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RalfKeymasterI implemented the fallback hooking mechanism that I mentioned above for the latest vorpX version. Unfortunately it seems to cause just as many problems as it solves, so it might get removed again.
The RE2 first person mod should work now incl. GUI in the headset, at least sometimes…
The underlaying issue is that the mod hooks into same functions as vorpX to display its GUI. Multiple hooks into the same functions always potentially causes problems. The best course of action in such a case is removing the conflicting mod.
RalfKeymaster@ Higgenboober
vorpX comes with its own frame interpolation (time warp) that can utilize some extra pixels on the sides during interpolation. Compared to the headset vendor interpolation techniques used by other mods that way you get less black sliding in when you rotate your head. Hence 4:3 is a good choice.
A fully visible body doesn’t really work that well since vorpX also let’s you play standing with VR controllers (as gamepad substitute). Since one never fully stands still, every step to the left or right would move you away from the body. Personally I also found the arms quite annoying while aiming, but that’s probably a matter of preference. I did some experiments with fading in the body when you look down though. No promises, but possible that something like that will make into the next release.
@ xops37
With your 1080 you have to find a compromise between image quality and framerate with G3D, the game is too demanding for delivering both with your GPU. Unfortunately the game’s antialising is so blurry that you need a fairly high resolution for a crisp image, so you’ll probably have to settle for a somewhat blurry image.
I have this gfx mem error every blue moon here. I don’t think it’s really a memory problem, more likely some multithreading issue with vorpX being hooked in. Hard to diagnose unfortunately since it happens so rarlely and vorpX’s global exception handler doesn’t kick in. Usually a game restart should suffice.
RalfKeymasterFirst please try to reset the game’s graphics details to default. Occasionally one or the other option may cause issues. Also check whether it’s maybe related to shadows/light by turming shadows off in the vorpX menu (image page).
RalfKeymastervorpX can’t adjust the resolution in RDR2, you should set a 4:3 res though as suggested by the instructions in the top/left corner of the game window. Widescreen resolutions do work, but are a waste of GPU power since a lot of pixels get rendered that you will never see in the headset.
RalfKeymasterBad news: no way to address this with a profile update, requires a code fix. Good news: will work again in the next vorpX build (don’t have a date yet though).
Jul 16, 2021 at 12:36pm in reply to: Vampire the Masquerade Bloodlines Randomly Stopped Working #205273
RalfKeymasterShould work in general normally. Just tried a fresh install of the Steam version with the latest unofficial patch (10.9.1, default install options).
If you haven’t done so already, please first try the trouble shooting options that appear in the “Attaching to…” dialog after while. If that does not help, check for conflicts. The trouble shooting guide on top of this sub-forum has more details on that.
The only thing that didn’t work for me is the .ini edit for adjusting the FOV, since apparently more recent versions of the unofficial patch use their own .ini. For the time being browse to [Vampire install folder]\Unofficial_Patch\cfg and add the following line to autoexec.cfg:
bind “F4” “fov 112; default_fov 112”
With 112 being the right value for a 4:3 resolution, e.g. 1600×1200 or 1920×1440, may differ for other aspect ratios. The next vorpX will handle that automatically for recent versions of the unofficial patch too.
You will also have to empty the DirectVR memory cache and rerun the scanner for DirectVR head tracking once. vorpX ‘thinks’ the cache is valid, but in fact it isn’t for the unofficial patch.
RalfKeymasterIt’s just better to stay ‘all Oculus’. VD is a great tool, but using it together with vorpX just adds unnecessary steps into the process that makes things more complex and prone to stutter/judder. Unless you have a very specific reason to use VD, use vorpX in native Oculus mode (change the headset type to Oculus in the vorpX config app) over Link/Airlink.
RalfKeymasterZ3D still working fine here, but it may not work with DLSS enabled, so if you have DLSS on, try to switch it off.
Personally I found the DirectVR (alternate frame) G3D to work halfway decent with a minimum framerate around half the headset refresh rate, typically 45. So if you can reach that somehow, you should be good. Ideally you should reach 90 (full headset refresh rate), but with a 1080 that might be out of reach even with fairly low settings.
If you want to disable the RDR2 mod that comes with the latest vorpX version entirely, you currently have to rename/delete a file. I’ll add an switch to the menu for the next update. For the time being please rename/delete vpxRDR2.dll in C:\Program files (x86)\Animation Labs\vorpX\Plugins.
RalfKeymasterFour options:
1. Exit the game from the main menu
2. Rebind the exit key in the game options
3. Rebind the vorpX menu key in the vorpX config app
4. Exit the game via ALT+F4Additional workarounds: ALT+TAB out of the game and close it via its taskbar icon or the task manager.
RalfKeymasterThat’s sounds weird. vorpX isn’t supposed to change the resolution of the game.
Please check what happens when you change it manually and then restart the game. Let me know if vorpX changes the resolution afterwards. It shouldn’t normally.
RalfKeymasterStill works fine after the update. Many other mods are broken currently, but vorpX luckily doesn’t use any of the functions that don’t work anymore, so it isn’t affected by the issue.
If you don’t see a message about settings being changed when you launch the game, there probably just isn’t anything to change currently. This message only appears when vorpX actually has changed something. If all settings are like vorpX expects them, no message will be shown.
If adjusting settings doesn’t work anymore at all, please check whether you maybe have disabled it on the DirectVR page og the vorpX menu.
RalfKeymasterI can’t really say anything else than what I said above alraedy: in G3D profiles the base settings are dialed in to provide up to five times the realistic 3D-Strength for those who want a dollhouse effect. Base parameters are typically dialed in so that the default 1.0 provides realistic 3D, by raising the strength you can get five times more if you want, corresponding to the inter-eye-distance of a respectable hammerhead shark.
No native VR-game lets you do something even remotely like that. vorpX does, although this is not really what it is supposed or meant to do. On an admittedly slightly annoyed sounding sidenote [insert rolling eyes here]: sometimes I wonder if all other VR devs also are forced to have this discussioun on a regular basis considering that in contrast to vorpX they don’t offer such an option at all. Or maybe they aren’t BECAUSE there isn’t such an option in their games in the first place. I’m almost tempted to try. ;)
For Z3D that much 3D is too glitchy, hence for Z3D profiles the max. limit has to be lower unfortunately.
Seriously guys: If you want a developer (anyone actually) to answer your questions in an open and direct way, you have to accept the possiblitly that sometimes the answer may not be the one you hoped for. The alternatives are no replies at all or meaningless feelgood replies (‘Thanks! Great feedback, we have have forwarded your suggestion to the team’) as you would typically get in forums of bigger devs/publishers. They know why they do it that way, but that is not what I want for you here.
RalfKeymasterFor FullVR mode the right FOV is actually more important than stereo 3D. With the FOV being right and no 3D you get what you get when you close one eye in reality: mono, but still works in principle. FOV being wrong however doesn’t work at all, with or without 3D, since you get a warped/zoomed image that is just nauseating.
In immersive/cinema mode the FOV doesn’t have to match exactly, which makes it more forgiving in that respect, but as you suggested, the closer it matches your actual FOV, the better in immersive/cinema mode too.
When it comes to setting up a game where vorpX doesn’t handle FOV/3D automatically, always keep these priorities in mind: FOV first, 3D second. No way at all to get things right in FullVR mode without the right FOV, and also in cinema/immersive mode a matching FOV does wonders.
RalfKeymasterI expect it to work just fine for RDR2, will check tomorrow to be sure. There isn’t really any point in its new alternate frame G3D pipeline that I can imagine to cause issues.
For both normal G3D and Z3D things are bit more complicated since DLSS may confuse certain size based stereo 3d heuristics. So in these cases it depends on the game, respectively certain profile flags that may or not be active for a game.
RalfKeymasterNo official profiles, but according to RJKs engine list that covers many user profiles there are two profiles for older Sniper Elite games.
Since the engine apparently is in development since almost 20 years, covering multiple Direct3D versions during that time, it’s fairly questionable whether these profiles do anything for the latest titles based on the engine, but it’s still worth a shot to try them.
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