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AuthorSearch Results
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Mar 12, 2017 at 7:32am #126695
Topic: Really no fix for giant hands?
in forum Technical Support
AerowynXParticipantso it doesn’t seem to effect every single game but a lot it goes.. FOV has no effect, playing the 3D strength doesn’t fix it. Mods in games like skyrim don’t see to make any difference.. the last 3 I tried all had this issue skyrim, Contagion and Portal 2. The hands/guns are so massive they take basically the entire screen when aiming.. you can adjust them out of view a bit but they are still monstrous.. doesn’t see like there is anything you can do to resolve this.. in portal 2 you can actually make the weapon model invisible which is a workaround i guess
Feb 14, 2017 at 11:17pm #126093In reply to: Portal 2 – Problems
StreetPreacherParticipantBut I still have this annoying issue
– After Direct VR activation
I see flickering/ shakeing sometimes
The whole scene, like 0.2 second duration and after that, is the Portal gun only. Then it stabilizes but the cycle can resume 5-10 seconds laterIn the state it is too disruptive to make the game playable
I just started playing Portal and have been noticing the same issue. It’s an odd flicker every few seconds. I thought maybe it was another of my system specific problems with Source engine stuff, but I guess not :(
Too bad, Portal is the only Source game I’ve managed to get working, and they’re supposed to be some of the first to be supported and should work for everyone lol!
I’ll have to try the cloud profiles instead.
Feb 13, 2017 at 7:32pm #126064In reply to: Does ,,direct vr" games looks like native vr?
StreetPreacherParticipantDoesn’t Bioshock Infinite crash in every cutscene now?
I just started playing Infinite with Vorpx DirectVR, and the game seemed to stall when I got to the bit where you’re supposed to throw the baseball. I had to disable vorpx and play through that bit normally, and then started up with Vorpx at the next autosave point.
My only issue now is that the game is constantly crashing during gameplay. I’m currently in the gun fight just after the baseball throwing bit, and the game is crashing at different points during the battle… Not sure if it’s Vorpx causing the crashes, planning to try playing through this bit without vorpx today to see if it still crashes…
Anyone else having issues with random crashes during hectic fights while using vorpx?
And I actually like aiming with my face, I’ve been making headshots like a pro, so hopefully this will make the battles go faster and I can concentrate on enjoying the story and environment ;)
Feb 11, 2017 at 5:31pm #125984In reply to: Battlefield 1 setup
StreetPreacherParticipantany setting I can change so when i move my head my gun stays in the same position,i have enabled head tracking on the main page of vorpx but when i move my head in game the gun moves too and I aim with my head
I don’t think that decoupled aim/movement will be possible?
Feb 3, 2017 at 6:40pm #125701In reply to: Battlefield 1 setup
markyboyz1300Participantany setting I can change so when i move my head my gun stays in the same position,i have enabled head tracking on the main page of vorpx but when i move my head in game the gun moves too and I aim with my head
Jan 29, 2017 at 8:09am #125436In reply to: Stuttering head tracking in Skyrim
spacecadet102ParticipantThanks for the ass kissing. 😉
There was one report earlier that sounded quite similar to what you are experiencing. Turned out the the issue was caused by forcing Ambient Occlusion through the nVidia driver, which doesn’t work in conjunction with vorpX in Geometry 3D mode. So that might be something worth to check.
Regarding 3D modes: This has to be done game by game and is a fairly complex process. Technically it’s not hardcoded in the sorce code, but it’s not something that can be done by a user. So in a way you could indeed call it hardcoded.
Ralph you son of a gun. This helped me too. lol
Jan 20, 2017 at 9:35am #125097In reply to: Portal 2 – Problems
YohaskanParticipantI tried this new profile “Portal 2 [vorpX] without optimization, 1600×1200
But I still have this annoying issue
– After Direct VR activation
I see flickering/ shakeing sometimes
The whole scene, like 0.2 second duration and after that, is the Portal gun only. Then it stabilizes but the cycle can resume 5-10 seconds laterIn the state it is too disruptive to make the game playable
Jan 19, 2017 at 6:46pm #125081In reply to: Portal 2 – Problems
RalfKeymasterAn updated Portal 2 profile is now available for download from the cloud. It *should* fix the Direct VR issue in the start room, including the position reset below the stage. As an added bonus it also provides adjustable FOV for the portal gun.
To use it, simply download the “Portal 2 [vorpX]” profile from the cloud in the vorpX config app.
Jan 13, 2017 at 10:57am #124806In reply to: Portal 2 Direct Mode bug
RalfKeymasterIf you use Direct VR, the game optimizer is not necessary. It’s even counterproductive in in this case for Portal 2. For the most part it addressed the FOV in Portal 2, which is now done by Direct VR. Do not use the optimizer for Portal 2 if you use Direct VR.
Like said above, the portal gun FOV may flicker. Unfortunately there is no solution to this glitch yet, sorry. The world FOV is perfectly right with Direct VR, hence changing it does not have any positive effect. You can experiment with the 3D-Strentgh if you want, that may also have an effect on your feeling, forgot to mention that above. Be careful though, the default value is close to a natural 3D-strength and scale, you don’t want to make very large changes here.
Geometry 3D with a perfectly correct FOV like with Direct VR technically is the same thing that native VR apps do.
Jan 13, 2017 at 6:19am #124803In reply to: Portal 2 Direct Mode bug
YohaskanParticipantNew test last update 17.1.3
I tested before and after the direct mode VR, and it is when it is active that the animation of Portal generator (gun) shake/flicker like missing animation.
It does not do this when I disable VR direct modeFor the Fov, changing it only deforms the screen, it does not change this feeling of being too close to the image
I wanted to make a video to show what happens but I do not see any option to reactivate the return on the video screen (Mirror).
Another thing, Vorpx optimzation doesn’t work “path not found”
(This game is on Drive D:)Jan 12, 2017 at 2:29pm #124783In reply to: Sugg: Use Vive wand/Rift touch as mouse pointer
OvoParticipantMy idea was to only activate it when pressing some button like a grip, or even on trackpad touch, which I thought would avoid unwanted movements. Is it what you tested?
> you aren’t able to fake sword swings or wielding a gun anymore
Hm, ok, I don’t do that, but controller movement could be on the secondary hand, letting you fake wielding with your main one; movement is set on the left hand in most games anyway. While for menu navigation there could be a (stand-alone) mouse pointer mode for the main hand, auto activated when in edge peek mode?Jan 12, 2017 at 12:10pm #124782In reply to: Sugg: Use Vive wand/Rift touch as mouse pointer
RalfKeymasterThat was one of the very first things I did with the Vive wands. My personal feelings as well as tester’s feedback in the end was largely negative about it though, so it was ditched.
The thing is that you most of the time move/rotate the controllers one way or the other while you are playing, but also most of the time you don’t actually want that translated into camera rotation in the game.
If you have one controller that works this way during normal gameplay, you have to hold it very still most of the time just for the sake of being able to rotate the camera with your wrist instead of your thumb. Far more lost than gained, since you aren’t able to fake sword swings or wielding a gun anymore with that controller without causing unwanted camera movement.
This was tested heavily, and in the end there were a lot more reasons not to do it than to do it.
Jan 11, 2017 at 1:35pm #124748In reply to: Portal 2 Direct Mode bug
RalfKeymasterIf you feel to be too close to something, you can adjust the FOV on the Direct VR page of the vorpX ingame menu. I can assure you 100% though that the FOV applied by Direct VR is right, it’s definitely your feeling that is wrong here. But for exactly such feelings there is an option to do additional manual adjustment. I wouldn’t recommend it though, since with the wrong FOV the image starts to warp when you look around.
Not sure about the shadow flicker you noticed. I noticed the portal gun FOV flicker sometimes, but otherwise it works fine here, will have to take a look at that.
Dec 28, 2016 at 6:06pm #123919In reply to: Fallout 3 Goty Pipboy
VavelParticipantI got myself the response, so I put it here for others, if needed.
Well, if I just press middle mouse button, I go into edge, so I can actually press the pipboy buttons.
By the way, in my case, the best rendering is using geometry 3D at 0.30. Above that value, the gun just looks duplicated.
Problem solved. Thanks.
Dec 22, 2016 at 5:41am #123796In reply to: How do I get The Long Dark to work with CV1?
ajb1978ParticipantOh, so no one has been able to get it to work in actual 3D? Bleh. There’s no real advantage to me playing it on a virtual Imax since I already have a pretty big monitor on my desk. I seriously hope this game gets some real support for 3D rendering.
The thing is, I know it can be done, because the old TriDef program is able to render the game in 3D. The only problem is it lacks head tracking since they dropped their Rift support after the DK1. I would much rather see support in vorpX because it has immensely greater capabilities, I think. One thing TriDef did have was the ability to set a dominant eye, which in The Long Dark is critical to aiming with a rifle or flare gun. For example, set your left eye as dominant, and when aiming with a rifle and you close your right eye and see only with your left, you are dead center with the iron sights of the rifle. I don’t know if vorpX supports that or not–can anyone confirm?
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so it doesn’t seem to effect every single game but a lot it goes.. FOV has no effect, playing the 3D strength doesn’t fix it. Mods in games like skyrim don’t see to make any difference.. the last 3 I tried all had this issue skyrim, Contagion and Portal 2. The hands/guns are so massive they take basically the entire screen when aiming.. you can adjust them out of view a bit but they are still monstrous.. doesn’t see like there is anything you can do to resolve this.. in portal 2 you can actually make the weapon model invisible which is a workaround i guess
