I finally managed to get vorpx working with automobilista and it’s great ! But I have one problem there’s a magnifying glass at the bottom of the screen probably to use with in game menus with the rift. But I can’t seem to make it disappears. I don’t even know if it’s only a magnifyinf glass or a second scrolling window and it disappears sometimes but always come back on. I want to get rid of it; any idea how to do ?
Same here, can’t get Rise of the Tomb Raider (Set to DX11)to start. Error code is always “VorpX could not initialize your headset since SteamVR crashed when during the init.” even if I start the game from VorpX Desktop which is ALREADY USING the headset. Conan Exiles for example starts up fine.
I still think you should switch to a more convenient system. This whole “get new download link by writing an email” thing is not very user friendly. I don’t think I’ve ever enounterd a platform where you have to request support and wait up to 48 hours for every damn time you want to reinstall the product.
It doesn’t even help you against missuse like users sharing their key.
to be honest, i’d just love to have the no man’s sky profile removed from vorpx, that way we could try various games profiles (even games with different engines) and see if we can get Z3D works, we never know, that could work. the fov can be tweaked in ini file. i’m no expert, Ralf knows what he’s doing, vorpx is its work and he is the one deciding what to add/remove to vorpx, still it would be great to try.
still yesterday i played no man’s sky in VR with vorpx in 2D, it was good, but i’d love to try if i can get a profile Z3D working. but HG doesnt allow to launch renamed exe with no man’s sky that’s too bad, and official vorpx profile has 3D disabled cause doesnt support no man’s sky engine rendering.
ideally i’d love a profile update, the engine got updated, maybe that made vorpx compatible again with no man’s sky just like before that 2.0 update months and months ago.
and if i’m not wrong, if no man’s sky profile get removed, if we launch no man’s sky with vorpx launched, vorpx automatically creates a profile for unsupported games, so we’ll still at least 2D VR working anyway right ? we’ll just have to manually tweak the fov in ini.
I used to play DoDS just fine with vorpX a year ago, though in testing today I get the same result as you. Game attempts to load, but stops seconds later. Starts fine without vorpX.
I think there is a conflict with recent updates to either the HL2 profile, or the game itself (had a game update today even).
After messing around some, I found error calls to sourcevr.dll found in the “Day of Defeat Source\bin” folder. So I simply removed sourcevr.dll to an external folder, and was able to hook with vorpX.
(Steam may attempt to reinstall the dll upon launch, but so far I’ve only had to remove it twice and it has stopped)
I’ve learned that you must launch DoDS through steam client to get servers to show in the browser. Launching via hl2.exe directly wont populate the browser.
I am unsure about DirectVR at this point, but can say that the game can hook with working Geometry 3D. You just might need to do some scale and fov adjusting in game.
BitDefender was it.
Once I uninstalled that, it hooked no problem.
I think the profile could use some work. Was hoping the HMD would be given the right joystick axis (how you normally look around while driving) ala most racing games, so you could look around as you would driving (albeit limited since the game doesn’t allow you to look up or down on the in-car cam) but it’s not setup that way in this profile.
I might try to figure out these profiles and see if I can’t get one together that works a little better.
It does let you play it cinema style with Z3D, which is still pretty nice. I have a 120″ 3D projection system, but for 60hz I can only run it @ 720p, so it was nice to see it just as big (virtually) but still with all the details (I have a custom resolution set up for 2160×2400).
Thank you everyone for all the suggestions and help in figuring out what was preventing the hook.
Quite confused as to why no developer as answered this super simple question that literally almost everyone who buys their program has… Why these certain games only work for certain people… and others cant get them to work period.. Even though most the people not getting it to work has the computer to do everything as intended…
I’ve had this issue for quite a while, at least an update or 2 ago. When Vorpx is running, my gamepad switches to keyboard or is recognized as a keyboard in the game, making it unusable. I know in earlier versions, I used to just turn the controller over ride setting to off and it worked fine, now it doesn’t.
I have both an Xbox One and Steam Controller, same issue with each. I tried messing with the gamepad override settings but doesn’t work. I can’t figure out how to get the game or Vorpx (whichever the case) to recognize my controller as a gamepad.
I do not have a Touch Controller. Games this effects seems to be all of them, GTA 5, AC: Origins, etc. Gamepad over ride is set to off but I have tried partial and full without success….how do I prevent vorpx from messing with my gamepad?
-Profile availiable from the cloud
-Turn Rimlights, HW Skinning OFF
-Use Immersive Screen or Cinema Mode
-Tipp: Use “Torchlightcam”, a mod that you can move the camera around with and zoom into 3rd person view
Nice 3D, but one bug that you need to overlook is a tiny blue border (possibly a faulty window border which the game provides) on the left side of the game.
You can quite even this out by finetuning 3D Strength together with Focal Offset.
It’s still pretty neat even without 3D, but if anyone can try it out and make a profile, I’d be curious to see if you can do better than what I have in the description:
I recently purchased vorpx and I have been experimenting with Guild Wars 2. It’s been a good experience so far even though there’s no support for stereoscopic 3D (it’s an option in the game, but it’s grayed out). I do have one issue that’s bugging me. It’s a bit complicated, so I’ll explain as best I can.
Before I got my Rift and vorpx I was playing with a controller using Steam’s controller configuration tool. There is an option in Steam that allows you to create separate button mappings for when a cursor is both present and absent. I’ve included a link/image below explaining what I mean.
For my purposes in Guild Wars 2, when I’m in combat and exploring the world I’m running with Action Camera (no cursor present) but as soon as interact with an NPC, look at my map, open my inventory, or use any menus, the action camera goes away and the cursor appears.
In Steam, I created a button mapping layer called Mouse Controls so that when the cursor appears I have new buttons that aren’t combat related, like my right trigger becomes my left mouse button.
When vorpx is running, and the cursor appears, my buttons don’t get those secondary functions (“Mouse Controls”). Rather, my combat buttons persist.
I think vorpx is detecting the cursor and trying to superimpose its will over my Steam controller configuration somehow. That’s just a guess. I played around with settings in vorpx and I can’t figure out how to disable whatever vorpx is trying to do.
Does anyone know the solution to my admittedly confusing dilemma?
I am playing the Watch Dogs campaign, and driving through the streets of Chicago in VR is simply mind-blowing :-)
I just wanted to point out a problem which perhaps is specific to my setup (single GTX 1080 Ti card, Oculus Rift, Windows 10, Steam version of the game with UPlay). I’m not sure if it is the same problem that you were referring to in the blog post as “Watch Dogs: shadow glitch fixed”.
Whenever there are local, dynamic lights (mostly at night, but also during the day if for instance you cause a fire), the illuminated area starts to flicker erratically with a left-right motion. It’s not just the shadows: objects move too, as if the game was randomly switching between the left eye and right eye camera positions.
It’s a very disorienting effect, and even though I have a very high tolerance for VR-induced motion sickness, I find it quite hard to deal with.
I have tried changing resolutions, antialiasing, and every single graphics option, but nothing seems to make a difference.
Any ideas? Has anyone been able to get rid of the glitch? Or am I the only one to have it?
The situation is better than before, but apparently still not perfect. I literally spent two full weeks on this, rewrote half of the DX9 pipeline, even implemented a custom memory allocation just to find the root cause of this issue, but no dice. Extremely odd and diffcult to debug problem that seems to be exclusive to this one game.
The next vorpX version will get support for the HD versions of Bioshock 1+2. While they perform worse with vorpX due to their extremely lackluster DX11 conversion, you should be able to play Bioshock 2 without crashes that way in the not too distant future.
Thanks for the update Ralf. I agree it seems this one game is just so unstable yet based on an engine that works well in other titles, but you’ve clearly tried your best on this.
At least I know there’s nothing more I can do but wait for the HD support version to come in future- I’ll just hope DX11 doesn’t cripple performance too much for my 1080 to handle! Cheers.
The situation is better than before, but apparently still not perfect. I literally spent two full weeks on this, rewrote half of the DX9 pipeline, even implemented a custom memory allocation just to find the root cause of this issue, but no dice. Extremely odd and diffcult to debug problem that seems to be exclusive to this one game.
The next vorpX version will get support for the HD versions of Bioshock 1+2. While they perform worse with vorpX due to their extremely lackluster DX11 conversion, you should be able to play Bioshock 2 without crashes that way in the not too distant future.
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