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Zone Of Alienation Mod카테고리 없음 2020. 2. 7. 17:22
Apr 21, 2014 The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system.
So, you just stepped into a Steam sale, or someone has gifted you S.T.A.L.K.E.R. Well, maybe we can help you.
Just pour yourself a glass of Cossacks Vodka, and pray you survive the next blowout, rookie.This is not our information, we are just humble messengers trying to show others the great experience had from a bunch of dedicated fans who originally compiled this information in order to bring others closer to a more immersive experience within this great game. You don't need to know a lot of tech to be able to mod S.T.A.L.K.E.R. The guide is made with new players in mind, so give the guide a thumbs up if you found it helpful.Also all credit to this guide goes to the S.T.A.L.K.E.R.
General threads on /vg/. Kudos to those who made the videos, packs, text, and pictures that helped me, just as they will help you in your trek through some of the darkest places from Yantar to Chernobyl. A quick shoutout to, an index of any and all STALKER info not contained in this guide. First off, if you don't already have STALKER, it's recommended you purchase it from www.gog.com, as the steam integration breaks some mods and can occasionally cause crashes. Nothing insurmountable, but worth noting. If you already have a steam copy, you can sometimes use your steam key to redeem a gog copy www.gog.com.Now before you get started, it's highly recommended that you install the Starter Pack, a collection of mods that offers a myriad of small improvements without altering core game. Steam's URL parsing is kind of shit, however so if clicking directly doesn't work then copy and paste this link into your web browser://mega.nz/#F!Z7RjwaBS!PYNDw9ugMSojbpUDgIACHQ!B7ZFSLxZ'Why should I mod Stalker: SoC?'
SoC is a rather old game, and shows its age first and foremost in graphics. The textures haven't aged well, the weather system is simplistic, etc.
Despite years and many patches, the game is still quite buggy. The Starter Pack fixes almost all of those issues and offers a number of optionals to improve the game's graphics.Here's a list of the bugs that are fixed by the mods that are included in the Starter Pack:www.metacognix.comFirst off, install the game. (Hard of hearing or in need of subtitles? www.gamefront.comStart it up, start a new game, watch the movie, then listen to the old fat man talk to you for a bit. When he shuts up (or if you don't want to listen to him and just want to listen later and start a new game anyway) save, and then enter the options menu.The thing you have to know with SoC is that originally, the game's difficulty was scaled down due to publishing demands that the game would be 'too hard' for most audiences. This is incorrect. Which is why you should do the next thing that I tell you.Go to the difficulty settings in the options menu and change the difficulty to Master (the hardest difficulty).
- May 03, 2013 The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system.
- ZRP (Zone Reclamation Project) is a fine mod for 1st timers, as it does not change gameplay or graphics, only fixes errors in the game. It can be found with some recommended graphic mods in the STARTER pack. ZoA - Zone of Alienation.
You do this because this is the Normal difficulty setting for the game. The game's default Normal setting is a lie, and you are a sausage-sucking snork if you play it on anything else. More importantly it improves AI and gun-damage, to BOTH PARTIES (meaning fair is fair, you aren't a super powered being compared to everyone and everything else in the zone; someone shoots you in the head, you die just as instantly as anyone else(add. The AI is also significantly less intelligent on lower difficulties)).Here's a more in-depth example:The HIGHER your difficulty, the MORE damage the weapons cause - this works both ways! The AI also gets a bit smarter the higher the difficulty is set. Enemies do NOT get any HP boosts or something.All in all Master difficulty improves realism and atmosphere.The LOWER the difficulty, the harder the time bullets have of finding their mark. Thanks to a little value called hitprobabilitygd a certain percentage of bullets quite literally disappear from existence the second they're fired; on the lowest difficulty, Novice, shots fired by you and the enemy have only a 40% chance of registering a hit no matter how accurate you or your opponents are.Next, continue through the options and Disable your crosshair.
Trust me, you don't need it, you don't want to hip-fire unless targets are just a few meters away from you. The crosshair is largely useless, since you'll be using the ironsights throughout the entire game anyway. Additionally, SoC is a very atmospheric game, and having a useless ♥♥♥♥-off huge plus sign plastered all over your screen is a bane to immersion. If you're really hardcore, you can even disable/reenable the hud on the fly with the '-' & '+' keys, respectively.Okay now exit the game.Next what we are going to do is acquire Zone Reclamation Project (ZRP), and any other mods you want from the Starter Pack.
While all the mods are entirely optional and (should) play well together, I can't recommend ZRP enough; it offers nothing bug-stomping and bug-squashing and an all around bug-icide. measuring FPSYou can see fps-counter and other stats by typing this to console:rsstats 1Performance tips:The in-game AA slider DOES NOT WORK in SoC.
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You gotta force AA on through GPU's control panel. Avoid anything above 2x for minimal performance hit!In CS and CoP, if you use ENHANCED FULL DYNAMIC -mode, set its three specific settings (SSAO, Sun Quality, Sun-shafts) to LOW. You won't notice quality difference, but your performance will skyrocket!Another easy way to improve visuals and reduce random stuttering is to lower Vision- and Lighting distance, plus Object-Quality bar to around 50%. Again quality difference is minimal, but fps improves.Reducing the Grass Density a point or two also may help stuttering outdoors.uppix.netStretching shadows in the bordersThis is a common bug with widescreen monitors, where the shadows of the terrain get 'sucked' into the borders of your screen. It can be easily fixed by opening your console while in game, and typing these two lines in:r2sunnear 20.r2sunnearborder 1.Head bobbingSome people find the head-movement in Stalker SoC a bit annoying. True, it is a bit over-done with default settings.
Before tweaking it though, I'd suggest editing the FOV with the FOV Switcher. Something 75 is much better for widescreens than the default 55, and helps to reduce the sickening effect for.The caminert 0.1 console-command helps you to reduce the 'floaty' effect of the camera, helping you to reduce the bobbing. It also fixes the AMK's 'spinning' effect when shot.ZRP mod has its own modifier.exe in the Gamedata, which you can use to edit many parameters of the game. From here you can choose either one of the 3 pre-set headbobbing settings, or edit the values manually. I'd recommend 50-75% reduction, but not total removal of the shake effect.if you don't use ZRP, look for Effectors.ltx in your gamedata.Short MCin vanilla SoC / ZRP the player's eye-level is too low compared to other humans by default. You can edit this with ZRP's modifier again, in the Actor.ltx -tab. Rise it from default 0.85 to 0.94Most overhaul mods do fix the player's height by default.If you have any issues with stuttering, and/or if your game is taking a really long time to load area locations, you can type in console (using the key) the command '-noprefetch' to stop it.
uppix.net-Check your other Options and key-bindings! Read the Manual! These can teach you more than you'd imagine.-In the beginning, choose to get 'Brainwashed', this gives you a short tutorial.-Read your in-game PDA often!-In fights, always use cover. Aim with your weapons. Set automatic guns to semi or burst-mode for more accuracy.-Aim for the head.
From long distance aim at center mass.-Select your ammo-type according the enemy. AP-rounds against most humans, regular ammo against mutants or less armored personnel.-Loot you can't carry? Ferry it over to a nearby stash and you can come back for it later.-Explore! You may find tons of free items, alternative routes and interesting things. Just remember to save often!-Take only what you need.
Vodka and food weigh a ton, so don't have too much with you. Only loot what you need, or what you can sell quickly for some nice cash.So what is 'only what you need'? For rookies we recommend the following (vanilla/Starter Pack only):. Primary Weapon, 1x - A rifle of some sort, automatic or semi-auto.
Stay away from shotguns though, as they lack the requisite range. Ammo for Primary, 10x - The amount you carry should vary depending on how long you will be out and how much opposition you expect to face, but a good rule of thumb for vanilla is 10x the weapon's magazine capacity. Never, EVER carry more than 500 rounds at a time. Secondary Weapon, 1x - Not usually recommended if you have a good Assault Rifle for your primary, as reloading most ARs is as fast or faster than drawing a handgun. An MP5 can be a useful backup for a sniper rifle, and a shotgun is always useful for mutant hunting, but you're typically better off foresaking handguns entirely. Ammo for Secondary. All weapons have their accuracy increased by 10-20.- Damage done to everybody is decreased by various percentages.- Weight limit is increased by 10kg, the maximum being 70kg.
In vanilla, the Exo-suit enabled up to 80kg!- Limits NPC's eye sight distance so they can't spot you from beyond 100 meters. Somewhere, sometime, somehow your game is eventually going to crash. If you're reading this, chances are it just did. Depending on what you're playing the frequency can range from almost nil (Starter Pack) to constant, even minutes apart (SOUP). Thankfully, unlike most other games, especially that other open-world FPS/RPG troubleshooting crashing in STALKER is a much more direct, even simple affair; all you need to fix 9/10 errors is a text editor and some chutzpah. So first off for sanity's sake don't use notepad.
Get notepad-plus-plus.org or some other half-decent text editor. For the love of god, just do it.Luckily for us, GSC worked pretty hard to make their engine and debugging tools pretty robust, the most important being BugTrap. BugTrap appears when the game crashes, and has all the general info including the crashlog. Here's what it looks like:There's two kinds of crashes: bad crashes and worse crashes. Bad crashes crash to BugTrap, worse crashes just get a generic windows error of 'XR3DA.exe has stopped responding'. Mercifully, worse crashes are rare. Generally you have to fuck things up pretty bad to get a worse crash.So for bad crashes?
Take a look at the BugTrap picture again: all that information there? That's useless. Instead, what you want is the crashlog and stack trace, which is automatically copied to your clipboard when BugTrap appears. Just open up your text editor and paste it in. There are mods out there that require a lot of things.
It is always a REALLY good idea to read the readmes and information that the modder supplies on his/her site. I link these sites, and other information here, and a lot of times the information is already inside the mod.zip file itself, so don't forget to read these before installing, or you may screw the whole thing up!One of the various requirements for some of these mods is that you have to have certain patches in order for the mod to work properly, like the 1.0004 patch. This can be a challenge with Steam, seeing as how it installs SoC with version 1.0005 by default. Here's how to work around that:i.imgur.comFear not having to play Russian Roulette with your game version, as any mods that require 1.0004 will be clearly noted in their respective section. The Zone of Alienation mod is an adaptation of the renowned AMK mod.
It is built on top of a specialized variant of AMK that uses a magazine system. Team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere.
I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.One of the oldest overhaul mods, LURK has changed a LOT in the transition from version 1.0552 to 1.1, so choose carefully.
If you get 1.1, make sure to also grab the pastebin.com which fixes a number of niggling issues from the original release. A must if you enjoy pink and bloom in soft focus. First idea which brought our mod to life was to recreate the game conception that we had waited for instead of the one we've got, as the original game release turned out to be crippled in content and gameplay features. So we, along with many other STALKER fans, were eager to make it closer to our expectations. OGSE mod was founded in 2008 as a small add-on to the well known OGSM mod, created by a small group of STALKER enthusiasts, and within the following years it has grown into a huge global mod, with lots of exclusive features and advanced gameplay, having totally surpassed its ancestor. Nowadays the OGSE mod has almost no shared code with the OGSM, and it's team consists of 17 developers and 15 beta-testers.Our goals are:1.
Rich gameplay with high replayability.2. Perfect stability3. Perfect image quality with no loss in game performance.These are very high goals to be combined in one mod, so our development process takes pretty much time, lots of it being spent on bugfixes and code optimization.
Our mod doesn't contain that huge amount of features as e.g. The 'Solyanka', but it is well balanced, highly technologically advanced, remarkably stable and free of logical and storyline contradictions. We also offer a good online support for our players.Year ago we found out that our mod was popular even with foreign community - players were spending a lot of time installing OGSE 0692 on World-wide version of the game, and that is quite a non-trivial task, by the way. Even a rough translation was made by some enthusiasts. So it was decided to help the community and an official translation project was initiated. The translation is currently completed, and we are released the official English version of OGSE 0692.
However, there can be some minor localization-related problems with it, because this is our first release for English version of game, so please report any found crashes or inconsistencies - we'll fix them ASAP.(The acronym is short for 'Old Good Stalker Evolution' btw). The mod is excellently optimized and very stable, though as a warning to any would-be modders out there the mod has been fully compressed for performance reasons, and if you want to get at the nitty-gritty you'll have to go to the trouble of manually decompiling and recompiling it. Facepunch’s own Sgt.
Doom has developed this small mod merge combining the Freeplay mod and an unknown weapon pack. You can spawn as almost any faction member and do missions for the faction accordingly. (If I’m recalling this correctly that is, as it’s been some time since I’ve played it.)The so-called 'unknown weapon pack' is actually the weapons from LURK 1.1 ported over. This mod is about as close to total freeplay (because it IS totally freeplay) as SoC will ever get; if the phrase 'sandbox world' gets you hard/wet this is probably your best bet.Doom's Mod Merge: Anon Edition (it's in the repo, copy and paste the link)https://mega.nz/#F!Z7RjwaBS!PYNDw9ugMSojbpUDgIACHQ!B7ZFSLxZA fork of DMM, this mod adds blowouts, stomps bugs, and a number of other small tweaks.
It also includes a number of optionals and config files you can manually tweak to adjust your game to better fit your tastes. Approximately one year has passed since the Marked One's story. You are the military Lieutenant Priboi Slipchenko, and you were sent into the Zone. There was a secret organization, called UHSF, and they were responsible for the incident. They had a base at Dead City but the mercenaries wiped them out in the late 80's.
The organization fell apart, and the last living members disappeared until today. Somehow this story is connected to the Marked One's story, and you'll eventually find out how.
Over 20 important classified documents were hidden in the zone and you will need to find them to complete the puzzle. You will need to be 'Sherlock Holmes' and dig deeper in the zone then you have ever done before. This is a re-release of the popular Priboi Story modification released in later January.www.gamefront.comwww.gamefront.comwww.gamefront.comNOTE: NEEDS TO HAVE A NEW GAME STARTED TO WORK. The second version of the Autumn Aurora brings the autumnal atmosphere to the Zone and totally overhauls the graphics, sound and gameplay of S.T.A.L.K.E.R. Shadow of Chernobyl. The mod contains official AtmosFear for ShoC which has never been released before.
AtmosFear has been extensively redesigned to match the autumn style.It also holds an official new Absolute Nature for ShoC (never released as standalone as well) with new tree models from AN3 CoP and some new ones.It is the perfect opportunity for every S.T.A.L.K.E.R. Fan to immerse again into Chernobyl universe in completely different style this time.This mod plays a lot like Vanilla+, refining and polishing much of the existing content, but making very few changes to core gameplay. Overall, the mod is focused on atmosphere, which it accomplishes excellently with a combination of new and improved graphics and audio, along with smaller additions like new weapons and stalker models. Generally recommended for newbies who refuse to play vanilla or those wanting a more minimalist playthrough but less so for players looking for lots of new content. Hoo boy, where to start. Modding in SoC can be-depending on your intent-notoriously frustrating or a very easy process. First off you can discount the idea of any first or third party tools to expedite/simplify the process, and something as simple as trying to mod a new animation in can be a Heraclean task.
If you've come here for serious modding, you'd best look elsewhere as this guide will cover only the very basics of tweaking the game to your liking, but rather doing it under the hood. Rather than a comprehensive guide, think of this as basic instruction to help you get started and a nudge in the right direction.Ever remark on the ludicrous weight of a weapon, Marked One's ridiculous running speed, or just want to become invincible for ♥♥♥♥♥ and giggles? Welcome to the wonderful world of.ltx modding.
In SoC, most item, character, and monster property (including yours) are controlled by the variables contained within these ltx files. By changing them, you change your gameplay experience in the most subtle or overt ways, depending on your taste. First things first though, you'll need a mod. Unfortunately, the vanilla game is compiled into files called 'gamedata.db(x)', the (x) representing a letter for each archive (a, b, c, etc.). Cruise on over to your SoC directory at steam/steamapps/common/STALKER Shadow Of Chernobyl/ and you can see these files for yourself. We hate these files, we hate them very much, because these files mean that we can't get at the delicious.ltxs contained within.So find a mod that you like and grab it.
Just about any mod except OGSE should work, though if you're reading this guide it's likely your first time playing, I'm guessing you'll be using www.metacognix.com. A word of warning a huge number of files, including some of the.ltx files we'll be editing aren't used by default in ZRP; check the 'optional' folder in the original file's directory, and make sure the modifier.exe uses the right file (you can verify it uses the correct file by checking out gamedata/modcfg/ in your SoC directory. That all being said, you might want to just settle for the modifier.exe included with ZRP and come back for your next playthrough, or even run an entirely different mod in tandem!
One of the coolest things about SoC is how easy it is to switch between completely different mods. Since almost all mods are just a 'gamedata' directory you could easily juggle a dozen or so mods at the same time: just rename your gamedata folder and change the name of the mod you want to play to 'gamedata' and you're good to go.I'll be using 'Doom's Mod Merge', which is about perfect for getting your feet wet. Now then, enough chatter, let's finally get to the meat and potatoes of it. Head back to your SoC directory ( steam/steamapps/common/STALKER Shadow Of Chernobyl/ ) and go into gamedata, from there you should see a folder named 'config'; this is where we'll be spend the overwhelming majority of our time.
From there you can really dig in. Find an interesting looking.ltx file and open it up in Notepad, Notepad, or the like. Note that certain changes take effect whenever you load a save (so you can easily alt-tab in and out to test it), whereas others only take effect when you restart the game, so if you're not seeing any changes, be sure to try it both ways. I'll be over here when you're done experimenting.
Right then, ready to go? Good, so our first mod will be pretty simple: an invincibility hack, which I really shouldn't need to explain further. So, go back to gamedata/config/creatures/ and find 'actor.ltx'. This controls who else, but the Marked One himself.
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Scroll through and you'll see a number of properties, which run the gamut from self-explanatory to completely obtuse. What we're looking for is a line called 'actorimmunitiesgdnovice'; this controls the percentage of damage each different type of attack does to you by default on novice difficulty, with 1.0 being 100% full damage. Just work your way down and change all of the immunities to 0.0. Before you save, double-check your work, which should look something like this. Phbox0center = 0.0, 0.9, 0.0phbox0size = 0.35, 0.9, 0.35phbox1center = 0.0, 0.65, 0.0phbox1size = 0.35, 0.65, 0.35phbox2center = 0.0, 0.2, 0.0phbox2size = 0.35, 0.2, 0.35And just like that high crouch is low crouch, and low crouch is prone.
Now you can crawl like an adventurous baby: under trucks, on top of roofs, under train tracks, and even on tables and shelves.Finally, let's do a weight change.err.change in the weight that the Marked One can carry (no liposuction here boss). 50 kilograms is a lot of weight (110 lbs.!) to be able to carry sprinting across entire maps, too much certainly for the hyper-realistic survivalists, yet too little for the rookies and pack-rats that just want to have fun shooting♥♥♥♥♥♥and selling everything not bolted to the floor.
Well then, let's make everyone happy: two lines control the amount of weight you can carry, but unfortunately are in entirely different places. What we want is 'maxitemmass' and 'maxwalkweight': itemmass controls the weight (in kg) before you are over-encumbered, and walkweight the weight before you can't move at all. Tweak those to your liking (I use 40 and 65 for low stalking weight but high loot carrying weight) Adjust as you like, and save!There's plenty more to do in actor.ltx, but I'll leave that to you. Remember when I said it was time for something completely different?
I lied (sorry). This time we'll be doing something a bit more of a change of pace: trading. Go to gamedata/config/misc/ and find one i.imgur.com. If you look, you'll notice quite a few other 'trade' files; these are configs for all the traders in the game, including a rather generic one for all NPCs not designated traders. Depending on the mod and the number of merchants in said mod this list can get quite long, but in just about every mod there should be a few constants: 'tradetrader' for Sidorovich, 'tradedolg' for the Duty merchant (Colonel something-or-other), along with the standard barman/freedom/ecolog/generic fare. Guess what ours does?Open up that file, and you'll see that from here we can do quite a bit, namely change what inventory items our fellow stalkers are willing to buy and sell and how they'll pay/charge. 'genericbuy' defines what stalkers will buy from you and what they're willing to pay, as dictated by 'buycondition = genericbuy' at the very top of the document; you could write an entirely separate NPC buy list if you felt so inclined, but (hopefully) you're lazy like me, so modifying the one that's already there will do.
The two values following the equals sign might throw you off as they did me at first, but the whole thing is deceptively simple: the first value is the minimum they'll pay if they dislike you, the second one the max if they like you. If you want a fixed price, just make all values the same, and finally if you don't want them buying at all just type ';NO TRADE'. Now let's make some changes. Idk about you, but one of the things that frustrated me endlessly in SoC when I first started playing was that NPCs stubbornly refused to buy your guns, even when they only had some ♥♥♥♥♥♥ Makarovs or sawed off TOZes.
Let's fix that: find the items with the 'wpn' prefix and set a price you think nice, then repeat ad infinitum, but make sure it's in the buy section, not sell!Whew, that was monotonous, wasn't it? Let's skip the hassle and get the sell condition out of the way quick. 'genericsell' dictates what your fellow Stalkers will sell to YOU in the same way 'genericbuy' does, but with one exception: price calculation is different. Rather than the like/dislike variable, sell takes the mean of the two equals values and charges base price.
mean. Change what you like, and you'll find it works much the same way. Great, now comes the really cool part: unlike much of the other ltx changes, you don't need to restart your game to see the effects, just quicksave and load your save and like magic, there it is!
Piggy-backing on the previous section, 'tradebarman' adds one more important condition: supplies. Set prices all day long if you like, but it'll do jack♥♥♥♥♥♥unless you have something for them to actually sell. Go back and find 'tradebarman.ltx' in the same section and open 'er up. Give it a look, and you should see much the same thing at the top as 'tradegeneric', with the exception of a number of additional lists for the sell condition and something called 'buysupplies'.
What exactly you see will vary depending on your mod, but it'll likely look something like this. Sellcondition = barmanafterbrainsell, barmanafterdarkvalleysell, barmanstartsellbuysupplies = suppliesafterbrain, suppliesafterdarkvalley, suppliesstartThe lists following 'sellcondition' works the same as it did for 'sellgeneric' in generic.ltx, the only difference is that now there're more of them. Only one list can be used at a time, ergo the list used changes based on some scripted criteria, the criteria almost always being a quest you've completed. The first list is the last list to be used, and vice versa. So 'suppliesstart' is the supplies he has when you first meet him, 'suppliesafterdarkvalley' after you complete some 'darkvalley' quest, and so on. 'buysupplies' works exactly the same way in that respect.
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The positive is that you can tailor prices and 'supplies' to progress with the player (you!) or however you like. The negative, of course, is that unless you do some hardcore ctrl+c ctrl+v you're going to have to do 3x as much work.What does it do though?
The more astute of you (read: not brain damaged) long ago guessed that supplies = inventory, or what the merchants have to sell. For supplies, the two numbers following the equals sign are how many they have, and by what proportion they can vary. IE '6, 0.5' means the barman has 6 of the item, but can potentially have as little as half of the item, or only 3. This is where the most time-consuming editing is, as you have to either find the line for every item and set the inventory and sell-ability, or find the weapon name and add it in yourself. Monotonous as hell, but very rewarding when finally finished. To preserve your sanity I recommend not changing every trader inventory all at once, but rather only changing the config for one trader when you first encounter them.
Happy holidays, hope everyone is staying warm! To celebrate the season, we’re shipping a new SteamVR Home environment -.Venture forth from the cozy warmth of the rover, and feel the frost in the air as you trek out onto the snowy bluff. You may find the local wildlife somewhat shy and elusive, so please maintain a respectful distance to avoid scaring them off.Big thanks to our friends at for their help with making this great new SteamVR Home environment, as well as the and environments.And as with the last few releases, we're making this environment available as an.
So you can remix and create your own map using the models, textures, and sounds from this one. For a refresher, check out this.Enjoy Winter Peak, and we'll see you in SteamVR Home! How it worksIf you have a flatscreen TV, you may be familiar with the term Motion Smoothing. TVs apply Motion Smoothing by interpolating between two existing frames to create a new in-between frame. This smooths out the frames and increases framerate, but it also adds latency – providing passable results for TV but definitely not the right way to go in VR.The way we are applying Motion Smoothing in SteamVR is a bit different.
When SteamVR sees that an application isn’t going to make framerate (i.e. Start dropping frames), Motion Smoothing kicks in. It looks at the last two delivered frames, estimates motion and animation, and extrapolates a new frame.
Synthesizing new frames keeps the current application at full framerate, advances motion forward, and avoids judder.This means that the player is still experiencing full framerate (90 Hz for the Vive and Vive Pro), but the application only needs to render 1 out of every 2 frames, dramatically lowering the performance requirements. Even better, if synthesizing a new frame for every frame delivered by the application still leads to performance issues, Motion Smoothing is designed to scale further down to synthesize 2 frames for every 1 frame delivered, if needed. What it means for youFrom the player’s perspective, what was previously a game that would hitch and drop frames producing judder is now a game that constantly runs smoothly at 90 Hz.
SteamVR Motion Smoothing improves upon the previously released Asynchronous Reprojection to enhance the overall experience for customers across a wide variety of VR systems. Not only can lower-end GPUs now produce smooth frames in applications that were previously too expensive, higher-end GPUs can now render at an even higher resolution increasing the fidelity of all experiences on all VR systems.This feature is ready to kick in the moment an application starts dropping frames and shuts off when no longer needed.
Of course, if you prefer to run without this feature, just look under ‘Settings Video’ or ‘Settings Applications’ to control when it is enabled. Motion Smoothing is not enabled when using Oculus Rift or Windows Mixed Reality headsets with SteamVR, because their underlying display drivers use different techniques when applications miss framerate.Motion Smoothing is currently enabled for systems running Windows 10 with an NVIDIA GPU. The team continues to work on updates to SteamVR Input, and we've made strides in the overall system and user experience.Recently, we've updated the SteamVR beta with an improved Controller Binding UI - making it simpler to rebind games that haven't implemented the new SteamVR Input API. Now it's even easier for players and developers to create and share new bindings for VR games, for any current and future controllers.In addition, we've created a guide that walks through rebinding three games with different control schemes and needs.We're continuing to work on these features, and appreciate any feedback you may have. Let us know what you think in the. With Halloween rapidly approaching, we figured folks have probably had enough with spooky decorations popping up - both in and out of VR. Instead, we wanted to focus on the best part of this holiday - the candy!So today we're shipping the Perfectly Normal.
That's right, it's perfectly normal - just your regular old candy shop with candy and cupcakes - which just happens to be closed right now. On a perfectly normal dark and stormy night.Have fun exploring! Poke around a bit, you may even find a couple things to unlock.And as with the last few releases, we're making this environment available as an. So you can remix and create your own map using the models, textures, and sounds from this one. For a refresher, check out.Enjoy the Candy Emporium, and we'll see you in SteamVR Home!