Ralf

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  • in reply to: Far Cry : Blood Dragon problems #180710
    Ralf
    Keymaster

    Not yet, but I havn’t forgotten about it. Will be looked into before the next release.

    in reply to: Vorpx and Oculus GO. #180709
    Ralf
    Keymaster

    vorpX works via ALVR on GO. Judging from my own tests I wouldn’t call it the best possible vorpX experience due to realatively high latency introduced by ALVR, but technically it does work.

    in reply to: GTA VR mod, VorpX, pimax #180708
    Ralf
    Keymaster

    Same here. Since neither the mod nor vorpX do anything fundamentally different on Pimax it’s probably some issue related to Pimax’s SteamVR implementation which only they could solve. My guess is that Pimax can’t handle two active SteamVR instances at the same time (the mod creates its own, so there are two active when you enable it).

    I’ll invest a bit of time to see whether something can be done on vorpX’s end, but if my assumption is correct, only Pimax can solve this with a better SteamVR implementation.

    in reply to: Shadows in what remains of Edith finch #180706
    Ralf
    Keymaster

    Pure speculation, but in case the GameUserSettings.ini is synced via Steam’s cloud saves, changes made to it while the game isn’t running potentially might be reverted when the games is started. So disabling cloud saves for the game might be worth a shot.

    Apart from that: after briefly skimming through the thread I would highly suggest to use the GOG version that budwheizzah’s instructions are made for. Swapping .exe files is a recipe for disaster in any case, even more doing so between two apparently quite different game versions like in this case.

    If you don’t want to pay full price: GOG sales often start shortly before a Steam sale.

    in reply to: Fallout3/NV dialogue zoom in VorpX #180640
    Ralf
    Keymaster

    These games have full DirectVR FOV support, which means that vorpX constantly overwrites the game’s camera FOV. Not 100% sure, but this might affect how your ini changes work. Unfortunately there is no way to disable the dialogue camera entirely like in Fallout 4/76.

    BTW: I would recommend to switch to EdgePeek mode in conversations anyway. IIRC the camera rotation is fixed during during dialogues. EdgePeek will remedy that and let you look around, making NPC conversations a lot more comfortable. Also with EdgePeek the zoom isn’t really an issue.

    in reply to: SSAO and VR #180636
    Ralf
    Keymaster

    Performance may be secondary for you while you play games on your monitor, but it won’t in VR, trust me. Can’t relly recall TW2 currently. G3D in TW3 works well enough I would say, but there are some shadow glitches with G3D. If you can’t live with something like that all (or with disabling effect options if necessary), Z3D is your way to go.

    in reply to: SSAO and VR #180632
    Ralf
    Keymaster

    Whether that statement is true or not depends heavily on the game and how you use vorpX. Fore some games SSAO works perfectly fine no matter what. For others it may not.

    With Geometry (true) 3D it can make sense to disable computationally intense effects like SSAO to get a VR compatible frame rate alone. Keep in mind that vorpX needs to render everything twice to make a game 3D, which cuts your framerate in half. On top of that there is some extra overhead for rendering the image to the headset.

    Screen space effects of all kind may also not work correctly in (geometry) 3D since normal games aren’t made with stereo rendering in mind. Depending on the game that might be another good reason to disable them.

    However, for most games vorpX also has a less demanding post process stereo creation method. The stereo 3D effect with this method isn’t quite as natural as the Geometry 3D method, but it’s a lot faster and doesn’t come with any drawbacks regarding screen space effects like SSAO. Most prefer Geometry 3D, but if perfect SSAO is the most important thing to you under all circumstances, this depth buffer based 3D method is practically made for you.

    in reply to: List of Full VR games in vorpX #180630
    Ralf
    Keymaster

    @ lipplog: I updated the Full VR FOV instructions, mainly splitting them into two parts: ideal FOV handling and workarounds if no ideal solution is possible. Hopefully that makes the whole matter better understandable. The guide should provide enough information to deal with FOV one way or the other for any game. Let me know if you think some vital information is still missing or could be expressed more clearly.

    You can find the updated guide here in the forum. The next vorpX will come with this updated guide in the help.

    @ moarveer: Thanks for the heads-up regarding the Bioshock 2 message. It’s a leftover from the first remastered profile years ago before the recent DX11 pipeline update which among other things helped with Bioshock 1/2 Remastered a lot.

    in reply to: List of Full VR games in vorpX #180619
    Ralf
    Keymaster

    No, I haven’t tried it. Maybe it’s indeed outdated, such tools tend to break with game updates.

    No need to apologize, with vorpX’s price in mind it’s just a bit difficult to justify several hours of e-mail and forum support for a single user in the long run. Hence I would really like to know what about the FOV guide in the help you don’t understand to make it better if possible. I tried already to focus on clear instructions without technical details, but apparently there still seems to be room for improvement in that regard.

    If you can spare the five minutes, please re-read the ‘Essential Hints Guide’ and send me a mail with your impressions. Would be a great help!

    in reply to: List of Full VR games in vorpX #180616
    Ralf
    Keymaster

    Yes. If you are searching for a FOV tool/hack/mod for games that vorpX can’t handle directly, the PC Gaming Wiki is the place to check. That’s why I linked it above and also why it is explicitely listed in the ‘Essential Hints Guide’ of the vorpX help.

    BTW: Considering how long you are using vorpX I’m honestly surprised that I have to explain the whole FOV matter again and again to you. Makes me seriously wonder whether the help’s ‘Essential Hints Guide’ that I usually recommend to read is somehow difficult to understand. Would be great if you could re-read it and let me know what you don’t understand. Getting a clear idea what about it is potentially incomprehensible from a user’s perspective would be tremendously helpful.

    in reply to: List of Full VR games in vorpX #180614
    Ralf
    Keymaster

    Hint, hint: search for the game in the PC Gaming Wiki that I linked above.
    (And also in the vorpX help. Sorry, couldn’t resist.)

    in reply to: original Prey #180612
    Ralf
    Keymaster

    Finally checked this today, the Prey [2006] part of the profile is indeed broken currently, only the 2017 version gets hooked currently. Unfortunately a profile update is not enough to fully fix it, will work again with the next vorpX release.

    Ralf
    Keymaster

    If the savegame loads without vorpX, I would recommend to play a little while on your monitor and then try again with a new savegame elsewhere. I have savegames from start to finish for this game, never encountered an issue loading one of them, so maybe it’s something specific to your current location.

    If you want, you can also send me the savegame in question to support |at| vorpx com for inspection. No promises, but I’d like to check whether it also crashes here.

    in reply to: EAC – Email from Support Team #180608
    Ralf
    Keymaster

    Indeed, apparently I overlooked the message earlier, sorry for the confusion. I’ll get back to them as soon as possible.

    in reply to: EAC – Email from Support Team #180605
    Ralf
    Keymaster

    So far noone has contacted me, but if they actually do, I’ll certainly provide them with a license key.

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