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  • #123990
    ghost_master2k
    Participant

    Thanks for the quick reply Ralf. I had originally tried importing the old profile, and when that didn’t work I cloned the Unreal Engine 3 profile (which is what I did when i originally created the profile.) Still no luck. I even tried the Create Desktop Shortcut method in vorpx and still nothing. SteamVR does start when I start the game, but the game just opens on the desktop like normal and the view inside the headset is just the normal SteamVR idle area.

    I did export troubleshooting data, and the only error I’m seeing in the rocket league sections is:
    ERR: D3D9Helper: Effect creation failed: shaders/d3d11_direct.cfx

    It’s not the end of the world, but I play so much better with the 3d geometry provided by Vorpx, and the game is so much more intense, so I hope this can be resolved.

    An official profile would be awesome. I tried rigging the camera control to th headset rotation but it turned out awful. It definitely needs a direct camera hook somehow.

    I know it’s the holiday season, so no huge rush, I’ll see if there’s any progress next year :P

    #123935
    MoRZiLLo
    Participant

    And Oculus Rift Touch controls?
    I uploaded a preset for SkyrimSE. It’s a FO4 preset, but runs better than i expect. Glorious 2560×1440 supermodded and supertextured without any issues and record gameplay at 1440 60fps with an i7 4790k and RX 480+ Nitro 8GB.

    Very impressed!!!!

    Oh… And thanks. I registering today, but i use VorpX from july 2016 ….
    Sorry about this.

    #123891
    Neorazz
    Participant

    HTC vive . Gtx1060 16 gig

    Program loads then does nothing attempt with multiple supposed supported games .I.e portal 2
    Loaded valve logo locked in one position then crashed

    Also cannot access any in game menus of vorpx
    Have checked all overlay programmes
    And even reassigned the key to activate menu

    Current user experience…
    Same as sitting 2 inches from TV with eyes crossed
    While being spun in a chair uncontrolably at 20 miles an hour

    #123843
    slonaker.j
    Participant

    Confirmed this one works pretty well actually. Make sure you use thee original Doom and not Doom 3. OpenGl is mentioned in the description of the one I used. Then my only gripe is that the controls are not really setup for first person view. So some tweaking is required. In any case, its more than enough to get you pointed in the right direction and the game plays smoothly for me on my ATI rig.

    Ralf
    Keymaster

    I haven’t played that mod, sorry. What vorpX does (or from your perspective will do shortly ;) ) is mapping game controls to the Vive wands/Oculus Touch either as keyboard/mouse or gamepad, so you can play most games with the VR controllers. You’ll be able to find out how exactly it works before the end of the year.

    steph12
    Participant

    Thank you for your fast answer Ralf !

    can’t wait for that next update to arrive :D on the paper, it looks very interesting !

    it will definitively be better than playing with a xbox controller or keyboard/mouse, more intuitive, adding to the already great immersion.

    to make it clearer, if you tried doom 3 bfg VR mode, will we be able to use htc vive controllers the same way with games supported by vorpx like let’s say crysis 1 ? i’m fine with not being able to have decoupled controls, it’s the same thing in doom 3 bfg vr mode no ?

    Ralf
    Keymaster

    No direct/decoupled control of weapons, but a fairly sophistcated and intuitive to use keyboard/mouse/gamepad emulation. Fun wise the difference between actually swinging an axe with the controller and faking to do so while pressing a button at the same time is surprisingly small. The important thing is to have your hands free, which alone is like night and day compared to hands being fixed in front of you on a keyboard or gamepad.

    • Both Vive And Touch controllers will have two usage modes: controllers can act either as keyboard/mouse or as Xbox gamepad, so almost every game will be covered one way or the other. Although not enough physical buttons are available, a full Xbox gamepad incl. D-Pad is mapped to the controllers using a shift button.
    • The rendered ingame controllers always show the current key mapping, which makes this as intuitive as possible. Especially useful in keyboard/mouse mode – no need to memorize what is mapped to what. If in doubt, you can simply look at the controller.
    • Different modes for the Vive pad mouse emulation (either as a touchpad or as emulated thumbstick).
    • Fully configurable ingame via the vorpX menu.
    • Optimized keyboard mappings for a few very important games. More to follow later. The default keyboard/mouse config allows basic operation (walk/shoot/use etc.) with all first person games that use common input scheme standards.
    • Xbox-gamepad mode is mostly zero-conf and should just work with most games that allow a gamepad to be used together with vorpX.
    DiverTough
    Participant

    Ralf’s response when I asked the same question:

    “@ DiverTough: vorpX can’t alter the basic control scheme that a game uses unfortunately. Unless a game supports separated aim/look either by itself (which almost no game does) or through a mod, aim and look/walk direction will stay linked to each other. Changing that would require either access to the source code or – in a handful of games with exceptional modding capabilities – a mod.

    TLDR: Aim and look/walk direction will stay linked to each other in almost all games since vorpX can’t change how a game’s basic control scheme is working.”

    So I take this to mean that for gaming it will be for button emulation only. No aiming or swinging a battle axe with our vive-motes.

    steph12
    Participant

    Hello Ralf,

    this is my first message but i’ve been using vorpx since i got my htc vive back in last april.

    first, i’d like to thank you for creating this amazing piece of software, i had a lot of fun with many games thanks to your software.

    but i have one question concerning your answer to this post, what do you mean by “controller support” ? will we be able to use htc vive controllers with vorpx with the next update ? that’d be so great !

    thanks !

    Ralf
    Keymaster

    The next upate will be mostly about two new features (and a bunch of smaller ones): controller support and Direct VR. I have about two dozen new games in my Steam account that I bought over the last months as possible candidates, but since implementing the new stuff took longer than it should have, looking into the games will have to wait until early next year. So nothing I can recommend specifically for the current Steam sale beyond what’s already on the list.

    #123787
    ajb1978
    Participant

    I still have to create a desktop shortcut to get vorpX to hook the executable. However even with -force-d3d9 in the Steam startup options, I still have to spam-click the game’s shortcut before it will hook properly. On the off chance I do get the game to run, there is no 3D support. It’s just like playing the game on an imax or something, with the ability to use head tracking to control the mouse (and thus, where I’m looking).

    Those of you who’ve said you got it working, is that the experience you’re having? Or are you actually getting a full 3D rendering?

    #123710
    Ralf
    Keymaster

    I’m finally finishing the Vive controller support right now. Touch implementation starts tomorrow and will hopefully be straight forward since for the most part ‘only’ the Touch input data has to be fed into the now largely done VR-controller system. The time consuming part was the groundwork: figuring out what works best, testing out possible configurations etc.

    Here’s what you can expect for both Vive and Touch:

    • Both Vive And Touch controllers will have two usage modes: controllers can act either as Xbox gamepad or as keyboard/mouse, so almost every game will be covered one way or the other. Although not enough physical buttons are available, a full Xbox gamepad incl. D-Pad is mapped to the controllers using a shift button. Also the vorpX ingame menu can be used with the controllers.
    • The rendered ingame controllers always show the current key mapping, which makes this as intuitive as possible. Extremely useful for getting started, no need to memorize what is mapped to what. If in doubt, you can briefly glance at the controller.
    • Different modes for the Vive pad mouse emulation (either as a touchpad or as emulated thumbstick).
    • Fully configurable ingame via the vorpX menu.
    • Optimized keyboard mappings for a few very important games. More to follow later. The default keyboard/mouse config allows basic operation (walk/shoot/use etc.) with all first person games that use common input scheme standards.
    • Xbox-gamepad mode is basically zero-conf and should just work with most games that allow gamepad use together with vorpX.
    #123708

    In reply to: Skyrim Not Supported!?

    Ralf
    Keymaster

    There is a dedicated pinned thread for Skyrim Special Edition in the game settings sub forum.

    Vive controller support will be added with the next vorpX update.

    #123706

    In reply to: Skyrim Not Supported!?

    bnielson
    Participant

    I was just confused. I thought you meant a Vorpx console. I know how to use the Skyrim console.

    Okay, I see some 3D now. Does anyone have a link to ‘best settings’? And how is the best way to actually play this? With an X-box controller? Can a Vive controller be used at all?

    #123703

    In reply to: Skyrim Not Supported!?

    Ralf
    Keymaster

    Skyrim like many games has a built in console that can be used to type in commands. To open it use the [~] key (on an US keyboard). Caveat: on an international keyboard the key may be located elsewhere, usually it’s the one above TAB or one of the keys with localized special characters. Typing in the fov command will zoom out the camera.

    You can read this article to learn what an ingame console is in general and what you can do with it.

    Vive controller support will be added with the next vorpX update.

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