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  • Oct 15, 2021 at 11:34pm#206767

    Topic:How to get SoundSpectrum’s Aeon 3D Music Visualizer to successfully hook?

    in forum Technical Support

    Rikster618

    Participant

    Hello Ralf,

    I am at my wit’s end. I have tried everything but still can not get SoundSpectrum’s Aeon 3D Music Visualizer to successfully hook to my VorpX v21.3.01.0 with my Quest 2 via Airlink and give me ANY true 3D Stereo Geometry Effects in VR. The screen always looks flat whether in True 3D Mode, Immersive mode, or Cinema Mode. It also does not matter What 3D Reconstruction Mode I choose (Geometry, Z-Adaptive, Z-Normal, or Off) They all look flat. Everything seems to work Aeon and VorpX except the 3D Stereo Effect.

    Aeon is a truly great VJ Music Visualizer Software and would be truly mind-blowing in 3d Stereo VR with VorpX if I could get it to work.

    It is disappointing in that Baktus and others from the VorpX Forum seem to imply that it works:

    From Baktus Dec 12, 2018 –

    Baktus wrote:

    Soundspectrum Aeon has 3 d grafic engine and works with ue3 profile. Max Fov and 3d deep and enjoy your music with Aeon vr!
    Good: awesome, blown away hear my music this waybad: need Platinium version for 30 bucks, and g3d grafics could be still a bit deeper

    I did all of that but still no luck for me, All flat. I hope they are not mistaken.

    Ralf, please if you could confirm that Aeon can indeed fully work with your wonderful VorpX and let me know what I am missing I would be forever in your debt. It has been a dream of mine to get Soundblaster’s Aeon fully working in VR. Maybe you can do your magic and we end up with a new Profile.

    Here is something from an About just in case it is helpful:

    SoundSpectrum maintains a Python-based 3D drawing API for both public and internal use. The purpose of this API is to offer rich content authoring capabilities by exposing SoundSpectrum’s high-performance C++ based graphics engine to an embedded python interpreter. SoundSpectrum develops and maintains each of these layers and currently targets OpenGL, OpenGLES1, OpenGLES2, and Direct3D on Windows, OS X, and iOS.

    If this helps there is a trial version available here that could maybe used for testing: https://www.soundspectrum.com/aeon/download.html

    Ralf, if it only works with the paid version, which Baktus seems to imply, I would gladly cover the $30 cost.

    Here is hoping you can help me fix this.

    Thanks in advance!

    Rik Henderson (Rikster618)
    Email: rikster618@gmail.com
    My Direct Phone 1-818-620-2879

    My SoundSpectrum Log.txt:
    ———————
    GetSystemInfo(), 15-OCT-2021, 13:02:49 (UTC-7):
    Aeon 4.1.1 (8309), STANDALONE
    OS:Win62x64 CP0:Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz Video0:NVIDIA GeForce RTX 2080 Ti Video1:NVIDIA GeForce RTX 2080 Ti Video2:NVIDIA GeForce RTX 2080 Ti Video3:NVIDIA GeForce RTX 2080 Ti HT_Supported:0 NumVirtualCores:16 NumEffectiveCores:16
    CPU performance class: 3
    GPU performance class: 2
    hash=kO1RVILWWlE-6tKkCzaVI4OMTA586QA15Ke8NhnpRkpK-8zzRCYf2u-fZRZfot79Hn0jVduxjye5ENuXmCzdXh
    Direct3D
    DeviceType: 0x1
    Caps: 0x20000
    Caps2: 0xE0020000
    Caps3: 0x3A0
    CursorCaps: 0x1
    DevCaps: 0x1BBEF0
    DevCaps2: 0x51
    RasterCaps: 0x7732191
    ZCmpCaps: 0xFF
    AlphaCmpCaps: 0xFF
    ShadeCaps: 0x84208
    SrcBlendCaps: 0x3FFF
    DestBlendCaps: 0x3FFF
    LineCaps: 0x1F
    StencilCaps: 0x1FF
    TextureCaps: 0x1ECC5
    PresentationIntervals: 0x8000000F
    TextureFilterCaps: 0x3030700
    TextureOpCaps: 0x3FEFFFF
    VertexProcessingCaps: 0x17B
    PixelShaderVersion: 0xFFFF0300
    VertexShaderVersion: 0xFFFE0300
    PrimitiveMiscCaps: 0x2FCEF2
    PrimitiveMiscCaps: 0x2FCEF2
    MaxVolumeExtent: 2048
    MaxTexBlendStages: 8
    MaxSimultTextures: 8
    MaxStreams: 16
    MaxStreamStride: 255
    MaxPrimitiveCount: 16777215
    MaxVertexIndex: 16777215
    AvailableTextureMem: 3916M

    SSRendererFlags: 0x1F00B84
    Max tex size: 16384 x 16384 x 2048
    Max tex units: 8
    Audio:
    0: Class 5, ‘Sound Generator (Fluid)’
    1: Class 5, ‘Sound Generator (High Energy)’
    2: Class 5, ‘Sound Generator (Chill)’
    3: Class 0, ‘”What U Hear” (Sound Blaster Audigy 5/Rx)’
    4: Class 2, ‘Microphone (Sound Blaster Audigy 5/Rx)’
    5: Class 2, ‘Headset Microphone (Oculus Virtual Audio Device)’
    6: Class 2, ‘MIDI (Virtual Desktop Audio)’
    7: Class 1, ‘Line-In (Sound Blaster Audigy 5/Rx)’
    8: Class 1, ‘Stereo Out (SoundSpectrum Audio Cable)’
    9: Class 0, ‘Stereo Mix (Realtek High Definition Audio)’
    10: Class 2, ‘Microphone (HD Web Camera)’
    ———————

    Oct 11, 2021 at 5:36pm#206711

    Topic:Neverwinter Nights 1

    in forum User Profiles

    RJK_

    Participant

    Neverwinter Nights 1 (G3D)

    Old User Profile Thread


    Little Update on the original of the game. Several fixes. Better Text and HUD reading. IMPORTANT: Disable HD Text and visual HD effects !

    Using the new sharpening method makes the old graphics look real nice and crisp.

    – optimized for cinema modes
    – profile available at the cloud

    Page 9 – vorpX – VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets (3)

    Page 9 – vorpX – VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets (4)

    Oct 8, 2021 at 3:49pm#206669

    Topic:Fast and Alt Fast Sync not reliably working anymore

    in forum Technical Support

    After a relatively long hiatus and a long series of hardware and software updates I have a VR rig that’s working extremely well.

    However, at some point a problem crept-in with vorpX that I’ve yet to solve:

    Fast and Alt Fast Sync used to work just fine to my Pimax 5K+ for me on my older rig, but on this one neither of those methods is working reliably. I’m getting flickering scenes, lack of sync, different frames in each eye, and that kind of thing. And while it’s somewhat related to overall GPU usage, it’s not any kind of a direct correlation (see below).

    Important rig details: Ryzen 5900X and RTX 3080 Ti, 32GB ram. I’m on PiTool v.1.0.1.272_20210917, which I believe is a release-version (non-beta; or at least as non-beta as anything out of Pimax is!) Video drivers are up-to-date (and this issue has survived several updates thus far.)

    I have excellent performance in native VR titles and things run nice and cool. I can push the GPU to nearly 100% all the time and it generally won’t even hit 80 degrees c. CPU likewise stays nice a cool (of course, it’s often sitting there not doing a whole lot in GPU heavy games anyway.) For example Alyx runs at 200+ Steam SS in Wide FOV totally without issue and often sees GPU usage clear up at 95+%. Cyberpunk (on my 3D display) will again run at 95%+ for hours. So I’m convinced this is a software issue, possibly an incompatibility between vorpX and my PiTool version? I’ve also tried manually under-clocking my GPU, just in case. Made no difference (beyond reducing my performance.)

    More info: This issue *does* depend on the title: I’m having zero issues with Greedfall for example – I have it running at 72hz in virtual cinema mode with no motion smoothing. GPU is often pegged way up above 90% in this title, and everything remains perfect. In FO3 however, I’ve had to switch to “Safe” sync mode. Same for Cyberpunk. The problem worsens with either kind of motion-smoothing (vorpX or Brainwarp) enabled, but is not completely related to motion smoothing. It’s also somewhat related to total GPU usage, but it’s again not completely related to total GPU usage (see Greedfall example above). Both Fallout 3 and Cyberpunk are good examples of titles where I’m seeing this behavior, and I’m having to leave a huge amount of GPU power on-the-table now to get these games to display properly as I’ve now got both of them in Safe sync mode. In Fallout 3 I was pushing 4K, G3D, 45fps/90Hz using vorpX motion smoothing, on my 2080 Super with no issues. Now, on my 3080 Ti those exact same settings result in sync-glitches. (I currently have it running safe Sync mode, 64Hz, no motion smoothing). In Cyberpunk I’m having to leave tremendous GPU overhead in order to maintain a properly synced experience, since Safe mode causes the FPS in the game itself to drop considerably and either of the faster HMD sync modes causes significant sync issues. I can push the GPU usage a bit higher with motion-smoothing off before this issue presents itself. For example, in Cyberpunk, Fast or Alt Fast sync mode, motion smoothing ON, I might start to see this clear down around 50% or 60% usage. With motion smoothing OFF and still in Fast or Alt Fast sync mode I might be able to push as high as 70% GPU usage before I start to have problems. In Safe sync mode all is good but of course my overall frame-rate suffers greatly. I haven’t tested Fallout 4 yet (I have the VR version now, so I’m not really using vorpX for F04 at this point.) I’ve picked-up Life is Strange True Colors recently, so I’ll test that soon.

    Sorry for the incredibly long post, but it’s a weird issue and varies considerably title-to-title.

    Is there a specific PiTool version I should be trying to use? Any other info on how I might try to get Fast or Alt Fast sync modes to work correctly again?

    Thank you!

    Oct 1, 2021 at 11:00am#206522

    In reply to: vorpX 21.3.5 Available Now

    dellrifter22

    Participant

    Glad i got a chance to check this out tonight, before I’m out of town for a week. Thanks.

    Initial impressions are that it looks pretty good (much clearer than previous vorpX defaults) although noticeably softer than I’m used to at max sharpen. 2.0 on this filter seems about as strong as 1.0 of the old. I think the new combination has a more natural “smooth” look, perhaps more stable and more accurate, but I may still prefer the old method with Sharpen 2.0 and Crystal image Normal.

    The old filter seems to have a higher contrast defining edges, adding more black to contour lines and textures, in turn making the overall scene look slightly more complex. It’s subtle effect, but adds just enough to better discern objects in the distance, like individual trees and their leaves, and makes terrain textures look slightly more detailed – even if artificially. Text lines are also better defined. I’m using Assassin’s Creed Origins/Odyssey as test cases for high res Z3D 3200×2880.

    At least these are my observations off the bat. I know it’s subjective, and most will prefer a more accurate image, free of artifacts, but just thought I’d mention this opinion in case there were some way to extend the range of the new sharpen, or include the old filters as alternatives.

    Anyhow, I look forward to playing more with this when I return. Thanks.

    Sep 30, 2021 at 4:10pm#206486

    Topic:vorpX 21.3.5 Available Now

    in forum General vorpX Discussion

    Ralf

    Keymaster

    23/07/27
    vorpX 21.3.5 has been released

    This is a maintenance release that mainly fixes a severe issue caused by recent nVidia drivers.

    • New method to apply automated game settings. Fixes many DirectVR profiles that include automatic game settings optimization being broken with nVidia drivers newer than February 2023.
    • Comes with all profile updates since the last regular vorpX update compiled in the installer for convenience.
    • Various smaller fixes.

    22/02/08
    vorpX 21.3.2 has been released

    This is a small in-between-updates-update(tm) with the changes below:

    • TrackIR head tracking can now be configured to not disable mouse emulation tracking entirely. Makes head tracking work with TrackIR in Farming Simulator 22 both on foot and in vehicles.
    • New profile: Farming Simulator 22: G3D, FullVR, DirectVR features: auto settings, FOV setup, TrackIR head tracking (has to be enabled in the game options).
    • New profile: Dying Light 2 (DX12 only!): Z3D, FullVR, DirectVR features: auto settings, FOV setup, memory scanner head tracking.
    • Kingdom Come Deliverence: on horse camera centering disabled automatically for better comfort.

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circ*mstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circ*mstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.

    21/10/04
    vorpX 21.3.0.1 has been released

    This is a hotfix that addresses the issue below, no other changes.

    • Switching between Z3D and G3D could cause a garbled image under some circ*mstances.

    21/09/30
    vorpX 21.3.0 has been released

    This update mainly adds AMD FidelityFX upscaling/sharpening during the headset render stage of vorpX for a crisper final image. Note that FidelityFX works kind of the other way around than it does usually in games. Instead of rendering a game at a lower resolution to gain performance, vorpX uses the method to improve the image clarity while rendering the game at the same resolution as before.

    Also two new game profiles have been added: F12021 and Deathloop

    FidelityFX is enabled per default and can be configured further on the ‘Image’ page of the vorpX menu with the ‘Clarity’ option. The sharpening algorithm is on per default, the other two components of the method (improved upscaling and texture detail enhancement) can be enabled in addition. Note that texture detail enhancement is not available for every game.

    Clarity Off vs. Full (Skyrim SE at 1440p game resolution):
    Page 9 – vorpX – VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets (8)

    Full Changelog:

    Improved/Fixed:

    • AMD FidelityFX upscaling/sharpening for a crisper final image. Note that this does not improve performance per se since the game is still rendered at its original resolution. Instead you get get a crisper image in the headset from the same game resolution.
    • FluidSync can now be configured to cap the frame rate at either half or third the headset refresh rate on devices with a 90Hz refresh rate or more.
    • VR Controllers could not be used as gamepad in GTA V and Red Dead Redemption II while no actual gamepad was connected.
    • EdgePeek requests handled differently in GTAV/RDRII connection mods. (Hopefully) resolves issues with EdgePeek staying enabled although it shouldn’t.
    • Some potential exit crashes prevented.
    • GTA V could crash on load while VR controllers are connected.
    • Injection didn’t work correctly on Windows 7 anymore.

    New Profiles:

    • F1 2021: Z3D/FullVR, DirectVR: auto settings, tracking
    • Deathloop: Z3D/FullVR, DirectVR: auto FOV and settings

    Sep 25, 2021 at 11:50am#206425

    Topic:Tip: Fallout 3 with VorpX

    in forum Game Hints and Settings

    RJK_

    Participant

    I am currently playing Fallout 3 with VorpX. Even after the awsome FO4 experience i must say this game (2008!!!) looks so incredibly nice with vorpx, especially with the Fellout mod which removes the greenish lighting in favor of crisp colours and a blue sky. These ini settings my be helpful on random crashes. These settings will also improve FPS and minimize studder. Dont go too high in resolution though which may result in crashes or freezes. I found a resolution of 3600×3700 (Gtx108ti) working well. Push the VorpX sharpness slider all the way up to 2 makes the image look very clear. In my eyes no need for texture mods etc.

    Page 9 – vorpX – VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets (10)

    The Game (Game of the Year) with 5 add ons is currently 86% off Here

    Sep 10, 2021 at 11:56am#206185

    In reply to: AMD FideltyFX Enabled in SteamVR (open source project)

    Ralf

    Keymaster

    @ Lawrence1962:

    Yes and yes. DLSS at ‘Quality’ will work perfectly fine together with this. However, upscaling of any kind (DLSS included) always comes with imperfections, so be careful. The lower ‘Performance’ presets usually don’t work that well. Doubly so in a headset where pixels appear way larger than on a TV or monitor. Garbage in, garbage out.

    Consider these things a nice way to gain an extra bit of clarity (or performance when used the other way around), but don’t expect them to do miracles.

    @ senoctar:

    No. Upscaling/sharpening is done at the final stage before the images are sent to the headset, which is the best point in time to do this. Adding it as an extra step in between at an earlier stage would partially negate the gain in clarity later when the image has to be resampled again.

    Sep 6, 2021 at 4:13pm#206088

    In reply to: vorpX 21.2.3 Available Now

    Ralf

    Keymaster

    21/09/06
    vorpX 21.2.3 has been released.

    This is a maintenance release with the below changes and fixes. Note that the config app will still display 21.2.1 as version number since there have been no changes to it. The actual version number is shown in the bottom/left corner of the game window.

    • Fixed: Delayed hooking did not work under some circ*mstances (e.g. Control).
    • Fixed: Saving shader definitions did not work under some circ*mstances.
    • Fixed: Some DX9 games (e.g. Call of Juarez) did not work correctly with recently introduced matrix array transforms.
    • Fixed: Dark Souls Prepare To Die Edition (and potentially other DX9 games) could get caught in a device reset loop when run fullscreen.
    • Fixed: Dark Souls Remastered (and potentially other DX11 games) could deadlock.
    • Improved: reduced CPU usage while checking for newly launched programs.
    • Improved: DX11 G3D authoring auto projection search can handle nested structs
    • GTA V: script DLL updated.
    • Red Dead Redemption II: hints were not shown on start, script DLL updated.
    • Vampire: Bloodlines: automated settings applied correctly for community patch.
    • Nier: Automata: support for Game Pass Edition added.
    • Dead Island: support for Definitive Edition added.
    • Deus Ex: Mankind Divided: DX12 support added (Z3D), for G3D stick to DX11.

    Sep 5, 2021 at 9:34pm#206066

    In reply to: No 3D in NBA 2K21?

    Mazzle

    Participant

    I was under the impression that the recent 2k games wouldn’t work with vorpx, but clearly that’s wrong. This works flawlessly. I haven’t noticed any artifacts so far, and everything is very clear and readable. Great job. I’m not sure how a profile becomes an official one, but this seems like it would be a good candidate.

    FWIW, I bumped the strength to 4 as well. 5 did make it seem like the guys were too small.

    Frank, I haven’t noticed any stuttering and I have a way weaker video card (2080 Super).

    (If anyone has problems getting it to attach, check your exclude list. I bone-headedly forgot that I had put NBA 2k21 on my exclude list ages ago.)

    Aug 29, 2021 at 8:24pm#205918

    Topic:Can not get vorpx work with steam

    in forum Technical Support

    MagnusO

    Participant

    Hi
    I got steam value index vr
    I try final fantasy XIII, Doungeon Siege and others same issue
    here is some issue I run into
    GameOverlayRenderer.dll is loaded even I told steam not load overlay for final fantasy XII and global setting and vr for theater mode is off as well

    INF: App: Attaching to lrff13.exe, pid:10548 (32bit)
    INF: App: cmd: “C:\Program Files (x86)\Steam\steamapps\common\LIGHTNING RETURNS FINAL FANTASY XIII\LRFF13.exe”
    INF: App: vorpX version: vorpX 21.2.1, build time: Jun 17 2021 | 13:52:21
    INF: App: max. supported profile version: 21.2.1
    INF: MemScanManager: Created
    INF: App: Authoring mode: 0
    INF: ProgSettings: Versions: system: 0.0.0, user: 0.0.0
    INF: GameHelper: Instance created
    INF: App: BaseInit: crash handler set, previous handler stored.
    INF: Hook Base: Installing base init hooks single-threaded
    INF: HookBase: Overlay detected: gameoverlayrenderer.dll
    WRN: HookBase: Overlay already loaded on hook init: gameoverlayrenderer.dll
    INF: HookBase: Installing system hooks
    INF: HookBase: Installing mouse hook
    INF: D3D9 Base: Installing main hook (functions)
    WRN: Hook: Source module mismatch (d3d9_CreateDevice), expected: C:\Windows\SYSTEM32\d3d9.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
    INF: D3D11 Base: Installing Main Hook
    INF: DXGI Base: Installing Main Hook
    INF: VorpControl Injector: DLL injected: LRFF13.exe
    INF: vorpControl: Starting process life thread: proc id: 10548, hook count: 1
    WRN: AudioHelper: No known VR playback device found.
    INF: DirectInput Base: Checking Main DirectInput8 Hook
    INF: DirectInput Base: DirectInput 8 detected.
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
    INF: Main: Detaching from lrff13.exe

    How to slov it ?

    Aug 25, 2021 at 1:28am#205845

    Topic:loading vpenvr_api.dll failed this is a sever problem please reinstall vorpx

    in forum Technical Support

    VorpXNightmare

    Participant

    Whenever I try to start CS GO on my Oculus Quest 2after running vorpx I get this message

    “loading vpenvr_api.dll failed this is a sever problem please reinstall vorpx”

    CSGO then boots on desktop with the vorpx menu options on the side.

    My device selection is set to Steam VR

    how do I get this to work?

    Aug 11, 2021 at 7:24am#205646

    In reply to: HELP RESIDENT EVIL 2 FIRST PERSON MOD

    CrazyDolphin

    Participant

    Minor Update:

    I finally realized the github page where I got access to the RE2.zip file (the dinput8.dll file), also has the latest RE2 Framework files (e.g., the github link had a ‘build_vs2019.bat’, whereas the Nexus Mods/Mod DB link had a ‘install_vs2017.bat’).

    Unfortunately, deleting the Nexus Mod files and replacing them with the github files did NOT resolve the issue (e.g., the 1st person mod only works when voprX/Steam VR is off).

    At this stage, the only option left I can think of is to uninstall/reinstall everything and see if it works (I’ve done this twice so far, and it hasn’t helped yet, so I’ve got low confidence on it working this time).

    Aug 1, 2021 at 9:11am#205483

    In reply to: HTC Vive Pro 2 – any doubts ?

    Forux

    Participant

    Hi,

    I own Vive Pro 2 and it is really good headset. No other headset feels that real with price less then 3k so far.

    But.

    But it does not work properly with vorpx! Image looks blurry with z-buffer mods, geometry mod not working.

    When I play Skyrim or other games that must work perfectly with vorpx next happaned:
    1. Screen on PC works okay, no freeze and good fps.
    2. Inside VR glasses image freezed on single frame and nothing happens.

    So guys from vorpx must or fix their software or add message that they does not support this glasses to not mislead.

    Jul 31, 2021 at 6:59am#205471

    Topic:Newbie Issues with Half-Life 2

    in forum Game Hints and Settings

    CrazyDolphin

    Participant

    Hello there!
    I’m a newcomer to vorpX, but have managed to get it up and running, and have been able to play Dead Space and Aliens: Colonial Marines (via Steam) so far.

    Prior to using vorpX on any game, I always try to play it on a monitor first, before applying an vorpX profile to the game.

    When trying this approach for Half-Life 2, trying to use vorpX results in a black screen, although audio works just fine.
    I do get a couple of messages from vorpX indicating ‘you may have to exit Steam and restart the game’. I tried this and nothing changed: a black screen with working audio.
    The other message was something along the lines of ‘vorpX will initialize the game/start up Steam’.

    Deleting the game and re-installing it has done nothing to change the situation, but Dead space and A:CM still work fine.

    Does anybody have any tips or advice for the situation I am facing?

    Jul 20, 2021 at 11:31am#205348

    In reply to: do you play flat games

    senoctar

    Participant

    An HMD isn’t always the better option compared to a monitor. It depends on the HMD itself, mostly the resolution, the PC hardware, whether you are susceptible to motion sickness, if you are playing competitively etc.

    There are some games for which 3D on a big screen adds so much to the experience that using a monitor would be missing out. Most RPGs fall in this category, lifelike characters add a lot to the story and the interactions. Some unexpected ones like GRIS which is a 2.5D side-scroller. Various others that for some reason look like a different game in 3D, Bayonetta, Everreach and DMC5 come to mind. Colorful settings or generally great environments tend to work well in an HMD, ex. ABZU, Planet Alpha, AER: Memories of Old.

    Then there are some for which 3D either doesn’t work or doesn’t add much. Many FPS titles probably fall here, especially the fast-paced ones. Classical 2D/2.5D/Isometric games with no depth information or no underlying 3D models. You would still get a big screen so it depends whether you are willing to trade in some clarity and maybe performance for that.

    There are also some for which the experience takes a big hit. Controls for example, not all games play that well when you cant see the keyboard. In Ghostrunner chapters I played though with a controller took twice as much compared to the average. Then there might be performance. Even in plain 2D the VR environment will take quite a chunk of GPU time, on a 1080ti it seems to be around 20-30%. You might not be willing to trade in some quality just for the bigger screen.

    Personally I only use my HMD for gaming ever since I got the G2 which has a decent resolution. But mostly because I’m currently skipping most games that don’t work well.

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