Ralf

Forum Replies Created

Viewing 15 posts - 4,261 through 4,275 (of 10,045 total)
  • Author
    Posts
  • in reply to: Two questions about Z3D settings #188676
    Ralf
    Keymaster

    1. Reducing the screen curvature will help. The more you bend the screen in immersive screen/cinema mode, the more distortion you see, that’s the nature of the beast. Raising the FOV may help to a degree. Near/far in layman terms changes whether you get ‘more 3D’ with objects close to the camera or farther away. Typically best to leave that at default, Z3D base parameters are usually dialed in to provide 3D that looks as natural as possible with Z3D.

    2. If the game doesn’t render the depth values of the particles to its z-buffer there is not much that can be done unfortunately.

    in reply to: Vive screen "up too high" #188674
    Ralf
    Keymaster

    Try to reset the view with ALT+SPACE. The viewport is supposed to be a little bit asymmetrical though, vorpX (correctly) centers the virtual screen to your eyes, not the center of the headset viewport.

    All VR headsets render more downwards than upwards as a slight optimization: human vision is tuned to concentrate more on things below your eyes than above, so headset vendors figured it would make sense to utilize this psychological effect and render more pixels where it counts (downwards) and less where it’s less important (upwards).

    Hence a certain asymmetry with slightly more space visible below the virtual screen than above is perfectly correct when the screen is centered to your eyes. For some headsets more than for others.

    Ralf
    Keymaster

    Just a heads-up that you will still encounter some game pass games that vorpX won’t be able to hook although theoritically it could. Until recently MS only allowed UWP (Universal Windows Platform) apps and games in the store. Those typically have some extra protection built in, so if a game dev created an UWP .exe for their game pass version, you’ll probably be out of luck. Luckily they now seem to allow ‘normal’ Windows apps/games too, I’ll try to find a general solution at least for those.

    There is another problem with game pass games BTW: For many supported games vorpX can automatically change .ini files. Unfortunately for some game pass games the paths of these .ini files differ from Steam/GoG etc. releases, so vorpX can’t find them.

    I will adjust the more important profiles, but expect this to be an issue at least for now.

    in reply to: Any profiles for Moons of Madness? #188658
    Ralf
    Keymaster

    dellrifter’s post pretty much nails it. I’d just like to add an even stronger warning in regard to the ‘3D FOV Enhancement’ option. In most newer games it not only causes edge culling, but may also cause additional issues with shadows, reflections and other FX, so it’s probably better to lower “Image Zoom” a bit more instead in most newer titles.

    ‘3D FOV Enhancement’ works great for older games without any deferred rendering, but in newer games it often causes more issues than it solves unfortunately.

    in reply to: Paypal doesnt work #188648
    Ralf
    Keymaster

    Sounds as if there is a hiccup in the MyCommerce order system, probably temporary. If the problem persists, please send an e-mail to support |at| vorpx com for a fallback purchase method.

    in reply to: GTA V – Official Recommendation #188641
    Ralf
    Keymaster

    Ich verzweifle langsam, sorry: vorpX kann nicht für jedes Spiel das FOV anpassen, erst recht nicht für Spiele ohne offizielles Profil. In diesen Fällen geht das, wenn überhaupt, nur manuell. Alles Wichtige dazu findest du im Essential Hints Guide. Wenn Dir da irgendetwas unverständlich erscheint, lass es mich gerne wissen.

    Du kannst mir glauben, dass Du Deine Verzerrungs-Idee nicht umgesetzt sehen möchtest. Tatsächlich haben die ersten vorpX-Version genau das gemacht. Fazit: Keine gute Idee.

    Es ist auch nicht möglich jedes Spiel perfekt für den FullVR-Modus anzupassen, wie in meinem letzen Post ausführlich erklärt. Deshalb gibt es den Immersive Screen Mode.

    Falls du mit der Materie nicht klarkommst, würde ich vorschlagen, generell eher im Immersive Screen Modus zu spielen, da braucht es keinen perfektes FOV. Das scheint mir für dich die beste Lösung zu sein.

    Ansonsten seien Dir die Good Full VR Games for Beginners ans Herz gelegt. Da kannst Du sicher sein, dass alles automatisch funktioniert.

    Zu den drei unterstützen Spielen:

    GTA V: leider ist das vorpX Auto-FOV seit dem letzen GTA V-Update kaputt. Deshalb startet das Spiel jetzt (hoffentlich nur vorläufig) per default auch im “Immersive Screen Mode”.

    Arma III: FOV-Berechnung ist perfekt hier normalerweise. Bitte das Profil zurücksetzen in der Config-App. NICHTS VERSTELLEN ANSCHLIESSEND. Sollte es dann immer nocht nicht funktionieren, checke bitte, ob deine Arma III-Konfigurations-Dateien eventuell schreibgeschützt sind.

    SW Battlefront II: FOV-Berechnung funktioniert nur in bestimmten Spiel-Modi, da das Spiel nicht in allen Modi einen veränderten FOV erlaubt. vorpX zeigt einen entsprechenden Hinweis beim Spielstart.

    in reply to: GTA V – Official Recommendation #188638
    Ralf
    Keymaster

    Vermutlich besser, dir auf Deutsch zu antworten:

    Wann immer vorpX das FOV eines Spiels anpassen kann (Stand jetzt, ca. 150 Spiele), passiert das auch: Das FOV deines Headsets wird ausgelesen, umgerechnet auf die Art und Weise wie das Spiel das FOV berechnet and dann wird dieses FOV verwendet.

    Nicht für jedes Spiel in der “Supported Games”-Liste ist das aber möglich, schlicht weil sich bei machen Spielen das FOV nicht ändern lässt.

    Wenn z.B. ein offiziell unterstütztes Spiel per default im “Immersive Screen Mode” startet, solltest du es in aller Regel dabei belassen. Das ist dann bewusst so ausgewählt, etwa weil das Spiel ein Third-Person-Spiel ist und/oder sich das FOV nicht anpassen lässt.

    Nicht jedes Spiel kann perfekt für den “FullVR”-Mode angepasst werden. Auch nicht jedes unterstützte. Und oft is das auch gar nicht sinnvoll (z.B. Third Person Games). Deshalb gibt es ja den “Immersive Screen Mode”.

    Nochmal: Falls vorpX das FOV eines Spiels nicht anpassen kann, stehen eine ganze Reihe an Workarounds zur Verfügung. Nicht alle sind perfekt, aber es gibt immer einen Weg ein Spiel zu spielen. Alles, was du dazu wissen musst, findest du im “Essential Hints Guide“.

    Ralf
    Keymaster

    This suggestion only applies to games that have support for both DX9 and DX11 (or DX10) built in. Not many do. If so you would typically see a ‘DirectX’, ‘Graphics API’ or similar option in the game’s video settings. Note that vorpX at this point does not work with DX12.

    For officially supported games that have multiple renderers vorpX usually shows a message stating which one it prefers or even sets it automatically in many cases if possible. The other one(s) would only come into play if the recommended one doesn’t work.

    For unsupported games (i.e. games without a profile) however it may make sense to try both in any case, no way for vorpX to know which is better if it has no profile for a game.

    in reply to: Red Dead Redemption 2 coming to PC in November!! #188630
    Ralf
    Keymaster

    The Rockstar engine is being called Rage for ages, doesn’t mean much. They changed so many things with every major game that personally I would be surprised if the GTA V profile would be of any use. At this point it’s not even clear if they still support DX11 as far as I’m aware. So don’t get overy excited yet.

    in reply to: Bioshock 2 original or remastered? #188629
    Ralf
    Keymaster

    Theoretically I would recommend the original in DX9 mode. As far as vorpX is concerned the original version still works better. Unfortunately it’s a bit crashy in certain areas.

    So if you experience frequent crashes with the original, the remaster is probably the better choice here (unlike Bioshock 1, where I can wholeheartedly recommend the original over the remaster).

    in reply to: GTA V – Official Recommendation #188628
    Ralf
    Keymaster

    Of course the FOV doesn’t magically match your headset in all of the thousands of games you might want to use vorpX with. Noone ever said that and I honestly don’t know what lead you to that conclusion. As said above fully automated FOV adjustment is available for about 150 games at this point.

    FOV is not something that can be programmed into vorpX and then works for every game out there. Like many other things it has to be handled per game since every game is different in that regard.

    If you find anything unclear or difficult to understand in the “Essential Hints Guide” or the “1-2-3 Game Setup” guide in the vorpX help, let me know. Both cover what can be done to get the FOV right for practically every game. Ranging from automated adjustments made by vorpX in the best case to a (non-ideal) general purpose workaround using the “Image Zoom” option in the worst case.

    in reply to: GTA V – Official Recommendation #188623
    Ralf
    Keymaster

    @ madcap:

    There indeed seems to be an issue when using an Oculus headset. Doesn’t crash for me, but I get a black screen in the headset as soon as I enable the mod with a Rift S. I’ll check what can be done.

    This could be addressed by the mod author if he would retrieve headset properties from the vorpX C API that I implemented a few versions ago instead of using SteamVR in his mod but so far he unfortunately didn’t find the time to do so. I had a brief e-mail exchange with him not too long ago, bottom line: “soon”. Let’s hope for the best. I’d do it myself, but understandably he doesn’t want to share his code.

    I’ll check whether something can be done on vorpX’s end for Oculus users, but can’t promise anything.

    @ peteostro:

    I chatted with the mod author about that. vorpX doesn’t block anything, the reason of the issue is unknown and quite a mystery. Rather odd that he can get the controller pose but not the button states. Same as above: could be resolved by using the vorpX C API instead of SteamVR in the mod. Let’s hope that happens at some point.

    in reply to: Skyrim Together Co-op Mod #188617
    Ralf
    Keymaster

    I haven’t, but unless the mod makes any camera related changes that potentially could break DirectVR or uses some DirectX hook itself that might interfere with vorpX, it will probably work. No harm in trying.

    in reply to: Games Wish List #188612
    Ralf
    Keymaster

    @ Jarilo: There is a profile for Blair Witch in the latest vorpX version, including DrectVR FOV and head tracking. Z3D recommended for performance.

    in reply to: Oculus rift S #188611
    Ralf
    Keymaster

    No problem with Rift S, works just like the original Rift did. If you consider upgrading from Rift, I would think twice though. Apart from a (very) slightly higher resolution there really isn’t much to gain. If you are coming from Vive, the Touch controllers might be worth the upgrade though.

Viewing 15 posts - 4,261 through 4,275 (of 10,045 total)

Spread the word. Share this post!