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  • #222081
    vintager
    Participant

    so I managed to make reverb g2 work with windows 11 thanks to “oasis”; but I couldn’t make the controllers appear; too bad; and I managed to make vorpx work with it: I mustn’t touch the headset, I start vorpx and not steamvr; I start the game and it works;

    Reverb 2 has a built-in Bluetooth station, and the controllers pair directly with it; Oasis cannot use it, so you need either a Bluetooth-capable motherboard or a separate Bluetooth station and pair the controllers in Windows (there’s a button under the batteries that puts them in the “discovery” mode). If you decide to uninstall the Oasis, you’ll need to un-pair the controllers in Windows and use the dedicated Reverb utility to re-pair them with the headset (using the same button).

    Oasis is currently in a very raw state (e.g., Riven has a lot of glitches and often crashes), so I uninstalled it for now. It does work with Vorpx, but e.g. Indy crashes on my PC whenever opened alongside SteamVR. Thank God Vorpx doesn’t require SteamVR and can work with OpenXR …

    #222078
    sylvan
    Participant

    so I managed to make reverb g2 work with windows 11 thanks to “oasis”; but I couldn’t make the controllers appear; too bad; and I managed to make vorpx work with it: I mustn’t touch the headset, I start vorpx and not steamvr; I start the game and it works;

    #222021
    ENBSeries
    Participant

    @Ralf
    Thanks for reply, sent troubleshoot data to e-mail.
    I know such kind of issues difficult to track, but from my experience helps to give to the user different old versions till find one which have issue. Then compare code, make minor changes and give again for testing. As I already found vorpControl64.dat is culprit most likely, could be easier and safer swapping it than sharing entire old builds. I can live with old version of Vorpx with internet disabled (don’t remember if any game need to be online), but don’t mind to test as described above. In that case, better to connect in some chat application to make the testing quicker, discord f.e.

    SpaceEngine do have native vr, I just have it installed, so used it as one of testing applications which do not have native Vorpx support and quick to start. Not sure if there is any benefit to add vr via Vorpx to it, unless there are some exotic helmets which can’t run it by default.

    #222018
    Ralf
    Keymaster

    Interesting, never heard of that. vorpX does use GetAsyncKeyState(), but not in the hooked game. It updates the keyboard state in the vorpControl app and then relays that to the game via interprocess communication. It does hook the function though inside the game for various reasons. I’ll check TR3 in Windows 10. If I find something unusual, I’ll let you know.

    BTW: vorpX quite heavily relies on interprocess communication like the one described above between all its parts, which makes mixing components from different versions dangerous and likely to cause havoc. Don’t do that.

    Just in case you may also try a uninstall/reboot/reinstall like I suggested to Dellrifter above. Just to be 100% sure everything is really at 25.1.1.

    #222017
    ENBSeries
    Participant

    @Ralf
    Regarding issues with non functional input. If I keep old version of vorpControl64.dat, then issues do not happen. Maybe there is another combination of files, didn’t test more.
    The same problem happens in A Hat in Time. Reinstalling Vorpx via web setup multiple times – no difference. Even Vorpx own ctrl+alt+shift popup message ignores keyboard in A Hat in Time game. The only thing suspicious to me is when first time after long break started Vorpx and it initiated an update, at some stage of installation terminated it manually because was busy with other pc tasks. Still, that don’t explain why problem remains after executing web setup later, after reboot as well. As mentioned earlier, in the SpaceEngine some actions do work in certain moments, like game first popup warning with Esc button to hide it fails, then main menu works for cursor and mouse buttons both, then in-game cursor works but mouse buttons and keyboard are dead. I know some of the last patch(es) of Win11 (I’m on Win10) have changes to GetAsyncKeyState, breaking some apps, maybe workaround was done on Vorpx and it do not works in my case.

    #222010
    ENBSeries
    Participant

    Having bug with last update – keyboard input is locked and don’t work. Copying all the files from 21.3.5.0 version of vorpxControl.exe resolves the issue. Tested only with SpaceEngine and Tomb Raider 3 via voodoo wrapper, cause don’t have other games installed. In the menu of SpaceEngine can use mouse, but while in the game it’s also do not work at all. Game have native vr support, but for testing used regular gave.

    Oculus Rift CV1, Win 10 with auto updates removed, NVidia drivers without geforce experience, no overlays or any kinds of trash which hooks in to the games, no exotic input devices with their services, no motherboard vendor bloatware. Latest Quest software. I didn’t run vr for a long time, so have no idea if there are any versions in between 21.3.5.0 and last one.

    Cless_Aurion
    Participant

    @Ralf
    I gave it one more go and… no luck there is just no way to make it work.

    I’m still pretty upset about it since it feels its so close to work, but it doesn’t.

    For example, while running Baldur’s Gate 3, the game in VorpX will look low res (around 2160p), but when pushing the menu button on the controller, which opens the SteamVR’s menu and shows your desktop (which now has the game since its windowed at 4860p), the actual 2D image that is cloned that shows you the desktop… that one actually IS showing the full 4680p resolution and will look great! (just not 3D). Incredibly infuriating stuff :(

    In any case, please tell us when and if you plan to do “VorpX2:Electricboogaloo” so we can support you once more properly! :D

    #221941
    Ralf
    Keymaster

    NO!, as in NO! with capital letters :). Only do that if you want to play games that need to be run as admin. Avoid running vorpX as admin like the plague otherwise.

    On a healthy install the vorpX control app communicates with a background service for handling the virtual display and the desktop viewer. My guess is that your install is somehow borked and either the service isn’t running or for some reason hasn’t been updated. A fresh install should fix that.

    #221907
    djbert
    Participant

    I just wanted to drop some feedback on Cyberpunk in VR with Vorpx since I got working this week. It is awesome! I got the same feeling again like when I played Half-Life: Alyx for the first time with my Meta3; I was floored! Once you dial in the VR settings with Vorpx, it looks great and is smooth. I find myself just putting around and taking in the sights, as it really changes the perspective of the game; almost like it is brand new game you are playing for the first time. The immersion even gets to me a little bit. Like being high up in the game and looking around/down, I will get the heebie-jeebies for a bit lol. I wear my Astro A50 headphones with my meta3 and it is a great immersion bubble for the game. The sights and sounds really are great. And aiming with your head is growing on me as well, though I play with a xbox controller to get around. It works well imo once you practice the aiming mechanic with your head movements and the body movements with the controller.
    Some parting thoughts. I fired up Alyx again to compare the graphics between both and Alyx is way better than CP2077 by a long shot imo. To note I do have an RTX 5090, so I am sure that is factor. However, to be fair of course, Alyx is a purpose-built VR game, and it is nowhere as open-ended like CP2077. But if CP2077 was as CLEAR and SMOOOTH as Alyx in VR at least, man CP2077 would be the game of the decade for VR play. Well, if anyone actually knows how to tweak CP2077 to have the same clarity and smoothness as Alyx on a meta3, I am all ears lol.

    #221816
    Ralf
    Keymaster

    25/09/12 | vorpX 25.1.2 has been released

    Another maintenance update with about a dozen noteworthy changes and fixes.

    Click here for all changes

    • Head tracking mouse emulation did not work anymore in desktop viewer.
    • Messages shown in some games on start could become unresponsive.
    • Mod component install with the virtual display failed due to an unclickable prompt.
    • Some games did not exit cleanly since vorpX 25.1.0.
    • Workaround for 32-bit games that use too much RAM on CPUs with many cores.
    • Potential workaround for old games that assign small stack sizes (untested).
    • In games with .ini and mem-scan FOV, ini-controls weren’t shown before scanning.
    • Avoid more annoying virtual monitor related Quest Link self-restarts.
    • Communication between the service and 32-bit vorpControl was broken.
    • The service could use an entire CPU core after lock/unlock, standby/resume etc.
    • Custom sync selection in the vorpX menu selected different options than shown.
    • Trouble shoot data now includes all relevant log files.
    • Better service handling in the installer.
    • Elder Scrolls Online: HUD shaders updated (again).
    • Cyberpunk 2077: mod components updated for CP2077 2.31
    • As always numerous smaller fixes and optimizations.


    25/08/30 | vorpX 25.1.1 has been released

    This maintenance update brings some OpenXR improvements, carves out more precious GPU memory, enhances Quest controller support with SteamVR and fixes a bug where Z3D became heavily pixelated after switching 3D modes.

    Auto-updating from 24.1.0 and 25.1.0 will likely fail (sorry!), you may have to reinstall manually with your web installer. If you didn’t keep it, you can get one here: click

    Click here for all changes

    • GPU memory usage reduction due to headset sync optimizations, ~150 MB at 4K.
    • Auto judder protection when a VR runtime throttles the headset framerate.
    • Rendering the start room could produce glitches/DX errors.
    • DX11/DX12 Z3D could become heavily pixelated/after switching 3D modes.
    • SteamVR: emulated start/back gamepad buttons on Quest controllers now working.
    • OpenXR: deal with outdated OpenXR runtimes (e.g. Valve, WMR)
    • OpenXR: VR controllers were rendered upside down since an OpenXR lib update.
    • OpenXR: resetting the renderer in case of an error could cause a crash.
    • OpenXR: head rotation felt wobbly in immersive screen/cinema mode.
    • OpenXR: don’t use Valve’s broken OpenXR, use SteamVR if set as OpenXR runtime.
    • OpenXR: auto switch to Quest Link or SteamVR if no active OpenXR runtime is set.


    25/08/28 | vorpX 25.1.0 has been released

    This update reunites the regular and the ‘cutting edge’ branches. For those who until now used the regular version it brings three major new features: motion controller gestures, a rewritten desktop viewer and a virtual monitor.

    Those who already used the cutting edge build can skip to the full changelog at the bottom of this post to check what has changed since then.

    Motion Controller Gestures

    You can now map predefined motion controller gestures to key presses and gamepad actions. Aminig down sights, reloading, melee combat, steering wheels and a lot more gestures are available to turn flat games into more immersive VR experiences. While not every game benefits from gestures in the same manner, some (e.g. first person shooter games) can actually feel close to native VR that way. Even seated just a handful of gestures can tremendously improve immersion compared to playing with a gamepad or mouse/keyboard.

    Various profiles already have gestures predefined, try e.g. Cyberpunk 2077, Starfield, Titanfall 2 or Aliens Colonial Marines. More will follow. For other games you can easily define gestures yourself. Be amazed how easy that is and how well it can work. Check the video below for a brief introduction.

    Desktop Viewer Rewrite

    The rewritten desktop viewer now handles high GPU load a lot more stable and also addresses a bunch of annoyances the old desktop viewer had, e.g. the inability to display Windows admin rights prompts.

    If vorpX can’t hook a game, try the new desktop viewer. Especially in tandem with the third new feature the vorpX desktop viewer now is the ultimate VR flat game cinema.

    Virtual Monitor

    The new virtual monitor finally makes running games at higher resolution than your actual monitor allows a breeze. All important resolutions are predefined, and you can easily add more if you want in the config app.

    Added benefit for desktop capturing and playing games unhooked with the desktop viewer: the virtual monitor always runs at the refresh rate of your headset, which removes any form of micro stutter that normally is the result of capturing e.g. a 60Hz monitor and displaying it on a 90Hz headset.

    The easiest way of using the virtual monitor is launching the vorpX desktop viewer and putting on your headset. Per default vorpX will then switch to its virtual monitor.

    Full Changelog

    Biggest changes from official (21.3.5) to last cutting edge build (24.1.0)

    • Motion Controller gestures that easily let you map VR controller gestures to key/button presses. vorpX gaming as close to native VR as never before.
    • A virtual monitor has been added that lets you play games at arbitrarily high resolutions and always has the exact same refresh rate as your headset, which is especially great in cunjunction with the desktop viewer. The smoothest VR desktop experience ever.
    • Desktop viewer rewritten to minimize CPU/GPU usage, get rid of a few annoyances, and work great with the new virtual monitor.

    Biggest changes since 24.1.0

    • Redesigned rendering/post-fx pipeline that significantly reduces the amount of GPU memory used by vorpX at high resolutions.
    • Custom memory manager that keeps memory allocated by vorpX separated from game memory as much as possible. Improves general stability everywhere, most notably when using high resolutions with some 32-bit games, e.g. Dragon Age Origins, Venetica.
    • Special treatment for 32-bit games able to handle more RAM than the usual 32-bit 2GB limit. vorpX can now detect and directly utilize the extra memory. If you encounter crashes with 32-bit games at high resolutions, check the internet for tools that make them ‘large address aware’. Note that trying that with modern 64-bit games has no effect, those can use all your RAM per default.
    • Major (ongoing) spring cleaning continued: lots of internal changes and refactorings that improve general stability and/or help keeping the developer of this Tower of Babel happy.

    Noteworthy smaller changes/fixes since 24.1.0

    • Optimized texture sharing between game and vorpX threads. Fixes DX12 black screen caused by nVidia driver 580.88+ and in general may/should be a bit smoother under high GPU load.
    • Improved cursor tracking. Fixes cursor flicker e.g. in AC:Valhalla/Odyssey.
    • Cinema mode uses reduced lightmap sizes in 32-bit games that aren’t large address aware to squeeze out some extra GPU RAM for higher resolutions.
    • DX9: Some rarely/never encountered StateBlock related stuff handled. Just in case.
    • DX9: Hooking related changes that may improve hooking reliability in some cases.
    • DX9: Generic 3D/Headset modes did not work on some AMD GPUs
    • DX9: Fixed an issue that could cause games to hang on device creation.
    • DX9: Fixed an issue that could cause games to crash on display mode change.
    • DX9: Fixed an issue that could cause games to crash on load (e.g. GTA IV).
    • DX9: Fixed an issue that could cause games to hang fullscreen (e.g. Splinter Cell 3).
    • DX9: The start scene had some weird render glitches in ‘Generic VR headset’ mode.
    • DX10: Potential exception on init (e.g. Crysis DX10)
    • DX11: Support some rarely used DX11 features (e.g. WoW non-legacy DX11)
    • DX11: Improved G3D performance, up to 300%! Don’t get too excited though, that is an outlier. Usually expect anything from 0%-15%.
    • DX11: More efficient multithreading. Improves FPS in some games (e.g. Elex 2).
    • DX11: Image was garbled in some games, e.g. ArmaA III (24.1.0 regression).
    • DX11/12: Optimized shader bookkeeping. Can save >200 MB of RAM (e.g. HZD).
    • DX12: More efficient resource bookkeeping. Up to 20% better FPS (e.g. Uncharted 4).
    • DX12: Fix for hiccups/uneven FPS in some games (e.g. The Last of Us/Uncharted 4).
    • DX12: display mode switching/window resizing failed for some games (e.g. Far Cry 6)
    • DX12: various authoring hotkeys did not work.
    • Tracking: The jump/crouch detection didn’t work correctly anymore.
    • vorpX control: App could crash on startup (24.1.0 regression).
    • vorpX control: App could crash after installing hook helpers.
    • vorpX control: App could hang after running for a while.

    Game Profile Changes/Fixes since 24.1.0

    • Cyberpunk 2077: support for latest game version.
    • Dark Souls III: scalable HUD didn’t work under some circumstances.
    • The Elder Scrolls Online: shader fixes for latest game version.
    • The Witcher 3: The profile’s mod part could activate itself without vorpX running.
    • World of WarCraft did not work anymore after removal of the old D3D11 renderer.
    • Abzu: ini changes were applied on each launch instead of just once.
    • Hellblade: ini changes were applied on each launch instead of just once.
    • Observer: ini changes were applied on each launch instead of just once.
    • Prey (2006): resolution wasn’t set as intended due to a typo.
    • Conarium: improved DirectVR memory apply on/off check
    • Deus Ex: Human Revolution: various fixes.
    • The Surge: motion blur hint added.
    • Morrowind: MGE shader chain could become unavailable.
    • dgVoodoo2: shader parser for versions 2.7+
    #221903
    garken
    Participant

    Yo anyone know where i can find a version of this mod for cyberpunk 2.1? I dropped the game for a while but now that i found this mod i want to continue my playthrough in vr. Can’t update the game to the newest version cause i don’t wanna break the mods i was using on the playthrough. I’ve been able to get the game to launch by rolling back to the version of cyber engine tweaks for 2.1 and everything seems to work as intended except for full vr not working, instead it just shows in cinema view or as if i had edge peak on so afaik it’s either broken from the version mismatch or i just can’t for the life of me figure out how to toggle edgepeak off but i swear I’ve pressed every button lmao. I feel like it’s so close to working, the beginning tutorial area works completely fine and works just as you’d expect a vr environment to w me being able to look around and all, any help with either downloading an older version of the mod or with getting this one to work is greatly appreciated, thanks in advance!! (and ralph from what I’ve seen so far and in videos this mod seems amazing and imo will be the best option for cyberpunk vr if i can get it to work since it has motion control support, great work!)

    abeardedpirate
    Participant

    Have a PSVR 2. Installed the free mod to see what this is about.
    In settings selected SteamVR since PSVR is using SteamVR app.
    Launch game. SteamVR never brings up the game. Can see game if going to desktop mode or theater mode.
    While game is open no inputs work. No keyboard inputs, no gamepad inputs, no inputs from my PSVR2 controllers.

    I have uninstalled the mod, the game, fresh reboot, installed the game, rebooted, installed the free mod, fresh rebooted again and everything in between. The game will never register inputs. My keyboard does work as I can press Windows Key and get the start menu up to do other things. I can also hit the PS home key to bring up steam interface so I know my buttons work but they are not registering with Cyberpunk itself.

    I uninstalled the mod and selected default on every setting inside of cyberpunk 2077 before rebooting and reinstalling the mod just to make sure everything is good. Since there is 0 interface with the free mod the only way I can get the VR selector up (Steam / Meta / Other) is to just reinstall the mod again.

    I’ve launched Cyberpunk 2077 letting it open Steam VR and I’ve launched Steam VR and then opened Cyberpunk with no luck.

    I went on Steam settings and have enabled steam input override for Cyberpunk 2077. I’ve tried it disabled and enabled same issue both ways.

    I’m on an i9900k with a 2080ti with the PSVR2 plugged directly into my 2080ti. I haven’t had issues with other actual VR games/programs but I can’t make this work. Nothing seems to do anything. Delete / left button + right button / and L3 or w/e gamepad is nothing brings up any settings like the mod installer says it does.

    Any help would be appreciated cause I feel like I’ve exhausted all the troubleshooting steps I’ve seen on this forum at this point.

    #221717
    Ralf
    Keymaster

    Sounds as if the game switches back to a lower res, which would be super weird. Never heard of anything like that before. Try to add a custom res in the nVidia control panel and then switch your desktop res to that res before launching the game. Some games limit their resolution to the current desktop res. A step-by-step guide for adding custom resolutins can be found in the vorpX help.

    Running a game windowed may also help (again provided it doesn’t limit its window size to the desktop res).

    If you want to use the full potential of your new Pimax headset you must run games at resolutions at or above 4K, i.e. 2160p or more. Roughly 3000p is what your Pimax Super wants as an input res with default SteamVR settings. Might be too much performance wise in modern games though.

    If things still look pixelated when running a game at such high resolutions, there has to be something weird going on after vorpX sends the image to SteamVR, e.g. in the Pimax app or on the headset itself.

    #221681
    Boblekobold
    Participant

    I just noticed I have a direct shortcut to the game on my Desktop.
    Something like that :
    “C:\Program Files (x86)\Animation Labs\vorpX\vorpControl.exe” “C:\Program Files\Epic Games\JWE2\JWE2.exe”

    You can create it by right clicking on VorpX tray icon > Create Desktop Shortcut.

    So I probably launched VorpX V24, maybe chose the resolution (don’t remember), and then launched this shortcut.

    #221666
    RJK_
    Participant

    You may completely disable or remove any controllers and use muse and keyboard only.sadly i cant give you any further advice.

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