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OgrescarParticipantIf Z3D is not working, I’d suggest you look at the game’s graphics options and make sure that you start it with a resolution scale of 100. Anything else and vorpx will not use the correct nodes in the swapchain. You can’t change this in game without breaking the 3D reconstruction because doing so adds/modifies nodes in the swapchain – it must be set at startup to 100%.
Vorpx doesn’t appear to like borderless fullscreen in this game (problems with hooking it), so use regular fullscreen or windowed mode, probably with a 16:9 or 16:10 aspect ratio.
Anyway, I had forgot how long it takes for this game to load or I’d play around with in a bit more. The Z3D does work, with the right graphics options set at startup, at least on my nvidia gpu.
OgrescarParticipantTo play in Z3D:
1. Make a copy of devilmaycry5.exe.
2. Make a copy of the Resident Evil 7 profile.
3. Assign the copy of devilmaycry5.exe to the copy of the Resident Evil 7 profile.
4. Run the copy.
5. Ignore the messed up G3D and go to z-normal/adaptive mode.
6. Enjoy playing the game in Z3D.
7. Pay my consultation fee. Never mind – this was a no-brainer since Devil May Cry 5 uses the RE engine.
OgrescarParticipantI would tell you, but then I would have to kill you.
Actually, I knew it wasn’t an unreal or unity game which eliminated a lot of profiles from consideration, or rather they went to the bottom of my list. So I worked my way through games that I thought may be similar until I found one that would work. I usually use the generic VR headset when I’m trying out a new game – toggling between rendering modes can often be enough to tell if the 3d construction is not working without having to put on my headset. I have a copy of every profile already in place so my testing goes pretty fast.
OgrescarParticipantOkay, it appears that I had dlss enabled in my graphics options. Disabling it made my black eye go away, and hooking the game doesn’t seem to be a problem anymore (was having to use alternate hook method).
I’ve enabled dlss in other games (Control comes to mind) without it breaking 3d reconstruction but I guess that’s not the case here.
OgrescarParticipantI updated this to fix some hud issues.
OgrescarParticipantOnly thing I can think of is that you’ve got keyboard control instead a gamepad control set in the game’s options. I just tried it with my xbox360 controller and it works find in all modes (cinema and immersive – don’t think the game’s really playable in VR mode but you never know unless you try).
As a last resort, you can try restarting vorpx. Sometimes it gets a bit confused.
OgrescarParticipantI tried the Conarium profile for G3D, along with every other UE4 profile in the database with identical results: it fails to hook, or the right eye is black except for hud elements. Maybe I have a different game version or something. Anyway, a number of the profiles will work for Z3D, but that’s not a big surprise since they probably use the same algorithm.
OgrescarParticipantI played around with your profile but couldn’t find a way to fix the visual glitches, other than to use a profile that does Z3D. I found several that work for Z3D (BorderLands 3, etc.) but the G3D is messed up in varying ways.
OgrescarParticipantYou can get a good Z3D by using a copy of the Resident Evil 7 profile. You may need to install a hook helper to get it to hook using that profile.
I didn’t find a good G3D base profile, but I only tried a few that I thought might work.
OgrescarParticipantDo you have dx11 selected in game options for sottr?
You probably need to turn off dlss in F1.
OgrescarParticipantRTX 3080? For those of us no so fortunate, your 50 fps translates to about 20-25.
OgrescarParticipantSorry to have gone on and on about this. I’ve got the info I need – wasn’t looking for more answers, just stating that Oculus can override the audio the same as SteamVR.
Oct 25, 2020 at 5:08pm in reply to: Star Wars: Knights of the Old Republic not hooking! HELP! #197517
OgrescarParticipantYeah, in the Nvidia control panel there is a selection for OpenGL rendering GPU, which needs to be set to the GPU your headset is plugged into.
Don’t really understand how that differs from setting your preferred graphics processor, but both need to be set for openGL games.
OgrescarParticipantThere is actually a switch in the Oculus app to select whether it uses the headset for audio or uses Windows system settings. I don’t know what impact this has on vorpx, if any at all, but in the early days of owning my Rift I found the switch to be unreliable and actually had the sound coming both through the headset and to my default audio device at times, which is why I disabled the Oculus Audio Manager. It may have been fixed in a subsequent software update or may have been a case of SteamVR trying to set the audio to something other than what the Rift wanted. I viewed it as just another of many pieces of software fighting for control of audio devices.
OgrescarParticipantI avoid using SteamVR whenever possible so whatever you need to do there isn’t going to bother me. Now if I could just make the Oculus runtime stop popping up a message that my headset has no audio…
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