Ralf

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Viewing 15 posts - 5,341 through 5,355 (of 10,056 total)
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  • in reply to: Star Citizen with 18.3 #176055
    Ralf
    Keymaster

    First and foremost the usual Star Citizen disclaimer: The game is indeed abolutely unsupported because it is changing constantly.

    Anyway, I’ll check it on occasion, but won’t make any promises at all. Can’t really think of any vorpX 18.3.0 change that might have caused that. Maybe some odd coincidence with a smaller game update.

    What you can do yourself is renaming StarCitizen.exe to something else and then create a custom profile based on the existing one for this renamed .exe. That would allow you to check whether something can be done via shader authoring.

    in reply to: F.E.A.R Shadow flickering issue #176035
    Ralf
    Keymaster

    You could try to change the ‘G3D Shadow Treatment’ option i the vorpX menu (image page). That will allow you to disable them in places were they are particularly borked.

    Caveat: sometimes not all shadows might be defined correctly since it’s impossible to play through games completely when doing a profile. Let me know whether the option does anything for the offending ones.

    in reply to: A Quick (I promise) request #176034
    Ralf
    Keymaster

    I can’t rememeber what was the issue, but for some reason G3D didn’t work right when the was profile done last year. I’ll take another look at it, since then quite a few improvements were implemented for the DX11 G3D render path, so with some luck it might work now. Fingers crossed.

    in reply to: 18.3 Wow Problems #176033
    Ralf
    Keymaster

    Odd, nothing has changed since last night in terms of vorpX. Works fine here.

    One thing you could try is switching between windowewd/fullscreen in the game options.

    Also make sure the ‘Graphics API’ option is set to ‘DirectX 11’. vorpX should take care of that automatically, but you can ckeck in the game options (Menu>System>Advanced).

    Cursor: the game uses a ‘hardware cursor’ that can’t be duplicated in 3D, you should see a grey vorpX cursor instead. Try ALT+C to toggle it on/off in case the cursor visibility detection somehow failed.

    in reply to: vorpX 18.3.2 Available Now #176026
    Ralf
    Keymaster

    Don’t overdo it with the praise, guys. I might start to believe it otherwise. ;)

    in reply to: vorpX 18.3.2 Available Now #176024
    Ralf
    Keymaster

    Only the shader authoring has been made available for everyone since it’s easy enough to understand even without any knowledge of how 3D rendering actually works. Flipping through shaders and marking them as shadow/HUD etc. is more or less self-explanatory, or at least requires only minimal effort to learn without even really knowing what shaders are/do.

    in reply to: vorpX 18.3.2 Available Now #176020
    Ralf
    Keymaster

    @ all (most): Thanks for the kind words.

    @ moarveer: Bioshock Remastered is a rather odd case technically unfortunately due to the way they did the DX9>DX11 conversion. As soon as I have an idea to tackle this in a decent manner, the game will be added, but I can’t promise anything. Currently it’s too glitchy.

    @ nieda: FYI: About 90% of official profiles have G3D now. For AC:Odyssey you would need a GTX4080Ti (sic!) for G3D, not even AC:Unity G3D runs exactly great on current hardware. Far Cry 5: anticheat prevents vorpX from hooking as discussed multiple times here.

    @ dborosev: AC:Odyssey Z3D base parameters have been adjusted to look more realistic. In Origins elements nearby looked extremely large and then got too small too quickly in the distance. This is more balanced now. You can however play around with the near/far option like dellrifter suggested if you prefer something else.

    @ dellrifter22: no changes to the way Image Zoom is used. Only remotely related change is that in immersive screen mode a higher FOV is set if vorpX can adjust it. But that only affects immersive screen mode and there it has the opposite effect of what you describe. I’ll double check to be extra sure.

    @ OculusRiftRocks: native 3D means that the game has its own SBS stereo mode. What the vorpX profile does is automatically setting the game options to utilize it. You could do the same with Crysis 2/3, but those had indeed a depth buffer based approach. Crysis 3 with vorpX G3D is superior.

    in reply to: vorpX 18.3.2 Available Now #176007
    Ralf
    Keymaster

    No dice yet. You can find the full changelog here.

    in reply to: Registration Error #176006
    Ralf
    Keymaster

    Please start vorpX as admin for the registration, that will solve the issue. A new installer without this issue will be released ASAP.

    Sorry for the inconvenience.

    Update: the setup file on the server has been replaced, a reinstall with the web installer should fix this issue for everyone who encountered it.

    in reply to: splinter cell chaos theory: slow motion with vorpx #175976
    Ralf
    Keymaster

    ALT+TAB out of the game and back into it. That will almost certainly fix the issue. Alternatively you could use a tool like D3DWindower to force it to run windowed.

    Incidentally I noticed the same doing a few tests recently. Couldn’t really find the cause, the next vorpX will at least show a notification the recommends the ALT+TAB workaround.

    in reply to: 'e' key mapped to Touch controller cannot be held #175969
    Ralf
    Keymaster

    …, switching control back from gamepad to keyboard/mouse helped fix the problem.

    That was the hint in the right direction. Thanks for the heads-up! While the mouse/kb mode works as it should, gamepad mode behaves indeed like you described above. Will be fixed shortly.

    in reply to: anyone got assassin's creed odyssey working ? #175959
    Ralf
    Keymaster

    Working on it like a beast. Hopefully tomorrow, but I can’t promise it 100%.

    There were a few unplanned last minute code changes (unrelated to AC:Odyssey) that are basically done now but still need to be tested.

    in reply to: Can't get stereoscopic 3D to work (e.g. LiS:BtS) #175951
    Ralf
    Keymaster

    Just a heads-up that Tomb Raider [2013] not only gets fixed Z3D, but also newly added Geometry 3D with the next update.

    in reply to: 'e' key mapped to Touch controller cannot be held #175947
    Ralf
    Keymaster

    Can’t replicate this here. Neither in Portal 2 nor in a brief debug session which did not show anything unusual. Keys are pressed as long as the according Touch button is pressed. Since there also have been no other reports of such an issue since Touch support was added almost two years ago, I have to assume that it’s somehow system specific.

    If you have any additional software running in the background that might send Windows key events (e.g. Pinnacle Profiler, XPadder or similar gamepad tools) or that otherwise seems related to configuring/altering your keyboard please disable them.

    As a potential solution you could try to switch the Touch controllers to gamepad emulation mode in vorpX.

    If anyone else experiences this issue, please let me know.

    in reply to: Any chance for forza horizons 4? #175941
    Ralf
    Keymaster

    That pretty much sums it up. Unfortunately Windows Store games are protected in multiple ways, so no way to hook into them without truly hacking them, which probably isn’t a good idea.

    A 50% workaround is playing them windowed with the vorpX desktop viewer, but of course that won’t provide any form of stereo 3D.

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