The trackpad is a bit cumbersome to use as a mouse in menus, so it’d be nice if the Vive controller motion could be used to move the mouse around. It would be mapped to translation on vertical plane or rotation, I don’t know what would be best. There would be an action to activate it, that we would bind to one of the buttons.Something like this…
It would also let us free up the trackpad currently used for mouse, for mapping more keys and stuff.
I’m on a CV1, win10 intel-i7 and an Nvidia 1080 and I can reiterate having a similar issues.
When I first booted up Skyrim SE and did the first scan it worked great, had to tweak some controller stuff (had disabled the gamepad emulation to get it to feel just right, always felt off when emulating) and invert the y-axis, but it worked flawlessly.
My second play session I had to scan several times and had some issues but eventually got it going again.
Today’s attempt at playing though never worked. Scanning became very problematic (many failures and crashes) and I just never got it working again.
Are there any other tips to getting a good successful scan? I’ll try disabling the gamepad when doing the scan next time, then try re-enabling it, or goin in or out of locations to try scanning in different load zones (if this makes a difference?).
I tried one of the other profiles from the cloud at some point and had problems, but I seem to remember that when I re-loaded the default VorpX profile the scan worked fine, then I just had to re-tweak my control stuff (disabling the HMD only allowing verticle tracking and disabling controller emulation and invert-y)
Perhaps one of the settings I’m changing makes the scan much more likely to fail. I suspect that it might be the case that I have to load the default Vorpx profile before each play session then change settings after the scan is complete, but I’ll need to test this more to come to any definitive conclusion.
As a side note however: The new gamma/saturation/sharpness sliders are working MIRACLES in making these games looks SOOO much better than they did before!
I didn’t have time to experiment during the week, but today I spent the whole day in testing the new vorpX with Skyrim. There were lots of crashes because of mod experiments and a lot of restarts. I’m using Vive.
Everything works perfect, when it does work. I have a problem with the head rotation after a Direct VR scan. It fails to work about 80% of the time. Restarting the game and PC doesn’t fix this. It happens in vanilla Skyrim also.
Half of the time the scan reports success, the other half reports failure. But the result is the same – there is no head rotation. At some point, after several game restarts and about 5-10 tries it works. I haven’t managed to find a pattern.
I saw another similar post but I haven’t tweaked the controller settings. I did try to change them to see if there is a difference, but there is no.
Any ideas how to fix this? Thanks!
For anyone trying to get VorpX working well, I urge you to give cinema mode a try. Its the only mode I use now, and no, its not like sitting in front of a bigscreen. If you change the FOV, zoom the screen up close so it fills the view, and use geometry, its basically like being in VR, but without losing your menus, or mouse controls. Give it a try, its amazing.
Before you run the Direct VR scanner, vorpX overrides the gamepad for technical reasons. After you successfully used the Direct VR scanner, you should be able to use the gamepad natively.
If available I would highly suggest to use the Touch/Vive controllers though. Much more fun than having the hands fixed in front of you.
I notice that the spring/run does not work with the Xbox controller. Did you use the override to fix this?
Just tried re-installing and still having the same problem. My x-box controller override in the vorpx menu is partial. everything in my vorpX menu is default other than cinema mode being disabled.
Have a few games where I’d like 3D reconstruction to function on…is there any way to force it? Works good on Battlefront but for some reason I lose all my controls and can’t do anything. Sega All Stars racing and several other dx9 titles I’d really appreciate in 3D.
BTW the new VorpX is much nicer, the menu isn’t all fidgety like before and everything in theater mode looks really good…just need a way to force some 3D and I’d be set.
Perhaps this was known but I have overlooked it. Anyway I have found the problem may have been related to me changing the option to override the xbox controller in the Vorpx onscreen settings. Set to full by default, direct VR sets up properly. Changing the setting and running the scan messes everything up.
I found many of the buttons not working properly which is why I changed it. My solution was to leave on full, run the scan so direct VR works and then change the override setting to off. This means head tracking and everything is working plus all the buttons on the gamepad too.
When I first tried Skyrim SE, I thought the head tracking didn’t work. Then I figured out – oddly – that the head tracking works when the Vorpx menu is opened, but not once it is closed. Then I realized the Vive controller and keyboard shortcut ways to open Vorpx can throw the head tracking out of sync.
May not help at all, but worth telling you.
Sounds like an interesting alternative control. I’m for it.
For one vorpX now always tries to disable it regardless of what a game wants to do, then you can always override it in your graphics driver control panel, and even if none of that should be enough for Skyrim, which I can’t remember right now, vorpX changes the according ini setting with the Game Settings Optimizer.
I guess I will just bring back the no-mirror option with the next vorpX version. As it turns out not having it causes just as much confusion as having it.
Did you by any chance disable the X-Box controller override in the vorpX menu in games where it is enabled? Some other user did that recently and expeirenced something similar afterwards.
In case you did that: some games do not allow a gamepad and the mouse (which vorpX needs for head trackings to be used together. Hence the gamepad is overriden in such games and handled via an internal gamepad>mouse emulation.
Only Direct VR games allow native gamepad use in such a case. If Direct VR is not active or not available, there is no way to play games that have this issue without the vorpX gamepad override if you want to use your gamepad.
There were some experiments in this regard.
The catch is that vorpX cannot decouple aiming from the looking direction, that is important to understand first. No way to do that unless a game happens to support it anyway (almost no game does, only exception I know is Arma 3) or it can be done by a mod. Otherwise aim and look are always the same.
What would be possible is this: pressing a button could switch the controller into another mode (let’s call it “airmouse-mode”) where rotating the controller in space changes your viewing direction like the mouse normally does. Releasing that button would switch back to normal mode. Again: no decoupled aim, the whole viewing direction would change while you rotate the controller. Personally I found that quite neat, but some testers said it was disorienting, so in the end it was left out.
Maybe some of you could let me know their thoughts on something like that. If there are enough voices in favor of it, I might make it available as an option in the next update.
There is no performance impact of the mirror view unless VSync is active. if it is, vorpX is supposed to show a warning now, but to be extra sure you can manually force it off in your graphics driver control panel. Can’t hurt.