Ralf

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Viewing 15 posts - 1,366 through 1,380 (of 10,045 total)
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  • in reply to: Dying Light 2: Stay Human #209394
    Ralf
    Keymaster

    I’ll take a closer look tomorrow and see what can be done. Download finished an hour ago, but I can’t check the game anymore today.

    in reply to: Dying Light 2: Stay Human #209387
    Ralf
    Keymaster

    If you dial in Z3D to look almost exactly like real G3D, it has glitches (repeated/distorted parts of the image where missing stuff has to be filled in after shifting the pixels for the left/right view) as huge as the distance between your eyes close to the camera. No way around that no matter what.

    In vorpX Z3D is usually dialed in to have natural left/right separation (i.e. scale) after about 1.5m, parts of the scene closer to the eye will look off scaling wise. That is done on purpose to avoid overly excessive Z3D glitches. Since in the majority of games 99% of the time you don’t really look at objects so close to the camera while actually playing a game, overall that’s the better compromise compared to converting half the image into one huge Z3D glitch.

    in reply to: Farming Simulator 22 issues #209381
    Ralf
    Keymaster

    Forcing Oculus to 45fps doesn’t really work well indeed. vorpX comes with its own frame interpolation that works best when the headset itself runs at its full refresh rate, i.e. the second number in the ALT+F FPS counter should ideally always to 90 (or whatever your headset’s refresh rate is).

    You can however use vorpX’s FluidSync option to lock the game framerate to half. That can feel smoother then fluctuating game frame rates.

    Mouse/TrackIR currently is more a less a matter of taste. Currently one works better on foot while the other is better in vehicles. The next vorpX will resolve this conflict and be able to properly work on foot with TrackIR enabled.

    in reply to: Elder Scrolls Online not working with new update #209380
    Ralf
    Keymaster

    Just a heads-up that the next vorpX version will set a working AA method automatically so that noone will have to run into this annoying pitfall anymore.

    in reply to: Elden ring will use EasyAntiCheat :( #209369
    Ralf
    Keymaster

    Unfortunately parts of what vorpX does could be easily misused by cheaters, e.g. for wallhacks and similar things. The only way to get whitelisted by anticheat systems would be to disable pretty much everything that hooks deeper into the graphics pipeline (i.e. all 3D functionality) and act as pure overlay. That doesn’t really make too much sense though since you can do more or less the same with the desktop viewer already.

    in reply to: In game menu #209345
    Ralf
    Keymaster

    You have to make sure that games are running in the foreground, otherwise input will not get registered.

    If you happen to use any tools or utilities that hook into mouse or keyboard input, also check whether that maybe that causes a conflict.

    in reply to: Generic3D question #209344
    Ralf
    Keymaster

    There will be no additional features for the generic 3d mode. It does everything required to use vorpX in the most common stereo display mode and that’s how far it will be taken.

    I understand that sounds disappointing to you, but vorpX always was about VR and I have plenty of work for the next two years ahead. This has nothing to do with disliking anything, it’s about having to use the available time in a manner that benefits most users in the best possible way.

    BTW: vorpX always renders both eyes at full res, for the SBS output this full size render is then downsampled, making SBS output always 2×1 supersampled. I.e. image quality wise vorpX’s SBS mode is closer to the double wide output you‘d like to have than to normal half width SBS. With some sharpening applied (Clarity option on the image page of the menu) you can come reasonbly close to how it would look if both images were displayed at their original full width.

    in reply to: Time to annoy Ralf with Roadmap question again! #209341
    Ralf
    Keymaster

    vorpX already has a far more powerful key/button binding system that doesn‘t rely on a specific VR API. It’s an internal abstraction layer that handles all three VR APIs and all major motion controller types. Quite nifty if I may say so. ;) Fully configurable and with in-game visualization.

    It’s used for the current VR controller support and now also for the gesture system. Each gesture can be bound to a gamepad axis/button, a key, or a mouse axis/button. Pretty much all you could wish for.

    For the time being the available gestures are more obvious ones like driving or fighting related stuff, but in principle more ‚arcane‘ ones (for the lack of a better word) are thinkable too in the future, of course.

    BTW: Motion controllers already can do full gamepad emulation including a d-pad perfectly well without a gesture. In both gamepad and kb/mouse mode there are two mapping sets which can be switched by holding the left grip button. The one aptly labeled ‚Map Shift‘ in the overlay. :)

    Ralf
    Keymaster

    I looked into League of Legends a year ago, or maybe two, can’t remember exactly. While it was possible to hook the game initially, I got kicked out reliably after a short while, probably as soon as some server side anticheat system figured out what was going on. So no dice.

    in reply to: Time to annoy Ralf with Roadmap question again! #209314
    Ralf
    Keymaster

    My wishlist? Mmmmmh, let me think… well… It’s fairly short: that would probably be a feature that adds all subsequent features automatically. :)

    Seriously, what I can tell you is what the main addition in the next update will be. That isn‘t too far off anyway: a gesture system that let‘s you use motion controllers in more immersive ways than just pressing buttons.

    Probably not of interest for everyone, I know, but those who like to play with VR controllers will have something new to tinker with. Originally just developed as a game specific thing for Cyberpunk, it has grown into a fully configurable system on its own over the past few weeks that let‘s you bind pre-made gestures to any game action.

    While most useful in the context of more in-depth mods like Cyberpunk where I can swap gesture sets based on game context, that should also be fun in some other games, e.g. it will be possible to bind an aiming down sights gesture and grenade throwing in shooters, steering in racing games etc. Not full motion controls by any means, but it’s quite surprising how much a little bit of extra involvement can add to the overall experience, even in cinema mode or when playing seated. All completely optional, of course. Noone will be forced to use it.

    I‘ll update most official profiles where that makes sense over time, but you will be able to tinker with it right away with the next update. The config UI is still missing currently, will probably look similar to the controller/gamepad binding UI, so more or less self explanatory.

    in reply to: Cyberpunk vorpX vs Standalone #209299
    Ralf
    Keymaster

    Currently the standalone version is the recommended way, it does a lot more than the ‘normal’ profile since it comes with a game specific mod that not only allows to adjust the driving FOV, but also provides (alternate frame) G3D, positional tracking, decoupled walk/look and a lot more stuff that isn’t possible without more direct access to a game.

    With your GPU you should be able to get a decent framerate pretty much all the time with medium graphics details set in the game options. Most importantly disable raytracing. Looks nice, but without you will be able to go a bit higher resolution wise. Overall the crisper image from the higer res is more beneificial than raytracing effects.

    BTW1: The next version of the mod (hopefully next week) will come with a motion controller gesture system that let’s you use motion controllers for more than just gamepad emulation. E.g. for steering cars/bikes, throwing grenades and more.

    BTW2: The next vorpX will have the mod built-in, so after the next vorpX update standalone and regular vorpX will be the same.

    Ralf
    Keymaster

    Maybe the installer picks a wrong path due to your SSD change. Run the installer again and then browse to your valid CP2077 install folder manually instead of just confirming the one the installer picks automatically.

    in reply to: Manually add game to vorpX #209289
    Ralf
    Keymaster

    If you have an nVidia GPU, you can add resolutions larger than your monitor supports in the nVidia control panel. For AMD your are limited to some preconfigured ones unfortunately.

    The ‘Custom Resolutions’ section in the vorpX help explains step-by-step how to do that. In case of Portal 2 you normally should see an according hint in the vorpX menu whenever you try to change the resolution there to one that isn’t supported.

    A typical FullVR resolution would e.g. be 1920×1440, but for older and less demanding games like Portal 2 even super crisp 3200×2400 are possible without any problems.

    in reply to: Unable to connect to cloud #209284
    Ralf
    Keymaster

    Sounds like a firewall problem. Make sure vorpConfig.exe is allowed to access the internet.

    in reply to: Oculus quest2 and Starcitizen #209283
    Ralf
    Keymaster

    To use the desktop viewer on a laptop you have disable the integrated GPU. Normally the desktop runs on the integrated GPU and the PC only switches to the RTX3080 for games. The desktop viewer can’t copy the image from one GPU to the other. So since your headset is connected to the RTX3080 you have to make sure that the desktop also runs on the RTX3080.

Viewing 15 posts - 1,366 through 1,380 (of 10,045 total)

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