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  • #223251
    pschimpf
    Participant

    Thanks Ralf. Couple of things:

    1) I switched to Gamepad input mode and things ran pretty well (outside of Fallout 3’s occasional confusion in not recognizing there is a gamepad attached). In that mode I noticed that the scanner always fails rotation unless I set Override XBox controller to Full or Partial, which is no big deal (but see item 3). However, when running outside of VorpX Fallout 3 adds options to the Pipboy when a gamepad is in use. The most important, to me, is (X) to drop an item. When gamepad input is disabled, those options are not displayed and an item is dropped using RMB. With VorpX I never see these options whether I am using Gamepad or Keyboard/Mouse input. As a result, I recently switched back to Keyboard/Mouse input and mapped (Shft-Rclick) to RMB so that I could drop items.

    2) The downside in keyboard mode is navigating the pipboy screen and dialogs with NPCs. I’d rather not use head tracking and right joystick to navigate those, although it is tolerable if I turn the right joystick sensitivity way down. This is why I wanted to map something to up, down, left, right. Shft-Rstick was logical, but didn’t work (Rstick would be even more logical for me if we were allowed to map that). I thought maybe this was the not-allowed mapping of Rstick extending to broken mapping of Shft-Rstick, so I tried mapping Shft-A and Shft-B to up/down and that didn’t work either. So I’m unable to map anything to those keys. When running outside of VorpX I have to make sure the cursor is pointed away from anything for those to work, so when I’m in VorpX I make sure to gaze away or use RStick to get the pointer out of the way. Meta Link does not filter any controller functions. It’s hard to see how it could be a Fallout problem because it doesn’t know where key codes come from. My best guess would be that Vorpx is generating keycodes that are different than what the keyboard generates for those. Can you verify that you are able to map something to the cursor keys?

    3) This is not particularly relevant, but I think I’m confused about the difference between setting gamepad override to full and setting input mode to keyboard/mouse. I thought the former would only apply to using an actual gamepad, which I’m not using. But then why does my scanner always fail unless turn that on, or set input mode to keyboard/mouse? Does it also apply when controllers are set to gamepad mode?

    Jacobson1985
    Participant

    Hi.

    Can someone help me for config Vorpx for Red Dead Redemption 2 ?

    It works very well when I launch it but, I have to lower head to be centered in game.

    How can I correct it ?

    And I don’t find the good resolution to fit the screen and see all infos in game (map, texts, etc)

    Also, I’d like to play with my VR controllers (and not Gamepad or keyboard/mouse) but I don’t understand how it works.
    What are the bindings and can we modify them ? If you can share yours it would be great. Thanks in advance

    There’s my settings:
    CPU: Ryzen 5 5600G
    GPU: NVIDIA RTX 3060
    Headset: Meta Quest 2
    Accessories: UDCAP Gloves

    #223217
    tonydaracer
    Participant

    Getting a black screen trying to play FH6. Any ideas? I’ve tried closing anything that might cause an overlay…not sure if I’m doing it right. I get audio just fine and I can still see my VR controller but the screen is black. I tried using the FH6 profile in VorpX and got the same results.

    Steps I take to game:
    1. Turn on PC
    2. Plug in Quest 2, Moza R3, and any other peripherals
    3. Open Moza Pit House and check / adjust settings (then I “close” the app which gives me the option to minimize it to system tray)
    4. Turn on Quest 2
    5. Initiate PC Link on Quest 2 from settings (hardwired to PC)
    6. Run VorpX from Meta Link menu within Quest 2
    7. Check VorpX settings
    8. Either use AMD Adrenaline or Steam to launch FH6 (If I use Steam, I’ll close the app just before the game opens and I make sure AMD is closed as well).

    Specs:
    VR Headset: Meta Quest 2 hardwired via official Meta link cable to USB-C port on the motherboard (on latest update as of 06June2026…need to turn on the headset to get exact number)
    Meta Horizon Firmware: Meta Horizon Link Version 85.0.0.306.552 (85.0.0.306.552)
    CPU: AMD Ryzen 7 7700X
    GPU: AMD Radeon RX 6800 XT / AMD Adrenaline Software 26.6.1
    OS: Win10 Pro 22H2 OS Version 19045.7291

    GhostRider087
    Participant

    Hi Ralf,

    i just wanted to ask if you could possibly add a dark mode to the VorpX Controlcenter/menu?
    This would be really great.

    #223179
    Rivas10
    Participant

    I wonder if there´s a way to play The Witcher 3 old gen in newer Vorpx version, to have benefit of more flawless of newer versions and gesture controls. Since 24.0, vorpx it´s locked for new gen version, which in my opinion is much worse. The old gen profile is better, with a good (but not perfect) G3D, if some reflections and shadows isssues, but in general the sense of presence in scene is very good. Anyone discovered a workaround to avoid 25.1.5 or other newer versions to bypass new gen detection? I just renamed the main The Witcher 3 dx11 .exe and connected with a custom profile based on cloud profiles of the old gen versions and it worked, but since I use mods (First person mod), they don´t work in this way.

    Here a video of me playing recently with Vorpx and some mods to make more VR friendly:

    #223145
    trabre
    Participant

    I don’t think I can get to the end of the tutorial screens. The first screen tells me there is no specific tutorial for descent. It displays a right arrow and RT on the right side. Pressing the right arrow on the keyboard passes the first screen. The second screen talks to me about motion controllers and gestures. It displays a right arrow and RT on the right side and a left arrow and LT on the left side. There are no blinking buttons at the top and the screen does not respond to input. I’ve pressed every button displayed (except for RT and LT as I am not using a controller) and I can’t get past the second screen. I can’t get the second screen to respond in any way after the first right arrow press passes the first screen.

    trabre
    Participant

    I have been using vorpx successfully for years. I played Descent 1995 about a year ago and had a great time. Now when I try to get in game i get stuck viewing a tutorial screen about motion controllers. I can get the first page to go away by just hitting right arrow on the keyboard. After that it stops accepting input from any controller, mouse or keyboard, and I can’t get past the tutorial screen into the game itself. The game hooks just fine but vorpx tutorials won’t go away, and I can’t play anymore. Can we please have an option added to disable tutorial screens entirely? After using vorpx for years tutorial screens are the only things that have given me trouble. Other than that I would appreciate some help getting past these tutorial screens.

    #223129
    alien
    Participant

    Hey there!

    I’d like to know is there any way to toggle shaders hidden by the G3D Shader Authoring? I want to be able to set a hotkey to toggle shaders to visible/hidden state. Like HUD elements. For example, since shaders control more than one element, if I hide say… enemy outlines in a game, it can also remove the HP bar. That’s fine, but being able to toggle on off with a hotkey would be great.

    Shader Toggler by Otis (Reshade) has this feature and it’s usable with DX9 (d3d9.dll) games in Vorpx. But DX11 Reshade doesn’t work with Vorpx. Both dxgi and d3d11 files clash with Vorpx, so I’m at the mercy of Shader Authoring… A hotkey would be nice if there isn’t any.

    ALSO:

    Is there a way to completely remove messages, hints during start-up? I already ticked “Hide less important notifications” and untick ‘did you know”

    MSG 1:
    – Vorpx doesn’t work well with Virtual Desktop, use Oculus Runtime instead. But no.. I want to use VD. I get it :)

    MSG 2:
    – There are conflicting files in your directory or something. d3d9.dll for example. Ye I know.. I put it here.

    MSG 3:
    – Each time I scan for Direct VR… more and more notifications.. Ye I know how to recenter.. Can you stop please? :)

    Thing is, each time I start the game, it’s endless barrage messages. 2 minutes of me staring at the wall to wait for these messages to stop.. Can we get a pro, I know what I’m doing, option too please? :)

    If there’s such option, I must’ve missed it. Could you tell me where?

    Lastly, the intro hub where it shows you motion control tips etc. Can we disable that aswell? I’m using a gamepad and I don’t have E or A key assignes to my Gamepad at all times. I remap buttons all the time. Can I just get into the game directly please?

    UEVR and Luke Ross mods put you right in the game. No messages, no start up hub, nothing. 1 click and boom, you’re in game.

    Thank you:)

    #223096
    Ralf
    Keymaster

    Make sure you run the DirectVR scanner as indicated by vorpX. Once the scanner ran successfully, you can use your motion controllers in gamepad mode (should be the profile default).

    The kb/mouse emulation before running the scanner is only necessary because the game doesn’t support simultaneous mouse/gamepad input and vorpX needs to emulate a mouse for head tracking.. After running the scanner vorpX accesses the game camera directly for head tracking, which provides better head tracking and also let’s you use motion controllers as gamepad since vorpX doesn’t have to simulate a mouse anymore for head tracking.

    That aside shift mappings work fine here. Just in case: If you use some third party VR runtime to send the image to the headset, try Meta Link to check whether maybe the runtime is the culprit.

    pschimpf
    Participant

    I’m trying to program the shift functions of either joystick to be the up, down, left, right keyboard keys. The in-game menu accepts them, but they do not work on either joystick. I’ve tested in places where the keyboard keys work, such as looting a body and talking to an NPC. I’m playing Fallout 3, where you can’t exit an NPC conversation without scrolling down and selecting a particular response. This is very tedious because the down arrow on the dialog selections is tiny, and difficult to land on with a joystick-controlled cursor. It’s bad enough that I have to revert to an XBox controller to play effectively. I am a newbie here, so apologies if this has been answered. I searched the forums but did not find anything. Headset and controllers are quest 2.

    onetoo
    Participant

    I spoke too soon. It’s not a workaround. There’s the image is reduced to an oval as if it’s formatted for and it has the gesture instructions in the view. I just got some sleep after seeing the SBS image and didn’t notice. The controller interacts with the game in the background, but doesn’t remove the gesture instructions. Yeah, I hit apply in save dozens of times. I put the .ini back, and the demand for a Quest Link Headset is back when trying to use Generic 3D Display.

    onetoo
    Participant

    When trying to use SteamLink or Virtual Desktop (SteamVR mode), VorpX says it can’t find my headset when hooking into game. I wanted to use VorpX with Natural Locomotion to walk in place, but it requires SteamVR. I remember Virtual Desktop working in the past. I selected SteamVR as the device in the VorpX config, and picked Oculus Touch for the controller.

    Meta Link is often unreliable, so I want to avoid using SteamVR through that.

    #223029
    onetoo
    Participant

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>
    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    KB&M mapping worked great once I enabled full gamepad override, but I wanted to use the gamepad normally with Analog input. That’s possible now after a successful DirectVR scan.

    #223028
    Ralf
    Keymaster

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    Letting you use your gamepad together with mouse based head tracking in games that have this issue is the sole reason why the gamepad override exists in the first place.

    #223027
    onetoo
    Participant

    For the most part my problems are solved now. I’m not saying there’s still an issue with FOV or headtracking. I was just sharing what worked for me.

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time. DirectVR works with DX12 so I’m using that now. It just didn’t work with DX11 and I have no desire to map KB&M controls to my Xbox controller. The 3D looks good also and there was never a problem with that. The view doesn’t look warped now with the correct FOV. It didn’t matter how I applied it. It looks good now. Problem solved.

    The only issue left may not be related to VorpX. The game looks bad when moving during the day. It looks good when just looking around.

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