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  • #197486

    In reply to: Audio device mapping

    Ralf
    Keymaster

    That’s the point of the failsafe mechanism. If the device gets changed while vorpX is running, e.g. by SteamVR, and then some crash occurs that prevents SteamVR from resetting it, vorpX does that on exit.

    However I have now disabled the entire audio switching system for SteamVR. In the future it only will be used in native Oculus mode, which doesn’t have anything comparable on its own, and only with ‘Use built in audio device audio’ set to on, so nothing will get in your way anymore. Typical case of one-can’t-do-it-right-for-everyone I guess.

    Be aware though that it might get re-enabled for SteamVR too any time should the decision lead to problems with users being stuck on their headset audio.

    Ogrescar
    Participant

    I will elaborate on my less-than-verbose reply. Warcraft III is one of the few profiles that will attach to this game, but it does not do 3D reconstruction. I don’t know why the one in the cloud doesn’t work, but it will not attach unless you have dgVoodoo is the games folder, and even then it does not do 3D reconstruction. In fact, many of the profiles will attach once dgVoodoo is in place, but I only found one that would do 3D reconstruction (until I stopped looking, that is).

    So, here’s how to get Z3D (no G3D, sorry). Put the dgVooDoo dll in the game folder (don’t hex edit the executable – it doesn’t work), create a copy of the Bioshock Infinite profile, and assign it to the game. When you launch the game, vorpx will bitterly complain about the d3d9.dll in the game folder and call you bad names – ignore it. Once the game has been hooked, change the z-normal or z-adaptive strength to about .20 to .25 to avoid artifacts.

    Anyway, this is what worked for me, but it was just one of many experiments. There may be better profiles or a better way – I don’t have plans of replaying the game again so haven’t looked any further.

    #197426

    In reply to: Generic OpenGL profile

    Ralf
    Keymaster

    Z3D for newer OpenGL that vorpX can’t provide G3D for is on my nice-to-have-list since forever. If there just weren’t always more important things… Realistically there may be half a dozen really popular titles that would benefit from this, making it not exactly a top priority.

    Technically it shouldn’t be much of an issue though, I’d basically just have to add some heuristics that help extracting the right textures, everything else is in place already anyway. So I’ll probably get to it at some point eventually. It’s not forgotten.

    Maybe there will be even more than that. After last year’s overhaul OpenGL support is actually in a state now where adding G3D for newer, shader based OpenGL would make sense. More than anything that’s a side project for rainy weekends though. So hope for a lot of bad weather. :)

    #197424
    Smoils
    Participant

    ReShade has opengl support now and with this super3d profile https://blueskydefender.github.io/Depth3D/ (which is Z3D as far as I get it) it works great in all the opengl games I have trouble getting vorpx to work.

    Reshade doesnt have game specific profiles, so it must be some kind of generic one that just works. I would use that one, but setting it up and adjusting is more cumbersome plus it just does a stereopair on screen which means a) I need 3rd party software like vr desktop or an app from a link in this post to send stereopair into separate eyes and b) resolution is halveed vertically or horizontally since it has to squeeze both eye images on a single screen.

    If reshade did this and it works great with opengl games, even recent ones it means its possible, if its open software maybe can be copied to a profile for vorpx.

    #197422

    In reply to: various difficulties

    Ralf
    Keymaster

    First off, check some games from this list. Good choices while you are new to vorpX:

    Good Full VR Games for Beginners

    Also make sure to check the ‘Essential Hints Guide’ in the help, which explains a few basic concepts and helps avoiding a lot of unnecessary trial and error with games that aren’t as automated as the ones in the list above.

    Hooking:

    If you encounter hooking issues with multiple games, there almost certainly is some conflict with another program on your PC that also hooks into games. The most likely candidate would be some invasive third party AV program you might have installed, but there are a bunch of others. More programs than one would think hook into games. The pinned trouble shooting guide on top of this sub-forum has more details on the matter.

    Graphics Fidelity:

    Outlast in particular has some noise filter applied to the image IIRC. You might be able to turn that off in the game options. Apart from that: for better image quality it’s useful to raise a game’s resolution. Typically 1440p looks fairly good. If performance allows, you can go even higher. You have to see from game to game what your PC can handle. In some games you can choose a preferred quality in the vorpX menu. You see a message in the top left corner of the game window whenever that is the case. Check the ‘Custom Resolutions’ section in the help to get the most out of this feature.

    Gamepad:

    Some games (quite a lot actually) don’t allow mouse and gamepad input at the same time. Whenever vorpX has to emulate a mouse for headtracking, you normally wouldn’t be able to use a gamepad at all in such a game. To deal with the matter vorpX comes with a built in gamepad > mouse/kb mapper that is usually activated in games that are known to not allow mouse and gamepad at the same time. You can freely configure the mapping to your liking on the input page of the vorpX menu (or play with mouse/kb of course).

    Another option would be to use your VR controllers, for which vorpX povides similar mapping capabilites, with the added benefit of an ingame overlay on the rendered controllers that always shows the current mapping. so that’s more intuitive to use than an actual gamepad.

    You could also configure vorpX to handle it the other way around and emulate a gamepad with head tracking in affected games, but that’s generally not recommended since rather laggy due to the heavy filtering games apply to gamepad input usually.

    3D

    When you start unsupported games with vorpX, it tries to automatically figure out a depth buffer for Z3D, but there is no guarantee that it actually finds a valid one, more often than not it probably won’t without some guidance. Only games with profiles are guaranteed to have 3D, be it Z3D or G3D.

    #197420
    krisvdv
    Participant

    Lots of problems

    I’m having a hard time getting VorpX to work.

    – some games don’t hook, even why I try with a helper, even officially supported games, f.e. Metro Exodus.

    – when a game hooks and I try Full VR, f.e. Outlast 1, the graphics look very bad with a lot of noise? (Maybe because that game is old?)

    – if the game hooks, and visuals are good, then I always have another problem no matter which mode (full VR or immersive screen) : my Xbox controller doesn’t work at all, or works with a wrong layout.
    VorpX is by default using my Quest 2 controllers as “KB/mouse”. I have to remove the battery from the controllers to get the Xbox gamepad to work. But the gamepad is then used as “KB/mouse” and the game thinks I’m using KB/mouse (while playing I see “now press F to do action blabla”). And some gamepad buttons don’t even work or some actions can’t be done with the gamepad (although with the normal gamepad layout, it’s possible).
    If I change controller settings in the in-game VorpX menu to “gamepad”, the gamepad isn’t doing anything. And when I set controllers to “Off”, again nothing. Only “KB/mouse” makes the gamepad work (but like I mentioned already : only with a wrong gamepad layout and not every button works).

    – one last thing : when G3D / geometry isn’t available, it doesn’t matter whether I choose Z-normal or Z-adaptive or Off: in all three cases I have zero 3D effect whatsoever. I tried this with several games. Only Geometry provides a 3D effect, the other not even a little bit. It’s not about missing a subtle change, I tested and tested again and again and could only see flat, 2D graphics. I’ve played with FOV, zoom, the 3D depth slider, etc, etc, always flat?!
    There also was one game: Bright Memory which should support Geometry but when I enabled it, the right eye could only see the HUD on a black background. Z-adaptive and normal gave flat graphics again and controller didn’t work well as usual. :)

    I hate to say this but I haven’t been able to make it work well with even one, single game. :(

    I’m using the latest v20.x version (downloaded very recently).

    #197405

    In reply to: Marvel’s avengers

    Ogrescar
    Participant

    It uses DX12. I’ve been able to get it to run in Z3D using the Red Dead Redemption II profile but it gets choppy and drops to 5 fps at times or stalls completely. It gets really bad while content is loading. I have the latest greatest game patch but it still spikes my cpu and gpu at times, even without vorpx.

    #197404
    zeveral
    Participant

    Echoing apollon01’s order of operation, always start the MR portal first. It takes the longest to get going and if you try to do start something in VR (even native VR games/apps) before it’s ready, things usually go wrong. The most common problem being the game simply doesn’t display anything in the headset. This is the “is the computer plugged in?” tech support of WMR.

    Aside from that, there are a few things about WMR in general that aren’t specific to vorpx, but still worth mentioning. Unplug the headset when you’re not using it. The MR Portal has an annoying habit of randomly starting on its own if it “senses” that the headset is in use, even if it’s just sitting there doing nothing. Maybe the rotation of the earth convinced Windows that the headset was being put on. Who knows. A small warning on this though, I’ve seen people on forums that have said hot unplugging the USB caused damage to their headsets (probably a power spike). The reports are sporadic (usually cheap USB add-in cards or headsets with known low quality cables) and I’ve never had this issue in the few years I’ve been using WMR (Samsung O then later O+), but I’m mentioning it just in case.

    In the Windows Mixed Reality settings tab (open Windows Settings, MR is [usually] the bottom option), there are a few options worth looking at. Some of them have the “Let Windows decide” option, which is generally a bad idea. You need to manually set the framerate to 90 hz or it will stick with the lower 60hz most of the time (even if you have the GPU power to go up to 90). It’s also (to me) worth setting input switching to manual; automatic can and will cause problems if you’re going back and forth between the headset and your normal desktop.

    Also, if you don’t use the WMR Home much, it might be worth changing those to the lowest settings to reduce the overall WMR overhead. I haven’t done extensive testing on that one, so I’m not sure if it actually makes any difference, though. The rest of the settings are pretty much user preference and shouldn’t impact vorpx in any way. They probably do, but they shouldn’t. But they probably do.

    #197400
    Bezm
    Participant

    Hopefully this is just me missing something obvious, but I can’t get the Restore Game settings feature to work. I’ve tried restoring from the troubleshooter, and though it appears to work correctly, the next time I launch the game will still launch with the split ‘3D’ effect, even if vorpX isn’t running.

    The game in question is Shadow of the Tomb Raider, but I also have a problem after running Crusader Kings 3 with vorpX running. It now crashes on launch. Even a reinstall and deleting document files can’t fix it.

    Is this type of thing generally a problem with vorpX? I don’t really want to be trying out new games in 3D if it means that I can’t ever turn the 3d off.

    Thanks for your help!

    Foreverseeking
    Participant

    I have had VR headsets since 2016 and discovered Vorpx around the same time, was always temped but put off by all the bad reviews on the internet and especially Reddit. I wanted it mostly to be able to play “Nvidia 3D” games on the headset.
    Nvidia dropped 3D support, my 3D monitor was junk but still the negative reviews turned me off Vorpx, even with the Valve Index’s improved resolution over the Vive.

    However this all changed after purchasing the Quest 2. After seeing the miracle nature of Virtual Desktop working nearly flawlessly on a Wireless >>> Wireless set up (worst setup possible) I felt it was time to take the risk to be able to play all my “pancake” games, in any room of my house on a 3D TV in VR (if not in VR mode if it worked).

    So tonight I bought Vorpx. Other than the DRM, which i personally detest, the set up was quick and the key was sent within minutes of purchasing and emailing Vorpx.

    Quick painless install, and I was playing 3D games on a massive monitor within seconds… and other than shadows everything looks fantastic!

    So I am definitely going to get my monies worth out of this incredibly clever app. The critical reviews seem unfair, or based on an older build. I would like to take a few more weeks getting to know your software better, and trying out a variety of games, but I will be sure to spread the positive experience in the usual VR sub reddits.

    For anyone on the fence, for 3D gaming on a virtual monitor in VR… it works :-)

    Thank you Ralph for a rather magical piece of software.

    #197289
    steph12
    Participant

    hello Ralf.

    for some months now i have troubles gettings directVR games full working.

    usually 2 first scanner pass but positional tracking always fail, well when it actually pass the positional tracking doesnt work at all just like if it was disabled, or my headtracking doesnt work anymore.

    for alien colonial marines for example.
    1 scan (rotation) ok
    2 scan (fov) ok
    3 scan (positional) fail = basic positional tracking still works + headtracking.
    but glitches with fov switching on and off all of a sudden.

    sometimes still with alien colonial marines

    1 scan (rotation) ok
    2 scan (fov) ok
    3 scan (positional) ok = no headtracking at all or headtracking but no positional tracking at all.

    i can repeat this in all directVR games, fresh install, no mods, antivirus disabled, every extra softwares disabled, tried unplugging every extra usb hardware i have, unplugged my second monitor, still no luck.

    so basically even if scan 3 fails i have full direct VR + some sort of positional tracking (i know it’s strange right) but it resets every time i enter a new zone or load a save.

    strange enough, i remember years ago everything was working great.

    i’m at lost here but i have a question, and sorry for being noob about tech stuff but are you 100% sure that base 1 htc vive stations still works perfectly fine with direct VR scanner code despite all the updates you did, do you still check this when you update vorpx ? maybe base stations have nothing to do with my issue but i have no idea what is causing this.

    this is the only issue i have with vorpx right now and i’d love to find a way to fix it so any help would be greatly appreciated :)

    cheers.

    #197201
    hadrieldm
    Participant

    I managed to get it to work a few days ago on the Quest through SteamVR (SteamVR setting + Touch controllers on the VorpX config app), but it’s a bit choppy even on lowest settings. I assume it has something to do with the locked framerate the game forces (if anyone thinks it could be something else, let me know).
    When I try to use the Oculus + Touch controllers setting then the app hangs immediately after starting.

    #197121
    Ogrescar
    Participant

    This is the event log.

    Application: vorpConfig.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: System.Data.SQLite.SQLiteException
    at System.Data.SQLite.SQLite3.Prepare(System.Data.SQLite.SQLiteConnection, System.String, System.Data.SQLite.SQLiteStatement, UInt32, System.String ByRef)
    at System.Data.SQLite.SQLiteCommand.BuildNextCommand()
    at System.Data.SQLite.SQLiteCommand.GetStatement(Int32)
    at System.Data.SQLite.SQLiteDataReader.NextResult()
    at System.Data.SQLite.SQLiteDataReader..ctor(System.Data.SQLite.SQLiteCommand, System.Data.CommandBehavior)
    at System.Data.SQLite.SQLiteCommand.ExecuteReader(System.Data.CommandBehavior)
    at System.Data.SQLite.SQLiteCommand.ExecuteNonQuery(System.Data.CommandBehavior)
    at System.Data.SQLite.SQLiteCommand.ExecuteNonQuery()
    at ‌‎‏‫‍‬‫‌‬‫‭​‌‬‬‏‎‎‪‌‫‪‏‭‮.‍‮‪‫‌‫‫‮‎‪‮‭‪‫‏‭‭​​​‮‌‮(‎‎‎‏‪‮​‪‎‫‭‬‭‏‭‏‫‌‫‎‪‭​‍‭‎‭‮, System.String, System.String, System.String)
    at ‌‎‏‫‍‬‫‌‬‫‭​‌‬‬‏‎‎‪‌‫‪‏‭‮.‪‎‏‫‫‌​​‫‫​‬‪‮‮‏‪‫‌‮​‮‎‏‫‌‮(‎‎‎‏‪‮​‪‎‫‭‬‭‏‭‏‫‌‫‎‪‭​‍‭‎‭‮)
    at AAQYYPvBOrhxaGsVHzMOfZpUKhUr.​‭‫‪‬‫‬‏‍‬‎‏‏‌​‎‫‭‎‮‮‭‬‮(System.Object, System.Windows.RoutedEventArgs)
    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)
    at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)
    at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)
    at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs)
    at System.Windows.Controls.Primitives.ButtonBase.OnClick()
    at System.Windows.Controls.Button.OnClick()
    at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(System.Windows.Input.MouseButtonEventArgs)
    at System.Windows.UIElement.OnMouseLeftButtonUpThunk(System.Object, System.Windows.Input.MouseButtonEventArgs)
    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(System.Delegate, System.Object)
    at System.Windows.RoutedEventArgs.InvokeHandler(System.Delegate, System.Object)
    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)
    at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)
    at System.Windows.UIElement.ReRaiseEventAs(System.Windows.DependencyObject, System.Windows.RoutedEventArgs, System.Windows.RoutedEvent)
    at System.Windows.UIElement.OnMouseUpThunk(System.Object, System.Windows.Input.MouseButtonEventArgs)
    at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(System.Delegate, System.Object)
    at System.Windows.RoutedEventArgs.InvokeHandler(System.Delegate, System.Object)
    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(System.Object, System.Windows.RoutedEventArgs)
    at System.Windows.EventRoute.InvokeHandlersImpl(System.Object, System.Windows.RoutedEventArgs, Boolean)
    at System.Windows.UIElement.RaiseEventImpl(System.Windows.DependencyObject, System.Windows.RoutedEventArgs)
    at System.Windows.UIElement.RaiseTrustedEvent(System.Windows.RoutedEventArgs)
    at System.Windows.UIElement.RaiseEvent(System.Windows.RoutedEventArgs, Boolean)
    at System.Windows.Input.InputManager.ProcessStagingArea()
    at System.Windows.Input.InputManager.ProcessInput(System.Windows.Input.InputEventArgs)
    at System.Windows.Input.InputProviderSite.ReportInput(System.Windows.Input.InputReport)
    at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr, System.Windows.Input.InputMode, Int32, System.Windows.Input.RawMouseActions, Int32, Int32, Int32)
    at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr, MS.Internal.Interop.WindowMessage, IntPtr, IntPtr, Boolean ByRef)
    at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
    at MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
    at MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)
    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
    at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)
    at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)
    at MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)
    at System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)
    at System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame)
    at System.Windows.Application.RunDispatcher(System.Object)
    at System.Windows.Application.RunInternal(System.Windows.Window)
    at System.Windows.Application.Run(System.Windows.Window)
    at ‬‪‮‫‬​‎‏‏‎‎‍‏‬‭‫‎‮‏‬‪‭‬‍‮.​‏‬​‏‏‪‍‎​‌​​‏‪‫‌‏‏​‎‌‎‭‏‫‎‌‫‏‮()

    After that, the following log entry.

    Faulting application name: vorpConfig.exe, version: 20.3.1.0, time stamp: 0x5f357123
    Faulting module name: KERNELBASE.dll, version: 10.0.19041.488, time stamp: 0x42f14898
    Exception code: 0xe0434352
    Fault offset: 0x00129962
    Faulting process id: 0x3b5c
    Faulting application start time: 0x01d6990b68ff4a8b
    Faulting application path: H:\games\Animation Labs\vorpX\vorpConfig.exe
    Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
    Report Id: a46a6b25-6f59-412d-9df9-defc126ecb70
    Faulting package full name:
    Faulting package-relative application ID:

    #197086
    Ralf
    Keymaster

    When hooking into a game (that has a vorpX profile) fails, you should normally see a dialog that offers to install a hook helper to the game folder.

    If things fail so severly that you don’t even see this dialog, please check the pinned trouble shooting post on top of this sub forum. Issues like that are usually caused by some annoying third party AV program. If you use anything else than Windows Defender, consider getting rid of it.

    #197051
    Ogrescar
    Participant

    Frequently occurs when I try to download a profile from the cloud. The config window disappears, even though the .exe is still running. I have to kill it with task manager and restart to get the window back.

    Not a big issue, just annoying.

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