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RalfKeymasterZ-Adaptive means that the algorithm simulates certain aspects of human vision, most importantly it comes with auto focus. That has its advantages, e.g. usually less glitches where you look at, but also some disadvantages. Switch to Z-Normal instead if the Z-Adaptive mode produces not enough 3D for you, usually 3D looks more pronounced with Z-Normal.
Caveat: vorpX always tries to find a valid depth buffer for Z3D, but there is no guarantee that it actually can. There are almost certainly a whole bunch of 2D-only user profiles. All other functionality vorpX provides also works in 2D profiles, of course.
RalfKeymasterCan‘t really say much to user profiles, I have never tried the game.
In general: per default (unless a profile has more advanced head tracking techniques, which usually only official profiles have) vorpX emulates a mouse with head tracking, so you‘d have to configure the game for looking around with a mouse. Not sure if that‘s possible for Ace Combat.
The y-axis directions for the mouse emulation can be changed in the vorpX menu on the input page.
Alternatively vorpX can emulate a gamepad stick with head tracking, but that‘s fairly laggy and should only be tried as a last resort. If you want to try that, set ‚X-Box Gamepad Override‘ to off and then ‚Head Tracking As Gamepad‘ to ‚On‘.
RalfKeymasterUnfortunately I have no experience myself with the headset. Since it appears to be a native SteamVR headset, SteamVR has to be your system‘s OpenXR runtime to use OpenXR.
Usually SteamVR complains if it isn‘t on launch, but you can also enable OpenXR manually in the SteamVR settings.
RalfKeymasterThat looks weird for sure. Not really sure what to recommend unfortunately. If it worked before and you already did profile reset something outside of vorpX must have changed.
RalfKeymasterGestures:
Gestures rely on default gamepad/keyboard bindings. Try to reset the game’s input bindings to default in its options menu.
Performance:
Keep in mind that rendering in stereo 3D means twice as much work for your PC since everything has to be rendered twice (once for each eye). With your rig you should be able to get largely stable 80-90FPS at medium settings and a medium to high resolution. That may or may not be good enough for you, depending on how well you can deal with the mod’s default alternate eye rendering geometry 3d approach. With AFR 3D each eye effectively only has half the FPS that the game runs with. In addition the approach comes with inherent comfort issues when you move around since the images for both eyes never are rendered at the same time, which can be fairly unpleasant.
If AFR 3D is not for you, switching to Z3D is your best bet. Less natural/pronounced 3D, but on the other hand no FPS penalty or timing related comfort issues.
RalfKeymasterPlease reset the profile to default in the settings menu. With default settings the profile is set up for FullVR mode. There probably will be black bars above and below the image to get the FOV right, but apart from that the game should work fine in FullVR mode with headtracking.
RalfKeymasterIf vorpX can‘t hook into any d3d9 game at all, there probably is a hooking conflict with some other program on your PC.
if you haven‘t done so already, please first try the trouble shooting options that pop up in the „Attaching To…“ window after a minute or so. That can often help without having to find out what causes the conflict.
if you can‘t even see the „Attaching To..“ window or the trouble shooting options don‘t help, you have to dig deeper. The pinned trouble shooting post on top of this sub forum has more details on the matter.
RalfKeymasterYour need to have a valid OpenXR runtime set. What headset do you use? I can’t really help in a more specific way without at least some basic infos.
RalfKeymasterSounds like a SteamVR misconfiguration.
If you don’t have a native SteamVR headset (e.g. Index or Vive), SteamVR is only the third best option anyway. Switch to OpenXR (works with all headsets) or Oculus (only works with Meta/Oculus headsets) in the vorpX config app.
Caveat 1 (for Oculus/WMR headsets): Unfortunately SteamVR tries to make itself the system’s OpenXR runtime no matter what. That is *NOT* what you want when you run an Oculus/WMR headset with OpenXR. Instead use your headset vendor’s native OpenXR implementation.
Caveat 2 (for Index/Vive): While native SteamVR headsets like Index or Vive also work with OpenXR in principle these days, Valve very unfortunately doesn’t seem to be interested in being fully compliant to the OpenXR specs. After more than two years they still didn’t bother to implement OpenXR for 32bit, which in effect limits the SteamVR OpenXR mode to newer 64bit games.
RalfKeymasterI perfectly understand the wish to do that, unfortunately it would basically break the automated profile update system. Imagine you had overwritten a profile and then due to a game update changes are made to the official profile you did overwrite. You’d never become aware of the updated profile and instead would be stuck with the other one. In a nutshell: I have to weigh complete tinkering freedom against breaking vital functionality here.
In 90% of the potential cases you can rename the .exe of a game if for some reason you want to use a non-official profile for a game that has already an official profile assigned. That rarely makes much sense anyway though.
In the particular case of Metro Exodus for example there isn’t really any benefit in switching to the enhanced edition just for the sake of its marginally better RTX effects, especially considering how great the original version already looks. The regular Metro Exodus profile supports both G3D and various advanced DirectVR features that you couldn’t even add to your own custom profile if you wanted to invest the time and effort required for that. As far as vorpX is concerned the enhanced edition is pretty much a ‘dehanced’ edition. ;)
RalfKeymasterWasn’t his first post with a somewhat demanding undertone, hence gently pointing out that years of free updates are fairly unusual customer service seemed appropriate at this point.
No worries though, I didn’t want to sound salty. After all vorpX is meant for having fun – on my end as well as on yours. Couldn’t be happier that you guys enable me to do what I do. Even after all those years I’m just occasionally still wondering what some people seem to take for granted. :)
RalfKeymasterI have a 5700XT here in a test box. Not totally top notch, but since it basically uses the same drivers and has the same feature set as the 6000 cards, it’s still sufficient for AMD checks.
Generally vorpX is designed to be completely vendor-independent. Pretty much the only significant disadvantage when using AMD GPUs is their very basic support for resolutions larger than the monitor res. While nVidia allows to set totally arbitrary custom resolutions easily, AMD only has a few predefined 16:9 custom resolutions, which is less than ideal for vorpX. That’s something only AMD could rectify unfortunately.
Apart from that there aren’t really any significant differences with AMD GPUs.
RalfKeymaster@ Steph:
You are here for such a long time that I think you already know the usual answer to when questions: when it’s done. :) Will be out in the not too distant future, but due to some delays I don’t know excatly when yet.
Not much going on currently as far as big game releases are concerned which scream loudly for more advanced official profiles. As far as I can tell there are decent user profiles for most of the more interesting recent titles. So no need to rush anything.
On a hopefully not too annoyed sounding personal note please excuse that slowly I can’t help the impression that you seem to think I owe you something – even after several years of free updates since you purchased vorpX, with both new features as well as heaps of new content on a regular basis. That’s not something you are entitled to, it’s damn good service in a world where most software is sold via subscription models.
@ Ghost:
vorpX checks for updates on launch. When the update is available, it will install automatically. No need to reinstall manually.
RalfKeymasterThere is no need for anything like that. vorpX comes with built-in super high quality upscaling and sharpening. Implemented at a much better place in the vorpX rendering pipeline than a filter added at its end. Also does actually more than pure post filters when set to max. You can configure and finetune it on the image page of the vorpX menu.
RalfKeymasterMaking your own vorpX profile is usually the better option and fairly easy if you know what engine a game uses, which is Unreal Engine 4 in case of Stray. Caveat: Some UE4 games are DX12 only these days. If there is no 3D with one of the many DX11 UE4 profiles try the Grounded profile as a base.
All you have to do is creating a copy of the base profile in the config app and then applying the game’s main .exe. Caveat: mke sure to apply the actual game .exe, not some launcher a game may use. For UE4 games thouse are typically named like this: arbitarygamename-win64-shipping.exe.
BTW: The PC Gaming Wiki and Wikipedia are usually a good way to find out the engine a game uses. For older games RJKs game engine page is also a great source.
More detailed information on the matter can be found in the vorpX help under ‘User Profiles’.
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