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RalfKeymasterFor games where vorpX can change the resolution you can select a preferred quality on the DirectVR page of the ingame menu. Currently up to 1680p, the next vorpX version will raise the max to 2400p.
Whenever a profile supports auto resolution, you see a reminder stating the above in the top left corner of your game window.
May 12, 2019 at 10:19am in reply to: Found older posts – but wanted thoughts on Kingdom Come Settings #183844
RalfKeymasterIf you see some ‘fisheye’ distortion, please check for the things below:
1. Reset the profile to its default settings in the config app.
2. Make sure ‘Don’t optimize game settings’ is UNCHECKED in the config app.
3. Try without any mods, just in case you have a mod installed that messes with the camera FOV.Provided vorpX can properly apply its calculated FOV it is 100% perfect for your headset without any margin of error. That is the case with everything at default and without any potentially interfering mods.
RalfKeymasterJust a heads-up that open spaces in the game are *very* demanding. For comfortable framerates with G3D a current top-of-the-line GPU is a must. Luckily Z3D looks almost indistinguishable except for very close objects, so mid-range GPUs also work.
RalfKeymasterWill come in the next version.
RalfKeymasterThere will be a G3D/Z3D profile with most DirectVR features available for the game.
RalfKeymasterLooks neat. A welcomed change from wrestling with complex render pipelines of today’s games. I’ll check it but as always no promises.
RalfKeymasterUnfortunately 3rd person as it seems, so not a 100% perfect candidate. If time permits, I’ll take a look at it.
RalfKeymasterShort update on this. A first version of the API is now largely finished and working great in the test scenario.
The important thing now will be to get the word out to the right people. Whenever you hear of a camera/FOV mod for a popular game, let the modder know about this. The API won’t work for every camera/FOV mod, but any mod using actual C/C++ code is a potential candidate.
Potential candidates don’t have to be VR specific mods, any C/C++ mod affecting camera FOV/rotation/position is suitable.
As an example of what would be possible in the best case: adding the vorpX API to script extenders for heavily moddable games like Oblivion or Fallout 3/NV would provide a solid foundation for capable modders to create VR mods that come very close to the native Skyrim/Fallout 4 ports in terms of functionality.
Serious contenders could of course get a free vorpX license if they don’t own one.
RalfKeymasterThe answer above is the anser I can give you at this point:
When/if profile improvements for a game become available, you usually see that mentioned in the according changelog.
If I had a better answer at this point, I would of course give you a better answer.
I have to cut back a bit on super detailed explanations for everything I do and decide, and instead for my own sanity handle this more like normal support replies you get elsewhere. Don’t take that personally, please.
RalfKeymasterPlease switch to Z3D if the glitches are too distracting, that should be the default for the game for a number of reasons.
While I read everything and answer as much as I can here, as most forums, the forum originally was (and in theory still is) primarily intended for user to user communication. When/if profile improvements for a game become available, you usually see that mentioned in the according changelog. There is one post per major release and potentially related smaller updates stickied in the ‘General’ forum.
RalfKeymasterForgot to mention: as usual no promises. Unreal Engine 4 usually works quite well, but one never knows.
RalfKeymasterJust a heads-up that this applies to pretty much all utilities that can hook into the graphics pipeline. To be on the safe side it’s usually best to disable any GPU utility before using your VR headset, with or without vorpX.
RalfKeymasterLooks like a good candidate for an official profile. I will look into it.
RalfKeymasterGood idea, done already that way. I settled for a blue one (important) instead of a red one (warning). Should be obvious enough.
RalfKeymasterOK guys, you won :) . Before we get a lengthy discussion here about less than a pinky finger’s width of a visible bar in immersive screen mode that 99% of you (everyone with a headset that has positional tracking) can easily get rid of themselves in 1 sec., I’ll adjust the minimum distance slightly.
@ nieda: Immersive screen mode didn’t even exist in the DK2 days. You can easily not use it and turn off everything that makes your life easier if you prefer the DK2-vorpX-experience.
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