Smoils

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Viewing 15 posts - 226 through 240 (of 276 total)
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  • in reply to: Red Dead Redemption 2 FullVR with FOV mod #198075
    Smoils
    Participant

    Ok so MSAA completely kills z3d, fxaa is not very good, better not having any aa, taa works best like first post says, but personally no aa feels best despite pixels.

    in reply to: Red Dead Redemption 2 FullVR with FOV mod #198073
    Smoils
    Participant

    If somebody could test and find out what exactly disables Z3D it should be added to original post instructions because its quite important. Difference between just following post instructions with my monitor settings for the game where everything was high and setting it all on low and actually seeing z3d working was MASSIVE

    in reply to: Red Dead Redemption 2 FullVR with FOV mod #198072
    Smoils
    Participant

    Important reminder – some post process graphical settings disable Z3D hack in vorpx and reshade and alike
    I was testing rdr2 vorpx profile before, I found out its not really playable performance wise, but wanted to see how it feels and was trying to just see how 3d is
    Kind of convinced myself there was kind of was some 3d, but with Z3D there are these artifacts if you overdo it – kind of a glassy shimmer around objects where software interpolates pixels, basically looks like watery/glassy border around objects, so I was looking for it to really conform there is 3d because i couldnt see it toggling Z3D on/off
    then I remembered some graphics settings disable anything z3d hack tries to render and set everything except what is not related (like water physics, tesselation etc) to low and BAM!
    believe me if there is 3d even z3d you WILL NOTICE IT
    game looks absolutely amazing even on low, I havent found exactly what settings it is that kills z3d since I cant play it on 1070 anyway, but if you try this game start by switching everything to low, checking z3d works and then tweaking things to higher one by one

    in reply to: Features request: hotkey to toggle head tracking #197893
    Smoils
    Participant

    Its not about gamepad/mouse or whatever, its mostly about headtracking helping to be more immersed during some moments in game, while being in the way during other moments. Thats it. Switching it on/off is just a bit of a choir having to hold arrow keys for a bit.

    in reply to: Features request: hotkey to toggle head tracking #197881
    Smoils
    Participant

    Well in general head tracking is good to do aiming playing with controller when it works well but often its still better to play with a mouse and keyboard for proper snap shots etc, but head tracking is immersive when you come to a vista or something, basically one of the reasons vr is so worth it for games.

    So ignoring my current issues with the game toggle button could do same function as edge peek. I switch edge peek for combat since it has lower sickening factor, then switching on immersive mod to have game fill my FOV for immersion. Similar way head tracking could be used (technically edge peek already lowers head tracking-to-mouse sensitivity, but small head movements you didnt mean to do might mess longshots still)

    I dont know how much work it would require but ideally default simple setup is good for people who are confused with vorpx as is but having like a cfg file where you could bind any key to almost any function could let people adjust vorpx behavior to fit their specific needs even more than it can be done now.

    There are several groups of people here, some are very confused with the app as it is, but some would love more functionality. I can only suggest things, not demand. What we have is a lot already and lets me enjoy games. Finally as much as I want many quality of life improvements like these I would appreciate generic modern opengl profile like we talked about in another thread and you have said time is limited as is.

    Thats all, seems like everything on the topic here is said. Thanks.

    in reply to: Features request: hotkey to toggle head tracking #197866
    Smoils
    Participant

    Tried all kinds of emulation, gamepad head tracking, gamepad as kb/mouse (kinda works but dont get analog input for driving which is main point of using it) etc. Specifically for gta 4 and especially combined with 1st person mod with all its hacky impementation mouse head tracking is only way to go but interfiles with gamepad input for camera making gamepad camera turn very choppy if my head is moving, like when I want to turn it.

    Anyway whats more disappointing was discovering there is no quick button for toggling head tracking, switching it off in HT tab switches head tracking in immersive screen as well.

    What I wanted was basically 1 button solution to toggle head tracking multiplier to 0 and back to whatever you have set before instead of holding left and right arrow for a while.

    in reply to: Features request: hotkey to toggle head tracking #197797
    Smoils
    Participant

    I will try it again, but it was just too laggy and choppy and was causing same issues when I was switching to kb/mouse – small head movements from head were interrupting mouse/keyboard inputs (in gta 4)

    For now I will use gamepad remapper to input keyboard command for autohotkey to open vorpx menu quickly and toggle head tracking from head tracking menu I guess. See if its really worth having or I will not even want to use it if it was in.

    in reply to: Vorpx Desktop Viewer start with windows #197718
    Smoils
    Participant

    Its like any other software, just google how to run it on windows startup, there are several ways and google will explain it better than me.

    Only question is doe desktop viewer start steamvr automatically and you might have issues if you try to run vorpx as admin as microsoft has made it all very clumsy for security reasons – some software doesnt autostart with some methids because of rights and whatsnot.

    Start by googling something like “start program on windows startup” and see if you get it working first try, if not come back here and ask for more help. And remember – you still need a monitor plugged to view desktop in vr.

    in reply to: Geometry is laggy! Is it my GPU? #197699
    Smoils
    Participant

    4k Z3D, 2k G3D or 3080 are your choices.

    in reply to: AC: Valhalla #197693
    Smoils
    Participant

    Often devs are lazy and milking a dead cow devs especially. So they would use same base, just update content.

    Unless last AC was DX11 and they are selling new GPUs with Valhalla and do DX12 should most likely work.

    in reply to: Transient (G3D) #197654
    Smoils
    Participant

    Borderlands 3 profile works really well with Z3D in this game, seems to be the only way as G3D even when it works well can break in the next scene, very unreliable.

    in reply to: Adam lost memories with Vorpx ! #197653
    Smoils
    Participant

    Well you need large FOV to have games enjoyable in VR. You can use program called Unreal Engine Unlocker, that you can google. You launch the game, it starts in vorpx, load on a level, launch unlocker, select game process and let it hook. Then in game press ~ and type FOV 110 and press enter. That only works for unreal engine games.

    in reply to: Adam lost memories with Vorpx ! #197630
    Smoils
    Participant

    Look like its unreal engine 4 game, should be easy, just try out different profiles of other games on same engine (for example borderlands 3)

    in reply to: Xuan Yuan Sword vii #197629
    Smoils
    Participant

    Sorry I skipped words while reading, UUU tool seems to be a very useful thing combined with vorpx, thanks.

    in reply to: Xuan Yuan Sword vii #197623
    Smoils
    Participant

    I dont see a single line in that “fov fix” regarding actual fov, its just disabling shitty UE4 effects that a lot of devs are fans of for some reason.

    This usually helps with fov a bit

    [/Script/Engine.LocalPlayer]
    AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

Viewing 15 posts - 226 through 240 (of 276 total)

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