Ralf

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Viewing 15 posts - 781 through 795 (of 10,055 total)
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  • in reply to: Cyberpunk 2077 stand-alone VR mod (flatscreen) #215005
    Ralf
    Keymaster

    The mod uses the Cyber Engine Tweaks modding framework, which will need an update for each new Cyberpunk version. At time of writing this post none is available yet, but in the past that usually only took a day or two:

    https://github.com/yamashi/CyberEngineTweaks/releases/

    in reply to: Old Profiles with BETA #215004
    Ralf
    Keymaster

    Exporting profiles you put some work in to tweak settings to your liking is always useful in case anything goes wrong, you can do that by simply dragging them to your desktop from the config app.

    As far as making them work with the beta there isn’t anything you have to do though, older profiles in the database just work as they did before.

    You can also always reinstall the last official build in case something doesn’t work as expected at all with the beta version.

    in reply to: vorpX 23.1.0 BETA #215003
    Ralf
    Keymaster

    You can simply reinstall the last official release over the beta install.

    To be on the safe side you might want to backup your entire C:\ProgramData\Animation Labs\vorpX folder since there is a certain chance that profiles/settings saved with a newer version don’t fully work as expected with an older version. I take great care to not break older profiles for newer vorpX versions, but guaranteeing that things always fully work the other way around (i.e. newer profiles with older vorpX) is essentially impossible.

    So in case anything unusual happens after downgrading back to the last official release it makes sense to have backup of the original profile database.

    in reply to: Cyberpunk VR Update Thread #215002
    Ralf
    Keymaster

    Cna’t say anything in respect to DLSS 3.0 currently, but CET will definitely need an update to make the mod work again. The official release page is linked below. At time of writing this post no update is available, but usually that only takes a day or two:

    https://github.com/yamashi/CyberEngineTweaks/releases/

    in reply to: vorpX 23.1.0 BETA #214947
    Ralf
    Keymaster

    On the motion controller page of the menu please check the ‘Controller Visualization’ option. Maybe you changed it before.

    in reply to: vorpX 23.1.0 BETA #214926
    Ralf
    Keymaster

    Hooking into a game is still the preferred method, there isn’t really much of a point in using the dektop viewer for games that vorpX can hook into. Hooked into games vorpX can take care of frame pacing instead of VSync.

    If you use the desktop viewer however, you should do so with VSync enabled. When using the desktop viewer without VSync games run as fast as they can, not being synced to anything. Also games must run on the virtual vorpX monitor, when they run on the physical monitor they get synced to the physical monitor.

    You don’t have to care about choosing the right monitor if you use the method recommended above, i.e. switching off the physical monitor after launching the desktop viewer.

    in reply to: FIX! – How to make MassEffect3 LE hook #214919
    Ralf
    Keymaster

    ME1 LE has an official profile since release, which made most sense because of the gameplay changes/modernization it came with. Just works without having to jump through any hoops at all. ME2 LE also is covered, just works too. Dan’t recall currently why ME3 isn’t, or whether there was an actual reason in the first place. I’ll check it again before the final 23.1.0 release.

    On a sidenote: ME2 and M3 LE are pretty much the exact same games as before with a texture mod and worse performance. Mainly because of that I’d consider the original ME2 and ME3 versions the better choice for VR.

    in reply to: How do you access the VorpX Menu when using: #214916
    Ralf
    Keymaster

    On a sidenote: In the upcoming 23.1.0 release there happens to be an info board with the most important keyboard/gamepad/controller shortcuts when you look to the left in the new start environment. Beta download here: click.

    in reply to: Head tracking in first person games #214915
    Ralf
    Keymaster

    Arma III: yes, Stalker: no.

    in reply to: vorpX 23.1.0 BETA #214914
    Ralf
    Keymaster

    If you already installed the new beta, please reinstall it. The weapon shader settings weren’t saved, should work in a new build that I just uploaded. I think that’s what you were interested in the most.

    in reply to: vorpX 23.1.0 BETA #214906
    Ralf
    Keymaster

    That’s the virtual display driver. Probably unrelated to your launch issue, which sounds more like some annoying antivirus problem. If you happen to use anything else than Windows Defender, try to exclude the vorpX program folder or – better – get rid of your AV program altogether. There is no real need for extra invasive third party AV since almost ten years now.

    in reply to: vorpX 23.1.0 BETA #214903
    Ralf
    Keymaster

    Try to uninstall and then reinstall. Make sure to click No when the uninstaller asks about removing the registration information, otherwise you have to re-enter your key on next launch.

    in reply to: vorpX 23.1.0 BETA #214893
    Ralf
    Keymaster

    The next beta is now available. You have to install it manually even if you are using the previous beta, there is no auto update. A bit rougher around the edges than I wanted it to be (see the hint below), but for reasons it was either now or in ten days or so.

    BETA DOWNLOAD

    Major Additions

    Major new feature is a virtual 8K! monitor that for one and most importantly replaces the need to manually add custom resolutions higher than your monitor allows to your PC.

    The virtual monitor comes with all resolutions predefined that the DirectVR settings optimizer may want to set for a given quality level or that you may want to set yourself in games without DirectVR settings optimizer support. As an added bonus this finally is a fully working custom resolutions solutions for AMD GPUs.

    Secondly the virtual monitor tremendously enhances the experience when using the vorpX desktop viewer, which has been rewritten from scratch.

    All VR desktop capturing normally suffers from a refresh rate mismatch between the monitor and the headset, introducing noticable micro-stutter when you play games using desktop capturing. That’s a thing of the past with the vorpX virtual monitor. Especially in FullVR mode with head tracking using the desktop viewer when vorpX can’t hook a game is now much more enjoyable.

    There are two ways to use the virtual monitor:

    1. Enable it from the vorpX tray icon’s right click menu. That way it becomes an (invisible) second monitor that you can select in most (newer than 10 years) games as an output.
    2. The super easy (and preferred) method: Launch the vorpX desktop viewer and switch off your physical monitor. The virtual monitor kicks in and all games automatically see it as the primary (and only) monitor. While not manadatory I’d encourage you to embrace this as your preferred way of using vorpX in the future. Aside from not having to care about selecting the virtual monitor yourself in games, it’s also a more seemless VR experience overall since everything after launching vorpX happens in VR.

    Important! Beta Hint

    Automatically turning on the virtual monitor when you disable the physical monitor may occasionally cause the desktop viewer to hang currently. That will be addressed before the final relase. To be on the safe side do the following for now:

    1. Turn on the virtual monitor manually from the vorpX tray icon’s right click menu.
    2. Launch the desktop viewer
    3. Turn off the physical monitor.

    Full changelog (since the last beta)

    • New virtual 8K monitor for an improved custom resolutions and desktop viewer experience.
    • Desktop viewer rewritten from scratch.
    • Some additions to the modding API.
    • Improved cleanup when vorpX happens to be closed while still hooked into a game.
    • New ‘View model/weapon’ shader type. Note that the ‘Weapon Handling’ authoring page that is required to further configure this currently is only accessible in advanced authoring mode. Don’t use unless you have an authoring key for the time being. Will be changed to fully work in user mode shortly.
    in reply to: List of all AFR3D Games #214885
    Ralf
    Keymaster

    Because that menu entry simply stands for every out-of-the-ordinary 3D method that may potentially be available in a profile. Like said above: there is a lot more to vorpX than meets the casual (or in rare occasions malevolent) observer’s eye. ;) By no means vorpX is “just” an S3D solution.

    in reply to: List of all AFR3D Games #214883
    Ralf
    Keymaster

    If you mean DirectVR, that’s actually a lot more than AFR 3D. DirectVR is a term I introduced some years ago for various techniques vorpX can use in more complex game profiles that do more than ‘just’ stereo 3d and head tracking.

    In more than 150 games for example vorpX can automatically adjust FOV, resolution and other settings for a streamlined VR experience. Also there is the DirectVR memory scanner that provides direct access to a game’s internal camera for low latency 1:1 head tracking as in native games. That’t available for two or three dozen games. And so on. There even is an API for modders.

    As far as the games in your list are concerned, those are extra special in that they come with game specific mods that do even more than ‘normal’ DirectVR games. E.g. automatically switching to EdgePeek in cutscenes, optimizing camera positions in vehicles for VR and so on.

    TLDR: There’s A LOT more to vorpX than meets the casual observer’s eye. ;) I’m confident to say that it’s by a huge margin the most feature packed, advanced and versatile toolkit for bringing flat games to VR. A bit of a challenge to get that message across sometimes since what vorpX can do varies so heavily from game to game, but true nonetheless.

Viewing 15 posts - 781 through 795 (of 10,055 total)

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