Jump to content

Search the Community

Showing results for tags 'vr'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • News
  • Features
    • PC reports
    • Modding guides
    • Interviews
    • Reviews
    • Utilities
    • Remastered
  • Announcements
  • Community
    • Giveaways
    • Questions
  • Sales

Forums

  • Forums
    • News and general PC gaming
    • Articles and troubleshooting
    • Development
    • Random
  • Archive
    • Archived

Categories

  • Game fixes
    • General
    • Official patches
    • Unofficial patches
    • Gamepad configurations
    • Scripts
  • Applications
    • General
    • Demos
    • Full games
    • Dedicated servers
    • Tools
  • Extra game content
    • Official content
    • Community content
    • Mods
  • DLL files
  • Other
  • WSGF
  • AppleGamingWiki

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Member Title


Steam


Website


Location

Found 9 results

  1. Version 1.0.0

    29 downloads

    Fix by haolink Megadimension Neptunia VIIR - VR Fix Explanation Megadimension Neptunia VIIR has some cool VR segments, The issue here is that the team who ported this game to the PC, Preapp Partners, have specifically hardcoded lens shapes only for CV1 Rift and HTC Vive What the game does is instead of obtaining the data from SteamVR is checking which vendor your headset is and thats all. You got a VIVE Pro or VIVE Cosmos? Means it will apply HTC lens distortion You got a Rift S or an Quest? Rift Distortion it is. You got another vendor then HTC or Oculus? Then the game simply closes SteamVR connection, which causes the game still to try and output the scene to a VR headset which causes it to crash since it has nowhere to output it to. What this patch does is trick the game into thinking your vendor is HTC, which allows you to play the VR segments on any VR headset (with some downsides, see Known Issues) Installation Download DeltaPatcher Extract the contents and open DeltaPatcher Set the Original file to the location where v2r.exe is located in (You can open the location by going into steam and right-clicking the game and then Manage > Browse Local Files) Put the .xdelta patch into XDelta patch. Optionally, you can also backup the original file by clicking on the cogwheel in the bottom right and selecting Backup Original File Press Apply patch Make sure to always launch SteamVR before opening the game, otherwise the game will crash on VR segments. Known Issues The game always runs at 920x1080 SteamVR scaling does not work The game stutters/twitches alot in VR, albeit in a playable state. Since the game applies the VIVE lens shape, the game may look distorted on other headsets, this is not an issue on Valve index due to how similar the lens shape is compared to VIVE. The game freezes if you click out the window or minimize it.
  2. Version 1.0.0

    216 downloads

    This is a mirror (for safety as original is on sendspace) for Donvermo's Doom VFR - Smooth Turning Config. You can find original config and the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=2198179438
  3. I've been looking to replace my Oculus Rift, and the Oculus Quest has really intrigued me. It's about the same price as the Rift S, but the main difference is that the unit is capable of a standalone mode without a PC - which is delivered on a Android with a Snapdragon 835 CPU. The Oculus Quest games are underpowered compared to the games you can get tethering on a PC through SteamVR or the desktop Oculus Store. What has changed my perception of the Oculus Quest more recently is that Oculus Link is going to be software patched in. This allows tethering the Oculus Quest to a PC for a 'standard' PC VR experience using a normal USB3 A to C cable. Not only this, but the Oculus Quest has been able to stream games from PC to Oculus Quest using a hack. This is done by enabling developer mode, installing SideQuest (a sideloading app), and VirtualDesktop. Then you can stream all PC experiences over wifi and this gives a full untethered PC experience with minimal lag - you can use SteamVR, Oculus etc all without worrying about tripping over a cable. Yes the Quest has inferior specs (lower refresh rate, lower resolution) compared to tethered headsets (Rift S, Valve Index, Vive Pro etc). But is this the best option and is this the future of VR?
  4. Half-Life: Alyx, the newest entry into the Half-Life universe, has had its latest release information blasted as us today: Official Steam page https://half-life.com/en/alyx https://twitter.com/valvesoftware Infodump: Let's rewatch the trailer several times..
  5. Version 1.0.0

    542 downloads

    File courtesy from "https://galgun.pikachu.moe/ModPawn.zip" from the Steam Guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1603993136"
  6. For the VR support, would it be possible to add Windows MR (Mixed Reality) headsets to the list of headsets? All the Windows MR headsets have been released now, SteamVR support has be opened up to the public now too. As not every SteamVR game supports Windows MR it would be good to have them as their own separate category in the headsets section so we can specifically show if they're supported or not. It wouldn't be necessary to list all the headsets, just Windows MR in general. For example, Space Pirate Trainer does have Windows MR support, but Universe Sandbox ² doesn't despite supporting Vive and Rift. Thanks :)
  7. Steam just implemented these for the store pages themselves. Only about 30 currently say they support any of them, but the feature is only a few days old. It may be worth looking into implementing these for PCGamingWiki. For example Windlands uses a few of them. You can search for games that support the HTC Vive explicitly, or the Oculus Rift explicitly, or Seated/Room-Scale/Standing. Tracked motion controllers is also a new one we don't currently support (AFAIK). See here: Thoughts?
  8. It's been nearly a day and it still hasn't quite sunk in for me. It's enormously disappointing that a crowdfunded independent company that was going to become the next step in PC gaming gets bought out by Facebook. Here from Zuckerberg himself: What do people think? Is it the end for VR? Will new VR headsets be released to compete with the Oculus (providing that they don't infringe on their patents)? Or will VR and gaming become reinvigorated with this $2 billion cash infusion?
  9. It's been nearly a day and it still hasn't quite sunk in for me. It's enormously disappointing that a crowdfunded independent company that was going to become the next step in PC gaming gets bought out by Facebook. Here from Zuckerberg himself: What do people think? Is it the end for VR? Will new VR headsets be released to compete with the Oculus (providing that they don't infringe on their patents)? Or will VR and gaming become reinvigorated with this $2 billion cash infusion? Click here to view the article
×
×
  • Create New...