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  • #217659
    speeduk3859
    Participant

    Is this mod supposed to move the game around when you move your head? As for me it does not like in other VR titles. I have to use the controller. Thanks

    #217653
    Ralph
    Participant

    Update Version 1.7.29 – Fixes and Improvements Performance and Stability

    Xbox Series X|S Improved stability related to installations.

    Various stability and performance improvements to reduce crashes and improve framerate.

    Quests:

    All That Money Can Buy: Fixed an issue where player activity could result in a quest blocker.

    Into the Unknown: Fixed an issue that could prevent the quest from appearing after the game is completed.

    Shadows in Neon: Fixed an issue where player activity could result in a quest blocker.

    This first update is a small hotfix targeted at the few top issues were are seeing. After that, expect a regular interval of updates that have top community requested features including:

    Brightness and Contrast controls
    HDR Calibration Menu
    FOV Slider
    Nvidia DLSS Support (PC)
    32:9 Ultrawide Monitor Support (PC)
    Eat button for food!

    We’re also working closely with Nvidia, AMD, and Intel on driver support, and each update will include new stability and performance improvements

    #217634
    romandesign
    Participant

    Right. Release date is as always the good old ‘when it’s done’.

    It’s fine, I was asking more of a “days/weeks/months” expectation, not a specific date or any promises. And of course I realise that you can’t know for certain, and things can always get delayed. I’m an IT pro myself, I know how it works. It’s just that if the release is imminent, I’d rather pause my game for a few days and wait until we have the profile, but if I’d have to wait for weeks, I will keep playing with what I have now. That’s the only reason I was asking – not to rush you in any way, or hold you responsible if the profile is not ready when you say it would be.

    it would be to wander around these places and see it all in VR.

    It already works with Alpha v2 profile, or I recommend my profile based on that that’s a bit extended with gestures and more key mappings. It looks amazing in VR! I wouldn’t play pancake at all, even considering the unofficial profile. For me, the main problems are in the space combat. I want to use joystick through gamepad emulator and while it works, it’s not good. I tried disabling “gamepad override” which was on, and I think it was better but then I got some glitched taking back control with VR controllers. Maybe because joystick was not zeroed precisely. I also sometimes have weird DLSS artifacts at top of the screen (in VR view only), and lo-poly weapons bug that appears and disappears randomly, but I think it’s not related to VorpX, I see it on display view too.

    #217630
    Ralph
    Participant

    hey smartin,

    thx ! You can deactivate the auto detecting of mouse and gamepad switching in the Starfield settings, as far as I know.

    In the vorpx stable branch you could even select between your motion controllers (Meta, Steam, Pimax etc.) or a mouse + keyboard or gamepad steering, so far as I know. But i didn’t install the stable vorpx for a longer time, i install the vorpx beta, only.

    But in general, you can select for example a complete xbox controller override or a partial xbox controller override in the vorpx menu. You can even deactivate the vorpx buttons on the gamepad.

    Just play around around with all these settings, you will find a a solution you like.

    For other games which forces a mouse steering in vorpx, but you want to play with xbox controller only, the only way 100% solution is to plug off the mouse while in game.

    greets

    #217626
    smartin
    Participant

    nevermind. i think it has to do with the game switching between keyboard controls for headtracking and controller for movement.
    i hope an official profile will fix that. its great in vr.

    #217623
    smartin
    Participant

    Hi Dave,
    Great Work. Thank you for the detailed instructions. The only problem i have is my controller – its acting strange. happens in most vorpx-games i try to play. is there a solution for this? do i need to turn of steam controller emulation?
    thanks again for your great work.

    #217612
    romandesign
    Participant

    You won’t have to care about any of that once the official profile is ready.

    When do you expect the profile to be released, roughly speaking? Few days, a week, a few weeks?

    For anyone interested in performance and general experience:

    My goal with Reverb G2 is to maintain stable >45fps performance so Motion Reprojection can up it to 90Hz properly and smoothly. With the minimal acceptable resolution and graphic quality even 7950X3D + RTX4090 PC can’t reach and maintain 90fps. But in VR, I think no major game can, even made for VR. So slightly more than 45fps is a good goal to lock at. MR can induce slight warping artifacts sometimes, but that’s unavoidable and not very noticeable during the game. It is noticeable in menus, but it’s not that important or annoying there, because who cares. I can’t really see a noticeable difference between High and Ultra settings in game, and I started having weird shadow and lighting artifacts that may be connected to Ultra settings, so I set everything to High. It worked smoothly.

    I now adjusted the resolution to the maximum reasonable resolution for Reverb G2, so I can get the best picture I can. Reverb’s native resolution is 2100×2100 but the image must be larger to allow for barrel distortion compensation to still retain the center resolution of the image. My StarfieldPrefs.ini settings are:

    iSize H=3056
    iSize W=3060

    And I added a matching virtual monitor resolution to VorpX. I also installed DLSS mod with v2.5 DLSS dll.

    Running around New Atlantis sometimes becomes slightly non-smooth, so I think it does dip below 45 fps sometimes, though I couldn’t see it in OpenXR Toolkit overlay, which showed solid 45fps. But all other places, or inside buildings in New Atlantis were silky smooth so far. Once eye distance is properly set in VorpX (0.66 in my case) the 3D is very decent, though I notice occasional halos around objects, people, weapons, and sometimes there is a “flat cutout” feel to some people. But it still beats a flat universe.

    Full VR feels like full VR. Sometimes when rotating head fast I can notice black borders lagging on the sides. Maybe when the official profile is out with DirectVR the latency will be better. It’s not a big deal.

    Piloting a ship is not great, because head rotation does the steering and you can’t look around – the cockpit stays with you, like in a dialog scene etc. Normally such scenes work best with peak mode, but dogfighting in space is best full VR. I have to force myself not to rotate my head, which overrides my joystick (through the gamepad emulator), but it still sometimes overrides it, so flying is possible, but it’s a bit of a mess. Hopefully to be improved in the official profile.

    The biggest issue for me is a small view jitter when I sit still. Sometimes it’s in time with my pulse! I know some people have this issue with Reverb G2 in MSFS (not me) so it seems that head tracking is too sensitive. I wish there would be a way to do a low-pass filter, to filter out tiny head movements. There’s one in OpenXR Toolkit, but it doesn’t work with Motion Reprojection. Lowering sensitivity doesn’t help much, because then the world is not in sync with your head. When you’re walking it’s fine, it’s just when you’re standing it’s noticeable.

    Overall, it feels really close to a VR game, and for me, VorpX is really worth the price. I wouldn’t play a time-consuming game in pancake mode, but passable VR means everything. But I do have a top-of-the-line PC that I use for work and gaming – 7950X3D CPU (liquid cooled) + RTX4090 GPU + 64Gb DDR5 RAM, 4 fast SSDs. I’m not sure what would be the minimal hardware requirements for passable performance. For me the performance is good, considering it’s a kind of a hack instead of a game optimized for VR.

    Here’s what’s missing or would be nice to have:

    – Obviously what’s really missing is motion controller support. We can dream, can’t we? Maybe someone will figure out how to do independent aiming – some games can have mouse aiming with the keyboard moving/look, where the aim can be moved around the screen, without moving the view. If that could be achieved, maybe Ralph could map the right motion controller movement to aiming and we’d have a reasonable approximation of proper motion controllers.

    – Geometry3D would be nice, but AFAIK it can’t work with DX12 games. Some work with alternate eye rendering, though I think I can feel the flicker. The way it is now, feels very smooth. Cyberpunk mod with alternate eye rendering felt rougher to me…

    – Vibration feedback – @Ralph, that should be easy to do – maybe add an option to have a trigger press on the right controller to generate a strong vibration “tick”? It doesn’t have to be game-dependent, but would still be nice. For example, I programmed a short jerk of my motion seat based on joystick trigger presses, and a short vibration on my transducers, and it feels great in space. It would be nice to feel recoil in the controller.

    – Filter for smoothing out tiny head movements or head tracking jitter.

    #217609

    In reply to: Baldurs Gate 3

    Ralf
    Keymaster

    If you either don’t overdo it with the 3D strength or don’t mind playing without shadows, G3D should be largely usable already in its current state. Although personally I’d consider that almost pointless in this particular case considering how well Z3D works here.

    That said, I’ll revisit the game for sure, but for September Starfield and Cyberpunk 2.0 are priorities. All three games in their own way are dreams come true for most game loving chaps (including me), but as far as vorpX is concerned the first person titles have to come first.

    On a sidenote:

    BG3 at first sight looks indeed like a great title for a third person FullVR game, but only until you start a fight. While exploring FullVR with head tracking would be awesome, combat however would be a pukefest par excellence due to the heavy game controlled camera movement. So switching to cinema/immersive screen whenever the game enters combat would be the only comfortable option anyway.

    #217607
    Ralf
    Keymaster

    @ cole00

    Motion controller gestures are a new feature in the upcoming vorpX release, currently available as a beta:

    vorpX 23.1.0 BETA

    @ romandesign

    DirectVR head tracking:

    DirectVR (memory scanner) tracking mainly means that head tracking data from the headset is directly written to a game’s camera values in memory. The main advantages are super low latency and perfect 1:1 tracking without the need to tweak any sensitivity values. There are *some* vorpX profiles that also separate head/body rotation, e.g. Cyberpunk in the vorpX beta (or standalone mod), but that requires even more game specific work. Might be possible for Starfield down the road once Bethesda releases the modding tools.

    Technically the memory scanner scans through a game’s memory in a reasonably clever way to automatically find the game camera. Once the addresses are known vorpX adds head tracking data directly to the game’s internal camera rotation/position instead of simulating a mouse for head rotation.

    Just wait and see. Provided things work out as they did in all other Bethesda RPGs all you will have to do is pressing a button, and – poof – you have perfect 1:1 6DOF tracking with a camara FOV that just as perfectly matches the FOV of your headset.

    Gamepad override:

    The gamepad override is a decently feature rich mouse/kb > gamepad remapping tool, built directly into vorpX. Whether the input comes from an actual gamepad or a joystick doesn’t matter. The important thing to understand is that by mapping gamepad/joystick input to mouse/keyboard controls it let’s you use gamepads/joysticks together with mouse based head tracking even if a game can’t handle simultaneous mouse/gamepad input.

    You won’t have to care about any of that once the official profile is ready. It’ll either have DirectVR tracking, which resolves this issue perfectly, or at least I’ll preconfigure the gamepad mapper to work out of the box with the game.

    #217606
    romandesign
    Participant

    Somehow A post I typed in has disappeared…

    if you don’t mind I’d happily take a look at what you did so far and factor it into the official profile as much as that makes sense.

    I shared my profile online – hope I did it correctly, it’s called “Starfield – RomanDesign”.

    If I can get DirectVR (memory scanner) head tracking working, the mouse/gamepad issue won’t be an issue anymore.

    I’m not sure I understand. Does it mean that aiming and mouselook can be separated? If so, is it feasible to track VR controller movements in the air to control aiming, while headtracking would be used for looking? That would almost be like full motion controller support, too good to be true. But what DirectVR head tracking means then?

    What you can do in user profiles in such cases is enabling the X-Box gamepad override and mapping mouse/keyboard to the gamepad.

    What’s very important for me and I’m sure for many others, is joystick support. I use emulator to make my joysticks/hotas/pedals appear as a gamepad for the game, allowing me to pilot ships with a joystick. If I use the override, both joystick and VR controllers would act as a gamepad then, won’t it cause conflicts?

    BTW is there a way to “subscribe” to this topic so I get email notifications?

    #217597
    Ralf
    Keymaster

    Control bindings are stored in the user portion of profiles, so you should be able to configure the official profile the same way. Unfortunately there is no merge/transfer utility though. However, if you don’t mind I’d happily take a look at what you did so far and factor it into the official profile as much as that makes sense.

    If I can get DirectVR (memory scanner) head tracking working, the mouse/gamepad issue won’t be an issue anymore. That’s how this gets addressed in other Bethesda games. So far that worked out in all of them, so I’m reasonably hopeful. Fingers crossed.

    What you can do in user profiles in such cases is enabling the X-Box gamepad override and mapping mouse/keyboard to the gamepad. Resolving headtracking conflicts like this one is actually what the override is made for primarily. If you are lucky, a partial override of the right stick will suffice. Judging from older Bethesda games you’ll probably need a full override (and remap everything) though.

    The action label idea is noted under ‘nice to have’. Not something I’ll be able to whip up on short notice though. Requires extending the labeling system quite a bit.

    #217596
    CrazyDolphin
    Participant

    Ralf,

    Is there a ‘Gestures for Idiots’ post I can refer to? It sounds most interesting, especially since it seems to imply the use of motion controllers. I looked under the General Discussions sub-fourm for the VorpX 23.5.1 release/update and could not seem to find a reference to this ‘gesture’.

    Also, I believe I only updated to the non-beta version. If I did want to go to beta, is there a standard way to do that?

    #217595
    romandesign
    Participant

    The motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.

    I modified Alpha v0.2 profile locally to include gestures and it works beautifully!
    Also added more quick menu mappings and changed/added key mapping on controllers to include more of the necessary keys, and shortcuts for map and inventory.
    Would there be a way to merge my control mapping and gestures with the official profile somehow, when it’s added? Like copying a few lines to XML file or something? I just bought VorpX few days ago so I’m unfamiliar with how the profiles work.

    As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster,

    Would it be possible to include a mappable shortcut for temporarily disabling “mouse look” headtracking? There is a specific problem with Starfield in the way the game controls are implemented: it can support keyboard/mouse AND gamepad but not at the same time! Any input from one TAKES OVER all controls. During FPS shooter mode everything is OK as VorpX just emulates the head tracking as a mouse and VR controllers as a keyboard. But there is a problem when you get to spaceship piloting: steering with head tracking is horrible, just as bad as it sounds. So you’d want to use a gamepad (or in my case – joystick/hotas/pedals mounted to the motion seat I built and mapped through the X360 gamepad emulator), and it works fine, but the problem is that you have to keep your head absolutely still! And this is virtually impossible as you naturally tend to follow the target with your look. The game tracks it as using a mouse and cancels all gamepad controls, using your head movement instead. Often just when you are ready to shoot – your ship veers to a completely wrong direction. It’s extremely disorienting and inconvenient. If mouselook can be easily paused in space, that problem could be solved.

    I also read that it is possible to look around in the cockpit by holding Q key or “change view” controller button, but I didn’t test it yet. Though it sounds like this would cancel the ship control and is used just for a quick lookaround. So the best would still be a head-tracking pause function. Maybe it already exists and I just haven’t found it yet?

    Important note: It’s actually important that VorpX emulates the keyboard/mouse and not the controller, because it’s not just me – any simmer would like to use the joystick for spaceship piloting. Bethesda already made a huge mistake of not supporting joysticks, but that is solvable through the X360CE emulator. But it means the gamepad should remain free from VorpX so it can be used for piloting.

    On a side note: it would be nice if the little square labels on the controller buttons could actually reflect functions and not just key names, somewhat like key menus, or show both functions and keys. There are many keys (normal+shift) and it’s difficult to remember all their functions. If VorpX uses images, maybe at least include a small library of common assignable labels used in games that can be specified like “map”, “inventory”, “grenade”, “crouch”, “weapons”, “menu” , “camera”, “zoom” etc.

    #217590
    Ralf
    Keymaster

    No official profile available yet.

    I was on vacation – windsurfing without wind ;) – for the last two weeks and thus haven’t looked into the game yet. Not that I didn’t try, due to the mildly infurating lack of wind I had a lot more time at hand than I wanted to. The laptop I had with me just didn’t cut it unfortunately though.

    As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster, including (if possible) low latency DirectVR head tracking which directly accesses the game camera, and (definitely) motion controller gestures.

    The motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.

    #217587
    Ralf
    Keymaster

    If you happen to have the beta installed, make sure to check the gestures. Gestures are the biggest change that have been added to the profile recently.

    Straight forward shooters like this feel surprisingly close to native VR games with just a few motion controller gestures. There’s just no way to go back to mouse keyboard or gamepad afterwards, even when playing seated. :)

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