Ralf

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Viewing 15 posts - 2,116 through 2,130 (of 10,066 total)
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  • in reply to: vorpx 21.2.1 Read Dead Redemption 2 command issues #204818
    Ralf
    Keymaster

    The new vorpX connection mod for the game is not really meant for the Generic 3D Display Mode, since in that mode vorpX can’t apply the magic that is necessary to improve the Alternate Frame 3D experience. Also the mod changes controls slightly to work better with VR controllers.

    Since this profile is now so heavily VR optimized, your best option is disabling the vorpX connection mod for the game. Didn’t try that myself, but theoretically renaming the vpxRDR2.dll in c:\program files (x86)\Animation Labs\vorpX\Plugins should get you back to the prior state.

    In general please always keep in mind that vorpX’s sole focus is VR. I can’t really optimize profiles for the Generic 3D Display Mode due to time constraints unfortunately.

    in reply to: GTAV Control Issues #204817
    Ralf
    Keymaster

    Please try to reset the profile to default once as suggested by the message you see in the top/left corner of the game window. Since the profile for the game now works entirely different, it is important to reset old settings once.

    in reply to: vorpX 21.2.3 Available Now #204816
    Ralf
    Keymaster

    I’ll definitely take a another stab at getting rid of the HUD glitch. The usual way that vorpX uses to make HUDs 3D causes this annoying glitch unfortunately in GTA V.

    Not sure about your other issue. Incidentally Reverb G2/OpenXR is what I currently use too most of the time. Never encountered what you experienced. If you want, please create a troubleshoot data archive in the config app and send it to support at vorpx com. Maybe the logfile contains something useful.

    in reply to: Does CAS work in Vorpx? #204808
    Ralf
    Keymaster

    vorpX has a sharpening filter built in, you can enable it on the ‘Image’ page of the vorpX menu. Depending on the resolution the game runs with values between 0.5 and slightly above 1.0 typically yield good results without oversharpening the image.

    in reply to: vorpX 21.2.3 Available Now #204798
    Ralf
    Keymaster

    Just in case: if you played the game before this update with vorpX, please reset the profile to default once.

    The gamepad should work natively now, car controls shouldn’t differ at all from playing the game without vorpX. Prior to this update vorpX had to override the gamepad to enable head tracking, but that is not necessary anymore.

    in reply to: VorpControl64.dat crashing #204795
    Ralf
    Keymaster

    How odd. Just did a few tests with the release build, but don’t get that here. While it’s not really critical due to the restart mechanism, it’s not really good either. vorpControl does some cleanup normally after a game exists, which won’t work when the vorpControl instance that initiated the hooking crashed.

    Would be great if you could send me a trouble shoot data archive to support at vorpx com. With some luck the vorpX log file shows something useful.

    in reply to: vorpX 21.2.3 Available Now #204790
    Ralf
    Keymaster

    Please be aware that this ALT-blocking feature exists for a reason since some vorpX hotkeys also use the ALT key, I didn’t just put this option in because I felt like it. :) In some games disabling the lock can – and will – cause issues. E.g. in GTAV disabling it will cause seemingly mysterious video clip recordings since ALT is the game’s recording hotkey.

    Better either rebind any game action that uses ALT or alternatively the vorpX hotkeys you regularly use that involve pressing ALT.

    in reply to: vorpX 21.2.3 Available Now #204788
    Ralf
    Keymaster

    The main advantage in the special case of GTAV/RDR2 is that it’s done by directly manipulating the ingame cameras with modding functions, much, much simpler than how vorpX normally creates G3D, which essentially involves re-writing half the D3D API.

    There is a reason why noone does 3D this way normally though. Even with the frame interpolation trickery that can make rotation feel right in VR you still always have two images rendered at two different points in time. Any motion except first person rotation, where the oddities can be tricked away, will never look right. Fast forward/backward motion can even feel extremely uncomfortable since the left and right images don’t really match at all.

    That being said, it was fairly low hanging fruit and apparently some consider it OK, so why not? I’ll check in the future what games might also be candidates for the method.

    in reply to: vorpX 21.2.3 Available Now #204784
    Ralf
    Keymaster

    Unfortunately the game’s antialiasing is quite blurry, hence you need a high resolution to make it look totally crisp. A 4:3 res that fits the bill would be 2560×1920. You can pretty much forget about that without a high-end PC though. If you’re lucky, everything set to minimum in the game’s graphics options might work for your GTX1080 at that resolution. *might*

    Decent performance is even more important with Alternate Frame 3D than it is normally since each eye only gets updated every other frame. You can’t have it both ways with your machine. It’s either perfect graphics or acceptable performance. Not both at the same time for a game as demanding as RDR2.

    in reply to: Quake 4’s head tracking #204782
    Ralf
    Keymaster

    Instead of disabling positional tracking you can also recenter the head tracking (from the vorpX menu or with ALT+SPACE). That will reset the camera position to where it is normally without losing positinal tracking.

    in reply to: F1 2020 with Reverb G2 #204781
    Ralf
    Keymaster

    Depends on the game. Works in Cyberpunk for example.

    Don’t get too excited though. Where DLSS really shines is faking super high resolutions, when pixels become small enough to not make it too obvious that it actually renders at a lower res and then upscales to the target res. It does that better than anything else, but it’s still not really comparable to actually rendering at the higher resolution. In a VR headset pixels are way larger than on a monitor or TV, so you need an even higher resolution before the benefits start to outweigh the glitches and imperfections.

    in reply to: vorpX 21.2.3 Available Now #204779
    Ralf
    Keymaster

    With a 1080 you will definitely have to settle for graphics settings below what one would wish for. To get 60-90fps at a high res and with high settings that looks really great something more powerful is required.

    Touch controllers have to be set to gamepad emulation in the vorpX menu. That should work (just checked to be sure). Maybe you didn’t reset the profile when vorpX asked about that? The reset would have taken care of adjusting everything. I use these prompts as sparsely as possible, but whenever you see them, there have been so profound changes to a profile that you definitely should do the recommended settings reset.

    in reply to: VorpX seems to work with Bitdefender now #204776
    Ralf
    Keymaster

    These guys don’t get their ducks in a row literally for years now.

    I’m grateful that you take the time for dealing with this, but someone having to actively sort this out for each and every update can’t be the solution. This is going on for years now. The only solution can be BF improving their ‘detection’ (actually guessing) in a way that makes this unnecessary. Or at the very least letting their users know that they guess instead of having the continued audacity for years to call something malware without really knowing that.

    in reply to: vorpX 21.2.3 Available Now #204770
    Ralf
    Keymaster

    You have to use the OK&SAVE button in the vorpX menu, that should store the settings in the database.

    When you close the vorpX menu just with OK or the e.g. the B button on the gamepad they aren’t saved. I actually wanted to change the latter for this update, but forgot about it.

    in reply to: F1 2020 with Reverb G2 #204767
    Ralf
    Keymaster

    Disabling DLSS in the game’s graphics options should do the trick. vorpX normally should do that automatically now.

    BTW: Worth to invest a bit of time for optimizing performance. With a really fast card (3080) at 1440p and roughly medium graphics details you can even achieve almost stable 90fps with G3D, unless there is a lot of traffic, e.g. on a race start. Looks and feels great.

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