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Dishonored

Posted: Thu Apr 11, 2013 10:17 am
by Baristan6
Dishonored, one of the three games I have put off playing until my Rift arrives, works...
Dishonored_Rifted_1.jpg
Reflections, are off.
lighting/shadows distort with roll(see bottom right corner of the rug by the fireplace).
Dishonored_Rifted_2.jpg
Overall it looks good on my monitor.

Re: Dishonored

Posted: Thu Apr 11, 2013 12:06 pm
by shiva
WOW
That's seriously awesome man, that game would be SO wicked with a rift on!!!
Any chance of you sharing your work? :mrgreen:

Re: Dishonored

Posted: Thu Apr 11, 2013 12:15 pm
by Baristan6
Just add Dishonored to profiles.xml and copy d3d9.dll and libfreespace.dll to "C:\Program Files (x86)\Steam\steamapps\common\Dishonored\Binaries\Win32"

Code: Select all

<profile game_name="Dishonored" game_exe="Dishonored.exe" game_type="200" separation="0.00357999" convergence="0" yaw_multiplier="25" pitch_multiplier="25" roll_multiplier="1" />

Re: Dishonored

Posted: Thu Apr 11, 2013 3:26 pm
by drgroove101
excuse my language, but holy f*cking poop! This is awesome! I have been holding off on this game off too, i can't believe it works with no additional coding. If my Rift dosn't come soon I think I'm going to cry.

The game is on sale on steam right now for 50% off too! It's on sale until Monday April 15, 10am PST

Re: Dishonored

Posted: Thu Apr 11, 2013 3:27 pm
by shiva
Baristan6 wrote:Just add Dishonored to profiles.xml and copy d3d9.dll and libfreespace.dll to "C:\Program Files (x86)\Steam\steamapps\common\Dishonored\Binaries\Win32"

Code: Select all

<profile game_name="Dishonored" game_exe="Dishonored.exe" game_type="200" separation="0.00357999" convergence="0" yaw_multiplier="25" pitch_multiplier="25" roll_multiplier="1" />
thanks! imma try that right away

Re: Dishonored

Posted: Sun Apr 14, 2013 12:47 pm
by zino
On a slightly related note: Dishonored is 50% on Steam for the next 22h.

Re: Dishonored

Posted: Sun Apr 14, 2013 1:11 pm
by cybereality
Really cool you got this working. I bought the game a while ago, but haven't got around to playing it yet. May have to give this a go.

Re: Dishonored

Posted: Sun Apr 14, 2013 4:37 pm
by stevetb
Thank You! I bought this immediately once I read your post. Must try when the rift comes in.

Re: Dishonored

Posted: Sun Apr 14, 2013 4:46 pm
by stevetb
Could you do a video capture (5 minutes of gameplay) so we can try these out and see how well the 3D effects work?

Uploading to YouTube would be ideal.

Thank you in advance!

Re: Dishonored

Posted: Sun Apr 14, 2013 4:55 pm
by spire8989
I play this on my projector in 3d and its freakin beautiful, the 3d works awesome too. Makes me even more impatient to get my rift though xD

Re: Dishonored

Posted: Mon Apr 15, 2013 1:58 am
by shiva
Baristan6 wrote:Just add Dishonored to profiles.xml and copy d3d9.dll and libfreespace.dll to "C:\Program Files (x86)\Steam\steamapps\common\Dishonored\Binaries\Win32"
Quick question, is the copy of perception's d3d9.dll and libfreespace.dll in the game directory mandatory for something?
Cause its works just fine for me by just launching perception and the game afterwards, so I was just wondering if by doing so I was hindering something else in the experience

Re: Dishonored

Posted: Mon Apr 15, 2013 2:28 am
by Baristan6
shiva wrote:Quick question, is the copy of perception's d3d9.dll and libfreespace.dll in the game directory mandatory for something?
Cause its works just fine for me by just launching perception and the game afterwards, so I was just wondering if by doing so I was hindering something else in the experience
It didn't work for me without copying the dlls.

Just launching perception is the preferred way to inject Vireio into the game. Copying the dlls may work when that fails. Once injected the experience should be the same.

Re: Dishonored

Posted: Mon Apr 15, 2013 9:39 pm
by pizzy00
Screenshots look good. Dishonored was 50% off Steam this last weekend I knew I should have bought it. I may need a beefier vid card to get the 60 fps needed at good settings.

Re: Dishonored

Posted: Fri Apr 19, 2013 11:00 am
by Drewbdoo
OK, I've got a little question about this. Yesterday, I had my first rift experience. Someone else in town got theirs yesterday and I brought my rig over with everything I had ready to go. I had seen this thread a few days ago and got dishonored working. When I got there, however, I noticed a few things. For one, it wanted to do quad-vision instead of double. When I removed the dll, it worked properly. However, when I looked through the rift, the image was horribly cropped. For example, in this image, I could only see just a little bit below the N on the bottom - it was like just seeing the center half of the image. Since it wasn't my rift and I didn't have the time to tinker, we just went on to the next thing. Anyone experience this? I'll be delving back into it when my rift shifts or if I get a chance to go back to my buddy's house for more tinkering.

Image

Re: Dishonored

Posted: Fri Apr 19, 2013 1:21 pm
by lordbinky
I just noticed it last night, and wonder if I just missed it or it is new in the beta 12 Vireio drivers. You can zoom the displayed image with F1 and (shift or ctrl? I forget which) + F1. Maybe that was it.

Re: Dishonored

Posted: Fri Apr 19, 2013 3:09 pm
by Drewbdoo
That bears looking into. Its unfortunate that I don't have mind to test different variables, but next time I go over to have another rift night, I'll try to work on it. The weird thing was that, like in the screenshot, that's what was on my monitor that the rift was mirroring, but it was zoomed in on the rift. Wouldn't that zooming function zoom the mirroed monitor as well though?

Re: Dishonored

Posted: Fri Apr 19, 2013 8:12 pm
by lordbinky
From what I remember very little zooming on a monitor can be a fairly significant change in how it appears through the rift.

Re: Dishonored

Posted: Fri May 10, 2013 1:47 pm
by Vaecon
stevetb wrote:Could you do a video capture (5 minutes of gameplay) so we can try these out and see how well the 3D effects work?

Uploading to YouTube would be ideal.

Thank you in advance!
Here's a 15minute video for ya!
https://www.youtube.com/watch?v=brZKaZfPRQ0

Re: Dishonored

Posted: Fri May 10, 2013 4:36 pm
by the_wretched
Got this working with Vireio quite easily, the reflections and shadow problems are a shame, but more than that this shows just how important proper scaling is for VR. Some assets in Dishonored are really weird in size relative to the player and that almost takes me out of the world more than any shadow/reflections bugs might do...

Re: Dishonored

Posted: Fri May 10, 2013 7:09 pm
by stevetb
Vaecon wrote:
stevetb wrote:Could you do a video capture (5 minutes of gameplay) so we can try these out and see how well the 3D effects work?

Uploading to YouTube would be ideal.

Thank you in advance!
Here's a 15minute video for ya!
https://www.youtube.com/watch?v=brZKaZfPRQ0
Thank you! Watching this now.

Re: Dishonored

Posted: Tue Jul 09, 2013 9:18 pm
by stevetb
Got my Rift, got Perception 1.1.0, have the DLL's in the correct folder, looking through the lenses I see two distinct images. Could anyone push me in the right direction on how to calibrate the Rift in Perception to use Dishonored? I'd love to play this but want to also make sure my eyes are safe in doing so.

Thanks!

Re: Dishonored

Posted: Wed Jul 10, 2013 12:29 pm
by McFatandGlasses
I just got my rift and have been trying out games and demos. Anyone know how to lower the convergence in dishonored. I am getting that horrible doubling effect you get when its to high in 3dvison

Re: Dishonored

Posted: Mon Jul 29, 2013 5:11 am
by JustJoshin
I have tried this with the latest vireio driver and the stereoificator fork and get the pre-warped side by side rendering for the rift with working head tracking but the images don't seem properly converged and I end up with two crosshairs. I have tried the 'adjust separation' feature but that doesn't seem to help.

Has anybody else experienced this?

The other issue with this game is that you cannot see the HUD...at all. Whislt that's great for a second playthrough when you know what your doing its not so great for a first playthrough when you want to be able to see your mission objectives. Additionally, notes and books in the world aren't really readable. I suspect these sorts of hud and interface issues are going to be the norm when attempting to *riftify* old games that weren't made for VR.

Hud and interface issues aside, I really just want a fix for the stereo rendering I can't seem to get right. Has anybody else had the aforementioned problem?

Edit: Has anyone got the vireio SHOC calibration tool working in Disonhoured? Pressing Ctrl+I doesn't seem to bring it up for me.

Re: Dishonored

Posted: Mon Aug 12, 2013 6:43 pm
by fugazi
I cant see it in stereo, the image is the same in the 2 sides of the scrren. Using 1.1.0. syde by syde method.
<profile game_name="Dishonored" game_exe="Dishonored.exe" game_type="200" separation="0.00357999" convergence="0" yaw_multiplier="25" pitch_multiplier="25" roll_multiplier="1" />

Re: Dishonored

Posted: Sun Feb 02, 2014 2:18 pm
by rata881
I dont have head tracking!! do u know wich might be the problem?

Iam using vireio, oculus rift and oculus track

Re: Dishonored

Posted: Sun Feb 02, 2014 2:29 pm
by baggyg
Hi Guys,

Definitely Opentrack is not the way to go here. If you are a little patient we are hoping to get full support in 2.0 soon, hopefully in the next release.

Re: Dishonored

Posted: Sun Nov 30, 2014 10:49 pm
by peteo
Anyone know how well this is working with DK2 and the newest vireio?
its on sale on steam for 4.99 so im think im going to pick it up

Re: Dishonored

Posted: Mon Dec 01, 2014 3:07 am
by baggyg
It's good. There is a working VR Boost profile. During cutscenes headtracking does not work. There are a few artifacts. But all in all very playable and very beautiful games.

Re: Dishonored

Posted: Wed Dec 10, 2014 10:13 am
by Neil
The only thing I really can't stand is the HUD and that you can't resize it like other games. I tried putting shader rules for the HUD, but only a small portion of it gets impacted. It's odd. Someone with sharper shader skills needs to look at what I'm doing wrong.

Regards,
Neil