Beside subjective of personal taste/preference, I knew that so many type and models of Monitors/TVs out there. LCD/LED/OLED/QLED ; IPS/TN/VA... etc. And they have their own characteristic (from neutral colors to vibrant colors, high to low gamma/black levels/white point, etc).
Therefore I made a simple adjustment UI for this mod. You can adjust Dark Level, Light Intensity, Color Saturation, etc.by press END keyboard button to show-up Reshade UI. Just adjust the value to matching with your current screen (Monitor/TV) profile or fit with your taste/liking.
Turn-down Dark Level value slightly if you feels the scene become too dark for your screen (e.g OLED screen). Increase Light Intensity value slightly if you feels the scene is too dimmed (e.g for some older model OLED screen) or you want to get more contrast. Turn-down Color Saturation value if you feels the color is too strong for you, or increase it if you think the color is too weak.... and so on. ;) Turn-down Sharpness value if you feels it too sharp in your screen, vice versa. **For better adjustment result, just slide the value gauge step by step with small value increase/decrease. DO NOT slide it suddenly leap too high =)
Keep in mind this is a custom shader, not just a regular Reshade preset. With this custom shader You can create your own various presets based on this custom shader (by press "+" (plus symbol) button on the top right corner from UI).
The 3D Stereoscopic mode optimized for LG 3D Cinema Screen (e.g LG OLED 65E6P, passive 3D screen; top-bottom), for other 3D screen(e.g Sony and Samsung ~ active shutter 3D screen) you may change 3D stereoscopic format mode from top-bottom to side by side (SBS) from this UI to get better 3D Depth perception.
ps. I'm no longer supporting virtual 3D screen based on VR apps (e.g Virtual Desktop, Oculus Theater mode, Big Screen VR, etc.), this mod was made for native 3D screen only.
Yeah, we are still waiting for a VR mod for AFOP (Luke Ross might still working on it).
For temporary, this is a simple and quick tip to enjoy it in VR (tested with Oculus HMDs and NVIDIA GPUs only) with Virtual Desktop : - in NVCP create a custom ultra-wide screen resolution : 3840 x 1440 ( ** my Oculus Rift S res. = 1440p, so I'm using 1440p) - run AFOP - set that custom wide resolution above in-gamesettings (screen mode : fullscreen, aspect-ratio: custom > 3840 x 1440) - run Virtual Desktop***** (set virtual screen curve to 50, screen size = 220, screen-distance = 4.00 ~ these values are relative depends your eyes and brain perception) - put on your VR HMD ;)
- if you like to simulate head movement in VR; you can use this very simple Freepie**** Python script (for Keyboard and Mouse input only ***): def update(): mouse.deltaX = -filters.delta(oculusVR.yaw) * ratio mouse.deltaY = -filters.delta(oculusVR.pitch) * ratio
if starting: ratio = 800 oculusVR.update += update
** ratio 800 = my Oculus Rift S screen has 80Hz refresh rate (80fps) = 80 x 10 = 800 for smooth head movement (you can set higher if your HMD screen support higher refresh rate ~ e.g 120Hz = 120 x 10 = 1200).
*** Since AFOP cannot accept gamepad and keyboard/mouse controller mode at the same time (no dual DXinput in the same time), then we must using game-pad to keyboard EMU (I'm currently using DS4Windows with a special preset for AFOP (ViGEMbus EMU output : Mouse and Keyboard as controller). So it actually tricked AFOP to sense that we are only using keyboard and mouse as default controller and keeps the HMD head-tracking data retains to emulate head movement (moving camera inside AFOP based your head movement). ;)
**** Beside Freepie, if you are not familiar with Python scripting; then you can use Opentrack as head-tracking to mouse emu (to get head movement in VR). Quick Opentrack setup tips : set Input to "Oculus Rift Runtime 1.4 -- HMD"; output to "Mouse emulation" ; X axis = Yaw, Y axis = Pitch, Filter = Accela. Make some curve adjustment for Yaw and Pitch via "Mapping", make some graph nodes to get smoother curve ratio and smoother head/camera movement based on your VR head-tracking data.
Yeah, still far away for a perfect VR experience and a bit complicated.... but I can enjoy it now! ;)
That might possible since they also provided photo mode with full body still pose preview; but I believe that would be difficult and take time, since there is no a complete 3rd person character animation set for current game-play… pose for jumping, shooting, etc. (especially character rigging on Navi’s tail area).For get shadows they only using a dummy mesh with no detail character animation for it. So fully rigging for gameplay animation are limited only to their hands and arms (1st person gameplay).
yupe, but it don't have a complete character animation set for game-play action pose. Maybe you can find a way to mod the camera position (convert it from FPS camera to 3rd person camera or even VR camera view), but without a complete animation set for game-play action movement (animation montage and blending it together during play the game) I think it would be difficult. And rigging Navi's tail gonna need more effort to make it realistic in 3rd person camera view =)) It's may possible but it would need time and a dedication for it.
It's easier to convert 3rd person game camera to be a 1st person (FPS) camera, but not vice versa ;) You will need a complete animation set for your character appearance during 3rd person mode.
maybe someone will make it in the future? who knows? ;) But I think I can't do that ;)
4 comments
Therefore I made a simple adjustment UI for this mod.
You can adjust Dark Level, Light Intensity, Color Saturation, etc.by press END keyboard button to show-up Reshade UI.
Just adjust the value to matching with your current screen (Monitor/TV) profile or fit with your taste/liking.
Turn-down Dark Level value slightly if you feels the scene become too dark for your screen (e.g OLED screen).
Increase Light Intensity value slightly if you feels the scene is too dimmed (e.g for some older model OLED screen) or you want to get more contrast.
Turn-down Color Saturation value if you feels the color is too strong for you, or increase it if you think the color is too weak.... and so on. ;)
Turn-down Sharpness value if you feels it too sharp in your screen, vice versa.
**For better adjustment result, just slide the value gauge step by step with small value increase/decrease. DO NOT slide it suddenly leap too high =)
Keep in mind this is a custom shader, not just a regular Reshade preset. With this custom shader You can create your own various presets based
on this custom shader (by press "+" (plus symbol) button on the top right corner from UI).
The 3D Stereoscopic mode optimized for LG 3D Cinema Screen (e.g LG OLED 65E6P, passive 3D screen; top-bottom), for other 3D screen(e.g Sony and Samsung ~ active shutter 3D screen) you may change 3D stereoscopic format mode from top-bottom to side by side (SBS) from this UI to get better 3D Depth perception.
ps. I'm no longer supporting virtual 3D screen based on VR apps (e.g Virtual Desktop, Oculus Theater mode, Big Screen VR, etc.), this mod was made for native 3D screen only.
Happy gaming and cheers,
Chris
Yeah, we are still waiting for a VR mod for AFOP (Luke Ross might still working on it).
For temporary, this is a simple and quick tip to enjoy it in VR (tested with Oculus HMDs and NVIDIA GPUs only) with Virtual Desktop :
- in NVCP create a custom ultra-wide screen resolution : 3840 x 1440 ( ** my Oculus Rift S res. = 1440p, so I'm using 1440p)
- run AFOP
- set that custom wide resolution above in-game settings (screen mode : fullscreen, aspect-ratio: custom > 3840 x 1440)
- run Virtual Desktop***** (set virtual screen curve to 50, screen size = 220, screen-distance = 4.00 ~ these values are relative depends your eyes and brain perception)
- put on your VR HMD ;)
- if you like to simulate head movement in VR; you can use this very simple Freepie**** Python script (for Keyboard and Mouse input only ***):
def update():
mouse.deltaX = -filters.delta(oculusVR.yaw) * ratio
mouse.deltaY = -filters.delta(oculusVR.pitch) * ratio
if starting:
ratio = 800
oculusVR.update += update
** ratio 800 = my Oculus Rift S screen has 80Hz refresh rate (80fps) = 80 x 10 = 800 for smooth head movement (you can set higher if your HMD screen support higher refresh rate ~ e.g 120Hz = 120 x 10 = 1200).
*** Since AFOP cannot accept gamepad and keyboard/mouse controller mode at the same time (no dual DXinput in the same time), then we must using game-pad to keyboard EMU (I'm currently using DS4Windows with a special preset for AFOP (ViGEMbus EMU output : Mouse and Keyboard as controller). So it actually tricked AFOP to sense that we are only using keyboard and mouse as default controller and keeps the HMD head-tracking data retains to emulate head movement (moving camera inside AFOP based your head movement). ;)
**** Beside Freepie, if you are not familiar with Python scripting; then you can use Opentrack as head-tracking to mouse emu (to get head movement in VR). Quick Opentrack setup tips : set Input to "Oculus Rift Runtime 1.4 -- HMD"; output to "Mouse emulation" ; X axis = Yaw, Y axis = Pitch, Filter = Accela. Make some curve adjustment for Yaw and Pitch via "Mapping", make some graph nodes to get smoother curve ratio and smoother head/camera movement based on your VR head-tracking data.
Yeah, still far away for a perfect VR experience and a bit complicated.... but I can enjoy it now! ;)
Maybe you can find a way to mod the camera position (convert it from FPS camera to 3rd person camera or even VR camera view), but without a complete animation set for game-play action movement (animation montage and blending it together during play the game) I think it would be difficult. And rigging Navi's tail gonna need more effort to make it realistic in 3rd person camera view =))
It's may possible but it would need time and a dedication for it.
It's easier to convert 3rd person game camera to be a 1st person (FPS) camera, but not vice versa ;)
You will need a complete animation set for your character appearance during 3rd person mode.
maybe someone will make it in the future? who knows? ;)
But I think I can't do that ;)