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  • Farutos
    Participant

    I dont’ quite understand why Ralf wont add vr x,y,z position translating script himself.

    Its some quite easy to do. Chatgpt created such script for me and it work fine, its not game changers but works , tested it in gta 5.
    It could be tuned for steps length.

    The script

    import openvr
    import time
    import math
    import keyboard  # Requires: pip install keyboard
    
    # Sensitivity threshold (in meters)
    move_threshold = 0.02  # 2 cm to detect movement
    short_walk_time = 0.5  # 0.5 sec press for ~20 cm movement
    long_walk_time = 1.5   # 1.5 sec press for ~1.5m movement
    
    def get_hmd_pose(vr_system):
        """Retrieve the headset's position and rotation from SteamVR."""
        poses = openvr.TrackedDevicePose_t * openvr.k_unMaxTrackedDeviceCount
        tracked_device_poses = poses()
       
        vr_system.getDeviceToAbsoluteTrackingPose(openvr.TrackingUniverseStanding, 0, tracked_device_poses)
    
        hmd_index = openvr.k_unTrackedDeviceIndex_Hmd
        hmd_pose = tracked_device_poses[hmd_index]
    
        if hmd_pose.bPoseIsValid:
            matrix = hmd_pose.mDeviceToAbsoluteTracking
            x = matrix[0][3]  # Left/Right position
            y = matrix[2][3]  # Forward/Backward position
    
            # Extract rotation (yaw) from the SteamVR tracking matrix
            yaw = math.atan2(matrix[0][2], matrix[2][2])  # Yaw angle in radians
    
            return x, y, yaw
        return None, None, None
    
    # Initialize OpenVR
    # vr_system = openvr.init(openvr.VRApplication_Scene)
    vr_system = openvr.init(openvr.VRApplication_Background)
    print("✅ SteamVR Tracking Initialized")
    
    # Store the last position
    last_x, last_y, last_yaw = get_hmd_pose(vr_system)
    if last_x is None or last_y is None or last_yaw is None:
        print("❌ Error: Headset tracking not available. Make sure SteamVR is running.")
        openvr.shutdown()
        exit()
    
    print("Starting position:", round(last_x * 100, 1), "cm X,", round(last_y * 100, 1), "cm Y")
    print("Starting yaw angle:", round(math.degrees(last_yaw), 1), "degrees")
    
    # Main loop to track **headset-relative movement** and trigger key presses
    try:
        while True:
            x, y, yaw = get_hmd_pose(vr_system)
    
            if x is not None and y is not None and yaw is not None:
                # Calculate relative movement (delta)
                delta_x = (x - last_x)  # Left/Right movement
                delta_y = (y - last_y)  # Forward/Backward movement
    
                # Convert movement into head-relative coordinates
                forward_movement = -(delta_x * math.sin(yaw) + delta_y * math.cos(yaw))  # Inverted for correct direction
                sideways_movement = delta_x * math.cos(yaw) - delta_y * math.sin(yaw)
    
                # Convert to cm for easier reading
                forward_cm = forward_movement * 100
                sideways_cm = sideways_movement * 100
    
                # Check movement threshold
                if abs(forward_cm) > move_threshold * 100:
                    if forward_cm > 0:  # Moving forward
                        key = "w"
                        print("🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm))
                    else:  # Moving backward
                        key = "s"
                        print("🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(forward_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                if abs(sideways_cm) > move_threshold * 100:
                    if sideways_cm > 0:  # Moving right
                        key = "d"
                        print("➡ MOVEMENT: {:.1f} cm right".format(sideways_cm))
                    else:  # Moving left
                        key = "a"
                        print("⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(sideways_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                # Update last position for next frame
                last_x, last_y, last_yaw = x, y, yaw
    
            time.sleep(0.05)  # Short delay for smooth tracking
    except KeyboardInterrupt:
        print("\nShutting down SteamVR tracking.")
        openvr.shutdown()

    or for gta 5 script if you want press C to look behind and reverse movement

    
    import openvr
    import time
    import math
    import keyboard  # Requires: pip install keyboard
    
    # Sensitivity threshold (in meters)
    move_threshold = 0.02  # 2 cm to detect movement
    short_walk_time = 0.5  # 0.5 sec press for ~20 cm movement
    long_walk_time = 1.5   # 1.5 sec press for ~1.5m movement
    
    def get_hmd_pose(vr_system):
        """Retrieve the headset's position and rotation from SteamVR."""
        poses = openvr.TrackedDevicePose_t * openvr.k_unMaxTrackedDeviceCount
        tracked_device_poses = poses()
       
        vr_system.getDeviceToAbsoluteTrackingPose(openvr.TrackingUniverseStanding, 0, tracked_device_poses)
    
        hmd_index = openvr.k_unTrackedDeviceIndex_Hmd
        hmd_pose = tracked_device_poses[hmd_index]
    
        if hmd_pose.bPoseIsValid:
            matrix = hmd_pose.mDeviceToAbsoluteTracking
            x = matrix[0][3]  # Left/Right position
            y = matrix[2][3]  # Forward/Backward position
    
            # Extract rotation (yaw) from the SteamVR tracking matrix
            yaw = math.atan2(matrix[0][2], matrix[2][2])  # Yaw angle in radians
    
            return x, y, yaw
        return None, None, None
    
    # Initialize OpenVR
    vr_system = openvr.init(openvr.VRApplication_Background)
    print("✅ SteamVR Tracking Initialized")
    
    # Store the last position
    last_x, last_y, last_yaw = get_hmd_pose(vr_system)
    if last_x is None or last_y is None or last_yaw is None:
        print("❌ Error: Headset tracking not available. Make sure SteamVR is running.")
        openvr.shutdown()
        exit()
    
    print("Starting position:", round(last_x * 100, 1), "cm X,", round(last_y * 100, 1), "cm Y")
    print("Starting yaw angle:", round(math.degrees(last_yaw), 1), "degrees")
    
    # Main loop to track **headset-relative movement** and trigger key presses
    try:
        while True:
            x, y, yaw = get_hmd_pose(vr_system)
    
            if x is not None and y is not None and yaw is not None:
                # Calculate relative movement (delta)
                delta_x = (x - last_x)  # Left/Right movement
                delta_y = (y - last_y)  # Forward/Backward movement
    
                # Convert movement into head-relative coordinates
                forward_movement = -(delta_x * math.sin(yaw) + delta_y * math.cos(yaw))  # Inverted for correct direction
                sideways_movement = delta_x * math.cos(yaw) - delta_y * math.sin(yaw)
    
                # Convert to cm for easier reading
                forward_cm = forward_movement * 100
                sideways_cm = sideways_movement * 100
    
                # **Check if "C" is being held**
                reverse_mode = keyboard.is_pressed("c")  # True when "C" is pressed
    
                # Check movement threshold
                if abs(forward_cm) > move_threshold * 100:
                    if forward_cm > 0:  
                        key = "s" if reverse_mode else "w"  # Reverse W ↔ S
                        print("🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm) if not reverse_mode else "🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)))
                    else:  
                        key = "w" if reverse_mode else "s"  # Reverse S ↔ W
                        print("🔽 MOVEMENT: {:.1f} cm backward".format(abs(forward_cm)) if not reverse_mode else "🔼 MOVEMENT: {:.1f} cm forward".format(forward_cm))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(forward_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                if abs(sideways_cm) > move_threshold * 100:
                    if sideways_cm > 0:  
                        key = "a" if reverse_mode else "d"  # Reverse A ↔ D
                        print("➡ MOVEMENT: {:.1f} cm right".format(sideways_cm) if not reverse_mode else "⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)))
                    else:  
                        key = "d" if reverse_mode else "a"  # Reverse D ↔ A
                        print("⬅ MOVEMENT: {:.1f} cm left".format(abs(sideways_cm)) if not reverse_mode else "➡ MOVEMENT: {:.1f} cm right".format(sideways_cm))
    
                    # Determine key press duration
                    duration = short_walk_time if abs(sideways_cm) < 100 else long_walk_time
                    keyboard.press(key)
                    time.sleep(duration)
                    keyboard.release(key)
    
                # Update last position for next frame
                last_x, last_y, last_yaw = x, y, yaw
    
            time.sleep(0.05)  # Short delay for smooth tracking
    except KeyboardInterrupt:
        print("\nShutting down SteamVR tracking.")
        openvr.shutdown()
    
    #221170
    bravekat
    Participant

    This fixed turning stutter with a gamepad for me:

    -Set CP2077 game Settings>Controls>First-Person Camera(Controller)>Horizontal Sensitivity to ‘9’ to avoid turning too fast. Alternatively, can set to higher number like ’40’ for simulated snap turning.
    -Set vorpX setting ‘Headset Sync’ to ‘Custom’. (Press DELETE key to access vorpX settings)
    -Set vorpX setting ‘Sync Method’ to ‘Safe’.
    -Set vorpX setting ‘Headset Multithreading’ to ‘Off’. (Most Important and makes the biggest improvement)
    -Set vorpX setting ‘Cap Framerate’ to ‘Off’. (Seems like the better the FPS the overall less turning stutter)
    -Set HMD setting to highest refresh rate possible, its 144hz for me. (I’m running at 60-90 FPS, but seems to make a difference)

    I’m using stand alone CP2077 2.21 vorpX app and run Intel i7-9700k CPU, Nvidia 3080ti GPU, Valve Index HMD. Last time I played CP2077 in vorpX was March 2024 and did not experience turning stutter.

    VorpX CP2077 app is a fantastic experience. Big thanks!

    #221160
    Merkin
    Participant

    Hi Ralf, thanks for making an amazing tool!

    I decided to dig into shader authoring to try and resolve the G3D shadowing issue in the original Kingdom Come Deliverance game before buying the new release. I have some background in game production but am by no means an expert so please forgive me if I am incorrect in any of my assumptions.

    While going through the shaders, I noticed that the default assignment for pixel shader index 5 #1102815474 (whole lighting) appears to affect shadows only, but is assigned to “normal”, not “shadow”. When I use ‘hide’ the image looks exactly the same except with the shadows disappearing. Am I minsunderstanding how this should work or is it possible that this is causing the issue with G3D shadows in the game?

    For context pixel shader #2869449876 appears as an albedo pass if ‘hide’ is used – perhaps this would be the ‘whole lighting’ pass as it would add lighting and shadows to the albedo pass?

    While I was going through the remaining shaders I found some cascaded shadows and a few others that I assigned to “shadow”‘, however there is no visible difference after assignment, or after restarting the game. Should the changes be immediately visible after assignment, and is there a way to check if they are being loaded and assigned correctly? Or does the main shadow pass override these passes (and would not show a difference if it has not been correctly assigned)?

    I really want to get the shadows workking so I can finish this game and play the new one :)

    Thanks!
    Brad

    #220834
    jesse42181
    Participant

    Not sure if they are just saying that to get the best experience and do not want people tampering. I was able to force DX11 no problem’s get VorpX to work relatively well. It’s not the best experience in VR yet. It has head tracking and looks pretty good.

    Go to Game in Steam then in setting and executable command type -d3d11

    I imported FS22 profile and linked it to FarmingSimulator25.exe
    (using version Beta of VorpX)

    loaded game using Quest 3 with link cable and launched game through steam. It gave me a hook error and I selected DX10/11/12 as the attempted hook process. Closed everything and tried again. It loaded up and showed VorpX menus. I then went to VorpX setting and messed around and found FULLVR as best choice and specifically the right controllers index finger button would go from flat to pretty good immersion (albeit alittle zoomed). I went to the IR menu and turned ON for head tracking. Then messed with the zoom features and clarity. For no D3D yet, it looks pretty good and definitely surpasses monitor. NOW I can use steering wheel and not have to keep grabbing mouse to change views while driving:) I am happy with it currently.

    I can post a video if anyone is interested.

    #220746

    In reply to: World of Warcraft TWW

    bravekat
    Participant

    I got WOW in Z3D(Z-Normal) working quite well using DirectX 11(non-legacy). I uploaded the WOW profile settings to the cloud to share.

    Follow these instructions to get Z3D to work:

    1. Set game setting ‘Graphics API’ to ‘DirectX 11’ every time WOW is opened.(WOW automatically sets game to DX12 every time opened for some reason, after new update)
    2. Press F11 2x in game for Z3D to work and when image squishes.(Can bind F11 to different key in game keybinding settings> miscellaneous > window mode)
    3. Set game setting ‘Anti-Aliasing’ to ‘None’ or ‘Image-Based Techniques’.
    4. Set game setting ‘Optional GPU feautures’ to ‘Check mark’.
    5. Set game setting ‘Ambient Occlusion Type’ to ‘FidelityFX CACAO’.
    6. Set game setting ‘Display Mode’ to ‘Windowed”.

    This works for all versions of WOW classic I’ve tested. I have not tested it on WOW retail. I tested with Nvidia 3080ti GPU and Valve index HMD. Not quite as good as G3D but better than flat and can turn graphics settings way up.

    #220441
    RJK_
    Participant
    #220310
    Spinelli
    Participant

    Has been a long time, but please check whether you can enable TrackIR in the game options somewhere. Since a while vorpX comes with TrackIR support. rFactor sounds like a game that might support TrackIR head tracking.

    If not you have to enable mouse look in the game. I think the instructions shown in the game windows say something about that, but am not 100% sure. If not, check this:

    Headtracking – rfactor 1 & 2

    <iframe loading=”lazy” class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; visibility: hidden;” title=”“Headtracking – rfactor 1 & 2” — vorpX – VR 3D-Driver for Meta Quest, Valve Index and more PCVR headsets” src=”https://www.vorpx.com/forums/topic/headtracking-rfactor-1-2/embed/#?secret=9LDRvoQjx9#?secret=CEpvS7Y3lb&#8221; data-secret=”CEpvS7Y3lb” width=”600″ height=”338″ frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>

    Sindenote: using the forum’s search function often gets you help faster than asking a question again that has been answerd already before.

    Thanks. I have searched this forum numerous times recently and read that link multiple times. There’s no information in it other than someone mentioning to enable mouse look. The procedure link that’s pointed to http://www.nogripracing.com/forum/showthread.php?t=365161 does not work anymore as the site doesn’t exist anymore.

    RFactor and other games based on the isiMotor work with TrackIR automatically but there’s no activate/enable button, it’s just supposed to somehow work automatically – no idea how it does this but it does it as I used to use TrackIR 5 with it just fine.

    Here are the games’ 17 settings to adjust head-tracking (“HMD”) as well as the mouse free-look (FreeLook”) settings. They’re 2 separate things entirely and, I think, that’s also part of my confusion with regards to how VorpX is somehow simultaneously working with both settings.

    image-2024-09-15-043041253

    EDIT: I believe the final 3 settings “Freemove” are irrelevant to our case so they should probably be ignored.

    #220148
    RJK_
    Participant

    Codex Lost (Demo) – G3D

    Very promising Visuals on this Unreal 4 Game expected to be released soon! Sadly english only :-(

    – Use shortcut with -d3d11 command
    – Optimized for Cinema Modes
    – Full VR available
    – Profile available at the cloud

    #219961
    RJK_
    Participant

    Today celebrating the 666 th PCGame fixed for VR. Full list here: https://rjkole.com/gamestuff/index_e.php?l=en

    Good day to everyone !

    #219957
    Sfenj1
    Participant

    Hi

    I own vorpx now for a longer time.first i used it with my rtx3080 gaming laptop. after some time i made a pc build with a rtx4090. now on both devices i have some random crashes. especially in direct vr games its worse. sometimes i can play for one or two hours without any issues and sometimes it crashes every 5 minutes. i try a lot of different combination of settings and tricks but i can’t figure out why. i also have try to conntact the vorpx support but it seems to be not existing anymore.. so maybe somone in the forum can help me. below u will see my specs and the end of the log file where it crashed.

    _ Operating System _______________________________________________________

    Name: Microsoft Windows 11 Pro
    Version: 10.0.22631
    Architecture: 64-Bit
    Build Number: 22631
    Boot Device: \Device\HarddiskVolume1

    _ Folders ________________________________________________________________

    System : C:\Windows\system32
    Documents: C:\Users\Pando\Documents
    Local AppData: C:\Users\Pando\AppData\Local
    Common AppData: C:\ProgramData
    vorpX Install: C:\Program Files (x86)\Animation Labs\vorpX\
    vorpX MainData: C:\ProgramData\Animation Labs\vorpX\

    _ CPU ____________________________________________________________________

    Name: Intel(R) Core(TM) i9-14900K
    Cores: 24

    _ Memory _________________________________________________________________

    Name: Physikalischer Speicher
    Capacity: 32768.00 MB

    Name: Physikalischer Speicher
    Capacity: 32768.00 MB

    _ GPU ____________________________________________________________________

    Name: Virtual Desktop Monitor
    Device ID: VideoController1
    Adapter DAC Type:
    Driver Files:
    Driver Version: 10.54.50.446
    Video Processor:
    Video Architecture: 5
    Video Memory Type: 2
    Name: NVIDIA GeForce RTX 4090
    Device ID: VideoController2
    Adapter RAM: 4095.00 MB
    Adapter DAC Type: Integrated RAMDAC
    Driver Files: C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_5714f0dca6485379\nvldumdx.dll
    Driver Version: 32.0.15.5612
    Video Processor: NVIDIA GeForce RTX 4090
    Video Architecture: 5
    Video Memory Type: 2

    INF: ********************************************************************

    INF: App: Attaching to fcprimal.exe, pid:29284 (64bit)
    INF: App: cmd: “C:\Program Files (x86)\Steam\steamapps\common\Far Cry Primal\bin\FCPrimal.exe” -uplay_steam_mode
    INF: App: vorpX version: vorpX 21.3.5, build time: Jul 29 2023 | 15:43:03
    INF: App: max. supported profile version: 21.2.1
    INF: MemScanManager: Created
    INF: App: Authoring mode: 1
    INF: ProgSettings: Versions: system: 0.0.0, user: 21.2.1
    INF: GameHelper: Instance created
    INF: App: BaseInit: crash handler set.
    INF: HookBase: Installing base init hooks single-threaded
    INF: HookBase: Overlay detected: gameoverlayrenderer64.dll
    WRN: HookBase: Overlay already loaded on hook init: gameoverlayrenderer64.dll
    INF: DXGIBase: Installing Main Hook
    INF: D3D11Base: Installing Main Hook
    INF: HookBase: Installing system hooks
    INF: HookBase: Installing mouse hook
    INF: vorpControl: Starting process life thread: proc id: 29284, hook count: 2
    WRN: AudioHelper: No known VR playback device found.
    INF: vorpControl: Exiting process life thread: FCPrimal.exe, 43304
    INF: DXGIBase: CreateDXGIFactory1
    INF: DXGIBase: Installing DXGI factory method hooks.
    INF: DXGIBase: Installing DXGI factory2 method hooks.
    INF: D3D11Base: CreateDevice
    INF: App: Performing Hooked Init, thread id 46556
    INF: App: Profile GUID: 9E1423C9-F16A-4F32-BA36-02A795708548 (official)
    INF: High Performance Counter Frequency: 10000000
    INF: VorpSetting: /: 0.007000
    INF: VorpSetting: /: Cabin Condensed
    INF: VorpSetting: /: Cabin Condensed
    INF: VorpSetting: /: Arial
    INF: VorpSetting: /: Wingdings
    INF: VorpSetting: /: 547
    INF: VorpSetting: /: 803
    INF: VorpSetting: General/sDeviceIniName: SteamVR
    INF: VorpSetting: Display/iAdapterIndex: -2
    INF: VorpSetting: Display/bDisableDWM: false
    INF: VorpSetting: GUI/bShowAdvancedParameters: true
    INF: VorpSetting: GUI/bShowPosTrackingNotification: true
    INF: VorpSetting: GUI/bShowStartMessage: true
    INF: VorpSetting: GUI/bHideUnimportantNotifications: false
    INF: VorpSetting: GUI/iGuiTexWidth: 2048
    INF: VorpSetting: GUI/iGuiTexHeight: 2048
    INF: VorpSetting: GUI/bShowWatermark: true
    INF: VorpSetting: Audio/iAudioMode: 0
    INF: VorpSetting: Input/fHtRecenterDistance: 0.799994
    INF: VorpSetting: Input/iMouseWheelShift: 0
    INF: VorpSetting: Input/iMouseWheelAlt: 0
    INF: VorpSetting: Hooking/iHookThreadMode: 0
    INF: VorpSetting: Hooking/iHookStyleDX9: 1
    INF: VorpSetting: Hooking/iHookStyleDX12: 0
    INF: VorpSetting: Hooking/bOverlayBlock: true
    INF: VorpSetting: Hooking/sOverlays32: GameOverlayRenderer.dll##IGO32.dll##overlay.dll##overlay_mediator_Win32_Release.dll##overlay_mediator_Win32_ReleaseWithLogging.dll##EOSOVH-Win32-Shipping.dll
    INF: VorpSetting: Hooking/sOverlays64: GameOverlayRenderer64.dll##igo64.dll##overlay64.dll##overlay_mediator_x64_Release.dll##overlay_mediator_x64_ReleaseWithLogging.dll##EOSOVH-Win64-Shipping.dll
    INF: VorpSetting: Authoring/sAuthorCode: 0
    INF: VorpSetting: Authoring/bShaderAuthoring: true
    INF: VorpSetting: Authoring/sNppPath:
    INF: VorpSetting: Authoring/sAuthorDataPath:
    INF: VorpSetting: Authoring/bDumpShaders: false
    INF: VorpSetting: Authoring/bDumpShaderBinary: false
    INF: VorpSetting: Authoring/bCreateAdditionalHashes: false
    INF: VorpSetting: Authoring/iAllShadersTimeRangeMs: 5000
    INF: VorpSetting: Dev/bForceWindowed: false
    INF: VorpSetting: Misc/bTsDisableDX9GrabberScan: false
    INF: VorpSetting: Misc/bGhDisallowSettingsChanges: false
    INF: VorpSetting: Misc/sSrvMonitorNamesOculus: MONITOR\NVDD
    INF: VorpSetting: KeyMappings/iKeyMenu: 46
    INF: VorpSetting: KeyMappings/iKeyEdgePeek: 4
    INF: VorpSetting: KeyMappings/iKeyVRHotkeys: 260
    INF: VorpSetting: KeyMappings/iKeyReset: 813
    INF: VorpSetting: KeyMappings/iKeyCursor: 835
    INF: VorpSetting: KeyMappings/iKeyStereoDisable: 856
    INF: VorpSetting: KeyMappings/iKeyFovAdjust: 854
    INF: VorpSetting: KeyMappings/iKeyCenterPosTracking: 800
    INF: VorpSetting: KeyMappings/iKeyCenterGamepad: 544
    INF: VorpSetting: KeyMappings/iKeyInfoOverlay: 838
    INF: VorpSetting: KeyMappings/iKeyMagnifier: 4
    INF: VorpSetting: KeyMappings/iKeyG3DZ3DSwitch: 843
    INF: VorpSetting: KeyMappings/iKeyDvrScan: 844
    INF: VorpSetting: KeyMappings/iKeyDvrEnable: 834
    INF: VorpSetting: /: 770
    INF: VorpSetting: /: 846
    INF: VorpSetting: /: 857
    INF: VorpSetting: /: 956
    INF: VorpSetting: /: 845
    INF: DeviceSetting: Hardware/sProductName: SteamVR
    INF: DeviceSetting: Hardware/sFriendlyName: SteamVR (Index, Vive, Pimax)
    INF: DeviceSetting: Hardware/sManufacturer: SteamVR
    INF: DeviceSetting: Hardware/sModelNumber:
    INF: DeviceSetting: Hardware/iType: 50
    INF: DeviceSetting: Hardware/bAllowDisplayClone: false
    INF: DeviceSetting: Hardware/iDesiredFps: 90
    INF: DeviceSetting: Hardware/iPerformanceWarnFps: 0
    INF: DeviceSetting: Hardware/iRecommendedGameResX: 1920
    INF: DeviceSetting: Hardware/iRecommendedGameResY: 1080
    INF: DeviceSetting: Hardware/fDisplayCamFovV: 95.000000
    INF: DeviceSetting: Hardware/fPhysicalScreenWidth: 125.769997
    INF: DeviceSetting: Hardware/iScreenResX: 1920
    INF: DeviceSetting: Hardware/iScreenResY: 1080
    INF: DeviceSetting: Hardware/fScreenAspect: 1.777774
    INF: DeviceSetting: Hardware/fChromAberrationStrengthRed: 0.000000
    INF: DeviceSetting: Hardware/fChromAberrationStrengthBlue: 0.000000
    INF: DeviceSetting: Hardware/fMinColor: 0.000000
    INF: DeviceSetting: Hardware/fIPDDefault: 64.000000
    INF: DeviceSetting: Hardware/iRollMode: 1
    INF: DeviceSetting: Hardware/fLensDist0C1: 1.000000
    INF: DeviceSetting: Hardware/fLensDist0C2: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0C3: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0C4: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0Scale: 1.000000
    INF: DeviceSetting: Hardware/bVerticalShiftEnable: false
    INF: DeviceSetting: Hardware/bDmNewDirectModeAllow: true
    INF: DeviceSetting: Hardware/bDmFluidSyncAllow: true
    INF: DeviceSetting: Hardware/fDmGammaCorrection: 1.000000
    INF: DeviceSetting: Hardware/iHtType: 50
    INF: DeviceSetting: Hardware/bHasDeviceAudio: true
    INF: DeviceSetting: Hardware/sAudioSearchNames: Index HMD|HTC-VIVE|Rift Audio|Rift S|Oculus Virtual Audio Device
    INF: DeviceSetting: User/iStereoDisplayMode: 4
    INF: DeviceSetting: User/iAnaglyphMode: 2
    INF: DeviceSetting: User/iRenderMode: 10
    INF: DeviceSetting: User/iTimewarpMode: 1
    INF: DeviceSetting: User/iPrediction: 1
    INF: DeviceSetting: User/fVignetteScale: 1.000000
    INF: DeviceSetting: User/fUserIPD: 64.000000
    INF: DeviceSetting: User/fVerticalShiftLeft: 0.000000
    INF: DeviceSetting: User/fVerticalShiftRight: 0.000000
    INF: DeviceSetting: User/bChromaticAberrationCorrection: true
    INF: DeviceSetting: User/bMinimumColor: false
    INF: DeviceSetting: User/bEnableDeviceAudio: true
    INF: DeviceSetting: User/bDmNewDirectModeEnable: true
    INF: DeviceSetting: User/bDmAllowWaitForDmmRender: false
    INF: DeviceSetting: User/bVrApiMotionSmoothing: false
    INF: DeviceSetting: User/iVrhcControllerType: 1
    INF: DeviceSetting: User/bVrhcbSwapButtonsBYEnable: true
    INF: TrackerSetting: Hardware/sProductName: OpenVRTracker
    INF: TrackerSetting: Hardware/sFriendlyName: OpenVR Tracker
    INF: TrackerSetting: Hardware/sManufacturer: OpenVR
    INF: TrackerSetting: Hardware/sModelNumber:
    INF: TrackerSetting: Hardware/iType: 50
    INF: TrackerSetting: Hardware/bHtHasPosTracking: true
    INF: TrackerSetting: Hardware/bHtUseAxisMultipliers: false
    INF: TrackerSetting: Hardware/iHtAxisIndexX: 0
    INF: TrackerSetting: Hardware/iHtAxisIndexY: 1
    INF: TrackerSetting: Hardware/iHtAxisIndexZ: 2
    INF: TrackerSetting: Hardware/fHtAxisMultX: 1.000000
    INF: TrackerSetting: Hardware/fHtAxisMultY: 1.000000
    INF: TrackerSetting: Hardware/fHtAxisMultZ: 1.000000
    WRN: AudioHelper: No known VR playback device found.
    INF: UIManager: Initialized
    INF: Keyboard: Init
    INF: InputManager: Initialized
    INF: MemScanManager: Initialized
    INF: HookBase: Installing hooked init hooks single-threaded
    INF: XInputBase: Checking loaded XInput versions.
    INF: XInputBase: Checking Main Hook
    INF: XInputBase: Hooking xinput9_1_0.dll
    INF: DirectInputBase: Checking Main DirectInput Hook
    INF: DirectInputBase: DirectInput not detected, hooking delayed
    INF: DirectInputBase: Checking Main DirectInput8 Hook
    INF: DirectInputBase: DirectInput 8 detected.
    WRN: Hook: Source module mismatch (di8_GetDeviceStateW), expected: C:\Windows\system32\dinput8.dll, actual: C:\Program Files (x86)\Steam\gameoverlayrenderer64.dll
    INF: MouseKeyboardBase: Installing Main Hook
    INF: OpenTrackHelper: Init
    INF: SoundManager: Initialized, audio mode: 0
    INF: App: Hooked Init success, thread id 46556
    INF: App: Graphics API changed: DX11
    INF: ProgSettings: Versions: system: 0.0.0, user: 21.2.1
    INF: G3DSettings: Loading settings (18.2.0)
    INF: ProgSetting User: General/sVersion: 21.2.1
    INF: ProgSetting User: Image/iImageRenderQuality: 0
    INF: ProgSetting User: Image/fImageZoom: 1.000000
    INF: ProgSetting User: Image/fUiScale: 0.355000
    INF: ProgSetting User: Image/fUiScaleHorizontal: 0.725000
    INF: ProgSetting User: Image/fUiStereoOffset: 0.950000
    INF: ProgSetting User: Image/bEdgePeekLockVertically: true
    INF: ProgSetting User: Image/fEdgePeekScaleMin: 0.400000
    INF: ProgSetting User: Image/fEdgePeekStereoMultiplier: 1.000000
    INF: ProgSetting User: Image/iEdgePeekBackground: 0
    INF: ProgSetting User: Image/fTextureDetailEnhance: 1.000000
    INF: ProgSetting User: Image/iImageBackground: 0
    INF: ProgSetting User: Image/fImageAmbienceBrightness: 1.000000
    INF: ProgSetting User: Image/iAspectRatioCorrection: 2
    INF: ProgSetting User: Image/fImageSharpnessV2: 1.800000
    INF: ProgSetting User: Image/fImageGameGamma: 0.650000
    INF: ProgSetting User: Image/fImageGameSaturation: 1.000000
    INF: ProgSetting User: Image/iImageInputGeometryType: 0
    INF: ProgSetting User: Image/iImageInputStereoType: 0
    INF: ProgSetting User: Image/bImageInputStereoFlip: false
    INF: ProgSetting User: Image/iImageInputSurroundFovH: 360
    INF: ProgSetting User: Image/iImageInputSurroundFovV: 180
    INF: ProgSetting User: Image/bImageInputSurroundGuessParams: false
    INF: ProgSetting User: Image/iGameDisplayMode: 1
    INF: ProgSetting User: Image/iVirtualScreenScene: 100
    INF: ProgSetting User: Image/fVirtualScreenHtMultiplier: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenDistanceOffset: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenScale: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenPitch: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenCurvature: 1.000000
    INF: ProgSetting User: Image/bVirtualScreenCurvedVertical: true
    INF: ProgSetting User: Image/fVirtualScreenBrightness: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEnvBrightness: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEncGamma: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEnvSaturation: 1.000000
    INF: ProgSetting User: Image/iVirtualScreenAspect: 0
    INF: ProgSetting User: Image/iVirtualScreenAntialias: 4
    INF: ProgSetting User: Image/fImmersiveScreenHtMultiplier: 0.500000
    INF: ProgSetting User: Image/fImmersiveScreenDistanceOffset: 0.000000
    INF: ProgSetting User: Image/fImmersiveScreenScale: 1.000000
    INF: ProgSetting User: Image/fImmersiveScreenPitch: 0.000000
    INF: ProgSetting User: Image/fImmersiveScreenCurvature: 1.000000
    INF: ProgSetting User: Image/bImmersiveScreenCurvedVertical: false
    INF: ProgSetting User: Image/iImmersiveScreenBackground: 10
    INF: ProgSetting User: Image/iImmersiveScreenEdgePeekBackground: 10
    INF: ProgSetting User: Image/iDirectModeRenderAsyncModeNew: 0
    INF: ProgSetting User: Image/bDirectModePresentOrigImage: false
    INF: ProgSetting User: Image/iDirectModeRenderQuality: 1
    INF: ProgSetting User: Image/bVirtualScreenMode: false
    INF: ProgSetting User: Image/bVirtualScreenLockHeadTracking: true
    INF: ProgSetting User: Image/bEdgePeekDisableStereo: false
    INF: ProgSetting User: Input/bHtEnable: true
    INF: ProgSetting User: Input/bHtRollEnable: true
    INF: ProgSetting User: Input/fHtSensitivity: 1.300000
    INF: ProgSetting User: Input/bHtInvertX: false
    INF: ProgSetting User: Input/bHtInvertY: false
    INF: ProgSetting User: Input/bHtPosTrackingEnable: false
    INF: ProgSetting User: Input/bHtPosTrackingOverrideLock: false
    INF: ProgSetting User: Input/fHtPosTrackingUserMultiplier: 1.000000
    INF: ProgSetting User: Input/fHtG3DLatencyEnhancement: 0.000000
    INF: ProgSetting User: Input/bHtCrouchJumpEnabled: false
    INF: ProgSetting User: Input/fHtCrouchPosYThreshold: -0.100000
    INF: ProgSetting User: Input/fHtCrouchVelocityThreshold: 0.700000
    INF: ProgSetting User: Input/iHtCrouchKey: 162
    INF: ProgSetting User: Input/bHtCrouchCrouchKeyIsToggle: false
    INF: ProgSetting User: Input/fHtJumpPosYThreshold: 0.050000
    INF: ProgSetting User: Input/fHtJumpVelocityThreshold: 1.000000
    INF: ProgSetting User: Input/iHtJumpKey: 32
    INF: ProgSetting User: Input/bHtOtEnable: false
    INF: ProgSetting User: Input/bHtOtSupportsPosition: true
    INF: ProgSetting User: Input/bHtOtSupportsRoll: true
    INF: ProgSetting User: Input/bHtOtDisableMouseYawPitch: true
    INF: ProgSetting User: DirectVR/bDvrEnable: true
    INF: ProgSetting User: DirectVR/bDvrForceGameHelperFov: false
    INF: ProgSetting User: DirectVR/fDvrFovWorldOffset: 0.000000
    INF: ProgSetting User: DirectVR/fDvrFovPlayerOffset: 0.000000
    INF: ProgSetting User: DirectVR/bDvrLockLookPitch: false
    INF: ProgSetting User: DirectVR/bDvrPositionEnable: true
    INF: ProgSetting User: DirectVR/bDvrUseCache: true
    INF: ProgSetting User: GameHelper/bGhChangeSettings: false
    INF: ProgSetting User: GameHelper/bGhChangeResolution: false
    INF: ProgSetting User: GameHelper/bGhChangeFov: true
    INF: ProgSetting User: GameHelper/bGhChangeFovRT: true
    INF: ProgSetting User: WeaponHandling/iWhdMode: 1
    INF: ProgSetting User: WeaponHandling/iWhdTimeout: 8
    INF: ProgSetting User: WeaponHandling/fWhdTweakPosX: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakPosY: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakPosZ: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakSeparation: 0.000000
    INF: ProgSetting User: WeaponHandling/fWhdTweakScale: 1.000000
    INF: ProgSetting User: WeaponHandling/sWhdKeysVisible:
    INF: ProgSetting User: WeaponHandling/sWhdKeysADS:
    INF: ProgSetting User: WeaponHandling/sWhdXiButtonsVisible:
    INF: ProgSetting User: WeaponHandling/sWhdXiButtonsADS:
    INF: ProgSetting User: Input/bMouseDisableAcceleration: false
    INF: ProgSetting User: Input/bMouseHandleCursor: true
    INF: ProgSetting User: Input/bMouseForceVorpCursor: false
    INF: ProgSetting User: Input/bKeyBlockAlt: true
    INF: ProgSetting User: Input/bKeyBlockEdgePeek: true
    INF: ProgSetting User: Input/bKeyBlockVorpX Menu: true
    INF: ProgSetting User: Input/iXiOverride: 0
    INF: ProgSetting User: Input/iXiOverrideDirectVR: 0
    INF: ProgSetting User: Input/bXiOverridePartLeftStick: false
    INF: ProgSetting User: Input/bXiOverridePartRightStick: true
    INF: ProgSetting User: Input/bXiOverridePartButtons: false
    INF: ProgSetting User: Input/iXiHtControllerNum: 0
    INF: ProgSetting User: Input/iXiHtMode: 0
    INF: ProgSetting User: Input/fXiHtDeadzoneCorrection: 0.000000
    INF: ProgSetting User: Input/fXiHtSensitivityX: 1.000000
    INF: ProgSetting User: Input/fXiHtSensitivityY: 1.000000
    INF: ProgSetting User: Input/fGpadSensitivityLeftX: 0.150000
    INF: ProgSetting User: Input/fGpadSensitivityLeftY: 0.150000
    INF: ProgSetting User: Input/fGpadSensitivityRightX: 0.500000
    INF: ProgSetting User: Input/fGpadSensitivityRightY: 0.100000
    INF: ProgSetting User: Input/fGpadDeadzoneLeft: 0.200000
    INF: ProgSetting User: Input/fGpadDeadzoneRight: 0.200000
    INF: ProgSetting User: Input/iGpadWalkRunKey: 160
    INF: ProgSetting User: Input/bGpadWalkRunInvert: false
    INF: ProgSetting User: Input/bGpadWalkRunIsToggle: false
    INF: ProgSetting User: Input/fGpadThumbStickCurve: 2
    INF: ProgSetting User: Input/iGpadVorpXButtonMode: 2
    INF: ProgSetting User: Input/iGpadVorpXButtonBind1: 1
    INF: ProgSetting User: Input/iGpadVorpXButtonBind2: 2
    INF: ProgSetting User: Input/fGpadNativeSensitivityRightYFullVR: 1.000000
    INF: ProgSetting User: Input/fGpadNativeSensitivityRightYCinema: 1.000000
    INF: ProgSetting User: Input/iGpadKeycode0: 69
    INF: ProgSetting User: Input/iGpadKeycode1: 70
    INF: ProgSetting User: Input/iGpadKeycode2: 82
    INF: ProgSetting User: Input/iGpadKeycode3: 32
    INF: ProgSetting User: Input/iGpadKeycode4: 71
    INF: ProgSetting User: Input/iGpadKeycode5: 77
    INF: ProgSetting User: Input/iGpadKeycode6: 2
    INF: ProgSetting User: Input/iGpadKeycode7: 1
    INF: ProgSetting User: Input/iGpadKeycode8: 38
    INF: ProgSetting User: Input/iGpadKeycode9: 40
    INF: ProgSetting User: Input/iGpadKeycode10: 37
    INF: ProgSetting User: Input/iGpadKeycode11: 39
    INF: ProgSetting User: Input/iGpadKeycode12: 67
    INF: ProgSetting User: Input/iGpadKeycode13: 81
    INF: ProgSetting User: Input/iGpadKeycode14: 27
    INF: ProgSetting User: Input/iGpadKeycode15: 9
    INF: ProgSetting User: Input/iVhkKeycode0: 27
    INF: ProgSetting User: Input/sVhkVisText0: ESC
    INF: ProgSetting User: Input/iVhkKeycode1: 116
    INF: ProgSetting User: Input/sVhkVisText1: QSave
    INF: ProgSetting User: Input/iVhkKeycode2: 120
    INF: ProgSetting User: Input/sVhkVisText2: QLoad
    INF: ProgSetting User: Input/iVhkKeycode3: 77
    INF: ProgSetting User: Input/sVhkVisText3: M
    INF: ProgSetting User: Input/iVhkKeycode4: 49
    INF: ProgSetting User: Input/sVhkVisText4: 1
    INF: ProgSetting User: Input/iVhkKeycode5: 50
    INF: ProgSetting User: Input/sVhkVisText5: 2
    INF: ProgSetting User: Input/iVhkKeycode6: 51
    INF: ProgSetting User: Input/sVhkVisText6: 3
    INF: ProgSetting User: Input/iVhkKeycode7: 73
    INF: ProgSetting User: Input/sVhkVisText7: I
    INF: ProgSetting User: Input/iVhkKeycode8: 52
    INF: ProgSetting User: Input/sVhkVisText8: 4
    INF: ProgSetting User: Input/iVhkKeycode9: 53
    INF: ProgSetting User: Input/sVhkVisText9: 5
    INF: ProgSetting User: Input/iVhkKeycode10: 54
    INF: ProgSetting User: Input/sVhkVisText10: 6
    INF: ProgSetting User: Input/iVhkKeycode11: 0
    INF: ProgSetting User: Input/sVhkVisText11:
    INF: ProgSetting User: Input/iVhkKeycode12: 55
    INF: ProgSetting User: Input/sVhkVisText12: 7
    INF: ProgSetting User: Input/iVhkKeycode13: 56
    INF: ProgSetting User: Input/sVhkVisText13: 8
    INF: ProgSetting User: Input/iVhkKeycode14: 57
    INF: ProgSetting User: Input/sVhkVisText14: 9
    INF: ProgSetting User: Input/iVhkKeycode15: 48
    INF: ProgSetting User: Input/sVhkVisText15: 0
    INF: ProgSetting User: Input/iVrhcControllerMode: 2
    INF: ProgSetting User: Input/iVrhcTrackPadModeLeft: 2
    INF: ProgSetting User: Input/iVrhcTrackPadModeRight: 1
    INF: ProgSetting User: Input/fVrhcDeadzoneMouse: 0.100000
    INF: ProgSetting User: Input/fVrhcDeadzoneKeys: 0.300000
    INF: ProgSetting User: Input/bVrhcAllowLeftStickShift: true
    INF: ProgSetting User: Input/bVrhcShiftSwapLeft: false
    INF: ProgSetting User: Input/bVrhcShiftSwapRight: false
    INF: ProgSetting User: Input/iVrhcKbmStickModeLeft: 1
    INF: ProgSetting User: Input/fVrhcSensitivityLeftX: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityLeftY: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityRightX: 0.600000
    INF: ProgSetting User: Input/fVrhcSensitivityRightY: 0.150000
    INF: ProgSetting User: Input/iVrhcExtraKeyLeftGamepadDefault: 0
    INF: ProgSetting User: Input/iVrhcExtraKeyRightGamepadDefault: 3
    INF: ProgSetting User: Input/iVrhcControllerVisType: 1
    INF: ProgSetting User: Input/iVrcKeycode0: 1
    INF: ProgSetting User: Input/iVrcKeycode1: 2
    INF: ProgSetting User: Input/iVrcKeycode2: 87
    INF: ProgSetting User: Input/iVrcKeycode3: 83
    INF: ProgSetting User: Input/iVrcKeycode4: 65
    INF: ProgSetting User: Input/iVrcKeycode5: 68
    INF: ProgSetting User: Input/iVrcKeycode6: 69
    INF: ProgSetting User: Input/iVrcKeycode7: 67
    INF: ProgSetting User: Input/iVrcKeycode8: 82
    INF: ProgSetting User: Input/iVrcKeycode9: 70
    INF: ProgSetting User: Input/iVrcKeycode10: 71
    INF: ProgSetting User: Input/iVrcKeycode11: 32
    INF: ProgSetting User: Input/iVrcKeycode12: 27
    INF: ProgSetting User: Input/iVrcKeycode13: 9
    INF: ProgSetting User: Input/iVrcKeycode14: 160
    INF: ProgSetting User: Input/iVrcKeycode15: 162
    INF: ProgSetting User: Input/iVrcKeycode16: 38
    INF: ProgSetting User: Input/iVrcKeycode17: 40
    INF: ProgSetting User: Input/iVrcKeycode18: 37
    INF: ProgSetting User: Input/iVrcKeycode19: 39
    INF: ProgSetting User: Input/iVrcKeycode20: 136
    INF: ProgSetting User: Input/iVrcKeycode21: 137
    INF: ProgSetting User: Input/iVrcKeycode22: 49
    INF: ProgSetting User: Input/iVrcKeycode23: 50
    INF: ProgSetting User: Input/iVrcKeycode24: 51
    INF: ProgSetting User: Input/iVrcKeycode25: 52
    INF: ProgSetting User: Input/iVrcKeycode26: 69
    INF: ProgSetting User: Input/iVrcKeycode27: 81
    INF: ProgSetting User: Input/iVrcKeycode28: 82
    INF: ProgSetting User: Input/iVrcKeycode29: 32
    INF: ProgSetting User: Input/iVrcKeycode30: 0
    INF: ProgSetting User: Input/iVrcKeycode31: 0
    INF: ProgSetting User: Input/iVrcKeycode32: 0
    INF: ProgSetting User: Input/iVrcKeycode33: 0
    INF: ProgSetting User: Input/iVrcKeycode34: 0
    INF: ProgSetting User: Input/iVrcKeycode35: 0
    INF: ProgSetting User: D3D11/i3DCreateMethod: 3
    INF: ProgSetting User: D3D11/fSeparationNormal: 1.500000
    INF: ProgSetting User: D3D11/fFocOffsetNormal: 0.030000
    INF: ProgSetting User: D3D11/fSeparationComplex: 1.000000
    INF: ProgSetting User: D3D11/fFocOffsetComplex: 0.000000
    INF: ProgSetting User: D3D11/bUseDOFComplex: true
    INF: ProgSetting User: D3D11/fZMultF: 0.500000
    INF: ProgSetting User: D3D11/fSeparationG3D: 1.000000
    INF: ProgSetting User: D3D11/fFocOffsetG3D: 0.000000
    INF: ProgSetting User: D3D11/fG3DFovEnhance: 0.000000
    INF: ProgSetting User: D3D11/fG3DCamHeightModifier: 0.000000
    INF: ProgSetting User: D3D11/iG3DMainEye: 0
    INF: ProgSetting User: D3D11/fPlayerModelOffsetY: 0.000000
    INF: ProgSetting User: D3D11/fPlayerModelOffsetZ: 0.000000
    INF: ProgSetting User: D3D11/iG3DShadowTreatment: 3
    INF: OpenVRDevice: Initializing device
    INF: TrackerOpenVR: Init
    INF: OpenVRDevice: Init succeeded, HMD found: Oculus Oculus Quest2 (tracker: oculus)
    INF: OpenVRDevice: Runtime Path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR
    INF: OpenVRDevice: API DLL Path: C:\Program Files (x86)\Animation Labs\vorpX\Devices\OpenVR\win64\vpenvr_api.dll
    INF: OpenVRDevice: Render target size: 3120×3120
    INF: OpenVRDevice: Render target AR: 1.000000
    INF: OpenVRDevice: Desired game AR: 1.000000
    INF: OpenVRDevice: Desired framerate: 90.000000
    INF: OpenVRDevice: FOV: 103.982010
    INF: OpenVRDevice: IPD: 63.230000
    INF: OpenVRDevice: Zoom multiplier: 0.868231
    INF: ExtraSetting: EnvImageMap/:
    INF: ExtraSetting: /: 1.000000
    INF: ExtraSetting: MouseDisableAxisY/: false
    INF: ExtraSetting: VrhcSwapHands/: false
    INF: ExtraSetting: GhResolutionQuality/: 6
    INF: ExtraSetting: DmThreadSyncMode/: 0
    INF: ExtraSetting: DmFluidSyncMode/: 3
    INF: ExtraSetting: DmFluidSyncFpsCapMode/: 0
    WRN: D3D11Base: No DeviceContext created, not hooking device
    INF: D3D11Base: CreateDevice
    WRN: D3D11Base: Microsoft Basic Render Driver detected, returning early.
    INF: D3D11Base: CreateDevice
    INF: DXGIBase: Installing DXGI device hooks.
    INF: DXGIBase: Installing device method hooks.
    WRN: Hook: Source module mismatch (dxgi_QueryInterfaceDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    WRN: Hook: Source module mismatch (dxgi_GetParentDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    INF: D3D11Base: FeatureLevel: D3D_FEATURE_LEVEL_11_0
    INF: D3D11Manager: Instance created
    INF: ShaderParser created: FarCryPrimal (3)
    INF: DXGIBase: CreateSwapChain
    INF: DXGISwapChainHelper: Installing swapchain method hooks.
    INF: DXGISwapChainHelper: Installing swapchain1 method hooks.
    INF: DXGISwapChainHelper: Installing swapchain3 method hooks.
    INF: UpdateScreenSettings: res: 3840×2160, fullscreen: false
    INF: DXGISwapChainHelper: SwapChain method hooks removed.
    INF: D3D11Manager: Initializing device (frame: 0)
    INF: Display Adapter Description: NVIDIA GeForce RTX 4090
    INF: Nvidia Driver Version: 55612, r556_09
    INF: Available GPU Memory: 24142MB
    INF: D3D11Manager: Buffer Resolution: 3840×2160, Format: DXGI_FORMAT_R8G8B8A8_UNORM, MSAA: false
    INF: UpdateScreenSettings: res: 3840×2160, fullscreen: false
    INF: D3D11BufferGrabber initialized. Grab mode: 1, Sync mode: 1
    INF: D3D11ShaderManager: shaders created
    INF: D3D11GameRenderer: Initialized
    INF: UIRendererDX11: Initialized
    INF: ProgState: UpdatePostFrame first time.
    INF: HookBase: Installing first frame hooks single-threaded
    INF: XInputBase: Checking loaded XInput versions.
    INF: DirectInputBase: Checking Main DirectInput Hook
    INF: DirectInputBase: DirectInput not detected, hooking delayed
    INF: ProgState: First Time Init 1
    INF: OpenVRDirectModeManager: base init, mode: extra thread
    INF: TrackerOpenVR: Init
    INF: OpenVRDirectModeManager: base initialized.
    INF: DirectModeManager: headset render target size reduced (unecessarily large): 3888×3888 > 3072×3072
    INF: DirectModeManager: headset render target size final: 3072×3072
    INF: OpenVRDirectModeManager: renderer initialized.
    INF: UIRendererDX11: Initialized
    INF: Engine3D: Scene Initialized: 13
    INF: RendererDX11: Initialized (3072×3072). Multisampling off.
    INF: OpenVRInputHandler: Initializing controller 1 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 0
    INF: OpenVRInputHandler: Initializing controller 2 using VRInput
    INF: OpenVR ControllerManager: new controller found, type: 2, num: 1
    INF: OpenVR ControllerManager: Initialized
    INF: MemScanManger: cache readiness: r:f p:f f:f
    INF: SettingsUI: Init
    INF: vorpScan: Starting to scan host: fcprimal.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: fcprimal.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: Exiting.
    ERR: App: TopCrashHandler: unhandled exception ACCESS_VIOLATION at 0xFFFFFFFFFFFFFFFF
    ERR: App: TopCrashHandler: module: FCPrimal.exe, offset: 0x3AE05F7
    ERR: App: TopCrashHandler: unhandled exception end
    INF: Main: Detaching from fcprimal.exe
    INF: Main: Graceful Exit
    INF: UIManager: Released
    INF: GamepadManager: Released
    INF: Keyboard: Release
    INF: InputManager: Released
    INF: SoundManager: Released
    INF: D3D11Base: Removing Main Hook
    INF: XInputBase: Removing Main Hook
    INF: DirectInputBase: Removing Main Hook
    INF: MouseKeyboardBase: Removing Main Hook
    INF: HookBase: Removing system hooks
    INF: HookBase: Removing mouse hook
    INF: OpenTrackHelper: Release
    INF: VRControllerManager: controller deleted (0)
    INF: VRControllerManager: controller deleted (1)
    INF: OpenVR ControllerManager: Released
    INF: OpenVRDirectModeManager: Releasing
    INF: TrackerOpenVR: Release
    INF: OpenVRDirectModeManager: Released
    INF: TrackerOpenVR: Release
    INF: OpenVRDevice: Released
    INF: ResourceManager: Released
    INF: MemScanManager: Released
    INF: MemScanManager: Destroyed
    INF: GameHelper: Destroyed
    INF: App: Released
    INF: Main: Graceful Exit Success

    INF: vorpControl: Exiting process life thread: FCPrimal.exe, 29284

    #219833

    In reply to: 24.1.0 Feedback

    Seph Swain
    Participant

    Things worked great with 24.1.0 for a while (Windows 11, SteamVR, Vive Index, RTX3060).
    But all of a sudden my situation changed to this:

    Both VirtualMonitor and DesktopViewer stopped working properly.

    The VirtualMonitor can be seen in Windows 11’s Display Settings, but is not used by DesktopViewer.
    It sometimes has a resolution, that can be changed sometimes not.

    DesktopViewer only starts once in while.
    When it does, it does not turn off my physical monitor anymore.

    I tried automatic startup and manual startup via desktop shortcut, tray icon’s right mouseclick menu and via Steam (I added Virtual Desktop to Steam Library).
    I tried all combinations of the checkboxes in the Virtual Desktop configuration.

    Should I maybe reinstall something / everything or is there something else I am missing?

    And I could really use a brief “This is how things should be done and look like” docu, so that I can use VorpX as intended and tell if my system is working properly or not.

    Obneiric
    Participant

    Has anyone found a good method to use fixed foveated rendering with SteamVR native headsets like the Index or Beyond?

    I used to use my G2 with vorpx in OpenXR mode and OpenXR Toolkit worked for fixed foveated rendering. I recently got a beyond and OpenXR mode doesn’t work with vorpx, so I have to use OpenVR mode (which is native). Haven’t found a way yet to use fixed FR with the Beyond.

    #219690
    derekp
    Participant

    If the game has TrackIR support, you should be able to easily switch it on yourself in the vorpX ingame menu. vorpX can detect if TrackIR is available in a game and displays according options in the menu in that case.

    Hi Ralf, thanks for the reply!

    So I checked again, but TrackIR doesn’t show up as an option under the “Head Tracking Settings” menu. It only shows the standard HT options (Head Tracking On/Off, HT Sensitivity, etc.). I was on version 21.3.5 so I tried 24.1.0 just to see if that made a difference, but it didn’t. I do know the VorpX TrackIR feature can work on my system, cause it does show up as an option when I try running the game rFactor, so it’s something about NR2003 that it’s not seeing TrackIR is integrated into the game. I guess one other thing I should mention is that we’re (the community that still plays this 20yr old sim) using this d3d8 to d3d9 wrapper to get it running in dx9, as the game was a dx 8.1 title – https://github.com/crosire/d3d8to9. Not sure if that has anything to do with the issues.

    If you have the time to look into it, you can acquire the game for free and get it up and running from the directions on this page – https://drnoisepaints.com/index.php/how-tos/installing-nr2003-in-2022/. It’s considered “abandonware” now so there’s no need to buy it (they don’t sell it anymore anyway), and the key everyone uses is a key support used to give out to people who lost their original one. Happy to answer any questions or help with setup if you decide to give it a go. If you could get Full VR working on this sim you’d definitely have the gratitude of a few 1000 people that still play it :LOL:

    #219641
    v301eu
    Participant

    Well…, the game doesn’t run in VorpX with Pico Connect, I don’t know how to run the 4:3 format so that I can turn my head 360 around… I have two licenses and VorpX with Pico Connect stopped working on both of them, I have to wait for “Valve Index II”, I have no choice Sadge (

    #219233
    skylon07
    Participant

    Heyo! I bought VorpX to run the Half Life 2 games, however I can’t seem to get any of them to work… I have an Index, and the issue is I click [Play], I see the “Attaching to hl2.exe” dialog (usually it goes away quickly, sometimes it sticks around until the help buttons pop up), and after a few seconds Steam thinks the game isn’t running anymore. I’ve tried looking through the forums to troubleshoot, but nothing has worked for me so far. I’ve tried:
    – Starting the game with SteamVR running
    – Starting the game without SteamVR running
    – Excluding TurnSignal as a program to “attach to”
    – Disabling TurnSignal on startup
    – Restarting VorpX/Steam (and starting VorpX first before Steam)
    – Running VorpX as administrator
    – Trying the default/alternate hooking option

    (I don’t have any other VR programs like TurnSignal that are running on startup, btw)

    Hopefully someone can guide me in the right direction. I’ve had VorpX for a little while but still don’t know a whole lot about how it works; I’ve only played Titanfall 2 with it since buying it. I also remember reading somewhere that HL2 is a bit of a special case when trying to work with it in VR. I’d appreciate any help from anyone who might know more than me!

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