Ralf

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Viewing 15 posts - 2,041 through 2,055 (of 10,066 total)
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  • in reply to: Resident Evil 8 THE VILLAGE #205213
    Ralf
    Keymaster

    This isn’t really about evolving or opinions, it’s a conflict of goals between what VR is and the exaggerated Stereo 3D that S3D enthusiasts like you prefer.

    The strength of the 3D-effect in reality (as well as virtual reality) is defined by the distance between your eyes. “More 3D” than that is simply wrong in terms of replicating reality. If you consider the 3D effect in native VR games not immersive enough, you must also consider reality not immersive enough… Now one could argue who cares, it’s all virtual, but as far as Z3D is concerned, it can only do so much before things start to fall apart due to its inherent artifacts.

    To cater for the needs of S3D enthusiasts in G3D mode vorpX typically allows a 3D-effect that corresponds to having your eyes 30cm apart, i.e. about five times stronger than what is realistic, but with Z3D something like that is just too glitchy unfortunately. I will however revisit a bunch of older profiles and adjust their base parameters to match how the RE8 and CP2077 profiles work.

    in reply to: Resident Evil 8 THE VILLAGE #205208
    Ralf
    Keymaster

    Max Z3D in RE8 is already twice as strong as in most other Z3D profiles to please guys like you, it’s also enough to create a realistically strong 3D effect except for objects very close to the camera (<50cm or so), which isn't really what you look at 99% of the time while actually playing a game.

    Z3D in general is not suitable for unrealistically exaggerated dollhouse 3D due to its inherent artifacts. No Z3D algorithm is. I understand that apparently you don't care about half the image being completely broken for the sake of "more 3D", but that's not what vorpX is about.

    vorpX is about VR and stereo 3D is only a part of VR. 3D in VR means realistically strong 3D. No native VR app does anything else. If you think RE8 with vorpX doesn't have "enough 3D", you could just as well complain about the same thing for every native VR game out there.

    in reply to: ENB in Skyrim: Legendary Edition? #205197
    Ralf
    Keymaster

    No, but there is no reason to do that. It just works, you can click the warning away. It’s just a generic hint that is always shown whenever a potentially conflicting DLL is detected to make users aware that things *might* not work as expected.

    Ralf
    Keymaster

    vorpX has built in TrackIR support since a few versions, no need to launch OpenTrack manually. All you have to do is enabling TrackIR on the input page of the vorpX menu.

    Not sure wherher that’s somehow related to your issue, but it’s worth a shot to try that instead.

    in reply to: Dark souls remastered does not start. #205191
    Ralf
    Keymaster

    I can confirm this one. No immediate solution unfortunately, I’ll have to take a closer look at this. Probably something that won’t be solvable before the next vorpX update, but if I manage to fix it with a profile tweak, I’ll let you know next week.

    in reply to: WMR Reverb G2 Full Vr mode zooms out to infinity #205189
    Ralf
    Keymaster

    It’s a bit worrying that two potentially tracking related WMR issues pop up on the same day, but I also can’t replicate this one.

    As far as vorpX is concerned the last update was the one from three weeks ago, not sure whether there has been a WMR update in the last days.

    One thing I noticed while checking this is that there seems to be some minor issue with ALT-SPACE recentering while in EdgePeek mode. Just caused a small offset for me, but that is the closest I observed to what you experienced. So the only thing I can suggest is trying to recenter while the normal view is active, not in EdgePeek mode.

    Ralf
    Keymaster

    Works for me with a G2. I recall a similar issue with an earlier version of the WMR OpenXR runtime while developing the OpenXR vorpX support that was related to render target sizes. Maybe that’s back somehow. That should affect any game though.

    If you happen to have the WMR OpenXR developer tools installed please make sure to reset everything to default in the developer tools.

    The only other thing I could potentially imagine is that there maybe is some tracking calibration issue, although that should also affect any game. Might still be worth a shot to repeat the WMR headset setup.

    BTW: The vorpX profiles for the original DX9 Bioshock 1/2 versions provide better DirectVR support incl. positional tracking via DirectVR. IMO that easily beats the slightly higher res textures you get with the remasters.

    in reply to: ENB in Skyrim: Legendary Edition? #205186
    Ralf
    Keymaster

    Out of curiosity I just checked how vorpX and ENB get along together these days and very much to my own surprise it should work with the wrapper version. vorpX will display its deafult d3d9.dll-in-game-folder warning message, but you can simply ignore that.

    Haven’t really checked whether there maybe are any glitches, but as far as I can tell things should work largely fine.

    in reply to: Fallout New Vegas Adjust HUD Angle? #205183
    Ralf
    Keymaster

    When you run the DirectVR scan, make sure to look straight ahead. Although I don’t recall Fallout:NV to be among them, in a few games that may be important to get the horizon calibrated right.

    Ralf
    Keymaster

    For playing in cinema mode without head tracking you will have to disable the new RDR2 beta mod that comes with this release. Currently there is no option to do that from the menu, but renaming the vpxRDR2.dll in C:\Program Files (x86)\Animation Labs\vorpX\Plugins will do the trick.

    in reply to: ENB in Skyrim: Legendary Edition? #205179
    Ralf
    Keymaster

    Since ENB and vorpX hook into the same D3D9 functions, ENB mods create a conflict with vorpX. In the past the injector version of ENB used to work, but admittedly I haven’t tried since a very long time, so I’m not sure wheher that is still the case.

    The only other chance you may have to get an ENB mod running is switching to alternative hooking in the vorpX config app. With a bit of luck that may change whether the mod or vorpX first hook into the game.

    If that doesn’t help there isn’t really anything else you can do aside from uninstalling the mod.

    in reply to: GTA5 : vorpx info message won’t close. #205178
    Ralf
    Keymaster

    Using the left CTRL+ALT+SHIFT keys should do the trick.

    The image on your monitor is perfectly fine though. GTAV and RDR2 now use a new 3D-method where the two eyes are rendered at alternating frames, which looks a bit weird on the monitor, but gets processed to look right in the headset. You can switch to a different 3D method in the vorpX menu to change that, but unless you have an actual issue with the alternate frame 3D (some find it uncomfortable), I’d suggest to leave it that way.

    Cpntroller input should work perfectly fine normally. May be some input focus issue. Try to click into the game window once to ensure it’s running in the foreground. If you have mods installed, please also try without, one of them might interfere.

    in reply to: GTA V phone HUD extreme offset #205177
    Ralf
    Keymaster

    That’s one of the things I will have to take a closer look at for the next release. Sometimes the screen is on the phone, sometimes not. Fairly odd issue… For the time being please switch to EdgePeek mode when the screen is unreadable (mousewheel/right thumbstick click). That will zoom the view so that you can see screen.

    in reply to: Nier: Automata only rendering left eye #205176
    Ralf
    Keymaster

    Judging from what the mod does it probably also hooks into the graphics pipeline and thus creates a conflict with vorpX. The only thing you can try that *might* help is switching to alternative hooking in the vorpX config app. With a bit of luck that may change whether the mod or vorpX first hook into the game.

    If that doesn’t help there isn’t really anything else you can do aside from uninstalling the mod.

    in reply to: Feature request #205154
    Ralf
    Keymaster

    Just for the record: I didn’t say VD is weird, it’s not. Not really a must-have if you have vorpX, but of course it’s a very well featured desktop viewer. What I said was that using vorpX in ‘Generic 3D-Display’ SBS mode and then grabbing the resulting image with VD is weird. There really isn’t anything to gain by that: worse image quality than using vorpX as intended, more stutter/judder, pretty much all vorpX features except basic 3D creation unavailable. Just not something you should even consider to do.

    That aside:

    Although originally the immersive screen controls were intentionally simple, I’m fairly sure by now the vopX screen is at least as customizable, if not more, since there had been so many requests in the past for this or that special case. You can scale it from about 0.5-5m height, change the distance from about 0.5-10m, bend it in both dimensions, tilt it to make it work reclined, apply gamma/sharpening filters, apply two different backgrounds for normal/EdgePeek view and so on.

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