Ralf

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  • in reply to: FF7 Remake out 16 Dec, any expectations ? #208116
    Ralf
    Keymaster

    I’ll take a look at the game after the Christmas break, so this is just a general hint.

    If you have G3D working in principle but there is some weird directional blur, you have a 50:50 chance to fix this with the shader tool by disabling the offending blur shader. Not guaranteed to work, but worth a shot.

    That way you can also disable shadows if you want.

    To enable the shader tool:

    1. Enable ‘Expert Settings’ in the config app (‘General’ page)
    2. Enable ‘G3D Shader Authoring’ on the same page
    3. In the game press CTRL+END (or ALT+END) to open the shader authoring

    May look a bit daunting at first, but is really fairly easy, even if you don’t really know what shaders are. You basically flip through the various vertex- or pixelshaders a game uses to find the offending shadows, then add them to the known shaders and define them as shadow (or just disable them).

    Sounds more complicated above than it actually is, and if you happen to be a bit of tinkerer, that can even be some fun on its own.

    in reply to: Almost Ten Years Ago… #208112
    Ralf
    Keymaster

    All good. Was a good opportunity to raise a bit of awareness for the fact that vorpX is capable of a lot more than one or the other may think by just checking one or two games.

    in reply to: Almost Ten Years Ago… #208105
    Ralf
    Keymaster

    No, it’s not “just” another vorpX profile. Like GTA V and RDR 2 since last summer it comes with a game specific mod part for some stuff that wouldn’t be possible otherwise, like e.g. cutscene/menu detection for automatic EdgePeek switching .

    BTW: Even without an external mod portion vorpX profiles aren’t always “just” vorpX profiles. There often is individual programming involved, for auto settings, for the DirectVR memory scanner, for other DirectVR features like auto weapon hide etc. vorpX is way, way more complex than you probably imagine. Aside from the 3D functionlity and all the various DirectVR modules, it even has its own API for communication between game mods and vorpX since several years.

    in reply to: Almost Ten Years Ago… #208103
    Ralf
    Keymaster

    @ both : Yes, free and standalone means that it will be a separate, unpaid download. As a gift for vorpX’s 10 year anniversary.

    Most of you probably aren’t aware of that, but vorpX pretty much was born together with modern consumer VR. The vorpX of today would have been a VR enthusiasts wet dream back then. When vorpX made its first humble baby steps, nothing of what you know as VR today existed, not even affordable headsets. 10 freaking years ago.

    in reply to: Almost Ten Years Ago… #208096
    Ralf
    Keymaster

    Looks like you can read minds. That was actually part of the recent headset sync refactoring/reprogramming. Not as fixed FPS values, but you will be able to cap the FPS e.g. at 66% or 75% of the headset refresh rate. So with a 90fps headset you would choose 66% for a 60fps cap. Will come with the next vorpX version and also in the Cyberpunk standalone mod.

    in reply to: Almost Ten Years Ago… #208090
    Ralf
    Keymaster

    At present stacking multiple fancy named image ‘enhancement’ techniques on top of each other usually doesn’t improve anything beyond a certain point. Garbage in, garbage out. But who knows what the future will bring. :)

    Don’t really understand the head tracking question. It’s 6-DOF 1:1 tracking like in the other two games as well.

    in reply to: Almost Ten Years Ago… #208087
    Ralf
    Keymaster

    Not really. Won’t have any effect on most modern games anyway, MSAA doesn’t really work well with many modern deferred renderers (at least not at reasonable performance costs), which is why many game developers since a few years prefer shader based AA methods like earlier FXAA and now TAA in the first place.

    Like said above: TAA won’t go away anymore for modern games. As much as any VR gamer would (or should) like that. :(

    in reply to: Almost Ten Years Ago… #208085
    Ralf
    Keymaster

    Some games can combine multiple AA methods, but as far as I’m aware Cyberpunk relies on TAA alone. Whether vorpX does TAA or the game wouldn’t really make any difference sharpness wise. The method isn’t exactly the sharpest on earth in general.

    Better get used to dialing down details a bit in favor of a higher and thus crisper resolution. TAA like used in modern games will not go away anymore. These games are primarily made for consoles, i.e. TV’s two or three meters away from you, where many developers don’t really mind a bit of extra blur or maybe even consider it beneficial due to the more cinematic overall look.

    in reply to: Almost Ten Years Ago… #208083
    Ralf
    Keymaster

    It’s the game’s normal TAA (Temporal AA) and thus as blurry as TAA always is. TAA in general is not really well suited for VR. Good old ‘true’ MSAA is (or since it’s practically dead for most non-VR games one must say: was) way better suited for VR.

    DLSS introduces additional blur BTW, so at low to medium resolutions it causes more harm than it does good, especially in VR headset where things are magnified. At high resolutions DLSS does make sense your.

    in reply to: Almost Ten Years Ago… #208080
    Ralf
    Keymaster

    @ all:

    Please consider the vorpX support forum as what it is meant to be: the vorpX support forum and nothing else. That keeps out pretty much any potential flame wars and useless discussions automatically. If anyone likes to fight: the internet is full of places that more or less live from people yelling at each other over nothing. Not here please. THANKS!

    @ drowhunter:

    Coincidence is not always causality. Although I will improve vorpX for my customers whenever and however I seem fit. I find this whole notion rather odd TBH considering that these mods basically are what vorpX does with DirectVR games since ages. If anyone had reason to complain about imitations here, it would be me.

    That aside: this has been planned for quite a while as a 10 year anniversary gift. It’s not even paid. This will be free for everyone.

    Re your GTA V issues: please reinstall vorpX. I uploaded a fix for the EdgePeek glitch when entering cars a few weeks ago, but didn’t raise the version number. Also please make sure that you see XX/90 FPS in the vorpX FPS counter as per instructions. Then there will actually be less stutter when turning since vorpX can factor in gamepad/mouse movement into the frame interpolation if that condition is met. Also it’s 20% faster and doesn’t have head bobbing, which is a fairly huge comfort plus. Not to mention the better in-vehicle perspective, removal of many nauseating camera movements and fully decoupled walk/look under all circumstances.

    @ fubar:

    Just to emphasize what drowhunter said: please keep it civil. I have redacted your post (one word removed), sorry. In general please keep my wish under @all above in mind. Better for everyone.

    @ Lawrence:

    AA is handled by the game, so it uses its TAA, like (rather unfortunately) most modern games.

    in reply to: Trying to redownload #208064
    Ralf
    Keymaster

    You can always get a new download from the link below:
    http://www.vorpx.com/request-new-download

    I have already sent you one to the mail address that used to register here though (jo…@hotmail.com), so no need to do that this time.

    in reply to: Almost Ten Years Ago… #208060
    Ralf
    Keymaster

    With a high-end machine (fast CPU, RTX3080 or better) raytracing is possible at medium resolutions with DLSS, but my personal suggestion would be to rather go with a higher resolution and no raytracing. That’s also what the settings suggestions will show. While raytracing without a doubt makes the game look totally awesome, a crisper image in the end is the bigger overall benefit.

    Z3D stays available BTW without losing any of the other benefits the mod provides, like 6DOF tracking, auto EdgePeek and so on. So that will still be a perfectly valid choice.

    in reply to: Almost Ten Years Ago… #208039
    Ralf
    Keymaster

    No, sorry. It’s a full-blown game specific mod using Cyberpunk 2077 mod functions, not just a profile. vorpX is “just” the headset backend/framework. Similar to how GTA V and Read Dead Redemption II work since last summer.

    in reply to: Almost Ten Years Ago… #208037
    Ralf
    Keymaster

    Both. Exact release day isn’t 100% clear yet. Sometime next week.

    The next vorpX version wil have the mod included to make it easier for you guys, but this will also be standalone. A little extra thank you for the always exciting, yet far from always easy 10 years since I started working on what would then become vorpX.

    BTW: no (affordable) VR headsets existed at the time. This was the first self-built device that vorpX ever ran on. True cyberpunk if you want. ;)

    Ralf
    Keymaster

    What he meant is the shortcut for temporarily unlocking the mouse while the “Try Pitch (Y-Rotation) Lock” option in enabled. That one is hardcoded currently for reasons mysterious even to me. ;)

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