Ralf

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  • in reply to: vorpX 23.1.0 BETA #216081
    Ralf
    Keymaster

    IMPORTANT BETA FEEDBACK HINT

    You can use use this thread to discuss your experience with the beta, and of course as always I’ll try to answer what I can, but if you want me to look into something that you think might be a bug:

    Please send all beta bug/issue reports including relevant log files via e-mail to support at vorpX com. You can create an archive with log files and some basic system information with a single click on the trouble shooting page of the config app. That’s infinitely more valuable for me than just a forum post, and thus in the end for you. Thanks!

    in reply to: Witcher 3 not attaching? #216079
    Ralf
    Keymaster

    Please use the latest beta for the Withcher 3.

    Can’t really say much to Tiny Tinas Wonderlands. The game is not officially supported, if there is no cloud (user) profile that provides 3D, all you could to is trying to creating your own. The vorpX help has more info on that under ‘User Profiles’. You can access the help from the config app.

    in reply to: vorpX 23.1.0 BETA #216077
    Ralf
    Keymaster

    The next beta release is now available. The most important change is a partially rewritten and extended DX12 pipeline that works with more games.

    Three new DX12/Z3D profiles have been added: Far Cry 6 (FullVR), The Last of Us (Immersive Screen), Uncharted 4 (Immersive Screen).

    Note that these aren’t 100% complete. Most notably there aren’t any gestures yet. Being a FullVR profile especially the Far Cry 6 experience will benefit hugely from being played with motion controller gestures. I’ll upload a profile database update with gestures sometime next week. If you don’t want to wait, you can add your own. That’s super easy. Check the video in the first post for details.

    Concerning The Last of Us there is a little caveat: the game’s renderer apparently works heavily asynchronously and on top of that switches between different depth buffers often, which makes it quite hard for vorpX to figure out which is the right one to use for which frame. I implemented a bunch of workarounds to deal with that and things look stable with a few savegames I checked, but if you encounter heavy depth flicker or weird distortions on your machine, you may have to resort to playing in 2D.

    BETA DOWNLOAD

    in reply to: FAR CRY 6 #216076
    Ralf
    Keymaster

    Check the beta thread in a few hours. The profile will come together with the next beta later today.

    in reply to: FAR CRY 6 #216074
    Ralf
    Keymaster

    Finally checked this today. The existing profile works right off the bat with my latest dev build (at least at the beginning of the game).

    So it should work with the next beta later today. Doesn’t seem to survive display mode changes though. Running the game windowed should help for now. I’ll look into that later.

    Addendum

    Looks good as far as I can tell. Z3D/FullVR incl. a scalable HUD are possible and work fairly well. No time for auto settings until today’s beta, but I’ll add instructions for FullVR. *Please* don’t make your lifes harder than they have to be and follow them. Basically setting a 4:3 res and FOV at 112 is all you need to do with default profile settings.

    in reply to: vorpX 23.1.0 BETA #216073
    Ralf
    Keymaster

    That’s semi intentional. The main purpose of the standby/resume monitoring is to ensure that the virtual display is disabled when the machine wakes up. vorpX itself being disabled after standby is a side effect. Might or might not change in the future. Personally I consider it quite useful actually, but on the other hand it’s admitteddly a bit against what one would expect.

    in reply to: vorpX 23.1.0 BETA #216063
    Ralf
    Keymaster

    Just a heads-up that the next beta will be out tomorrow (Friday).

    Most important additions are various changes to the DX12 pipeline, which finally allow stable support for both The Last of Us and Uncharted 4. May also help with other DX12 games that didn’t work at all so far, but I haven’t tested anything else yet.

    Sorry for the wait. I needed a little break from staring at code last week. Not that I got away from the PC very far, of course… Instead I dived a bit into AI image creation. Looks like useless junk at first, but after a few days, still merely scratching the surface, you can already create some really interesting stuff with a bit of imagination (plus a lot of trial error). Way beyond the flood of anime girls that is overflowing half the AI-related internet. If occasionally you get bored of gaming, use your GPUs for some AI art creation. Quite addictive.

    Anyway: this weekend will finally be The Last of Us and Uncharted 4 time for you (and me too as far as The Last of Us is concerned).

    in reply to: Has vorpX changed your gaming way of life? #216058
    Ralf
    Keymaster

    The forum software considered it spam for some reason. Has been salvaged.

    I don’t know exactly how that works, my guess would be it disliked the ‘>>>>>’, ‘<<<<<'.

    in reply to: Viewfinder Demo! #216050
    Ralf
    Keymaster

    What a totally awesome 3D-puzzler idea. Wishlisted right away.

    in reply to: vorpX 23.1.0 BETA #216042
    Ralf
    Keymaster

    Brief heads-up that the Cyberpunk 2077 profile’s mod component has been updated with the latest CyberEngineTweaks modding framework for Cyberpunk 1.62.

    I believe I never mentioned that before: vorpX 23.1 comes with a new profile update system that makes handling profile updates for games with advanced (mod) functionality more convenient for both me and you. Instead of having to push a full vorpX update whenever any profile’s potential extra files need updates (e.g. because of a mod breaking game update), these are now handled independently and download/install automatically if necessary. Prior that was only possible for the profile database that contains ‘normal’ profile definitions, now any potential extra files an advanced profile may require can also be updated independently from vorpX itself.

    When you launch CP2077 (without having updated CET for 1.62 manually yet), you should see a message about a CP2077 mod update being available. After clicking ‘Yes’, the game will close and vorpX will install the latest version of the profile’s mod component. On next launch CP2077 should work again with all extra features the mod component provides. Magic. ;)

    Since this is very new and untested in the field I’m not entirely sure whether it works 100%. If you encounter issues with the automatic CP2077 profile update, please let me know.

    in reply to: Cyberpunk VR Update Thread #216038
    Ralf
    Keymaster

    Heads-up that an updated installer including the latest CyberEngineTweaks modding framework for CP2077 1.62 is now available.

    No need to download it if you already updated CET manually, the actual mod is unchanged, only CET got updated in the installer.

    in reply to: vorpX 23.1.0 BETA #216028
    Ralf
    Keymaster

    @ luka:

    There is no need to uninstall it. Like said in the last reply it won’t get enabled unless you run the desktop viewer.

    Just in case, since you gave that (extremely bad) advice in reply to someone else a few days ago: do NOT stop/disable the vorpX service. By doing so you break the entire desktop viewer/virtual display system, including vorpX’s ability to switch the virtual display on/off. The service is a vital component since this beta. I’ll make sure you can’t accidentally mess with the service before the next beta release.

    @ Hugh:

    You need a valid license, it’s not a free-for-all beta, sorry.

    in reply to: vorpX 23.1.0 BETA #216023
    Ralf
    Keymaster

    You don’t have to use the virtual monitor, it’s completely optional. If you just launch games without launching the desktop viewer first, you won’t even notice it exists.

    With the default config it only kicks in when you launch the dektop viewer and then put on your headset. You can choose how, if and when you want to it to kick in the config app.

    While you don’t have to, you really should get accustomed to the launch desktop viewer, start games from there workflow though. The virtual display has enough advantages to warrent the ‘effort’ of getting used to something new.

    in reply to: vorpX 23.1.0 BETA #216020
    Ralf
    Keymaster

    @ VRified:

    Looks like I disabled the whole Witcher 3 game specific programming for debugging purposes and forgot to re-enable it…

    vorpX for a lot of games comes with game specific code modules that usually provide functionality that ‘normal’ profiles can’t provide. Since this module doesn’t kick in for Witcher 3 currently, all game specific extra functionality is unavailable. Will be rectified in the next beta release.

    @ mrSerge:

    Not sure about your mouse issue, sorry. As far as gestures are concerned, check the brief video in the first post of this thread. It explains where to find the list of available gestures and how to enable them.

    Ralf
    Keymaster

    Super short version: you have to figure out what engine a game uses and then find a profile that uses the same engine. Then you *might* be able to get 3D working by creating a copy of that profile.

    The process is explained in greater detail in the vorpX help. Please check that. I couldn’t really say anything else here than what the help already explains.

Viewing 15 posts - 616 through 630 (of 10,056 total)

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