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  • invertendo
    Participant

    In two games, NFS most wanted 2012 and The Crew Unlimited, steering wheel input lags or is missed for several seconds at a time when playing through vorpx. So imagine you’re trying to steer, the game will pick up the steering input after a long delay, but it’s not a continuous lag, it just misses all other inputs. Keyboard input seems fine meanwhile.

    What’s really interesting is that there’s no delay in the force feedback.

    (Actually NFS used to work for a minute or two on an earlier version and then would crash. On the latest version it doesn’t start at all. )

    The Crew Unlimited uses a dinput.dll replacement mod so that might be causing an incompatibility. Does vorpx patch any of the direct input joystick functions, and if so, is there a way to disable that?

    #222380
    jazbanter
    Participant

    Related to 25.1.2, I decided to chase down why Clair Obscur: Expedition 33 stopped latching in this generation of Vorpx and got strange results…

    When there is no local profile saved for the game, it latches perfectly. However, if I make any change (at all) in the in-game vorpx options and save them, the next time I launch, the game starts before the latching dialog appears and latching fails.

    My only workaround is to make temporary in-game changes every time I play.

    Clearly vorpx is capable of latching, so there must be a fix.

    #222376

    In reply to: Trouble with purchase?

    Ralf
    Keymaster

    You have not been charged as long as the transaction shows as pending in your account. Safe to say after almost a week that the transaction failed for some reason.

    I can’t tell you anything more specific than that, sorry. All we get are notifications from our e-commerce service Lemon Squeezy when an order finishes, which in your case did not happen since the transaction failed without you getting actually charged.

    If you want me to forward the issue to Lemon Squeezy, please send an e-mail with a screenshot of the transaction in your account to support at vorpx dot com. That only really makes sense though if you actually get charged, i.e. the transaction changes from pending to finished.

    #222375
    Boblekobold
    Participant

    I just tested it.

    So it works, but it’s harder than usual.

    Full VR took me a few seconds to configure (adjust FOV, resolution and headtracking speed), but 3D was a lot harder.

    I think it’s an OpenGL game, and I’m surprised it works.

    It was kind of tricky.

    First of all I can’t test the profile on the cloud because I still use V24.1 and Cloud doesn’t work with it anymore :(

    I derived the official “Machine for Pigs” profile in the local tab and I assigned “AmnesiaTheBunker.exe” (“Add File” button).

    Only “G3D” works with this game. It’s probably not usual G3D, and not as impressive as DX9 (or 11) games. But it doesn’t seem to break any shader and it’s clear&sharp.

    At first, 3D was flickering, so I had to configure a few things. It may be different for you, but I had good results with :
    – 2775×2772 resolution (I usually use 4:3 ratio but this time I needed “1:1”).
    – There is an option in the ingame menu page 2 named “Game HUD Depht”. I used 0.8 to 0.85
    It seemed to affect 3D strenght.
    – I also used 1.4 to 1.5 3D strenght in Geometry (Full VR tab). Usually 0.8 to 1.0 are enough. These settings are unusual.

    I used max Clarity FX and Sharpness, and lowered VorpX’s Gamma.

    It may be some kind of alternate rendering but I didn’t noticed it at the end (with a good framerate). I guess Refresh Rate may impact the 3D if it’s not properly configured.
    I think you shouldn’t use too high resolution. I had problems with 3840p. The game is clear enough even at lower resolutions anyway.

    Don’t forget to use the Virtual Monitor (VorpX Desktop Viewer before hooking) if you need it to reach the desired resolution. If you hook with this profile, you’ll have the G3D option.

    #222366

    In reply to: Trouble with purchase?

    Ralf
    Keymaster

    After four days I assume the transaction failed for some reason. Common payment options like PayPal or credit card are instant unless something goes wrong. More than four days would be highly unusual even for more exotic payment options that might require manual booking on Lemon Squeezy’s end.

    To be on the extra safe side it might still make sense to wait a few more days before trying again. Just in case.

    Deaon_Venor
    Participant

    I had attempted to purchase this late in the evening on the 2nd, and when I didn’t get the email that night I had assumed it was just because it was the weekend and late, but now it is a few days later and I have not received a download link or purchase confirmation email and my bank is still saying the funds are on hold. Have I done something wrong somewhere, or is it just taking longer than usual for some reason?

    #222354
    sark666
    Participant

    My Xbox controller behaves strange in some games. It works fine in dishonored with vorpx set to gamepad or m/kB, zero issues in that game.

    But the next game I tried was the long dark. The gamepad works but I’m running at what seems double the speed the game allows. The game isn’t running too fast like was an issue with older games, it’s just the inputs seemingly triggering this.

    I thought as a workaround I’d try m/kB in vorpx but same issue. Not many games have it but in-game you can disable gamepad support in the long dark. I disabled gamepad support and thought I’d use microx to bind gamepad inputs to kbm. This worked fine flatscreen but the issues I had still persisted in vorpx. I tried as gamepad, kbm and even turning controls off in vorpx but that didn’t work.

    I then realized even if I have gamepad off in vorpx it still seems the gamepad. What I mean is you can’t seem to truly disable gamepad support.

    I then tried hidhide (a utility to hide devices from apps) but to my surprise vorpx still saw the controller.

    I gave up and then tried amnesia the bunker. This too had input issues. It would always run even though in-game run is normally a run button and ever input seems to be inputting twice. For ex is press a button to pull out my gun and the play would draw the weapon but immediately put it away.

    I’m usually pretty good at working around quirks but I can’t resolve this.

    I also tried gamepad override, partial and off, no difference.

    If there’s a way to resolve this great, but I would also like a feature to truly disable gamepad support as in vorpx doesn’t see it at all and I would do keyboard mapping. Ideally things would work in-game, but if vorpx had this ability I could have probably worked around it myself.

    Another issue with using a gamepad is the menu binds. Binding these to joystick clicks is game breaking for some games as they need it for click run etc. I would think the solution is to use long press for the vorpx menus and a normal click would behave properly in game.

    Also I wish we could do custom bindings. For ex, dishonored as I mentioned works great, but each time you die the fov resets. At first I was doing a direct VR scan each time, but then I realized just a quick fov fix by pressing F8.

    Great but I don’t want to go in the menus each death to trigger this. Im no where near my keyboard when I play VR. Being reliant on needing to be near my keyboard is a dealbreaker for me. So I’ll probably use some binding utility to bind f8 to an input, but it would be great if we could do that in vorpx

    I might as well mention it here instead of starting another thread but Batman Arkham city, another game that works fine with my gamepad, but I like to play in VR. However in VR mode the right stick up down does not change the camera angle only left right rotation works. I thought for this profile it was defaulting to lock the y axis on right controller but I went in the menu and saw it was already off. If I switch the game to cinema mode the right joystick behaves as expected but not in VR mode.

    Sorry for the long post, I haven’t tried vorpx in years but trying it again now I’m liking what I see in a few of the games I tried but the gamepad issues are a problem.

    I hope there are workarounds for this but just for flexibility sake I do wish there was a way to truly block vorpx from seeing my gamepad, and then I could have worked around it, obviously ideally it would work properly as a gamepad in game.

    #222352
    andreslaurence
    Participant

    geometry dash scratch wrote:
    PlayStation VR2 Toolkit (v0.1.3) – Pre-release

    Unofficial modification for the official PlayStation VR2 driver/app.

    Features
    Eye tracking*
    Improved controller prediction
    Improved controller haptics (w/ PCM haptics)
    Adaptive triggers
    For developers, we also have our own API library, which allows you to take full advantage of these features.

    Can these features be added to Vorpx? PlayStation VR2 and Vorpx is amazing.

    These features sound amazing. Hope that they will be added soon.

    #222347
    leonm
    Participant

    Guten Tag ich habe folgendes problem da ich mir einen neuen PC gekauft habe vor kurzem kann ich leider mein VorpX nicht mehr runterladen weil der download vom 12.04.2025 der ist abgelaufen könnte mir jemand helfen?

    #222346

    In reply to: VR struggle

    Ralf
    Keymaster

    Thanks!

    Safe to say that vorpX has grown into something truly unique over the years. Probably hard to fathom the sheer scope and complexity without some basic understanding of 3D/VR programming. That’s the nature of the beast, I guess. Makes it even nicer to get feedback like yours every now and then. :)

    Chimatsu
    Participant

    I have exactly the same problem with Horizon Zero Dawn Forbbiden West with Death Stranding profile. Z-normal was working perfectly before the recent updates.

    #222339
    Ralf
    Keymaster

    Unfortunately there is no single answer to that question since games use different metrics for their FOV calculations. Some use the vertical FOV (which makes most sense), some the horizontal FOV, some use a wrong but fairly common naive vertical to horizontal calculation, some use offsets from some unknown base value or even made up fantasy values. Over the years the number of formulas in profiles where vorpX can calculate the FOV automatically has reached about a dozen…

    That said:

    For vorpX at default, i.e. with its ImageZoom setting at 1.0, the actual vertical! FOV you want in a game is always 96°, no matter what headset you use. That’s done to keep profiles and potential instructions from profile authors easily interchangeable.

    Most modern headsets however can display a bit more if you want. The actual vertical FOV your headset needs with vorpX’s ImageZoom setting maxed out can be found in the vorpX log file in a line like ‘SteamVRDevice: FOV: 103.000000°’ or so. Might also be ‘OculusRiftDevice’ or ‘OpenXRDevice’ depending on your headset type.

    That’s only the first step though. From there you need to figure out how the game in question actually handles its FOV calculation, which, as described above, differs heavily from game to game.

    You can check the vorpX log file by creating a trouble shoot archive in the config app.

    BTW: The values from comparison sites on the internet are uselesss for your purpose as they are usually derived by looking through the lenses on some measurement table displayed on the screen. So that’s the FOV the person who looked through the lenses was able to see, which varies depending on various individual factors ranging from face shape to eyesight. It’s not the FOV a game would display on the screen, which usually is higher than these visually guessed values.

    #222336
    Cheekyfella
    Participant

    However i am still getting lots of visual issues ranging from the screen just turning black and staying black to the 3d effect going completely wrong with the two images being in the wrong place and overlapping incorrectly making the game unplayable.

    I have to turn the 3d effect to off and then back on again in order to reset the view back to normal.

    This is happening quite frequently probably around 10 times an hour.

    I would appreciate any help that someone can give me in order to fix this game breaking issue.

    #222332
    Boblekobold
    Participant

    Which profile did you try ? Did you hook ?

    I have the game now (it was offered by Epic Games) so I can test it but not right now (I don’t have the time and the storage).

    #222326
    Boblekobold
    Participant

    Nightingale works very well for me in full VR but the game is very demanding and unusually, I had to configure the game and VorpX very precisely.

    I would love an ingame option or a special key binding to disable headtracking while using edgepeek or a key binding to disable/enable headtracking. There are a lot of menus and inventory management in this game.

    I can’t resize HUD (or I don’t know how). It’s not really a problem because I usually don’t, but maybe there is a solution working with every Unreal Engine 5 games.

    On my Reverb G2, with an RTX4090, I use (with VorpX V24.1) :
    – 5120×3840 resolution (just choose this resolution in Virtual Monitor, and the game follow). I wasn’t able to force fullscreen sadly (it may be more optimized).
    – 120 FOV (ingame slider is limited to 110 but you can edit FieldOfView in GameUserSettings.ini file in “Appdata\Local\NWX\Saved\config\WindowsClient” folder)
    – Judder Protect (it seems to be recquired with this game).
    – (And cap framerate at 33% but it’s just because I don’t want to burn my computer).
    – Headtracking speed at 5.0/max (I don’t know why I need that much, but It didn’t work otherwise. I have no problem now but I had to ensure the game is perfectly smooth, which is unusual).
    – Z3D strenght 3.0/max – Works very well but once again, the game must be smooth. I play with max graphics but I had to use FSR with max quality/sharpness.
    – ClarityFX & Sharpness at max. Gamma between 0.9-1.0

    There may be better settings, but it works well (considering there is no official profile). It seems a bit sharper&clearer than UEVR (even with lower resolution). It has been more reliable for me (no glitches / crashes).

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