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I need help to understand why I can’t use VorpX, I decided to buy it because I watch the video of Sweviver about Fallout 76… he never mentioned this problem at the center of his Pimax
Maybe is because of my monitor 21:9… (infact I don’t know what monitor he has, maybe a normal 16:9 and that’s why he hadn’t my problem)I followed his and your suggestions
As DEVICE SELECTION I chose: SteamVR (Vive, WMR, Pimax etc)
and already turned on Pimax and steamVR, but the problem remains always, why?
Can you help me please?Now I tried only Desktop Viewer (not yet the games), and it seems amazing, but I see the image distorted, I tried parallel projection, different FOV…
I try to explain you what I see
There are two invisible vertical lines in the center of the Pimax 5K+ everytime I launch VorpXCan you tell me if it happens because I have a 21:9 3440×1440?
PS
And this obviously affect also Whirligig player if I want use it, I have to restart anythingI’ve been stereoscopic gaming for nearly a decade now, mostly on a 720p DLP in frame-packing mode (TriDef) but more recently moved to a 1080p display (so using top/bottom, mostly through TriDef as well). Since I already played in 3D I didn’t feel the need to hop into VR right away. Now that a wide-fov HDM is available at a reasonable price (Pimax 5k) I plan to hop on the VR bandwagon, and will definitely be using vorpX since the vast majority of my games are not VR titles.
My primary tools are TriDef (now defunct) and SuperDepth 3D for games which either don’t work in TriDef (few) or for which performance through TriDef just isn’t satisfactory, or for a handful of other reasons. (Unfortunately ReShade disables access to the depth-buffer during online play, so that makes SuperDepth 3D unusable in games like Fallout 76. We need to convince Crossire to allow this to work.) As such, I’m relatively familiar with tweaking 3D profile settings for games etc.
Anyone here make a similar transition and have advice to give as to what problems to watch out for? I’m just looking for some general advice / tips if anyone wants to share.
I mostly play character-and/or-world-driven RPGs (Dragon Age Origins = my favorite game of all time) and Racing SIMs with a dedicated racing seat and FFB equipment (T500) (Assetto Corsa = my current go-to). In fact, I’ll almost certainly want to go back and play all of my long-time favorites again as soon as I get the rig working properly: Dragon Age series, Mass Effect series, Fallout 3 and newer, etc. As such I imagine that I’ll largely be using an HMD with traditional controls (I have a Nostromo, so I can effectively keyboard & mouse without having to use the regular keyboard itself). How hard has it been adjusting to use of traditional controls when you can’t see them? Or does vorpX do such a good job of mapping VR controllers that even for games like Dragon Age Origins I should just bite-the-bullet and adapt?
And how are the vorpX profiles? If I see that a game is supported does this mean the profiles are excellent, or are there issues like the frequent lighting/shadow depth problems TriDef had, that have to be discovered and worked-around?
As I’ve been using VorpX, I’ve really enjoyed using the Oculus Touch controllers and have come to realize how useful the Mode Shift button is for being able to bind a lot of keys to the controllers. I started wondering if it would be possible to add more mode shifts based on the controller’s location in 3D space?
If you held your controller down at your right waist, you could have one set of mappings and another set when you hold the controller over your right shoulder. If you had left and right waist and left and right shoulder regions, you could mimic the weapon swapping behavior of RoboRecall in just about any FPS by mapping the trigger to the number key that switches to the different weapons in each region.
If you had a region that was out in front of your body, you could bind the trigger to the “interact” key in most games so you could actually reach forward to open doors and push buttons. While it obviously wouldn’t be as accurate as the motion controls of a native VR game, I think it could increase immersion in a lot of games.
In games like Fallout, you could assign the trigger to holster your weapon when your hand is at your right waist and bring up the pipboy on your left waist, for instance.
I don’t know if VorpX even has the controller location data to do something like this, but I just thought I’d mention it.
Topic: Remapping of xbox 360 cntrl.
Hi just want to share things.
I am using an xbox elite controller ( with paddles). I alway had problems getting the controller fit to Skyrim,fallout4, witcher, gta5 just to name a few.Alway missing funktions,, and keyboard funktion mostly not available. I had xpadder installed but the paddle cant be remapped. So yester day i found the rewasd mapper.
It tooks a few hours,, but now all keyboard funktions, macros and different profiles are now programmed. Its almost unbelievable now i can use my elite contoller that can handle four single controller setups for each game and best the profiles can be switch with one click at a dedicate combo programed .I v can have mouse, keyboard and xbox controller activated simultaniously. I tested today with vorpy and so far no problems. I even can use one controller mapping for all my games…..As the title states, Direct VR has suddenly stopped working without cause or reason. When I try to run the scan, only rotation takes effect (though inconsistently) and positional tracking no longer works. It also “glitches out”, displaying the “head tracking recentered” message at random intervals. My hardware is fine; everything was working fine up until about 30 minutes ago. No changes have made to my vorpx/ PC settings whatsoever. I would appreciate some help with this.
The game is fallout new vegas. Again- I’ve never had issues like this before.
My issue pertains to Fallout New Vegas
After the application force-updated “VorpControl” this morning to version from 18.3.2 to 19.1, I started experiencing an issue with the pipboy FOV in fallout while using edge peek.
Since updating, the game no longer takes my manual .ini fov edits into account while in edgepeek mode. Instead it causes the pip boy to appear much further away, making text difficult to read.
I’ve also noticed an increase in a certain visual glitch where vertical white lines randomly appear on the right-side edge of the screen, just within my peripheral vision.
-Ralf, if you can provide me with a roll back of the previous version of Vorpx, I would appreciate it, seeing as how it was working fine before.
Topic: Fallout 76 Problems
Hi Ralf,
Thank you very much for creating Vorpx, I do not know if it is possible but I explain it in case you or someone finds a solution. I’m playing Fallout 76 with Vorpx and I’d like to do it in G3d, I have graphic power to do it, but when I play, there are shadows or textures that are different in each eye, generating headaches or concentration problems, these errors are not given by example with Znormal.
It is possible or someone has found some solution I have tried all the graphic configurations but I have not found the problem.
Is my first post and i want maje a suggestions,
Sometimes I think I would like to do a little more screen in Inmmersive screen is it possible that you could enable negative values in Offset screen?
Also on some occasions I tried to play semi-lit on the bed, but the screen in inmersive screen always gets Full 90ยบ so that if half-lit you look a bit upwards you do not see the lower part of the screen, it would be possible to add a manual positioner for the height axis?
Thank you
a greetingI may be somewhat perverse but Fallout 76 is very cheap on some stores right now and I am tempted to buy.
I’m wondering if anyone is playing it and enjoying it in vorpx.
Is it worth getting cheap for the 3d wasteland wandering?
Having some issues setting the appropriate WORLD FOV when using DirectVR in conjunction with a mod known as “FOV Slider“.
Long story short, the option to alter “iron sights FOV” using FOV slider only works if I change the default WORLD FOV through the MCM menu, that being said, I’m not sure if this interferes with the FOV values already set in place by direct VR.
The only solution I see here would be to set the WORLD FOV of “FOV slider” to the same value DirectVR usually would. Otherwise I’m not sure if running the Direct VR scan after tinkering with the FOV settings via this mod will overwrite it or not.
Has anyone else experienced compatibility issues with this mod in the past?