with shadows. They can’t be turned off in the game settings, only lowered, and I tried to turn them off completely in the .ini file to no avail.
OgrescarParticipantThe built-in fov slider works well. I tried vorpx fov enhancement and it works but the shadows get misplaced, and my headset crashed when I set it to the max value. Not that I intended playing that way.
OgrescarParticipantI haven’t logged onto the game in like forever, but I got on and verified that the Z3D is working. No G3D and the z-adaptive is weak if it even works. You may have better results with a different dx9 profile – Unreal Engine 3, Bioshock, Mass Effect 3, Resident Evil 4 – lot of them to try out. The z-normal with Dragon’s Dogma looked pretty good in the brief moments that I logged in though, so if you’re happy with that then I wouldn’t bother.
OgrescarParticipantApparently the GOG version doesn’t have a launcher, and there’s no switch in the game’s options to change dx versions. However, I started the game with -dx11 in the commandline and hooked it with an Unreal Engine profile. The G3D works that way – it’s gonna need some tweaking but looks pretty good.
OgrescarParticipantIt’s DX12. It works well with the Death Standing and Red Dead Redemption II profiles – I think the latter works better but I didn’t test it extensively.
In any event, it looks pretty awesome. Haven’t got much into it yet, but so far so good.
OgrescarParticipantThe cursor is bound to the dimensions of the gui. If it’s too small, you can adjust it with the gui scale settings on the display tab.
OgrescarParticipantIt doesn’t look like horizontal squeezing to me. The vorpx image has a higher fov.
OgrescarParticipantCinema mode isn’t flat. It’s like playing on a giant 3d tv. Immersive mode takes you closer to the screen, enables head-tracking, edgepeek (pushing the screen back out so you can see the hud), etc.
For most third person games these are better modes than full vr. Full vr works best for first person games.
OgrescarParticipantIf all three of the dx12 profiles don’t work, then only Ralf can help you.
OgrescarParticipantChange your mode in the vorpx main menu from vr to cinema or immersive, or use the edgepeek key to get the full screen to display.
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