Well, I find the new gesture function really cool. Is it possible to program new ones? can they be customized? I give an example. flick both controllers up to jump!
I tried OpenXR, and Win+Y didn’t help. But thanks anyway!
In all modes (Oculus/OpenXR/Steam) the game doesn’t launch inside HMD. And the keyboard/controller don’t work in desktop game window.
Also, I have this error in log file:
[2023-01-10 20:58:50 UTC+01:00] [21832] [ASSERT] [EquipmentSystem::GetPlayerData] Unable to find player data!
The game launches, but I can’t use the cursor to start the game. It is also not working with the controller. It just flies in the opposite direction. Also, I see game menu on PC screen, but not inside my VR glasses.
So I can’t start the game because of that. Does anyone know how to fix that?
I play the 1.61 version of game, with the latest vorpx cyberpunk mod.
– I tried to run the game with the full version of vorpX
– I tried to reinstall the game
Win10,rtx4090,i9-13900k,Quest Pro
Calling vpxGetControllerRotation() does indeed not disable relative input, however calling the HMD rotation does disable camera rotation, as far as I can tell. The more granularly you can enable the control, the better. Thanks Ralf!
Calling vpxGetControllerRotation() or vpxGetControllerPosition() should only disable the rendering, vorpX in that case per default assumes you want to render some custom model. The internal rendering can be forced back on with vpxForceVorpControllerRendering(VPX_TRUE) if that assumption in not correct.
Unless there is some bug, that should do what you primarily want to do. Let me know whether that does the trick or not.
I’l add a similar vpxForce… override for the controller button/axes handling after calling vpxGetControllerState(). Didn’t really occur to me at the time that someone might want to get the state without handling controller input entirely. But thinking about it there may indeed be good reason for that. I’ll update the current beta build in the next few days and let you know here.
Hi,
I am trying to make a mod for Mass Effect LE1 that segregates the head view from the direction in which the player character moves. I am tying that direction to the left controller orientation, but reading the data seems to disable all built in functionality of the controllers.
Is there a hidden API that would allow me to keep the built in functionality and also get those orientations, perhaps the full state data, just in case I might later need other variables like the stick position?
Thanks.
Hi, I’d like to get into VorpX but would like some pointers if possible and before I buy a HP Reverb headset.
I’m looking to use VorpX with Fallout 4 and I see there are profiles for this on youtube my question is I use a modded Fallout 4 so even though Steam has to be opened it is launched through Vortex, would VorpX work in this scenario?
There are one or two other games I’d like to use but Fallout 4 is the main one. I hope I can also use my elite series 2 xbox gamepad? I’m disabled so really prefer the gamepad to VR controllers. I’m looking at the HP Reverb (rev 2) headset. Is that a good choice? Would buying a second-hand one be wise or is it best to go brand new?
Lastly is there an idiots guide to set this all up? I have seen a few youtube videos but they are a few years old so don’t know if they are still relevant. Sorry for the questions.
I use “Generic 3D Display” mod for my TV and everytime it shows a warning says:
3D display aren’t officially supported…Expect unexpected behavior.
https://ibb.co/4sj7Z9d
And I have to Ctrl+Alt+Shift close it every time.
Is there a way to permanently turn off this warning? or change the binding to other easy-to-press controller keys?
I don’t need motion controls or anything, I just want to put on the headset and have full 360 look around with my head (like gyro) while just sitting down at my comptuer with keyboard and mouse.
Does vorpX support java minecraft, anyone have set that up? Need java cause I play modded.
Basically the key decision as to whether or not I should purchase this app.
The short answer is yes, for games that have working Geometry 3D there is a vorpX menu slider that controls the 3D strength and scale of the perceived game world.
However, I must warn you that out of the 4 games you mentioned, only Outlast has G3D profile support. Games running on opengl/Vulkan or Dx12 will not have this G3D capability.
Hi Ralf, just some feedback on the Witcher 3, AFR works great. however headroll is reversed. positional tracking works on the x axis only i.e left and right.
no headtracking either in terms of looking up, down, left or right….mouse input and controllor as normal.
i know its a beta as you let us know.
this is just feedback
the gesture system is awesome
Only issue now is none of the motion controller buttons work. I can see the virtual controller in game, but pressing buttons do nothing. Anyone who knows a possible fix, feel free to let me know
Maybe check you dont have any drivers or settings which might interfere eg STEAM controller settings or trackball or keypad controller driver (similar issues have been raised in the forums which were resolved this way); I disable Marblescroll before launching game. You can switch to KB/Mouse option in the interim to get started which limits gestures useable (throw grenades wont work and steering maps to keypresses rather than analog motion)
Hey just asking again. Is anyone using a Pico 4 for this? Does it work, and also do motion controls work?
Problem solved, I was attempting to load a save that depended on mod files. Starting a new game fixed the problem.
Only issue now is none of the motion controller buttons work. I can see the virtual controller in game, but pressing buttons do nothing. Anyone who knows a possible fix, feel free to let me know
Thank you