Ralf

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Viewing 15 posts - 5,026 through 5,040 (of 10,055 total)
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  • in reply to: Vorpx Version 19.1 issue- FNV #178878
    Ralf
    Keymaster

    If any .ini edits you made had an effect before, DirectVR was not working as it should have. You will want to use DirectVR with this game as it also provides far superior head tracking.

    You can adjust the the weapon/pipboy FOV independently from the world FOV in the vorpX menu if you think that makes sense.

    in reply to: Vorpx Version 19.1 issue- FNV #178876
    Ralf
    Keymaster

    FOV is handled by DirectVR in Fallout NV. If you had to tweak manually in the .ini before, DirectVR was not working correctly.

    You can adjust the the weapon/pipboy FOV independently from the wold FOV in the vorpX menu. Do not touch the world FOV though, it is precisely calculated and 100% correct.

    in reply to: ME:A Hazy characters #178875
    Ralf
    Keymaster

    Please keep the 3D-Strength within the recommended range. There is a new warning hint directly below the slider that appears when you crank it up too high.

    in reply to: a question for Ralf on Frostbite 3 #178854
    Ralf
    Keymaster

    @ RJK: official Frostbite profiles with G3D (vorpX 19.1.0): Battlefield 3/4, SW:Battlefront II (2017), Need for Speed Rivals, Mass Effect Andromeda.

    The rest of the official Frostbite profiles will follow shortly.

    BTW: If you don’t want to risk any of your profiles becoming incompatible for other users, I strongly urge you to update to 19.1.0. While great care is taken to ensure profile backwards compatibility, I can’t guarantee it 100% this time unfortunately. The vast majority will still work fine, but A LOT has changed behind the scenes. So there might be a few edge cases where 19.1.0 behaves differently with older profiles.

    in reply to: New to VorpX looking for information #178808
    Ralf
    Keymaster

    You can select the stereo mode on the image page of ingame menu. Make sure to use either VLC or MPC-HC and launch them from your normal desktop if launching them from the desktop viewer fails.

    vorpX hooks into these players directly, which might be required for the stereo options to appear in the menu. Can’t remember currently.

    in reply to: New to VorpX looking for information #178805
    Ralf
    Keymaster

    Not 100% correct in every detail, but extremely in-depth:
    http://www.youtube.com/watch?v=y4fYsmbDqeQ

    in reply to: Please help #178802
    Ralf
    Keymaster

    If you are new to vorpX, check out the list of good full VR games for beginners. It contains games that are well suited for beginners since they don’t require you to know how vorpX works to get them as close to native VR games as possible.

    Battlefield V is not supported a all currently. vorpX requires game specific profiles for games to work. Here is the list of supported games.

    Ralf
    Keymaster

    Provided a game has positional tracking enabled tt already works that way in immersive screen mode. How strong the effect is depends on the ‘Head Tracking Multiplier’ setting on the main page of the vorpX menu IIRC.

    If positional tracking is not enabled per default, you can force it for any G3D game on the ‘Head Tracking’ page of the vorpX menu. There usually is a reason though when it’s not enabled per default, e.g. too many visual glitches.

    Ralf
    Keymaster

    After formatting your PC you will likely need a new key since the request code changes in that case. Simply send and e-mail with the new request code like you did the first time.

    if you also need a fresh installer link, you can get one here:
    http://www.vorpx.com/request-new-download/

    in reply to: Farming Simulator 2019 Works !! #178749
    Ralf
    Keymaster

    Will be out this weekend, probably Saturday.

    BTW: vorpX will not work as expected with Pimax 5k/8k yet. Some code customizations wil be required that aren’t possible without an actual headset. Unfortunately they seem to be a bit shy about giving dev kits to actual devs. ;) Especially advanced DirectVR features like auto resolution/FOV will not work correctly, also performance is probably still a major issue.

    in reply to: Great FOV Mod to Use with Kingdom Come! #178748
    Ralf
    Keymaster

    I will honor your request and refrain from disputing the correctness of vorpx’s default FOV, if that will make your work easier, Ralf. I can imagine a scenario in which someone reads my post and changes the FOV, then doesn’t like the results and blames you or vorpx for the problem instead of me, forcing you to respond and take time to address the issue, etc.

    I can live with that. Just to make clear again why I have to insist so (seemingly) stubborn: FOV issues were the No.1 source of complaints before vorpX could do it automatically for many games. Deviating from the correct world FOV in ‘Full VR’ mode even a little bit will cause image distortion, easily detectable by rotating your head. The world FOV in ‘Full VR’ has to be precisely tuned to the headset. That’s also why no native VR app has an FOV slider.

    So as long as you are fully aware that you actually always break something by changing an automatically determined ‘Full VR’ FOV you are of course free to experiment.

    in reply to: Great FOV Mod to Use with Kingdom Come! #178720
    Ralf
    Keymaster

    Just like any other VR app vorpX takes everything into account that is required to calculate the FOV. I perfectly understand your desire to tweak things, guys. But please do yourself a favor and don’t touch the FOV in full VR games if vorpX can handle it automatically. There is enough left for you to optimize beyond that.

    Cinema/immersive screen mode are more like monitor gaming, so there you might tweak the FOV if you want. In ‘Full VR’ mode however the automatic FOV is calculated precisely to six places behind the decimal point. There *REALLY* is nothing to tweak if vorpX can calculate it automatically.

    in reply to: Great FOV Mod to Use with Kingdom Come! #178718
    Ralf
    Keymaster

    What feels right for you is right for you of course. Technically there is still only one correct FOV though. As soon as you deviate even a little bit from it in full VR you will notice that the image ‘warps’ while rotating your head. The world FOV has to mimic precisely the same FOV that you experience in real life. Nothing else is technically right, just this one FOV that is defined by your headset. vorpX calculates it perfectly considering every vorpX setting that may have an influence on it.

    You are of course still free to play how you think it’s best, absolutely no problem if you are aware of the implications. Please just don’t make others believe that this is a matter of taste or something they should experiment with. It really isn’t, in full VR mode it’s pure math with just one correct solution.

    in reply to: question about mk11 (future) and injustice 2 #178692
    Ralf
    Keymaster

    If Wikipedia is right, the game is based not UE3 not UE4. Might be worth a shot to try a UE3 DX11 profile. There aren’t many of them, Bioshock Infinite would be a potential candidate.

    In general: there are many iterations of Unreal Engine, even within the same version. Especially larger studios tend to do a lot of custom programming, so not every game based on Unreal Engine behaves like the ‘pure’ Unreal Engine.

    I have Injustice/Injustice 2 in my Steam library. Will take a look at them after the next vorpX is out. Not really ideal VR candidates, but there is a distinct lack of ‘beat ’em up’ game profiles anyway. As always no promises though.

    in reply to: Max Payne 3 starting in VR mode + head tracking? #178691
    Ralf
    Keymaster

    Not sure about the disappearing Max in Z3D mode either, that should indeed be impossible. I incidentally fixed some flickering elements with G3D a few days ago though while checking games for the next vorpX release. Will be out this weekend.

    You can change the head tracking sensitivity in immersive screen mode directly on the main page of the vorpX menu and also on the head tracking page. To disable it entirely, simply reduce the sensitivity to 0.0.

    Personally I would recommend just a little bit of head tracking for immersive screen mode, 0.1-0.2 usually works rather well. Doesn’t interfere with movement too much, but is still enough to let you look around a bit.

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