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RalfKeymasterNot by choice, but if you force me to do so, then probably yes. :)
RalfKeymaster@ Endlessdescent :
G3D means that the game is actually rendered from two perspectives, once for the left eye, once for the right eye. That’s ‘true’ 3D like it works in real life.
Z3D is a post process effect where the game is only rendered once as usual when playing on your monitor. The 3D effect is created afterwards based on depth information the game creates during the rendering process.
In a nutshell Z3D looks less natural, but is a lot faster.
RalfKeymasterSure, at 180fps the issues become less obvious. But that’s purely theoretical for newer, more demanding games. Most people without super highend GPUs are lucky if they can run demanding games at 60 (i.e. 30 per eye with alternate frame 3d). At such a framerate there are a lot of highly uncomfortable situations.
There’s a reason why no aftermarket 3D injector (let alone any native 3d game) over the course of 25 years ever worked that way. The very first private vorpX builds 10 years ago, when the whole VR gaming community was maybe a few hundred enthusiasts large, used alternate frame rendering because it is so much easier to implement. Didn’t even make it into the first public release… Just mentioning that I plan to do that caused a backlash big enough to send me back to the drawing board.
Besides: the starting point for vorpX back in the day was my wish to play Descent in VR, an ages old, fast paced shooter. In a game like that with constant fast motion alternate frame 3d is fairly sickening even at twice the display refresh rate. I have that on good authority. ;)
RalfKeymasterAwesome. thanks for sharing.
BTW:
If you’d rather play with a gamepad: there are two ways to resolve the gamepad/headtracking conflict, which occurs whenever a game can‘t handle simultaneous mouse (emulated for tracking) and gamepad input.
You can either switch on the ‚X-Box Gampad Override‘ option, which actually is a fullblown, fully configurable gamepad > mouse/keyboard mapping tool. With some luck only overriding the offending axis (‚Partial’) is enough, but more likely it will be necessary to map the axes as well as the buttons (‚Full‘).
Alternatively you can resolve the conflict by making head tracking emulate a gamepad instead of the default mouse emulation. That‘s fairly laggy since games typically apply heavy filtering to gamepad input, so it’s not really well suited for FullVR, but it can be good enough in immersive screen/cinema mode.
RalfKeymasterYep, in principle 6DOF tracking can be enabled in every G3D game, but in games with modern deferred renderers that may cause fairly heavy shadow glitches. In such cases it’s often better to stick to 3DOF although technically 6DOF would be possible.
As far as official profiles are concerned: if 6DOF isn’t enabled per default, it’s almost certainly better to leave it off.
RalfKeymaster2022/03/08
A new build is available with the below changes:
- Cyber Engine Tweaks modding framework updated to latest version.
- Optional grenade throwing gesture: move your left (or right in left handed mode) hand to your chest and then make a throwing move in the viewing direction. The original gesture still works too.
RalfKeymastermaybe some settings issue. Try to delete your user config file for the game. you can find it in:
C:\Users\[Username]\AppData\Local\CD Projekt Red\Cyberpunk 2077
The AppData folder may be hidden. Enable ‚Show hidden files‘ in Windows Explorer if you can‘t see it.
Apart from that I‘m out of ideas I‘m afraid.
RalfKeymasterSounds as if the HUD shaders aren’t identified correctly. Very weird. Are you 100% sure that both the game and the mod are up-to-date?
The latest mod version available here:
DownloadJust in case, without insinuating anything: if you happen to use some ‚inofficial‘ version of the game, make sure to use the official Steam/GOG version.
RalfKeymasterVery weird. What happens when you change the HUD scale option in the mod settings menu?
RalfKeymasterGreat. The good thing about the cache is that now you shouldn‘t have to run another scan until Valve updates the game next time.
Not possible for every game with memory scanner support unfortunately, but e.g. all Source Engine (Portal, Half-Life etc.) scanner values are cacheable.
RalfKeymasterNot a silly question at all. Just a silly programmer who doesn’t show an option to clear the cache directly when you run a new scan. :) The ‘Empty Cache’ button is on the DirectVR page of the menu.
RalfKeymasterYep, in games where vorpX can cache the scan result, you have to empty the cache before running a new scan.
One other thing: some antivirus programs may monitor memory access, which may cause issues for the FOV apply in Portal 2. If you happen to use anything else than Windows Defender, disabling the AV might be worth a shot.
RalfKeymasterLet me know how it goes. Should work really well (if it works ;)), even with basic roomscale support after running the scanner.
RalfKeymasterIn case of Far Cry Primal the game has to be restarted once whenever something changes that affects the FOV (typically only once), the FOV adjustment is done with an .ini tweak here. Unfortunately that can’t be applied right away. The game applies the changed .ini value after a restart. Whenever that is necessary vorpX displays a little pop-up message.
The Portal 2 FOV flicker is indeed DirectVR related. In this case the memory scanner does the FOV adjustment in realtime without the need for a restart. Shouldn’t flicker though with a 4:3 res normally… Does that also happen without recording software running?
Not sure about the revesed axes. Do you by any chance play with a reversed mouse y-axis. That would have this effect.
RalfKeymasterDid you change to a 4:3 res? has to be exactly 4:3 for Portal 2 and other games based on the same engine (e.g. Half-Life 2 or Black Mesa). Viable resolutions would e.g. be 1600×1200, 1920×1440 or 2560×1920.
On a sidenote: Watched your Far Cry video earlier and noticed that you changed the aspect to ‘Letterbox’. While that is highly useful when vorpX can’t handle FOV automatically, it’s not necessary in games where vorpX adjusts the FOV. Whenever a profile supports automatic FOV, vorpX computes an FOV that perfectly fits your headset FOV regardless of settings in the menu.
The only reason to prefer ‘Letterbox’ with automatic FOV handling would be getting a crisper image, which of course can be a good reason too.
Just a guess, but I wouldn’t rule out that in case of Portal 2 that may introduce flicker.
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