Ralf

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Viewing 15 posts - 5,116 through 5,130 (of 10,055 total)
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  • in reply to: Release timing #177906
    Ralf
    Keymaster

    ME:Andromeda too, I jut didn’t mention it above since the question was about the Steam sale.

    in reply to: Playing Fallout New Vegas #177904
    Ralf
    Keymaster

    Thanks for the heads-up, I will look into it. Probably an easy shader fix, check back here tomorrow. If it’s easily fixable with a profile update, I’ll let you know.

    in reply to: Release timing #177903
    Ralf
    Keymaster

    I have a secret arrangement with them. This way you are forced to stockpile games without knowing which ones will be supported eventually.

    Seriously: the plan was to get vorpX 19.1.0 ready before Christmas, but dealing with some recent SteamVR changes cost me quite a bit of time. Maybe, but really just maybe I feel confident enough to release it on Chrismas eve. Don’t count on it though, early January is more likely.

    The next release will primarily be about a DX11 rewrite that allows G3D for more DX11/11.1 games that were Z3D only before, not too many new profiles. The most interesting AA/AAA games with major changes (either new or Z3D only before) currently on sale at Steam are probably: Prey, Batman: Arkham Knight, Deus Ex: Mankind Divided, Farming Simulator 2019, Middle Earth: Shadow of Mordor, Elex, The Surge.

    in reply to: Inverted movement in non supported game #177876
    Ralf
    Keymaster

    I can’t really suggest anything specific for an unsupported game, so just three general things:

    • Your game needs to support mouse look (free look) for the standard head tracking to work. Check its options whether that can be enabled, e.g. via a hotkey.
    • Alternatively vorpX can emulate a gamepad stick (input page of the vorpX menu). That’s rather laggy since gamepad input usually is heavily filtered by games, but better than nothing.
    • If your game supports TrackIR (many, but not all flight sim do), you might be able to use OpenTrack instead of vorpX’s head tracking. OpenTrack can emulate TrackIR input using a VR headset.
    in reply to: GTA V – VR MOD #177838
    Ralf
    Keymaster

    I’m not really familar with the mod, but IIRC the author released an update a few weeks ago that fixed some start issues with his mod.

    in reply to: Half Life 2 + Cinema mod #177834
    Ralf
    Keymaster

    Try without the mod. IIRC it uses extremely large textures which probably cause hiccups that aren’t there without the mod.

    That goes for every moddable game BTW. Before assuming something is wrong with vorpX, please first check whether an issue you encounter also occurs unmodded.

    in reply to: Half Life 2 + Cinema mod #177831
    Ralf
    Keymaster

    To enable resolutions higher than your monitor can display check the ‘Custom Resolutions’ section in the help or alternatively this post.

    in reply to: Artifacts and effects rendering at wrong distance #177828
    Ralf
    Keymaster

    Bioshock Remastered is not supported. If there is a profile in the database currently, it’s there by accident as a leftover. Sorry for the confusion.

    Please use the original version and add “-dx9” (without the quotes) to the launch options in Steam. Far superior due to full DirectVR support. The Remaster isn’t really better anyway except for slightly better textures.

    Some effects at wrong depth can occur occasionally in some games, that’s the nature of the beast so to speak. Don’t recall that in the games you mention though, I’ll check whether something can be done.

    in reply to: Half Life 2 + Cinema mod #177827
    Ralf
    Keymaster

    Shouldn’t matter, but can’t hurt to try fullscreen. Set 1600×1200 or 1920×1440 (if available) as res just to be sure it’s really a 4:3 res and not 5:4 accidentally.

    in reply to: Half Life 2 + Cinema mod #177817
    Ralf
    Keymaster

    Make sure that you are running the game with a 4:3 resolution, there should be a message in that regard on start. Pretty much applies to all Source engine games. With a 4:3 resolution the DirectVR FOV should be stable.

    I’ll check HL:Source as soon as possible. Currently I’m knee deep in release testing/finishing the next vorpX version, will probably have to wait until after that.

    in reply to: Half Life 2 + Cinema mod #177792
    Ralf
    Keymaster

    The first few minutes after the train ride in Black Mesa are a common test case here. Last time I checked it there were no frame drops, with a decent GPU you should have no problems normally. Might make sense to set the game’s graphics options to default and try with and without antialising.

    Never tried Half-Life Source, a clear oversight. Probably not too hard to get it working with full DirectVR support. I’ll look into it.

    BTW: Also check HL2 Episode 1. The first hour or so in the Combine fortress is a mix of action and puzzles so perfect for VR that I consider it one of the best VR experiences to have, with or without vorpX. Make sure to play it standing with Touch/Vive wands.

    in reply to: G3D shadows – just curious #177789
    Ralf
    Keymaster

    Please make sure not to crank up the 3D-Strength too much. In official profiles base G3D parameters are usually chosen so that the default 1.0 you see in the menu provides more or less realistic stereo 3D and scale like you would expect in VR. If at all only touch the 3D-Strength option for minor adjustments. Like many other settings in vorpX this is not a more-is-better setting, its purpose is to fine tune the scale/3D for realistic proportions if necessary.

    Shadows are often rendered separate from the rest of the scene and thus may not appear entirely correct especially close to the camera. The more unrealistic (higher) you dial in the 3d-strength the more obvious such glitches get. In many games you can also disable shadows on the image page of the vorpX menu.

    in reply to: Battlefront 2 FOV change stutter #177787
    Ralf
    Keymaster

    Your stutter may seem related to the FOV change to you due to temporal coincidence, but it almost certainly (99.9%) is not caused by it. vorpX checks occasionally whether the FOV .ini value requires an update, and then changes it once if necessary. That never has caused any stutter in the last two years, it’s unlikely to cause stutter now.

    You can disable auto settings on the DirectVR page of the ingame menu. I would highly advise against that though.

    in reply to: Battlefront 2 FOV change stutter #177784
    Ralf
    Keymaster

    The stutter is almost certainly unrelated to the FOV change. In BF2 FOV is changed by editing the game’s ini. The game probably resets it when you open the graphics options hence you see a message after closing the options menu. This only happens once after closing the menu.

    I’ll check whether there might be some other reason for stutter recently.

    G3D for Frostbite is due for vorpX 19.1.0. I’m still shooting for pre-Christmas, but that’s not entirely certain anymore. Fingers crossed.

    Just in case: If you are using a WMR headset, please make sure that FluidSync is enabled (should be per default) and you get solid 45fps. WMR headsets still don’t support SteamVR’s asynchronous reprojection.

    in reply to: Basic questions on resolutions & profiles #177779
    Ralf
    Keymaster

    One thing I forgot: If a game is set to immersive screen/cinema mode per default, you can be 99% sure that that makes most sense. If games are suitable for full VR mode they default to full VR and vice versa.

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