I get three events triggered from launching vorpConfig. Seems to be a .net runtime exception?
Source: .NET Runtime. Level: Error
Application: vorpConfig.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0000005, exception address 665362F1
These files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_vorpConfig.exe_6a709b6d58e159821d3dd8e1a8403db230532e21_bb949080_01e2c762-90d2-4223-9716-f80af8fb19d0
quote ” it isn’t a *perfect* ‘true VR’ experience ”
We will get a extended (but not full) motion controller support of all official vorpx profiles soon, but even without that it is fact that vorpx user’s have better games than the Native VR user’s, who criticize us !
Really, just make the leap to Skyrim VR; sure it’s ‘not supported’ but the modding community has, as usual, come through a made a great game out of a buggy Bethesda mess.
But if you *have* to stay with Skyrim LE then keep in mind that the Pimax (I have an 8K-X myself), while very, very good, is also a PITA. I mean, in terms of clarity, IF you can push at least the native resolution, it’s downright incredible; it’s as good or better than anything else out there except for the Varjo (but that has a tiny FOV). There is effectively zero SDE. I mean, if you go out of the way to really look for it you can kind of see it, but that’s it. It’s basically not there. The FOV is of course the killer feature, and that’s also awesome. But just like people will tell you ‘don’t drive a Porsche unless you can own a Porsche’ it’s kind of the same situation: Once you get used to a wider FOV you’ll find other HMDs to be totally unacceptable. Additionally there is an extra software layer to control things (PiTool) so it adds an entire layer of complications.
If you really have to have FOV, there is no other option, and I love mine, especially in Assetto Corsa, Alyx, etc. (games that run really well). In other titles it’s not a great of course, because they don’t run smoothly enough to use Wide FOV. Note that even “Normal” FOV is larger than anything else out there, and even “Small” is wider FOV than some. So you don’t have to push “Wide” you can go “Normal” and probably be perfectly happy.
My Vive Pro is almost 4 years old, with several thousands hours of use in Skyrim LE and I have the feeling that I must run to find a replacement, because it won’t last forever!
I love the colours in the Vive Pro, the great contrast, the great overall image quality I can get now (with a i7-10700K + RTX 3090), but I hate (I always hated…) the small FOV, even using a 6 mm face cushion from Kiwi. And I’m also a little tired of the SDE, specially when looking at the far end or at very small objects.
And so come the questions…
1 – Has anyone already use the HTC Vive Pro 2 or the Pimax 8KX to play Skyrim LE with Vorpx?
2 – If yes, could anyone say what is his/her experience, especially compared to the previous VR headset? And what was the previous headset?
There is many people talking about these two VR headsets in internet, but I see a lot of different opinions, many of them totally different from one to the other, and almost none specifically about Skyrim LE with Vorpx.
when aiming down sights using gesture. I notice that the zoom in happens but movement can only be done right stick and not by your hands.
Also right stick can only move view horizontally when in ADS which makes it even harder to hit a target.
One other thing. Using index controllers the amount of force required on the grip to enter shift mode is too hard.
Would it be possible to make thr force required adjustsble under input?
Even better once toggled if could stay toggled until you completely remove your fingers from the grip this way I dont need to do a death grip on my left hand whilst also tryimg to use the dpad or buttons on the left.
Just a little heads-up that the next release will be finally out later this week. Took a bit longer than I originally had anticipated to get the motion controller gesture stuff production ready, which now also includes a learning environment with graphical ingame explanations for each available gesture. Without that the whole system would have been pretty much useless since noone would have been able to figure it out.
Now all that is finally nearing completion, except for some gesture parameter finetuning and game testing. So I expect things to be ready for release within a few days. Throw away your gamepads and get ready for something more immersive! The gestures are a shitton more fun than pressing buttons, even when playing seated or in cinema mode. Just actually steering your car, being able to switch to aiming down sights with a natural gesture, or throwing a grenade really makes all the difference.
Gesture input lives happily alongside the regular motion controller gamepad emulation, so you can mix and match ‘normal’ input and gestures any way you want.
BTW: For everyone owning the regular vorpX version: the gesture system has evolved quite far from the quick and dirty CP2077 specific tests as shown in the videos on page 11 of this thread. It’s now a general system that will also make its way to other games.
-clouds, stars, water reflections, and light sources are now correct in stereo (nice!)
-increased 3D strength for more accurate depth and scale
-decreased image zoom a bit for improved image clarity and FOV (better with vehicles)
-TAA motion blur effect now assigned to vorpX Shadow Treatment for toggle options:
Auto = motion blur on static objects/furniture, but clear guns and moving vehicles/NPCs
Turn Off = motion blur on guns and moving vehicles/NPCs, but clear static objects
Or if the slight TAA blur bothers you altogether, you can try the other AA methods in Game Options to see which you prefer.
I have been quite pleased with how the authoring tool (and a bit of patience) has been able to bring this profile together with near flawless G3D. It is very rare that a dx11 game has correct stereo shadows and lighting effects. Now all that remains to fix are decals for wall art and bullet holes (if those are even possible, I’ve always struggled with decals..Ralf?)
Anyway, worth trying out with the mod if you own Wildlands. I prefer the stealthy approach, but as you can see here, it can now play like a Far Cry game if you want:
p.s. oh, I get a crash sometimes when trying to access my loadout menu directly, but I’ve found if I indirectly access it by opening the skills menu first (press J), I can navigate to loadout from there okay.
I’m wondering if anyone has been able to get teamfight tactics or league of legends to run on VorpX?
I’ve been trying for a while but haven’t been able to succesfully open or attach the game. Would love to hear if someone got it to work (or even open).
Thanks Ralf.
I’ve encountered a few consistent crashes between act 1 and 2, disabled the standalone mod to pass the bit that was crashing, but after reenablong it I found it too hard to get the decent quality / performance for some reason. Fps constantly drops below 72 even on low settings making it very uncomfortable on the eyes.
I’ve decided to play it on my monitor for now as I can play it on ultra with raytracing without any performance issues. Perhaps it’s an oculus link issue on windows 11 that is giving me the problems.
I’ll try again when the next vorpx version is out. Thanks!
I installed a 1tb Crucial SSD, installed Cyberpunk on it through Steam, but cannot get the standalone VR mod to attach to the game.
Works fine when installing the game either on my stock internal SSD or even an external USB drive, but the new one, no go. Even though the game itself runs fine on the Crucial, just won’t launch the mod.
I looked in the folder and the plugins aren’t there, although it seemed that the installation process was successful.
Anyone have this experience, or any advice? Much appreciated.
Hello, I downloaded the ghost busters remastered profile from syberjunkie.
I set the method to alternative hook method.
I got the epicstore version of the game. The game hooks and launches with vorpx.
All I get is a flat screen in vr with no depth. Even when changing 3D modes and the messing with the 3D effect sliders the game is in 2d.
Anyone experiencing the same problem?
Any solutions to get this game working in S3D?
Sadly noone was able to give me a hand in finding out if NNW: Enhanced has a legacy rendering mode or not. Today ive spend the money for the game and it doest look like we will get any 3D from it because of which i guess the game uses OpenGL 3xx.
In case someone finds out a hidden mode or something (OpenGL 1x compatibility or even about a wrapper) please let me know.
Bumping this thread even though it was from some time ago. Has anyone been able to get this to work? I want to buy Vorpx but my VR gaming setup is through a esxi VM with GPU passthrough and I am unsure if it will work for me.
I’ve been experimenting with setting my headset to 60 fps instead of 90, to see if that lets me bump up the graphics while maintaining 60 fps. (So, my frame rate display is 60 / 60). It seems to help, but I notice that vorpX keeps reverting back to capping my framerate at 66%, or 40 fps, which is not ok. I keep changing it to “off” but next time I restart it’s back on. Bug?
Mine reverts of “ON” every time also, at whatever rate is saved (i.e. the 75%, or 66%, sticks, but the ON/OFF toggle always reverts to ON.)
I also revert to Direct VR every time, even though the vorpX UI shows Z3D. I have to toggle both each time I launch Cyberpunk. Then again, it takes about 2 seconds to do that, so no big deal.
I’ve found that 90hz at the HMD and 45fps seems to be working well for me currently. If you want the eye-candy the Cyberpunk engine can provide it’s very, very hard to get that at 60fps minimum. On a 3080Ti here. Then again, I’m either fortunately, or unfortunately (depending on how you look at it) having to push a lot of pixels in order to really make use of my HMD’s clarity (Pimax 8K-X).
The reason I initially strayed from the Vorpx defaults was that the rendered width was so wide I couldn’t even see the left and right sides of the HUD.
So I reset everything to the defaults as you recommended, and VorpX changed the game resolution to 3000×2400, and the display basically looked pretty good…but as before, I couldn’t see the sides of the HUD. Now I have a 3440×1440 21:9 monitor. So on a hunch I changed my desktop resolution to 2560×1440 (16:9), and when I launched again the HUD sides were a little closer. I tried 1920×1440 (4:3), and the HUD was almost perfect.
This is why I get confused. Why does my desktop resolution affect the in-game resolution? Why is desktop resolution never mentioned when I try to get this working? (I’ve had vorpX for about 4 years and tried off and on to get it working well.) I believe I understand that vorpX must render two 3000×2400 images to get the stereo image, but why is it also rendering a 3440/2560/1920×1440 image on my screen – doesn’t that eat up GPU bandwidth?
Anyway, is adjusting the desktop resolution the correct way to control the aspect ratio of the rendered image or am I still doing something wrong?
At least I’m making progress – thanks again!
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