Sephael

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Viewing 15 posts - 16 through 30 (of 71 total)
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  • in reply to: Why did I buy Vorpx? #213859
    Sephael
    Participant

    Long story shot, some big editor contacted VR modders to make their franchises unplayable in VR.

    So now, the franchises GTA, Red Dead Redemption, Borderlands and Bioshock are unplayable in any popular VR mod, not just VorpX.
    Could be more franchises, i dont know the full list.

    in reply to: Question about VorpX and DLSS 3 #213680
    Sephael
    Participant

    Okay, quick update on the matter since i installed my 4090 today.
    First, it’s seems like a monster and a big upgrade from my 3090 (FE) even without DLSS 3.0.
    I couldn’t test DLSS 3 yet, but i’m running Cyberpunk 2077 (VorpX version, not the dedicated VR mod, so it’s only Z3D) everything maxout at 4k with DLSS 2.0 set on “balanced”, and it’s butter smooth with a detailed image.
    I’m using a reverb G2 and the biggest limitation seemed the refresh rate (90hz only).
    While driving the fasted car at high speed, i had some regular stutter which seemed to be loading a new zone. I will test further about this stuttering.

    Seems like DLSS 3.0 need the new update so i will download it tonight and test tomorrow.
    I will test later with the dedicated VR mod, real 3D should be more impacting than Z3D.

    Outside VorpX, i tested Resident Evil 2 VR (Praydog mod) to try the raytracing version… it seems like the 4090 just don’t give a damn : 4k everything maxed out, even rendered the game at 130% in the lab, i don’t think i lost much FPS from 100%
    Again, it seems that my headset’s refresh rate is the biggest limitation.

    This was short tests sessions as i didn’t have much time after work.

    in reply to: Question about VorpX and DLSS 3 #213362
    Sephael
    Participant

    @Jarilo
    -First, i do CGI, that’s why i don’t mind spending more money than average consumers on hardware, because it’s a tool… and because i have the budget locked since few month already.

    -Second, reguarding VR, i have a 3090 and it’s not enough to play at 4k for each eyes with maxed settings, or even high settings with 50 fps at minimum it’s painfull. That’s why i did not upgrade to a 3090TI, not much improvement.

    -Last, the 4090 is not a “pro” card. pros that need ultimate performance would buy a Quadro, not a RTX, making the 4090 looks like a cheap card at 65% discount.

    The 4090 is a niche card; if it was not for CGI and VR, i would have no reasons the upgrade from my 3090.

    in reply to: Question about VorpX and DLSS 3 #213357
    Sephael
    Participant

    I’m checking everyday the Nvidia’s store for the Founder Edition… i hope it will get approvisioned soon.
    I don’t plan on spending more than the FE price, as 1950€ is already a lot of cash.

    in reply to: Question about VorpX and DLSS 3 #213273
    Sephael
    Participant

    Ah, I see.
    In the worst case, the frame interpolation can be deactivated in the DLSS options while keeping the upscaling and latence reduction feature.

    in reply to: Question about VorpX and DLSS 3 #213271
    Sephael
    Participant

    Well, i’ll get my hand on a RTX 4090 FE as soon as possible to see for myself, depending on their availability.

    I will update this post for feed back.

    in reply to: Resident Evil 2 Remake #213229
    Sephael
    Participant

    Capcom updated their Resident Evil 2,3 and 7 games to their Resident Evil 8 engine, so maybe it’s causing problems to hook.
    Have you tried other profiles ?
    Personnaly, i play RE2 with Praydog VR mod.

    in reply to: Cyberpunk 2077 , can’t get to launch in VR #213146
    Sephael
    Participant

    If you are talking about the stand alone mod to run Cyberpunk2077 in VR, it requires an update after CDPR release the 1.6 version.
    Ralf is already working on it.

    in reply to: Cyberpunk crashing on load #213121
    Sephael
    Participant

    Thanks : )
    It’s working like a charm !

    in reply to: Cyberpunk crashing on load #213119
    Sephael
    Participant

    Hi Ralf, i knew you were working on updating your stand alone mod as it require the new CET, but i didn’t know (or i forgot) it was tied to the old profile from Vorpx.
    I’m may be one of the few that play Cyberpunk2077 the old way in theater view with Z3D only.

    I was thinking my problem could be linked with openXR, as even when i set “openXR” in vorpx, steamVR always launch, nomatter what.

    in reply to: Cyberpunk crashing on load #213111
    Sephael
    Participant

    After update 1.6, i installed the last CET update to check if it was enough to play the game with my mods, and without vorpX, it works.
    But when i try to use VorpX with the Cyberpunk profile (i’m not talking about the dedicated mod), the game freezes on launch just at the title display, just before the menu.

    I use HP G2.

    Any ideas ?

    in reply to: Lego Star Wars The Skywalker Saga Profile #210581
    Sephael
    Participant

    Hey, i have a question about the game itself.
    How do free play works ?
    I know you unlock it when you complet the story mode first, but do you still have the main story with RTC while playng any unlocked characters during gameplay phase? or does it become a sandbox mode with only collectible left to do?

    in reply to: Cyberpunk VR Update Thread #209374
    Sephael
    Participant

    Really nice work ! i love it !
    When bigger GPU will be out in the futur, playng this game in full3D with maxed out graphicd and resolution will be a blast for many years !

    Driving inside the car and being able to move your head freely is so great for immersion.

    But i noticed that external views that could show the player were taken out; same for the bike.
    That’s too bad, we don’t see your character often in the game and that’s why i loved a lot to ride on the bike for that reason. Though i saw that if we cycle quickly the view on bike, we could see for a brief instant our character before going fps again.

    Is it due to technical constraints for the mod ?
    Could classic external view could be added back ?

    in reply to: Mass Effect Legendary Edition (DX11) #209372
    Sephael
    Participant

    Yhea, if you rename the MassEffect3.exe it doesn’t work with the launcher.
    I have no idea how Luka2099 does it and make it works.

    I tried ME3teaks manager mod, as you can bypass the launcher and launch ME3 straight, but again, if it’s not MassEffect3.exe, nothing happen.

    I triend to add MassEffect3.exe to the new LE1 profile, but it tells me that this MassEffect3.exe is already assigned to ME3 profile … yeah, it’s the same name for both original and legendary edition… i wanted to test if the profile could hook by launching via the mod manager.

    Any idea to test that without me uninstalling my original ME3 (modded) ?
    I just can’t get myself to play the LE if i can’t finish it with the third game anyway.

    in reply to: Cyberpunk VR Update Thread #208473
    Sephael
    Participant

    This was made mainly for test purpose in order to compare how strong is ADS depending on the scope of sniper or gun.
    I wanted to “mesure” the value so i needed a wide scale to make the result more obvious.
    For exemple about the sniper rifle, if ADS is as strong from a 2° angle or 90° angle, that’s great, i can rely on it, i will be confident that where i manualy aim the reticule is where i will hit.

    In case of gun scope, if ADS from 2° angle seems fine enough but 90° is way out of the reticule, guess work to compensate does not guaranti i will be able to aligne with my target, so i can’t help but feel that i’m using an unreliable tool.
    So if it was testing as far as 2° i could conclude that both sniper and gun scope are about the same, but in reality they are not, and a wider angle helps to show how big of a difference it get while increasing the angle ADS stay reliable or become unreliable.

    This is also emplified by the size of the target; if i want to do a head shot with a gun at close range, ADS with 2° difference won’t matter much, but at long range where the head’s size is about the size of the reticule itself, these 2% could be 50cm out of accuracy.
    In case of Cyberpunk, i could see this kind of problem breaking sneaking gameplay more often than vanilla experience.

    Now personnaly, i don’t play looking above my shoulder too much :))
    But yhea, there is always this case where you look at somewhere and you get an opponent on the other side so you have to make an emergency shot, so reliability to hit where the reticule is when i’m manualy moving my mouse is important to me.

Viewing 15 posts - 16 through 30 (of 71 total)

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