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BuckleBean

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Posts posted by BuckleBean

  1. I managed to get the video capture working: https://youtu.be/BKYVq4jgy5k

     

    Turning on mirroring in vorpx was the key as was using Dxtory to record the video. Unfortunately I could not get it to work with any of the free video recorders I tried (Shadowplay or Openbroadcast). FRAPS sort of worked, but it locked the game's framerate to the recording framerate so it isn't ideal: major judder unless you record at 75 fps. Maybe there's a way to turn that off in the paid version I don't know.

    Well done! I couldn't get mirroring to work for some odd reason, but no need to anymore as long as you're able. I've got a ton of buttons on my mouse, which really helps with the whole "not being able to see the keyboard" thing. But voice commands are brilliant. I'm still jealous of your framerates. I may try a fresh install of the game & see if that sorts me out.

  2. Oh now this is fucking interesting.

     

    On a side note, since we're talking about Chaos Theory, lately everything looks cold in the thermal goggles.

    I think this is due to new graphics cards and new drivers, as I haven't had this problem until my upgrade.

    Any advice?

    I hadn't noticed an issue. I'm on Win10. Do you mean EVERYthing looks cold, like the guards, etc...? Or just that it looks colder than it should. Until the other day, I hadn't played this in many many years, so it could be my memory is rusty. I only use the Thermal goggles in this video for about 2 seconds around the 9:40 mark. It's perhaps not the best example, but it this what you're getting?

  3. Hi Everyone,

     

    I thought some of you might appreciate this: https://www.youtube.com/watch?v=aEkscEFjgcU

     

    I can't remember for sure, but I think Chaos Theory was the first stealth game that I really took to. I've since fallen in love with the genre, preferring 1st-person stealth titles like TDM. But I owe a lot to this game for getting me into the genre and showing me a style of gameplay that rewards patience and slower, careful, artful sneaking as opposed to frantic running & gunning. It's the slower, contemplative pacing of stealth games that I've really come to enjoy most of all, I think.

     

    Sneaking around the environments is a real treat. It feels more like a Deus Ex game to me, though only as it relates to 1st person sneaking. I don't want to suggest that it's as open & varied an experience. You will need to pop out to 3rd person from time to time for certain interactions, hanging off of ledges, grabbing guards and disposing of their bodies, etc... I was successful at getting the main camera settings set up so that the entire game could be played in first person, but there were many show-stopping bugs, getting stuck in the environment, that sort of thing. I think it could be doable if the right values are tweaked to all of the camera settings throughout the .ini file, but it's a job for someone with a team or who has more time. As it is now, it's exceeded my expectations and I'm very pleased with the result.

     

    If you'd like to try this yourself, instructions are included in the youtube description. It just involves replacing one of the .ini files in the program folder with one that I linked to. There are 2 options. The first was what I was using for the video, which has the default mouse settings where the X & Y axis are different values (not recommended). The 2nd includes what I refer to as a "fix" for this, so that the X & Y axis are the same. This is my preference and what I expect is the standard for most games. You will also need to create a new profile and start a new game. Keep that in mind if you want to make any of your own tweaks. Once you're in game, press the key for weapon-aim and you'll be in first person. I'd also recommend using the fix for modern resolutions and set the fov to taste.

     

    If you have even a slight interest, I suggest you give it a try. Please use at your own risk, but certainly don't hesitate to let me know if you have any questions.

     

    p.s. Coincidentally, Chaos Theory is part of the humble Ubisoft bundle right now. You have to pay for the 2nd tier to get it, though.

     

    Thanks,

     

    Mark

    • Like 3
  4. @ Hiradur - Thanks so much! This looks great. Sound is soooo important for an experience like this.

     

    @ grodenglaive - no worries on the late reply. There's no real urgency. My main hope is that some folks will be able to take what I've done and further refine (or expand upon) a process for a good set up, like you've done. I've been distracted lately by early splinter cell games for some odd reason. I'm still very jealous of your framerate. Aside from your better processor & higher clocked ram, the main difference I see is your ability to set your monitor's refresh rate to 75. My monitor is 144hz, but has discrete options to do 60, 85, 100, 120, & 144. It will not accept a custom setting of 75, so I simply cannot test. I'm going to set it to 60 & see where that gets me. If TDM is highly processor dependent, that could also be cause for fps struggles, though my 2500k does quite well in most games.

     

    Anyway, keep at it. Crucible of Omens is next on my list.

     

    EDIT: Locking my monitor's refresh rate to 60 had no impact.

  5. Oh, I meant to say that I have placed my order for the consumer version of the Rift & plan to keep at this when I get it. I'm still waiting for pricing on the Vive. I'm not sure I can justify the expense, especially if it approaches $1000 or beyond.

     

    I expect the new hardware will introduce new challenges, but that's part of the fun. : )

  6. @ Nico - it's my pleasure. TDM in VR (or something like it) is pretty much all I'd ever need to justify buying one of these devices. I'd be happy to answer any questions you might have.

     

    @ grodenglaive - glad it's working for you. FOV is tricky. I did not need to apply the custom resolution in the Nvidia control panel, though that's what's recommended. I can't get that to work on my system for some reason, but just editing the .ini files works for me. Another option would be to try the game in windowed mode, but since you got it sorted, no need to mess around more. Having the custom resolution with the 8:9 aspect ratio, coupled with the r_fovratio setting, should get you most of the way there. I may have forgotten to mention that, along with these settings, I'm using Pixel 1:1 in the vorpx menu and I've lowered the zoom level in the to .92 & it's damn near perfect. No letter-boxing and the warping is almost imperceptible. I've also noticed that at this aspect ratio I prefer edge-peek to be zoomed all the way in. Works great for reading notes, etc... And be careful changing the 3D setting. Z3D & Z-Adaptive don't work and completely scramble the screen, so you can't see anything in order to change it back.

     

    I'm jealous of your lack of framerate issues. Mind sharing your specs? See mine below. Are you hitting a solid 75fps or locking in to 60fps and relying on timewarp for a comfy experience? I'd be curious to know if there's anything I could tweak to get it stable. Could also be the particular mission I'm running.

     

    My specs:

    Win10x64

    GTX 980sc

    2500k @ 4.4ghz

    16GB RAM

     

    Another random aside, I was playing Dishonored in VR the other day and was reflecting on the fact that I spend the vast majority of my time in these games crouching. And wouldn't you know it, my height in-game just about lines up with my height in meat space when I'm sitting at my desk. Another reason stealth games work well in VR, at least as a seated experience. Once we get room-scale & beyond, I'm not sure my legs are going to be up for long sessions of crouch-walking around my office for any great length of time. : ) Though, I must say, this stealth game looks badass: http://uploadvr.com/hands-on-neat-budget-cuts/

    • Like 2
  7. Progress update: some good news & some bad news.

     

    The good news is I've gotten the game to display in 3D with positional tracking by using a little trick to force the game to utilize a profile designed for a different game. In this case, Star Trek Voyager - Elite Force. This has the obvious drawback of not being tailored to the game's specific issues, so there may be some 3D-related graphical anomalies. I was inspired by this reddit post: https://www.reddit.com/r/oculus/comments/3xhtti/prey_in_vr_using_vorpx_looks_so_good_i_cant/. The way to do this is to rename the TDM executable to stvoy.exe. This method is hit or miss, more often a miss, but I was happy to see it work in this case.

     

    The bad news is that with Geometry 3D enabled, the game is forcing the framerate to hover around 31, or about half of the normal cap even with all gfx settings as low as possible (minus resolution). This suggested to me to be vsync related, but no matter what vsync setting I chose (both in game & in the nvidia control panel), I could not get this cap lifted by that method. I think it could be tied to the game engine somehow. I dug around online and re-discovered this thread for unlocking framerate: http://forums.thedarkmod.com/topic/15255-graphics-stuttering-solution/. This worked, but it was wildly variable & caused the speed of the game to be all out of whack & inconsistent. It was a more comfortable visual experience, but really screwed up play-ability. Even with the game locked to 31fps, the headtracking is still at 75fps due to async timewarp, so it's not out of the question for some. I can't stress enough what a world of difference this is compared to how things used to be without async timewarp. Previously, it would be considered impossible or unplayable. With this, I bet there are a small number of folks who would find it acceptable. Sadly, it's not quite enough for my taste. This is a situation of trade-offs and at this point, I will likely forgo natural-looking 3D & positional tracking for a better, more consistent framerate. I may try lowering the resolution to see if I can get any further performance gains so that the fps is always 60+, unlock the framerate with the console command detailed in the post above, and then use rivatuner to cap it at 60. I'm not sure if this'll work, but it may be worth a try.

     

    As an aside, it was very much worth experiencing the game in full 3D, even if just for a short time. Actually leaning to see around corners was a trip! Using the bow, you need to close one eye to properly aim. It's such a beautiful game, the lighting in particular frequently takes my breath away. Whether or not TDM ever gets "full support," I'm confident that it's just a matter of time before someone figures out that this formula is a perfect fit for VR & comes up with something great.

     

    Some other notes:

     

    On a whim, I tried using the nvidia 3d vision wrapper found here: https://forums.geforce.com/default/topic/835038/3d-vision/the-darkmod-3d-vision-opengl3dvision-wrapper/. I was able to get the title screen to display on my monitor in SBS mode, but it crashed to desktop when trying to launch a mission. It may be another avenue worth exploring with the right settings tweaked.

     

    Some additional info: setting the resolution to 1600x1800 does not seem to impact performance with 3D disabled, but provides a nice boost in picture quality, especially because I have AA disabled. AA kills performance for me even on my monitor. Bumping the resolution any higher and I started to see my fps drop. I also found that zooming the image out to 0.92 in the vorpx settings further reduced the fov warping. This setting will likely be user dependent to slight varying degrees, because stuff like how tight you wear the HMD or how you have the lenses dialed (in or out) will have a minor perceivable impact on fov.

    • Like 3
  8. I don't know this stuff, but I wonder if some of those issues could have a solution in the TDM code, a branch with a VR mode for now maybe.

     

    But if opengl is in & expected to get updated, maybe it's better to wait and that'd be better in the end. Or maybe a mix of both fix some & wait for some. I shouldn't prejudge the source of the problems.

     

    This is great news in any event!

    Without a doubt, native support would trump injection drivers in every way. I've seen it discussed here a few times. Someone has gotten Doom 3 working and suggested that his changes on github could be merged with TDM code: https://forums.oculus.com/viewtopic.php?t=12695. I took a look at that and learned it was beyond my abilities.

     

    But yes, opengl is now in with vorpx. When/if it gets updated, is totally up in the air. Based on comments from the vorpx dev, it sounds like it's a game-by-game basis, so it remains a mystery. There's also vireio, which is free and open source. They have not yet confirmed opengl support, but have teased a big announcement soon. We shall see.

     

    But essentially with these things, as long as a handful of these variables can be tweaked, we should be able to get things set up rather comfortably. The FOV issue is pretty much sorted out. Regarding framerate, my understanding is that it would be pretty damn near impossible to get the game working at 60+ fps without breaking things. The async timewarp present in the vorpx code does a great job compensating for this, though. I'm actually very pleased with the results. Before this update, anything sub-75fps would look like a vomit-inducing, stuttering, flip book. Oculus has plans to incorporate it into their sdk at some point, IIRC. I don't think there's any way to get proper 3D unfortunately unless the vorpx dev creates a profile.

     

    Still, TDM on the rift is a remarkable experience even at this bare-bones level.

  9. I just came here to post about this game, but it looks like you got it covered. Excellent summary, Jay. I had been nearing the end of a playthrough of Thief 2 (HD mod) & had been about a third of the way through Deus Ex when this came out. I must say that transitioning to Neon Struct was smooth sailing (once I re-bound the frob key to RMB). Neon Struct is very much cut from the same cloth. It even looks as if it could have come from around the turn of the century, stylistically anyway. I'm loving every second of it.

     

    It certainly plays more like Thief, but has a dialog system (for NPCs) that occur in nonviolent, hub levels more like Deus Ex. It's not as robust as either, but that's ok. It's scope is smaller, I think. What has me excited is Minor Key Games will soon be releasing a level editor and will support custom community missions.

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