vorpX & Daytona USA 2

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Re: vorpX & Daytona USA 2

Postby Teknix1 » Thu Jun 21, 2018 9:43 pm

Unfortunately there are even more glitches with the legacy engine. I see this as a positive though, I much rather see the new engine be more compatible than the old one. Who knows, maybe one day this will work perfectly.
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Re: vorpX & Daytona USA 2

Postby Teknix1 » Sat Jun 23, 2018 4:10 pm

I just built version r735 (x64) using VS2017, the 3D issues are exactly the same. Oddly enough I was first getting the weird ghosting effect that I've seen on many of the public builds, after trying to build a few of the previous versions, that went away inexplicably.

I'm thinking I may not be configuring supermodel's vorpX profile base on a game running the same version of openGL as it is. Looking at the code, I can't find what version it is using (the readmes mention 2.1 but is that still accurate). I'm a .Net developer and don't understand C or C++ very well.
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Re: vorpX & Daytona USA 2

Postby isamu » Mon Jun 25, 2018 1:56 am

Lots of great info there! I'm going to see if I can grab VorpX in the next few days, but I probably won't even bother trying Sumermodel with it given your results.

Besides, to be honest I'm actually more interested in getting it working with a few other emulators....PCSX2, PPSSPP and that PS3 emulator to be more specific. Why these particular emulators? Well I'm a huge Ridge Racer fan and would love to be able to play at least one of them, either RRV, RR2(PSP) or RR7 in VR. 2Eyeguy made a very preliminary version of PPSSPPVR which somewhat worked but was absurdly buggy so I couldn't be bothered using more than a couple minutes. I'd give anything to play those three Ridge Racer games in VR without glitches. Like, I'd seriously die and go to heaven if it was possible! :lol:

Do you by any chance own GRID 2? It's available on Steam for very cheap. Do you think you could try it with VORPX and see it it works well? GRID 1 works very well according to some guys in the VORPX forum but none of them replied when I asked about whether or not GRID 2 works. If you don't have GRID 2 let me know I can see about buying it and gifting to you via Steam. What is your Steam name?
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Re: vorpX & Daytona USA 2

Postby Teknix1 » Mon Jun 25, 2018 5:07 pm

No need to gift me Grid 2, I did not own it but steam has a free demo, which I downloaded and tried. The problem with Grid 2 is that it uses the EGO 3.0 engine (never heard of this before) and vorpX does not support many games with that engine. If you want to test out a game that's not officially supported by them, you have to copy one of their pre-made profiles, point it to the exe of your game and see how that goes. Which I did, and since there are only a handful of them with the same engine, it was quick to test... all two of them. Only F1 2013 showed some hopes but still didn't work well enough, many graphic issues such as unusable menus and reflection off of everything that was just so wrong that it was simply impossible to play. Here's a great page to find out what engine is used by a game.
http://rjkole.com/gamestuff/engines/ind ... =EGO%203.0
I suppose it might still be possible to get this to work with vorpX, I can't say how well that would be and I just can't figure out how to do that.

As for the other emulators, if they support DirectX 9-11 or openGL chances are good. Good luck with those! I have to admin I'm a geek when it comes 3D, even though I don't play a lot of games with vorpX it does satisfies my curiosity, so it is a good buy that way. If you don't feel that way, it might be worth making sure your game is supported first. Good luck with the other emulators!
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Re: vorpX & Daytona USA 2

Postby isamu » Tue Jun 26, 2018 3:24 am

ok I got vorpx just now and tried pcsx2 and ppsspp. Problem is there is no 3D reconstruction options for ppsspp. When putting it in "fullVR" mode the effect is less than desireable. With pcsx2 there is the "Z-render" or whatever it's called, but the so-called 3D is not impressive and of course head track is virtually useless. Is there a way to force the 3D Geometry option into the vorpx menu as a selectable option? Or am I simply doing something wrong as to why it's not there?

As for EGO Engine 3.0, so basically you're saying it doesn't share the same engine as GRID1 and that's why it doesn't work so well? Really too bad because GRID 2 is so superior to GRID 1 it's not even funny. I do hear DIRT 2 and 3 work flawlessly however.
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Re: vorpX & Daytona USA 2

Postby isamu » Tue Jun 26, 2018 3:41 am

Teknix1 wrote:I haven't had any luck with getting the stereoscopic view working properly. I think I will need to catch vorpX's attention to get that resolved. There's just way too much glitching.

On the other hand, I have just discovered the -wide-screen parameter. If you thought triple monitor was amazing, you ain't seen nothing yet. With vorpX you get a single view without seams (that you get between actual monitors). There's a parameter in vorpX to curve the screen around you. The screens I've posted don't do it justice, your view is pretty much completely covered by the virtual screen. I don't normally play like this, somehow my laps are slower. I normally play in 4x3 ratio, the way I have it setup in VR looks like having an 8 foot screen about 8 feet way, it takes pretty much my entire view. But in super wide; it's just overwhelming.

The resolution I've used is 2976x768,this might seem low, but VR is low rez at the moment. I have to say, this looks absolutely beautiful nonetheless. This vertical resolution is double the original hardware, the horizontal is six times. Which equates to having 3 monitors (original arcade) side-by-side. I haven't ventured in higher resolutions, but I could go as insane as I'd like I suppose. There's stretching happening to the sides so there's a point where it just looks worse.

I have played this in front of an HD television (46 inches), right in front of it in hopes to replicate the arcade, but I have to admit; playing in the Rift (I'm sure other VR headsets are just as good) is far more intense. I won't play in front of a regular screen anymore.

The following just don't do justice to VR, you need a helmet to understand what is going on. Notice how you can see to the right of the track (HUD) and to the left of the lap count.


Teknix....when you say you discovered the "-wide-screen parameter", are you referring to the "Cinema mode" or the "Immersive Screen Mode"? In Cinema the widest I can get the screen in 2:35 Aspect ratio, while in Immersive Screen Mode, there is no aspect ratio option. I want to be able to simulate a true triple screen experience(minus the bezels of course), but even in Immersive Screen Mode, I couldn't figure out a way to make the screen warp around me in a 180 degree view. Is this "-wide-screen parameter" setting something separate in addition to the "Cinema" and "Immersive Screen" Modes? If so how do I enable it?
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Re: vorpX & Daytona USA 2

Postby Teknix1 » Tue Jun 26, 2018 5:28 am

Use the "-wide-screen" parameter on the supermodel command line, it's not a vorpX option. Also leave the vorpX aspect ratio to whatever is the default. vorpX automatically detects the resolution your running the emulator on and adjusts the display accordingly in cinema mode. I then use the second parameter (on supermodel command line) "-res=2976,768" to run at double the vertical resolution (from the arcade) and 6 times the horizontal. Which gives you the equivalent of three (4:3) screens. Supermodel understands what you are trying to do by the ratio of the resolution you are passing in and renders the game differently. You might think 768 is not a very high resolution but the reality is current VR headset don't have a high perceivable resolution so it's a balance between improving the original game and what it's worth in VR.

Hope that helps!
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Re: vorpX & Daytona USA 2

Postby Teknix1 » Tue Jun 26, 2018 5:40 am

ok I got vorpx just now and tried pcsx2 and ppsspp. Problem is there is no 3D reconstruction options for ppsspp. When putting it in "fullVR" mode the effect is less than desireable. With pcsx2 there is the "Z-render" or whatever it's called, but the so-called 3D is not impressive and of course head track is virtually useless. Is there a way to force the 3D Geometry option into the vorpx menu as a selectable option? Or am I simply doing something wrong as to why it's not there?


What you want is Geometry 3D (or G3D if your researching online). That's the best reconstruction and the only one that's really worth it. In order to get that option, you need to find a "compatible" profile in vorpX which already has G3D enabled, copy it and point the copy to the exe of your game. Once you launch it it will provide you with the same options (in the vorpX menus) as with the original game. Not every game works the same way, so if you copy a game which the profile does not support headtracking, you won't get that in your second game, etc... It's really not easy to find a compatible game. You need to understand the engine that both games use, and find matching types of games (racing vs fighting for example). An FPS would use the mouse for headtracking (vorpX would move the mouse when you move your head) where that doesn't happen in a racing game so expect certain aspects to fail that way if your not also using compatible types.

You might want to watch the youtube video you pointed me to earlier, it's long but it's worth it. Other than that, look at the site I referenced a few posts ago, it will help you find a game that has G3D support.
http://rjkole.com/gamestuff/engines/
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Re: vorpX & Daytona USA 2

Postby isamu » Tue Jun 26, 2018 1:09 pm

Gotcha, I'll check that out thanks!
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Re: vorpX & Daytona USA 2

Postby isamu » Tue Jun 26, 2018 6:53 pm

Just got through playing around some more with PCSX2 and VORPX. Lack of proper Geometry 3D support really hurts the experience. Tinkered Z-rendering but couldn't find any satisfactory results. However, I will say playing Ridge Racer V in "Cinematic Mode" isn't too bad as a temporary solution. The Oculus and VIVE's restricted FOV as well as their low resolution hurts this mode a bit as well, so I'm expecting a newer, more next gen headset such as the Pimax(which I backed BTW) to increase the WOW factor in this regard. Just going from a 110 degree FOV to a 200 degree FOV should be quite the eye opener even in Cinematic Mode. I honestly can't wait until my Pimax arrives, hopefully in a month or two. We'll see what happens in the future. I really wish Namco would announce Ridge Racer 8 for PS4 and PC with VR support. Then I wouldn't have to bitch about VORPX anymore :lol:
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