someskunkfunk

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Viewing 4 posts - 16 through 19 (of 19 total)
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  • someskunkfunk
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    Yes, you still get regular head tracking for mouse look with just the DK2 + vorpx but wherever you look your gun points whereas if you add track ir as well you can look independently of your mouse aim so you can run forward while looking left or right or over your shoulder behind you etc..

    in reply to: Call of Duty Black Ops 1 #17168
    someskunkfunk
    Participant

    Yes, BO 1 was the only other COD besides MW3 that worked with geometry 3d for me at this stage. Ghosts (worked when I ran vorpx NOT as administrator), BO 2 and have z-buffer and COD 2, MW, WAW and MW2 wouldn’t hook but I didn’t spend a whole lot of time trying if it didn’t hook right away. Would love to Ghosts SP especially in geometry 3d as that has almost perfect 3d rendering with nvidia 3d vision anyway. The earlier titles have more issues with problematic shaders in stereo 3d like BO 1 has halos if smoke is in the background but it’s not bad.

    BO 1 for some reason only has an fov slider for MP but you can bind a key in the config file for SP by adding a line like: bind 1 “cg_fov 90” to toggle a higher fov but you have to hit the key you assigned each time a level loads.

    MW3 is more cinematic and realistic looking but BO1 also has a combat training mode in MP where you can set up bot matches for any of the multiplayer maps (can also turn off the hud for more immersion) as well as zombie mode so it has good replay value in that respect.

    someskunkfunk
    Participant

    Yes, at 100 fov I can get it looking great at max depth without having to change the vignette and scale as bcozier mentions but I also noticed when adjusting settings for Skyrim if I lowered the fov from 120-to 100 to get the scale of the hands right (larger) the scene no longer looks deep enough at max depth and then I have to mess around with the other settings to try and get it looking squared up again vs. being able to increase the depth (or is there a better way to adjust that?). I prefer to be able to get a 1 to 1 real life sense of scale & depth if possible so I first try to get a near object to life size by adjusting fov, then adjust the depth & aspect ratio until the rest of the scene looks to be the correct dimensions. So when I start increasing separation it looks more and more correct until it hits a wall at 5 and isn’t quite there yet like it would be perfect at “7” if I could raise it that high.

    someskunkfunk
    Participant

    Nice find, indeed it looks great! There is also a FOV changer for this one you can get at http://www.mapmodnews.com/article.php/Modern-Warfare-3-FoV-Changer-MP which goes up to 100 fov so you can get things a more realistic size at full scale and adjust it in game with + & – keys to fine tune it.

    In general I wonder if for future vorpx versions the max separation strength could be increased beyond the “5” level for games where the fov is locked at a low level? It seems like when that is the case I can’t push the depth out far enough to get the perspective squared up.

Viewing 4 posts - 16 through 19 (of 19 total)

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