Hi,
the fire in the game appears to be shifted incorrectly between each eye. When I set my main eye to the left in Vorpx, the fire appears correctly for that eye, but is in the wrong position for the other eye. The issue affects all torches, candles, lanterns, but also spell effects it seems (can’t confirm all spell effects as I’m not very far in the game).
I did try changing bDoImageSpaceEffects in Oblivion.ini from 1 to 0. This had an effect on the depth of the fire, but it was in completely different depth.
I’ve tried adjusting various Vorpx settings, but nothing seems to help. I don’t have any mods installed, and everything is up to date. I tried validating files in Steam, reinstalling DirectX redist, various other Oblivion.ini settings and settings in Nvidia Control panel, …
Another user on the Vorpx forums had a similar issue caused by anti-aliasing, but I’ve already turned that off. Also tried disabling HDR and basically anything I could find.
I also tried all available compatibility options, running as admin, high dpi scaling settings, changing resolutions, windowed vs fullscreen.
Running on Windows 10, Ryzen 5600x, RTX 2070 Super, Vive Pro.
Please advise, I’m loosing my mind.
I assume there is no possibility to make it work with the Enhanced Version ? Really wanted to play with PS5 controller haptics but none of the profiles have 3D , Cyberpunk / Horizon hooks but sadly no 3D in the headset , only weird glitches as if its trying to read the depth map but failing. Any possibility to make it work?
no , because all game that work with dx12 , work only in zadaptive. but for me , for some game , is too much better that g3d.
There already is a generalized way to actually aim with motion controllers, BUT: it only works good enough for games where head tracking is handled by other means than mouse emulation. A bit difficult to explain, but if head tracking is done via mouse emulation, head tracking and hand aiming interfere with each other in unwanted ways.
Works great however when it’s possible, and I’ll add it everywhere I can for sure before the final 23.1.0 release. You can currently try it e.g. in the standalone Cyberpunk mod, which does head tracking by changing the actual game camera and thus can do true hand aiming.
This Switch method sounds super interesting though, might work in cases where true hand aiming doesn’t. I’ll definitely look into it. Thanks for the hint!
On a sidenote: as soon as there are general shooting gestures, you more or less automatically start to move your hands while aiming, just because it feels right. So the usual head aiming doesn’t feel too different. No excuse though for not doing actual hand aiming whenever possible, of course.
All this stuff sounds fantastic, Ralf.
I was wondering, with all the gestures… could you use the controllers as gyro aim controls?
In case you’re not aware… there’s a popular input method on Switch (and on PC with Playstation controllers) called ‘flickstick’.
Predominantly for fps shooters, you still use the gamepad mostly as is, but where your right stick was originally used for aiming. Instead, that is use only to point in the general direction you wish to turn, and then you tilt or turn the entire controller to do fine tuned aiming.
I feel like VR controllers would be as accurate, if not more so, than the gyro in a DS4 gamepad.
I have no idea if the functionality is there presently in Vorpx to use a VR controller’s physical movement to aim with (or assist aiming). I was just curious.
Heads-up that the next beta will be available on Sunday (this time for real). Should have been today, but I need today for adding another gesture and tomorrow for play testing. With the available set of gestures games can already feel *VERY* close to native VR games, more to come. Almost ridiculous how much more natural that feels compared to a gamepad or mouse/kb. Even seated and/or in cinema/immersive screen mode.
Worth noting that you never are forced to use gestures. You can switch back and forth between gestures and button pressing seemlessly any time. So there is no excuse for not swapping your gamepad for motion controllers. ;)
Noteworthy changes compared to the last beta:
- New gesture: secondary fire via 90° forearm rotation: swaps the triggers/mouse buttons while active, so works with any game that has primary/secondary fire mapped to left/right triggers/mouse buttons.
- New gesture: binoculars/night vision, largely self-explanatory, just hold your hands in front of the headset.
- New gesture: jump by flipping both controllers up at the same time.
- The virtual monitor automatically kicks in when you put on your headset while the desktop viewer is running. Much more intuitive than the original ‘turn-physical-monitor-off’ method. One of those things that took two hours to implement in a basic fashion and then three weeks to hone…
- Custom resolutions for the virtual monitor. Just in case the predefined resolutions aren’t enough.
- Reduced desktop viewer CPU usage. While this was just a cosmetic issue since other programs with higher demands could always override, it came up a few times in the past, so now your task manager CPU usage will look right.
- The desktop viewer can now display UAC prompts (the safety prompts Windows displays when you launch a program as admin).
- Various input glitches while using the desktop viewer fixed. No more hammering the recenter key five times until it finally registers. Yay.
- Cursor clipping at low resolutions in desktop viewer/video player apps fixed.
- Smoother EdgePeek transitions etc. at low game/app frame rates.
- Cinema mode magnifier aspect ratio computation didn’t always work right.
On setting page of vorpx in game , on controller section , you must change the value of x axis of right controller
Try what happens when you set the ‘Controller Override’ option to ‘On’, which means gamepad input will get translated to mouse input. Some (a lot actually) games can’t handle mouse and gamepad input at the same time correctly, so when you use vorpX’s standard mouse emulation headtracking in those games, you have to translate gamepad input to mouse/kb input (or actually use mouse and keyboard).
Only way to tell whether a game is affected by the issue is checking whether input related glitches disappear with the controller override option set to on.
Im playing sunset overdrive and it works great except for when i need to turn myself around. at which point any slight tap of the right stick sends the camera flying a million miles an hour. The vorpx settings are not over riding the controller sensitivity. I tried ds4 with no luck. anyone have any ideas. problem only happens in full vr mode…But its so much easier to aim with my head
I assume there is no possibility to make it work with the Enhanced Version ? Really wanted to play with PS5 controller haptics but none of the profiles have 3D , Cyberpunk / Horizon hooks but sadly no 3D in the headset , only weird glitches as if its trying to read the depth map but failing. Any possibility to make it work?
Yes that can be disabled in the menu that pops up, in the controller part I think, its pretty easy to find, you will know it when you see it.
A restart seems to have fixed it. Geforce now works for me in Vorpx if anyone is curious about that. Is there a way to override the controller so that the vorpx menu doesn’t open while in play. For instance using L3 for running, the vorpx menu pops up. Can it be temporarily disabled, and just use M & K for menu ui interaction.
Having a major issue with the UI and lag. Nothing is responsive. Can’t get motion controllers to respond at all. Xbox controller too.
im having this problem with rdr2. i dont knonw what hide ds4 controller means…but ill look it up
So the game works without vorpx..but as soon as i put it through vorpx the L stick does not move Arthur anymore. It still works in the menu. i have played with all the vorpx controller settings and nothing works. I even remapped the controller to wsad in the keyboard section. thinking this would surely work..but it did not…any ideas?
The beta linked in the beta thread comes with a shiny new and customizable motion controller gesture system. There currently are no flight sim specific gestures, but generic steering is already there. Should work in a flight sim just as well as for cars. Moving controllers forth and pulling them back for controlling elevation sounds like a good idea though. Can’t promise that for the next beta already, but it’ll definitely come.
There is a short video in the beta thread that explains how to configure the gestures.