sark666

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Viewing 11 posts - 1 through 11 (of 11 total)
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  • sark666
    Participant

    I haven’t played in a bit but disappointed to hear the weapon shimmering is back. Is there any way we can have an option. I’d rather have the weapon not shimmering and go to z3d at certain spots.

    Also I believe I read re2 has director now, will that ever be possible with re7? Also if the shimmering is here to stay is there a way to roll back to the version where it wasn’t there. A main reason for my purchase was re7 and do not want to play with the shimmering weapon.

    in reply to: vorpX 19.2.4 Available Now #188368
    sark666
    Participant

    “Resident Evil 2: G3D/Z3D, immersive screen, scalable 3D HUD, DirectVR: auto settings”

    Could this work lead to directvr support for RE7? I believe I read they used the same engine.

    in reply to: Resident Evil 2 Remake – First Person MOD #179340
    sark666
    Participant

    Does the game zoom in (changing the fov) when drawing your weapon like re7?

    Trying to figure out a way with cheat engine to disable weapon draw zoom in re7, curious if re2 has this as well in first person mode.

    in reply to: xbox 360 controller issues with Resident Evil 7 #179321
    sark666
    Participant

    Awesome thx. The z3d tilt thing was a separate issue outside of the controller issue. Maybe that has to do with loss of positional tracking… But playing with g3d for now. Again, modest system so I’ll use z3d for the fps boost even if losing positional tracking and true 3d.

    But just wanted to say I mainly bought vorpx last year for RE7 (other games were a bonus) as I was ticked off capcom wasn’t bringing it to PC. The shimmering weapon thing was a deal breaker for me so I held off on playing.

    Anyway, really glad you got that fixed and am happy to say RE7 is great in vorpx now. And with a fps mod for RE2, I might have to try that next. thx.

    Vorpx can be intimidating to use at first, but lots of options are there to make a lot of games work in vr. A great contribution.

    in reply to: xbox 360 controller issues with Resident Evil 7 #179319
    sark666
    Participant

    After resetting to defaults, I bound mouse left click to the xbox’s left button (I left it the left trigger binding alone).

    The gun draw behaviour works fine with left button.

    Sorry, I might ramble and complicate things. Basically, left trigger (I assume both triggers) are not currently registering a press and hold, maybe something due to their analog nature?

    I may try outside mappers, but I think this is vorpx issue where xbox triggers don’t register holds. Maybe it affects more games as well.

    I’m happy I can play for now using left button instead of trigger, but it would be good if this can be fixed.

    thx again.

    in reply to: xbox 360 controller issues with Resident Evil 7 #179307
    sark666
    Participant

    Yes as soon as that up is down stuff happened, I went back to ‘full’.

    Ok, I re-imported the official vorpx profile for re7 and went back to geometry.

    Sorry I might have not been clear before, the button issue exists in geometry as well. Also, after retrying, it’s not that it’s pressing/depressing/pressing again while holding, it’s simplying registering as one press, but not the hold.

    I tested this by holding the right mouse button, the gun stayed out and the target reticle goes to a dot. But if I just press and release the right mouse button, the gun comes out and you get a cross hair instead of a dot and the gun goes away after a few seconds, same as vorpx.

    So it seems to be registering presses, but not holds. This may be happening to every button in the game, just that others dont (afaik just started playing) need a hold, but it may be more apparent with the triggers being having a larger threshold that normal buttons. As I mentioned, tried the button threshold setting in vorpx to no effect.

    I was only changing buttons to see if I could resolve this issue myself. But right now, in game and via vorpx both have the buttons at their defaults.

    in reply to: Batman Arkham Knight in G3D is GREAT!!!! #179277
    sark666
    Participant

    Are you playing in VR mode or cinema? I read someone made a 1st person mod for this game and wondered how it would handle.

    in reply to: Anyone Get Titanfall 2 Working Properly? #179248
    sark666
    Participant

    I was going to grab this game for vorpx. I guess this hasn’t changed. How does tridef get around this? Wondering if something can be implemented in vorpx. Also, I’ve only used vorpx so far for single player, does multiplayer work or would that flag as cheating under most systems?

    sark666
    Participant

    Working fine for me. nvidia 960gtx, drivers 388.59. Haven’t updated for a while.

    sark666
    Participant

    I remember when I used to play around with iz3d for stereoscopic output on a monitor. I just played around with anaglyph glasses, but a lot of fps had a pronounced separation problem on the weapons if one set the depth too wide (to create a strong 3d effect). It wasn’t a graphic glitch like this, just that the weapons were difficult to focus on with the two images of the weapons so far apart. Anyway, I remember iz3d had some fps weapon fix. Not sure exactly what it did behind the scenes, but it minimized the separation of the weapons while allowing the user to set strong 3d depth. Not sure if anything like that can be done here, as a hack or something. Hopefully one day it can be fixed.

    Thanks for the quick replies and I’m just thankful that I have a way to play re7 in vr!

    sark666
    Participant

    Ok I just tried again tweaking this a little more and putting a custom nvidia res of 1920 x 1440 and it’s actually pretty damn good. More than playable.

    ” Together with its low latency raw input rotation ” Just want to confirm I’m using this, is this automatic or something I have to enable?

    So the only negative really is the stereo separation doubling effect of what you are holding. Like the knife will have this shimmering see-through shadow that’s distracting. Is there any hope that can be fixed? The only way to get rid of it in game is to put the separation all the way down, but then it loses stereoscopic effect.

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