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  • #124392
    Rastamanjana
    Participant

    Hi,

    Could it be possible in the future aiming with the touch controllers instead of the oculus rift like in Doom 3 bfg or Serious Sam First Encounter VR ?

    #124358
    Danoi7hexgtx1080
    Participant

    Hi ralph i think you are right on 60hz monitor problem , thumbs up on vorpx by the way, if you can help me before putting hand in pocket for new tv i think you might have a solution to all complain about frame loss in game with a simple patch 100% confirmed its something to do with monitors and refresh rates locking fps to monitors hertz rates , my main pc display 50inch tv @ 60hz able to customize refresh rate to 75hz and has been main display for awhile i have been threw many pc upgrades since dk2 days ( now have htc vive ) my pc is beast it eats most things thrown at it but for ages its been hit and miss with some steam vr games and cant work out why until eureka !! past few days been having a blast with my summer car and yes its one of the games i get weird judder in thats when noticed when left fps counter on in game and was messing with refresh rate values in nvidia control panel from 60hz to 75hz and noticed slight difference was showing up on fps counter so asked a friend to pop around earlier with his pc monitor it goes up to 120hz so set it to 90hz to match htc vive …. guess what works perfect , if you can make a patch to lock vorpx to match headsets refresh rate not tv or monitor you will have a lot less people complaining about so called judder, somehow steamvr is doing it with certain games ignoring monitor and forcing headset first im not software savvy so asking you for help witch after all this time can confirm its users monitor/tv hertz thats conflicting cheers for help

    #124354
    Rocktox
    Participant

    Hey guys,

    Maybe someone can help me.

    I bought an HTC vive in the middle of December and SW Battlefront or Bf1 works well with VorpX.

    After the update at the end of December it not works anymore. No Mouse or Keyboard control into the game (Menu works fine) also head tracking not works.

    Only controlling with X-Box 360 Controller works. I try to deceived and change the Xbox controller settings but nothing change. has anybody an Idea what could be the problem.

    For info I change nothing at my system since i get the Vive.

    regards
    Rocktox

    #124349

    In reply to: Help!!

    Ralf
    Keymaster

    Did you run the Direct VR scanner after entering the gameworld/level?

    If Direct VR is active, you should be able to use the gamepad natively. Both games have Direct VR. The vorpX gamepad emulation is only required without Direct VR for games that do not allow mouse + gamepad to be used together. Normally it gets automatically disabled as soon as Direct VR kicks in.

    Apart from that your issue sounds as if walk/run are inverted, which you should be able to change in the vorpX menu.

    I would highly suggest to play with Direct VR + native gamepad though (or even better the Touch/Vive controllers if available).

    If you do not see any hint about Direct VR when you start Fallout 3 and Bioshock Infinite, reinstall vorpX. As of now the latest version is 17.1.2.

    #124335

    In reply to: 7 Days To Die

    Odencrantz
    Participant

    By the way, I should clarify …. using Z-adaptive mode, the near-room scale effect I mean is with environment and locomotion. Positional tracking is NOT supported. You can’t lean and peek, you’re really just becoming the mouse. But you definitely should be able to turn and look up at the sky, face the floor, etc. As with many Vorpx games, use the mouse or controller to “correct” your head if you end up off the horizon

    #124334

    In reply to: 7 Days To Die

    Odencrantz
    Participant

    Couple questions …

    1) Do you verify afterward that the registry entry for FOV is what you set it at and didn’t get replaced with another value? that would show 7DTD is overwriting it for some reason, like when the display menu is opened

    2) Do you use Edge Peek? The UI should not be an issue, as with all Vorpx games, Edge Peek needs to become second nature for accessing inventory, maps, etc. I don’t even think about it anymore, especially with the Vive grips as a mapping

    I can tell you this … when you get the FOV to work, it will DEFINITELY make a difference every time you change it 5 or more

    Make sure Vorpx actually says “Running in 1600 x 1200 resolution” when it starts up. Many times, games will force a different resolution, and Vorpx will tell you this

    1920 x 1080 is a widescreen resolution and should be avoided. Always use a 4:3 res, as it is hardly scaled at all to fit the lens resolution. Widescreen gets “squished” and things look ugly

    Also, I get full head tracking and play standing up using the controllers to get near-room scale effect.

    Keep at it. Glad to help, as I love the game and Vorpx too. Once the FOV, resolution, and tracking line up, then you just have to reteach yourself the Vive controller and you’ll be amazed at how fun it is

    #124326
    TroutVR
    Participant

    Gamepad emulation on the vive controller works great… but if possible, a few more options to customize the vive buttons would be excellent.

    By default the right trackpad is the right stick and the toggle map button switches it to x, b a y. Can an option be added that flips it so that the right trackpad default setting is A, B, X, Y and the map toggle switches it to right stick. In “room scale” the right stick is not needed since I turn with my body.

    Currently the left and right trackpad emulate the left and right joysticks on a gamepad by touch. Can the touch be disable and have them function only on pressing? You lose the click button but some might want to give that up for press movement.

    Can the max joystick input be capped somehow? (to slow the player down)

    The more individual buttons that can be customized the better. I get there are probably good reasons why some of this can’t be done. Just wanted put in the request.

    #124322

    In reply to: 7 Days To Die

    Odencrantz
    Participant

    Notes about playing 7 Days to Die with Vorpx:

    – Download my “7daystodie” Vorpx profile (or make one of your own)

    – You can’t play with EAC enabled. Play the non-EAC version of 7DTD

    – Run 7DTD at least once beforehand. Go to the display menu and turn off Depth and Blur and Vertical Sync

    – I also turn off my nVidia card’s global vertical sync as well, but up to you

    – Make sure you can support the 1600 x 1200 resolution. Create the custom resolution in the nvidia control panel (or AMD equivalent) if needed

    – Sorry, but you’ve got to change some registry keys.

    * Open REGEDIT
    * Browse to HKEY_CURRENT_USER\SOFTWARE\The Fun Pimps\7 Days to Die
    * Change “OptionsFieldOfView_h1003984851” to decimal 110
    * Change “Screenmanager Resolution Height_h2627697771” to decimal 1200
    * Change “Screenmanager Resolution Width_h182942802” to decimal 1600

    (I used REGEDIT for the resolution because 7DTD menu doesn’t always present all resolution choices in the display options menu)

    – Before playing 7DTD, change your desktop resolution to 1600 x 1200 (it will look weird I’m sure). This tricks 7DTD to use the resolution properly

    – When you play the game, NEVER open the display options menu … it will reset the FOV

    – Play the game! Works so awesome, especially with Vive controllers!

    – It will – of course – look bit pixelated, but that’s due to the stock graphics, which are not HD. Fun Pimps will supposedly release HD textures in Alpha 16

    – Optional: I chose 1600 x 1200 resolution because it looks awesome and I can’t seem to get it any higher. Feel free to use a different resolution. Make sure you change the registry values to match. Just don’t open the display options menu ingame after you’ve changed the FOV or it will reset

    #124312
    Khuri
    Participant

    I just want to say a big “Thank you!” for the latest update! :)

    I got my Rift + Touch setup in the experimental 360° setup.
    Now I started Fallout 4 with it yesterday and after going through the “Direct VR” calibrations I was nothing but amazed to see the results. Being able to move, rotate and lean around corners within my play area is just awesome! I even activated the duck/jump detection to be able to kneel and activate sneaking. Worked like a charm!
    The controller visualisation/implementation also works great. Since my head/body movement now translates into the game movements as well instead of this “you’re in a bubble”-feeling, moving with the controller stick didn’t cause any nausea anymore. Love it!
    Again, Thank you! :)

    #124308

    In reply to: Touch Controllers

    ChuckHead
    Participant

    Yeah, touch controllers were pretty tempting. Spent much of the weekend trying every which way to get it to work, but every way I looked at it, I’m just one button short. Oh well, thanks for the kb/mouse fix, that seems to do the trick.

    #124260
    transmu
    Participant

    I have the same problem, now that my monitor doesnt keep in black I have less fps in my games, lower performance, lag, whatever u wanna call it, and I have my nvdia driver in App controlled and the Vsync off and we cant do anything to solve it.

    The reasons:
    Confusion for some users ( mmmm lol? they dont know that the image is black because they have to look into the oculus/htc vive instead of their screen?XD)
    Caused issues with some games that did not like that at all (the game wants us to play in public so will have people watching the monitor while we play ?_? XD)

    Sorry for my english I am from spain and please just let the option available for users with no NASA pcs XD or give us some trick XD

    Ralf
    Keymaster

    45fps (or more general half your headset’s refresh rate) are required for a comfortable experience. Depending on how sensitive you are to motion sickness you may find it’s OK below that until 30 or so, but for Rift and Vive 45fps kind of is the magic threshold where it starts to get really good.

    With a relatively old game like FEAR that should be no problem on your 1060 normally. Maybe VSync is on, which should be off for vorpX. vorpX should handle that (or at least show a warning), but it can’t hurt to force it off in your nVidia control panel.

    #124246
    Ralf
    Keymaster

    Both changes are on purpose.

    Show original:

    Not showing the image for one lead to confusion for some users, and – more important – caused issues with some games that did not like that at all.

    Please check whether you maybe have VSync forced in your graphics driver control panel. If so, set it to “Off” or “App Controlled”. There should be a warning in this regard normally if necessary, but at least for Vive that wasn’t shown until a hotfix release an hour ago due to a glitch in vorpX.

    Without VSync there is no performance difference between the image shown or not.

    Skyrim loading screen:

    The vorpX HUD scaling now works differently in Skyrim, leading to a much better readable HUD when it is scaled down. The black rectangle on loading screens is a side effect of that. A small price to pay for the better readable HUD.

    #124230
    prinyo
    Participant

    I didn’t understand why it is not possible to make an option to disable the automatic recentering. An option – as in keep it on as default and let people disable it at their own risk.
    I mean – what can be worse than the sudden abrupt unexpected switch in your point of view that happens when it auto triggers now. This autorecentering is probably one of the worst things to experience in VR. It discourages the usage of the motion controllers by forcing people to keep playing seated with keyboard and mouse.
    Also when it happens you need to tweak it back to normal. I mean – if you are away from your starting position it is obvious that you are there temporarily and you will want to return. Now when this happens you need to stop playing, go back to the starting position and force recentering again.
    If you are afraid things may break with some games you can leave a warning with this setting as say it is experimental. We are all early adopters, we can deal with that.
    I can imagine many possibilities for mods (for Skyrim and the Fallouts) if the player room-scale is unblocked. Pretty please, make it an option!

    #124211

    In reply to: Skyrim is inverted?

    Sir_Warrier1
    Participant

    Okay, so I got to playing around with it some more today and I fixed the Inverted problem. Apparantly the “Override Xbox Controller” needs to be set as “full” where I’ve been keeping that off so that I can use my controller. But now I can’t use my controller, the buttons are mapped to weird things and I cannot change them to work with the controller.

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