someskunkfunk

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Viewing 15 posts - 1 through 15 (of 19 total)
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  • in reply to: Star Wars Battlefront 2 – Not Hooking – WMR #204268
    someskunkfunk
    Participant

    There’s a conflict with openXR and the Nvidia Ansel .dll, try disabling the Ansel .dll (AnselSDK64.dll) in the game dir by changing the extension to .dld or something else. Ralf is working on a built in solution but for now that should get it hooking again. FYI BFV also has the same issue.

    in reply to: vorpX 21.2.3 Available Now #202130
    someskunkfunk
    Participant

    Just to update in case others have the issues I had at first with WMR:
    The kb5001391 win10 update seems to have fixed the hooking issue for most games. For BFV and SWBF2 disabling the Ansel .dll (AnselSDK64.dll) in the game dir by changing the extension to .dld or something else allowed those to hook. Also if you experience very low FPS (like 10fps) check that the direct mode async render is not turned off in the vorpx settings in-game. Now it’s working great, smooth as butter and the additional immersive screen size and position options are awesome. Great update!

    in reply to: vorpX 21.2.3 Available Now #202040
    someskunkfunk
    Participant

    I’m having trouble getting games to hook in openxr mode that all hook fine in steam vr mode. So far only Shadow of the Tomb Raider hooks in XR mode and doesn’t crash at start. It also runs much more smoothly than through steam vr so I can see the update working as intended for that but other games either hang and I get the message about it taking longer than expected, do I want to install hook helpers etc… also tried that to no avail and some start the triangle fade out in WMR then it crashes right back to cliff house. These are some I’ve tried:
    BFV – hangs
    SWBF2 – hangs
    Witcher 3 – fadeout and crash in wmr, game continues to run on monitor
    Dishonored – fadeout and crash in wmr, game continues to run on monitor

    HMD is G2, RTX3090 GPU

    Thanks!

    in reply to: Ralf: HP Reverb G2? #200676
    someskunkfunk
    Participant

    Since I never use motion controllers with vorpx anyway, you could perhaps release a version without controller support first? ;)

    Also never use motion controllers with Vorpx. Really looking forward to this either way! thx

    in reply to: Star Citizen Free Look #198823
    someskunkfunk
    Participant

    Yes, that’s what I’m doing currently but everything is slightly smaller in immersive screen at -1 than in full vr mode image zoom 1.0. If you switch between the 2 modes at those settings everything looks about 10% smaller in immersive screen mode and with a slight tilt up or down you can see the screen edge so it’s tantalizingly close to the same world scale at -1 but not quite the same. FOV does probably need to be able to go to around 120 but many games can do that or have hacks/mods to get that wide an FOV. Some way to lock the HUD in space in full vr mode or have a mouselook only full vr option would also solve the issue of the always slightly out of focus HUD elements but I’d imagine just increasing the max limit for screen distance from -1 to maybe -1.5 for immersive mode would be much easier to do though? Even the best HMDs have relatively small sweet spots so having things on the edges of the display you cant turn your head to look at directly becomes a problem leading to eyestrain. Edgepeek is great for many situations and one of the best features of vorpx but having to use it just to read the minimap or dialog clearly every time can get tiresome so I much prefer immersive screen mode. Just wish it went to the same screen size as full vr mode. Thanks!

    in reply to: Star Citizen Free Look #198800
    someskunkfunk
    Participant

    Ok, thanks for clarifying. Love the scale of full vr mode but all the hud items like mini map etc are then always outside of the hmd sweetspot and I have to use edgepeek just to see them clearly whereas in immersive screen mode I can simply turn my head to glance at them in focus. Please consider letting us make the immersive screen as big as the full vr screen someday, I realize you get bombarded daily with feature requests but if the option to move the screen closer is already in the immersive screen menu would it not simply be a matter of increasing the allowable ranges or is there some other reason not to allow it beyond -1 for screen distance? Thanks!

    in reply to: Star Citizen Free Look #198789
    someskunkfunk
    Participant

    Will running Track IR enable that option to use track IR instead of HMD tracking for any profile or does it need to need to be a game and/or profile that specifically supports Track IR? I’d like to have mouse only head tracking in full vr mode somehow and I have a Track IR I could dust off if that will get me there by having it on but disabled in vorpx or on but sitting on the desk centered. Any way to achieve mouse only head tracking in full vr mode for something like cyberpunk for example? Thanks!

    in reply to: [Feature Request] More screen size/distance options #198735
    someskunkfunk
    Participant

    Yes, it technically works setting vorpx to generic 3d display and using VD in SBS mode but at about 1/4 the FPS vs just vorpx from what I’ve tested. I’d love to be able to achieve the scale of full vr mode but with the decoupled mouse vs head movement of immersive screen mode. Going to -1 in screen distance gets close but not quite there. Even extending it to go to -1.5 might be enough to do the trick if that is simpler. I’m not sure if when there are no other visual cues when viewing a 3d stereo projection it matters if the screen is bigger or closer in the virtual space. Wouldn’t you be converging your eyes based on the separation distance of the object you are focused on no matter where the plane of the screen is like looking through a window at something? Anyway, love the immersive screen mode, just wish we could get the game world scale of full vr mode there too. Thanks.

    in reply to: [Feature Request] More screen size/distance options #198670
    someskunkfunk
    Participant

    I’d also love to see this added as an option for immersive screen gaming. Increasing FOV and 3d strength make objects appear smaller so that even at -1 for screen distance I’ll still have to reduce 3d strength to get objects closer to life sized. Now that we have hardware that can better handle higher resolutions the ability to increase screen size as well would be great. Thanks!

    in reply to: Can the Battlefield games be played online? #190212
    someskunkfunk
    Participant

    I use m&k, head tracking sensitivity set to 0 so only the mouse moves the in game view, fov as high as it will go in game and immersive screen zoomed in to -1 (wish it would go even further to get the scale of full vr mode but with only mouse for aim movement) then adjust 3d strength and depth weighting until it looks as geometrically correct as possible. It’s pretty close to a full vr view then with independent head to look around at the screen and mouse for gun control then and I can still aim very precisely. Full vr mode with the hud turned off and a gamepad is also fun for the visuals but a serious handicap for me anyway in terms of gameplay, most of them also have offline missions that are fun to try like that though.

    in reply to: Can the Battlefield games be played online? #190182
    someskunkfunk
    Participant

    I’ve played many hours of BFV, BF1, BF4 and SWBF 1&2 multiplayer online using vorpx with no issues. I personally like z-normal 3d and immersive screen mode for FPS like these so I’d say go for it, they are amazing in 3d.

    in reply to: Suggestion. Allow larger screen in immersive mode #185282
    someskunkfunk
    Participant

    Thanks for adding this option! Please allow us to be able to reach the same scale as the screen in full vr mode though so that we can use keyboard and mouse for aim/movement and look around in the frame without moving the screen or mouse. For me it’s mainly about achieving a life size scale of in game objects for shooters like BFV, BF1, SWBF2, BO4 (works using BO2 profile) etc.. without having to lower FOV. It can be done by recentering and moving the chair forward but that’s inconsistent and needs to be dialed in each time so why not let us go beyond -1 for the offset distance or make that available when expert settings are enabled? Playing with z-normal 3d at 4k in immersive screen with mouse and kb works great for FPS games but it’s just a little below life-sized even at -1 screen offset. Thanks!

    someskunkfunk
    Participant

    Depends on the game and how much GPU muscle/vram you have to throw at it I guess, with 2gb vram it worked fine for me with all the same settings it was running at before and I always had it maxed out.

    in reply to: Medal of Honor: Airborne (2007)? #17417
    someskunkfunk
    Participant

    MOH Airborne is openGL and vorpx only works with directx games currently. If you want to see how good a FPS can look on the DK2 with vorpx grab COD MW3 (black ops 1 also works pretty well)

    someskunkfunk
    Participant

    The dayz epoch mod works when I enable it in Arma 2 OA then restart but it didn’t work when I tried launching it directly from the dayz commander mod manager for some reason, anyway it look like mods will work too if launched directly from the game. Otherwise for dk2 movement it basically becomes your mouse in game (you can use your regular mouse as well) and you can still toggle freelook with a key as usual but by adding track ir (or free track might work too) it makes it automated + being able to zoom in and out, lean around corners etc… so you can add positional tracking if you’ve got the extra gear even though it’s not officially supported through vorpx yet like it is for Skyrim.

Viewing 15 posts - 1 through 15 (of 19 total)

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