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RalfKeymasterBest to leave everything at ‘Device Default’. I periodically check common headset types (Oculus, Vive, Index, WMR, Pimax) and in case something changes in the vendor runtimes, the ‘Device Default’ setting gets updated with what makes most sense at the time. If you want to experiment, you can of course, not entirely impossible that for one or the other game something else works better, but that’s not very likely. Better spend your time playing.
Long story short: leave these settings at ‘Device Default’ unless you have a specific reason to change them.
RalfKeymasterI never checked this one because it’s not really a game that I would consider a typical VR candidate, but it would still be a good addition to the catalog. As always no promises, but I’ll look into it.
RalfKeymasterI’ll take a look at it. I really can’t imagine anything in the last vorpX build that could cause any change in UE4 games though.
The only code change in vorpX’s D3D11 rendering pipeline is related to command lists. Just checked that to be extra sure I didn’t forget something. UE4 doesn’t use command lists, at least it didn’t until now in any released game I came across, so this change can’t possibly affect UE4 games.
What I could imagine though is that newer builds of the UE4 engine or changes you made to materials don’t work with matrix definitions in the Conarium profile. Those are hardwired for UE4 profiles and except for the first matrix may differ from game to game. Long story short: if either the UE4 devs or you made changes that affect UE4’s main constant buffer layout, it’s quite likely that the Conarium profile you used does not fully work anymore for your UE4 project.
I am considering a general UE4 profile using a shader parser for a while, that’s how its done for Unity for example. That comes with its own pitfalls though, hence so far I always chose to create hardwired profiles for UE4 that may have to be adjusted from game to game.
RalfKeymasterI don’t think there have been any changes that could cause such an issue all of the sudden, the only D3D11 change since 20.1.0 is related to command lists, which doesn’t affect UE4 games at all. However, if you can point me to your custom profile that shows this problem, I’d be happy to double check.
If it’s a cloud profile, let me know its name. If you didn’t upload it, you can drag your custom profile to the desktop from the local profile list and send the file to support |at| vorpx com, if possible together with a savegame that allows me to see your issue directly after loading it.
RalfKeymasterYou’re right, that’s just a new ‘feature’ of the release post. Easy to misunderstand though, I have to admit. Also not a bad idea at all to have something like this in the config app. Won’t get priority, but I’ll put it on the never shrinking nice-to-have list.
RalfKeymasterHa, I thought it was a good idea to start the new decade with something more peaceful. Don’t be afraid though, I’m confident there will be more smashing bad guys with shovels in the not too distant future.
RalfKeymaster20/01/10
vorpX 20.1.1 has been released.This is a medium sized maintenance release, mainly aimed at improving/updating existing profiles and addressing a few issues that have been reported recently. On top of that Immersive Screen and Cinema play styles can now be configured for comfortable reclined gaming and a couple of smaller improvements have been implemented. The release also comes with three new game profiles.
As a new service some short descriptions of the games that got profiles added. Let me know if you consider that useful or unnecessary fluff.
Journey
This is an enhanced version of the PS3/4 masterpiece from 2013 that finally was released for PC a few months ago. Find your way through a barren desert in search for a mysterious mountain on the horizon. A unique game with a whopping Metacritic score of 92 for its original release that you will find in many top lists of the best games ever created. More captivating than ever in 3D with vorpX’s Immersive Screen Mode.
A Hat in Time
Feeling grumpy today? This is for you then. A cute 3D-platformer that will put a smile on your face immediately. Who needs Mario when you can have A Hat in Time? Defaults to Immersive Screen Mode, but if you have the stomach, you might also want to try FullVR, vorpX takes care of adjusting the FOV etc.
Little Nightmares
A Steam surprise hit from roughly a year ago. Guide a little girl in a yellow raincoat through her little nightmares in this 2.5D platformer. If you haven’t tried that already, you will be surprised how much fun games like this can be on a huge (virtual) 3D screen. A must for everyone who likes games like Limbo or Inside even a little bit.
Full Changelog
New/Changed:
- Immersive Screen/Cinema mode can be configured for reclined gaming.
- DirectVR: improved FOV calculation for cinema/immersive screen mode
- DirectVR: improved resolution calculation for cinema/immersive screen mode
- DirectVR: improved usability for games that require a key press to apply a FOV
- DirectVR: improved memory scanner reliability
- D3D9: workaround for Trine 1/2/3 exception with recent nVidia driver versions.
- Improved GOG overlay blocking
Bugfixes:
- Aspect ratio could be slightly off in Immersive Screen mode since 20.1.0.
- Loading vorpX resources could fail in 64bit apps (e.g. DX9 font in Crysis 64bit).
- Arma III black screen when run fullscreen (probably also other DX11 games).
- G3D camera height did not work as intended with ‘Generic 3D Display’.
- HUD depth didn’t work with ‘Generic 3D Display’ although available in a profile
- Some messages were not displayed in the top left corner of the game window.
New Game Profiles:
- Journey: G3D, immersive screen mode, DirectVR: resolution, tweaks
- Little Nightmares: G3D/Z3D, cinema mode
- A Hat in Time: G3D/Z3D, immersive screen mode, DirectVR: resolution, FOV, tweaks
Game Profile Changes/Fixes:
- World of WarCraft: support for WoW Classic added.
- Batman: Arkham Asylum: G3D redone, 3D-HUD added, shadows defined
- Batman: Arkham City: Automatic API setting, G3D redone, minor fixes
- Batman: Arkham Knight: DirectVR FOV and tweaks, Z3D added, 3D-HUD, shadows defined
- Shadow of the Tomb Raider: uses DX12 now on Windows 10
- Path of Exile: D3D11 G3D added, game does not support D3D9 anymore
- Dead Space: shader fixes.
- Psychonauts: Fix for GOG overlay related crash on start
- Mass Effect: G3D parameters redone, skybox glitch fixed.
- Mass Effect 2: G3D parameters redone.
- Sekiro: Shadows Die Twice: flickering moon and fog fixed.
- Need for Speed: Shift 2 Unleashed: Better G3D parameters, scalable 3D-HUD.
- The Outer Worlds: shader definitions (HUD etc.) were missing since 20.1.0
- Legend of Grimrock: 3D-HUD added
- Legend of Grimrock II: 3D-HUD added
RalfKeymasterCurrently it seems to be Epic only, not sure whether that’s just for a certain time or not. Definitely better than PlayStation only as before though. :)
Probably unwise to say that, but personally I don’t get the widespread notion of Epic as bad guys. The Epic store is just one more client in addition to the four (five including X-Box) one already needs for playing most major games these days anyway, even more if you take Blizzard, Bethesda etc. into account.
RalfKeymasterYes, ME3 already had the updates that ME1+2 received now.
RalfKeymasterIn case anyone else is as uncivilized as our friend dborosev ;) and has never heard of Journey: It’s a rather short but highly beautiful little gem that was a huge success among critics as well as users on PlayStation 3 a few years back. Was released on PC last year.
One of those rare true classics that everyone should have played at some point, even if slow and tranquil games like this aren’t really your cup of tea. More captivating than ever with tomorrow’s vorpX release, hands down.
RalfKeymasterThat looks – interesting. I’ll take a look at it, but probably not before tomorrow’s update.
RalfKeymasterY-axis:
The y-axis sensitivity for native gamepad handling has been introduced in the last version. It’s pretty useful in FullVR mode typically since it makes it harder to accidentally look up/down with the gamepad. If you don’t like it, just set it to 1.0.
Override:
Bethesda games fall in the category of games that don’t allow mouse and gamepad to be used at the same time, hence the gamepad handling might look a bit unintuitive at first sight. Everything is setup as it should per default though. Before you run the DirectVR scan, the gamepad override should be on. Otherwise head tracking will fail since vorpX emulates a mouse for head tracking before running the scan. After the DirectVR scan that is not necessary anymore and the gamepad is automatically set to native (override off).
Leave these settings at their default values. I can guarantee 100% that’s what you want to happen, i.e. override before scanning, no overrive after scanning.
RalfKeymasterIf you get this with the updated profile from the cloud and shadows turned off in the vorpX menu (‘G3D Shadow Treatment’ on the ‘Image’ page), please send a savegame from this location to support |at| vorpx com. I can’t play through the whole game unfortunately.
Before you do that, please first make sure that you have the cloud profile I uploaded a few days ago and that the ‘G3D Shadow Treatment’ option is set to off.
You can find the savegames under [Documents]\WB Games\Batman Arkham Knight.
RalfKeymasterProbably not something the majority of you guys will ever use, but it has been requested a couple of times over the last few years, so there are definitely some who will. Also makes a lot of sense for everyone who uses vorpX to watch movies.
RalfKeymasterThat would only work for vorpX’s second render step, i.e. when the image is sent to headset, but not for the games themselves, which are rendered before that. So unfortunately it doesn’t really make much sense for vorpX.
Even if it would work in principle, due to the technical requirements (forward renderer, MSAA support) only a small fraction of modern AAA games could use it, most of them use deferred rendering techniques and do not support MSAA.
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