Smoils

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Viewing 15 posts - 16 through 30 (of 276 total)
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  • in reply to: Baldurs Gate 3 #216987
    Smoils
    Participant

    BG3 using divinity engine, so try latest divinity profile from the cloud

    Smoils
    Participant

    ?-?-?

    WTF?

    What screen are you talking about? There is some short window popping up once in a while (mostly those messages from guys who made a profile) but that one goes away by itself, so are you sure it´s not something within your config?

    He means in BETA and it is quite irritating

    in reply to: I wonder if vorpx can have a feature like this #215811
    Smoils
    Participant

    I have a strange feeling I already made such post seeing that video first time lol

    in reply to: elden ring #215582
    Smoils
    Participant

    I worked all yesterday to make Elden Ring work hook with vorpX. Ralph is my hero, the new Beta 23.0.1 manages to hook perfectly after renaming eldenring.exe to start_protected_game.exe. Extra props to dj1212 and MGSnake19 for their great cloud profiles. Steam loads my steam controller profile so does that mean that avoiding EAC breaks my steam controller? I would appreciate any work arounds because my God I am loving the 3D on this, but I have 100hrs into this with a steam controller so its hard to go back.

    You can try using x360ce (https://www.x360ce.com/) software to emulate xbox controller from your steam controller

    in reply to: half life 1 ray traced profile #215449
    Smoils
    Participant

    Great that HL1 got the raytracing treatment, sure worth tinkering around with.

    BUT: if you actually want to play Half-Life, play Black Mesa: Source with vorpX instead. Half-Life was great at the time for sure, but Black Mesa is the better game in every imaginable way. Incidentally also one of the highend vorpX profiles with DirectVR support at its fullest extent. And it actually looks better than the raytraced HL1 (way better models and textures) while being 10x faster.

    Pretty much a close to native VR experience, and even better if you add two or three shooting related controller gestures with the latest vorpX beta.

    Thanks Ralf, already experienced that awesome game in awesome Vorpx Vr

    in reply to: half life 1 ray traced profile #215440
    Smoils
    Participant

    Just in case you aren’t aware, there’s a good VR mod for HL1 with full VR and motion controllers, available on Steam. I’m playing through it now, and I realized that I never played HL1, I started back in the day with HL2. A lot of things make more sense now, go figure.

    I love vorpX but I think a dedicated mod is even better. Anyway, I realize that none of this answers your ray-traced question. :)

    Thanks, I know of it, tried both on quest and steam, but Ive played hl1 before and ray tracing is more refreshing than full vr mod for me to muster a will to try it again.

    in reply to: half life 1 ray traced profile #215407
    Smoils
    Participant

    I remember seeing the video maybe a week ago, and thinking: Man, this will most certainly not work in vorpX!

    I hope there’s a solution at some point though.

    I dont think there is a chance either – tried it with alternative and while many shaders work, 3d shader when viewed in depth buffer mode kinda shows depth buffer but its covered all over in small squares that flicker all over like noise.

    So depth buffer is kinda corrupt, the other way is G3D, but ray tracing is already taxing in 1 camera, for 2 cameras it will either not work at all and render in 1 eye only or be too taxing on any GPU

    in reply to: Best Games #215380
    Smoils
    Participant

    1. Cyberpunk 2077
    2. The Witcher 3 (Ego Mod)
    3. Deus Ex Mankind Divided
    4. Metal Gear Solid 5 (Ego Mod)
    5. Dying Light 1+2
    6. Watch Dogs 1 (Ego Mod)
    7. Assassin’s Creed 4: Black Flag

    EGO mod?

    in reply to: Atomic Heart Tutorial #215352
    Smoils
    Participant

    Thanks Luka! In the video I use a tool called Universal Unreal Engine Unlocker for 120 fov and It Is marvelous! because we can change the Fov in all Unreal games. Is there any diference? And another question, could I use the mod for another games or only in Atomic Hearts?

    Only big issue of UUU is that fov set there will be locked game wide, unable to be changed by the game. If possible use any other solution available and only choose this as last resort.

    What it will do is set same fov in game menus, cutscenes, weapon zooms etc. You will be unable to have it change like its supposed to throughout the game like weapon zoom for example, one workaround is to use autohotkey to open console and input lower fov for those cases, but its not ideal.

    in reply to: Freeing up the Camera #215166
    Smoils
    Participant

    No easy somlutions for that, especially if game doesnt even have a mouse control to do so. Only way that was done in other games is by finding camera data in memory and modifying it to match head movement like vrscan works in vorpx on official profiles or done similar way by other software.

    in reply to: Witcher 3 Next Generation Patch #215057
    Smoils
    Participant

    On beta tried newest witcher 3 and while full 3d worked, I wanted higher res and better frames so I tried z3d and it wasnt working. Tried using generic z3d profile did have depth in withcer 3, but strangely official profile doesnt work for me. Considering generic had depth I assume none of w3 settings interfered and I launched both in dx11, so pretty sure z3d on official profile just didnt work for whatever reason.

    in reply to: Red Dead Redemption 2 #215056
    Smoils
    Participant

    Not really same, reshade even in 4k looks worse than vorpx and I can never adjust 3d as good and as comfy to the eyes as vorpx has. There are games that vorpx wont work with that I tried to use reshade, but eventually went to just playing in vr with a flat screen because half resolution of reshade solution just wasnt good enough.

    in reply to: Head tracking in first person games #214953
    Smoils
    Participant

    You can kind of achieve this by using vorpx vr controller input so movement is on a stick and then running applications like natural locomotion or similar, those things use head based input which is how it works in vr-ified fps game into arm swinging or any other way based on controller or other device direction.

    So you can be moving forward with your chosen software/device and looking around with your head. Ive tried this with both natural locomotion and vr shoes and it was working fine after some fiddling.

    in reply to: we want more gesture!!! #214749
    Smoils
    Participant

    I really like head tilt strafe natural locomotion has, feels very natural.

    So my suggestion is: add HMD gestures, like A/D strafing if you use movement thumbstick while head is tilted at certain angle.

    Smoils
    Participant

    Open C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe, you need to do it each time you connect to PC, like even if quest disconnects while on standby from airlink you need to launch new debug tool instance and then disable Asynchronous spacewarp in there.

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