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RalfKeymasterThat’s up to you. Personally I prefer 16:10 in most cases in immersive screen mode, which provides a bit of leeway for looking around. Rule of thumb: 4:3 for full VR, 16:10/16:9 for immersive screen/cinema.
BTW: For many games vorpX handles resolution automatically that way, Witcher 3 included.
RalfKeymasterBeing able to look around the ‘screen’ is what actually defines immersive screen mode. If in immersive screen mode you would lock the camera rotation relative to the screen and only apply the game camera rotation, you would get very much the same thing as Full VR mode with a scaled down image via ‘Image Zoom’.
RalfKeymasterIf I understand you correctly, that would be ‘Full VR’ mode with the ‘Image Zoom’ option used. You can do that with any game if you like, usually it’s used as a workaround if no other option exists to modify a game’s field of view.
RalfKeymasterYou could either disable 3D during cutscenes (hotkey can be changed in the config app) or switch to immersive screen mode, turn off 3d for edge peek mode and then switch to edge peek during cutscenes.
RalfKeymasterMaybe it depnds on the level/location. Try to start a new game to check that. Also switching to Z3D may help.
I can’t really suggest anything else since the issue cannot be replicated here. Never encountered that while re-doing the profie a few days ago.
RalfKeymasterHave to look into this. For now you should be able to circumvent the glitch by changing the HUD scale and depth to 1.0.
RalfKeymasterYou can disable the auto resolution feature per game on the DirectVR page of the vorpX ingame menu if it causes in issue for you, and then set a resolution manually prior to running the game with vorpX. For a Vive 4:3 resolutions are typically recommended.
Make sure to check the ‘Custom Resolutions’ section in the vorpX help if you want to use resolutions that your monitor does not support normally.
RalfKeymasterThe memory scan is rotation only, that’s perfectly fine. Not sure about the right eye issue though. Try both windowed/fullscreen. vorpX only hooked correctly if the loading screen (‘Tracking…’) appears scaled down to ~50% of the game window height
RalfKeymasterActually I have to thank you in this case. I always thought the hitches were entirely related to the draw call limits that I mentioned in an earlier e-mail to you but later realized that there are additional (and more annoying) hitches unrelated to that. I probably wouldn’t have looked into this again without your mail regarding the matter.
BTW: The current Bioshock Infinite FOV via .ini editing is few degrees too low. Not a big deal, apparently the formula floating around the net isn’t entirely correct. That will be addressed in the next vorpX release.
RalfKeymasterImage zoom below 1.0 always introduces black bars. Scaling down the image is the very purpose of this option.
Some games have a hardcoded FOV limit, in such cases image zoom might be necessary even on top of an FOV fix. I haven’t tried budweizzahs’s guide, but I assume he had good reason for using image zoom alongside the Cheat Engine fix. So if playing with image zoom is not an option for you, it’s probably better to move on to another game.
Let me know if there is still something you don’t understand regarding the various (ideal) methods and (not ideal) workarounds regarding FOV. Although admittedly for now I’m out of ideas how to explain these things in a better way.
RalfKeymasterLooked into this today. You can download an updated profile from the cloud. Add fc3_blooddragon_d3d11.exe to the exclude list in the vorpX config app or it won’t work, only fc3_blooddragon_d3d11_b.exe is supposed to be hooked now.
Caveat: hooking is a bit of a lottery since fc3_blooddragon_d3d11_b.exe is being started twice by the Uplay launcher with one instance closing immediately after it launched. Quite odd. Sometimes vorpX hooks as intended, sometimes without HUD/shadow definitions working and sometimes not at all… Not sure if I can fix that without breaking a plethora of safety measures in the vorpX injector, so it probably will stay that way.
Whenever the initial loading screen (“Tracking…”), which vorpX recognizes as HUD/menu, appears scaled down to ~50% of the game window height everything should be OK.
BTW: Could you provide a set of savegames for the game? I’d like to check a point later in the game, but there aren’t any savegames available on the internet that work with the latest version.
RalfKeymasterYes, not sure whether first person mods exist for these.
RalfKeymasterYou can move it so close that it practically fills your entire view. Personally I would prefer to play W3 that way, but there also in no harm in trying the first person mod. Just wanted to mention that ‘Full VR’ for W3 involves a bit of extra work.
Touch: vorpX reserves one key as shift key on the touch controllers, so you basically have two mappings. The button mappings are shown ingame on the rendered controllers, so that’s quite intuitive to use.
RalfKeymasterThe best tested controller is the XBOne controller. You can also use your VR controllers with vorpX, either as emulated kb/mouse or gamepad.
BTW: You seem so excited to play Witcher 3 in VR that I feel obligated to make you aware that being a third person game W3 defaults to ‘Immersive Screen Mode’ in vorpX, which means you have a (very) huge ‘screen’ in front of you that fills your entire view. That’s about 80% of being ‘in the game’, but not 100%.
Playing the game in what vorpX calls ‘Full VR’ (the 100% mode) requires a first person and a FOV (field of view) mod for the game, so configuring the game for ‘Full VR’ involves a bit of extra work. Instructions here.
RalfKeymasterSounds as if you still have ImageZoom set to something below 1.0 to handle FOV. That obviously doesn’t really make sense anymore with FOV being handled by CheatEngine.
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