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RalfKeymasterPlease remove any FOV mod you may use for the VR mod. The mod automatically adjusts the game FOV to perfectly fit the FOV of your headset (the regular profile does that too BTW, there is no need for a FOV mod either way) . All you need to tweak is finding a compromise between resolution and performance that works for you.
Just in case: if you haven’t done so already, check the brief instructions displayed in the start environment and the top/left corner of the game window. They explain all there is to know to get things running as intended.
3D: With DirectVR 3D vorpX uses an alternate frame approach for stereo 3d, i.e. each eye only udates every other frame. If e.g. the game runs at 90fps, each eye actually only has 45fps. The mod tricks away many unpleasant side effects that come with this approch, but it still clearly isn‘t for everyone. If you find it uncomfortable, simply switch to Z3D. All other functions the mod offers in addition to the regular vorpX profile (decoupled walk/look, optimized cameras, motion controller gestures etc.) also work with Z3D.
RalfKeymasterI never really tried Z3D with the second one TBH, but it’s possible the default depth buffer heuristics doesn’t catch the right one (or switches between two or more if it detects more than one). Ni promises, but I’ll check it for the next version.
In general I’d highly recommend to stick to the original trilogy instead of the remasters. Performance is so much better that any improvement in the visual department the remaster may have to offer pales in comparison.
Hint: keep the 3D-Strength at realistic levels (i.e. no ‘dollhouse 3d’). Without exaggerated stereo 3d potential G3D shadow glitches are often passable.
RalfKeymasterNo problem here with the Origin version. Can’t vouch for the Game Pass version though if that’s what you’re using.
BTW: Switching from Z3D to G3D requires a game restart to get rid of heavy visual glitches.
RalfKeymasterI uploaded a quick and dirty profile to the cloud, it’s named ‘Unreal 5’. Immersive screen with a bit of head tracking, which is nice for flying around.
The Ironman demo wasn’t downloadable (limit reached), the profile was made with this Superman demo. Not 100% sure whether it will work with the Ironman version, but that’s quite likely.
Hint: Works reasonably well at 2560×1440 with an RTX3080. At least the Superman version doesn’t seem to have an official way of switching resolution though. If necessary set the desktop res to the res you want to play the demo with before launching it for better performance with mid tier GFX cards.
May 23, 2022 at 5:39pm in reply to: Metal Gear Solid The Phantom Pain/Ground Zeros maybe support in the Future ? #211046
RalfKeymasterI looked into the game right after its release a few years ago. At the time there was an issue with hooking into it, but it might be worth to check that again with the hook helpers that have been introduced since then. No promises, but I’ll reinstall the game and check whether something is possible now.
RalfKeymasterI’m afraid, I don’t really understand what you are trying to achieve. You can disable head tracking in games that vorpX is hooked into as described by Zel1984. You can’t use vorpX to disable head tracking in native VR games if that is what you want.
RalfKeymasterIf you let vorpX adjust settings automatically, it configures everything for the game‘s built in stereo 3d rendering. Nothing to improve beyond that.
RalfKeymasterThere is no PC version of Forbidden West yet and I‘m relatively sure there won‘t for the next two or three years considering how they handled the PC port of the first one.
RalfKeymasterIn regard to this topic it might be interesting that stereoopsis is only one of many depth cues a human brain uses to derive depth from. There are actually more mono cues than stereo cues, stereo cues are dominant only for objects at close range where the left and right views are actually different. The farther away something is (und thus the less different the left and right view of the object become) the more important mono depth cues become. After about a dozen meters the difference between the left and right view of an object starts to become so small that monocular depths cues start to take over entirely.
BTW: The dependency on distance is why Z3D can work surprisingly well in VR unless you start looking at objects very close to the camera, which isn‘t really what you do most of the time while actually playing a game. For everything farther away than maybe 2m or so Z3D can produce enough parallax without looking overly glitchy. Only below that threshold it either becomes too glitchy, or – if one wants to avoid the glitches – doesn‘t look realistic anymore.
May 20, 2022 at 7:34pm in reply to: Lost the Ability to Change Vorpx’s Player FoV Setting in L4D2 #211001
RalfKeymasterTry to empty the DirectVR cache on the DirectVR page of the vorpX menu and then re-run the scanner. That should help with issues like that in DirectVR games.
RalfKeymasterTry to switch the headset type in the vorpX config app. Normally ‘Oculus’ should work best, but OpenXR will work just as well (provided it’s enabled in the Oculus PC app). ‘SteamVR’ will also work with Oculus/Meta headsets, but should be tried last since introduces SteamVR as an unnecessary extra layer.
RalfKeymasterPlease follow the instructions in the ScriptHook message regarding installing the latest version. That should solve the issue.
May 16, 2022 at 1:18pm in reply to: Farming Simulator 22 In-Vehicle View is a bit nauseating #210968
RalfKeymasterTry with TrackIR head tracking enabled. vorpX can utilize head tracking data to emulate TrackIR. The info box in the top/left corner of the game window has detailed instructions.
RalfKeymasterAwesome. Thanks for the info.
RalfKeymasterFirst please try to update the ScriptHook modding library. It recently got broken by a game update: http://www.dev-c.com/gtav/scripthookv/
If you use other mods, copy it normally to the game folder. If you only use vorpX and no other mods, you can alternatively just copy ScriptHookV.dll to C:\Program Files (x86)\Animation Labs\vorpX\Plugins. vorpX loads it from there if it’s not in the game folder.
If that does not help:
Try without the dedicated mod portion that comes with vorpX since last summer. Not sure, but I could imagine that it’s not compatible with FiveM. Of course the would disable all the good stuff that the mod provides (better G3D, VR compatible FOV, decoupled walk/look, optimized cameras etc.), but with some luck it *might* at least allow you to play FiveM in immersive screen/cinema mode.
The mod portion of the profile can be disabled by renaming/removing vpxGTAV.dll from the vorpX plugins folder mentioned above.
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