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  • #176990
    Ralf
    Keymaster

    If you are new to vorpX, you probably want to hop right into the action instead of learning how to configure vorpX. The list below contains first person games that work with litlle to no configuration in ‘Full VR’ due to vorpX’s DirectVR functionality, which can configure important things like field of view, head tracking or resolution automatically.

    For third person games that are usually played best in immersive screen or cinema mode not much configuration is required in general, so this list focuses on first person ‘Full VR’ games that can be a little harder to configure without DirectVR.

    If you are stuck, make sure to check the ‘Essential Hints Guide’ and the ‘Quick Reference’ in the help. They help you understand a few basic concepts.

    Metro 2033
    Metro Last Light
    Kingdom Come Deliverance
    Half-Life 2
    Portal
    Portal 2
    Cyberpunk 2077
    Left 4 Dead 2
    Black Mesa Source
    The Stanley Parable
    Prey [2017]
    Mirror’s Edge
    Deus Ex: Human Revolution
    Thief [2014]
    Get Even
    Dishonored
    Aliens: Colonial Marines
    Oblivion
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Fallout 76
    Skyrim
    Outlast
    Outlast 2
    Crysis
    Crysis 3
    The Hunter: Call of the Wild
    Titanfall
    Titanfall 2
    Conan Exiles [no BattleEye]
    ArmA III (no BattleEye)
    Far Cry
    Far Cry 2
    Far Cry 3
    Far Cry 4
    Far Cry Primal
    F.E.A.R
    F.E.A.R 2
    Shadow Warrior [2013][DX9]
    Shadow Warrior 2
    The Talos Principle
    Unreal Tournament 3
    Bulletstorm Full Clip Edition
    Conarium
    The Turing Test
    Hard Reset [original version]
    Farming Simulator 2017
    Gone Home
    Dear Esther (original Source engine version)
    Quake 3
    Quake 4
    Tron 2.0
    Deadfall Adventures
    Star Wars: Jedi Knight II
    Star Trek Voyager Elite Force
    #176394
    Multinacho8
    Participant

    For some reason, in every Source Engine game I’ve tried(Portal 2, Half-Life 2, Black Mesa) my weapons look huge. I tried adjusting the viewmodel FOV, but that doesn’t fix the problem.

    I’ve tried looking for a solution in the forums, but for some reason I haven’t seen anyone else bring it up. People talk about how Source Engine games work perfectly but never mention this issue.

    Is this a widespread thing? Or is it relatively rare? And does it have a fix?

    Also, on an unrelated note, I saw that the latest update for VorpX added Direct VR support for F.E.A.R. 2. Would it be possible for you to add Direct VR support for the first F.E.A.R. game?

    Thank you for your patience.

    Ralf
    Keymaster

    Sounds as if the DirectVR rotation might not get applied properly. For Source 2 games the scanner has to find multiple memory locations. Sometimes it might not find all of them, which would lead to a success message while in fact not everything is right.

    For Half-Life 2 vorpX comes with pre-cached DirectVR values though, so if you are using the current Steam version of the game, there should be no need to run the scanner yourself. A factory reset in the config app restores the pre-cached values, so that’s worth a shot.

    Sauermon
    Participant

    Lately I’ve been noticing an issue while using VorpX and playing games such as Half-Life 2, and other Source games, and I’d greatly appreciate help in solving why these issues happen. I will preface this by saying that all of these issues are nonexistent on the Rift in these same games using the same settings, so I’m not really sure what’s going on with that. Anyhow, my issues are as follows:

    In the Vive, after I successfully do a Direct3D scan (and position, rotation, and FOV pass) and recenter my view, everything works normally as it should, except for when I’m looking up and down while also turning my head left to right.

    It’s hard to explain in words, so I’ve recorded a small video of it occurring here.

    Generally, it seems like the further I look up and down, the more the camera wants to apply roll more than it should be. In the video, all I’m doing is yawing my head side to side, no roll rotation involved. When my view is level with the horizon, looking left to right looks as it should, same with looking straight up and down. It’s when I mix these two movements that issues arise. Note again, that this issue simply does not occur on the Rift, as I demonstrate here.

    Yes, I am using the provided Half-Life 2/Portal profile released by Ralf for both my Rift and Vive, and before doing my testes I reinstalled the profile.

    Any help on this issue would be appreciated!
    -Sauer

    #173662

    Topic: Black Mesa

    ChickenParm
    Participant

    Hi all,

    Very new to this but loving every second. I have been trying to play Black Mesa on steam using Vorpx.

    I have run and played Half-Life 2 already and it looked great. When i run Black Mesa it follows all the same steps that half-life 2 does (launch game and watch vorpx hook into it) but just as it is finishing this process black mesa just closes. No errors at all.

    I have researched a little and found old posts with similar issues but i cannot fix the issue.

    Any help would be greatly appreciated.

    Chicken Parm

    #173052
    Ralf
    Keymaster

    The Unreal profile is still hidden (and will stay that way) since unfortunately Unreal Gold, which is the most used version, crashes on start when using the OpenGL renderer. Just found that out today, hence Unreal isn’t mentioned in the final changelog anymore.

    Can’t replicate the Steam VR issue. Does this happen with a particular game for you? Sounds similar to Half-Life 2 issue from a few days ago with the latest SteamVR version, but that is fixed.

    #172915
    Ralf
    Keymaster

    If you have vorpX running in SteamVR mode, download the “Half-Life 2 / Portal [vorpX]” profile from the cloud. A recent SteamVR update caused the game to fail, the cloud profile fixes this.

    #172804
    Ralf
    Keymaster

    First and foremost: as said above there is no guarantee that unsupported/untested games will work. Unsupported games may work with a custom profile, but they don’t necessarily do.

    Rgarding the “plugged into wrong card” issue: if this is happening with Half-Life 2 (incl. Gerry’s Mod), Portal or Black Mesa Source, please download the according updated profiles (author [vorpX]) from the cloud, which will solve the issue.

    The problem was introduced by a recent SteamVR update.

    samverner
    Participant

    Last week I sent a number of emails to the support address with attached vorpx logs and have not gotten any reply.

    I recently bought Vorpx and have spent the past week trying out a number of games. All of them are supported games (Jedi Knight 2, Kotor, Thief 2, Half-Life 2, The stanley parable). None of these games work.

    I have a reasonably clean rig with a 1080ti & pimax 4k running windows
    10. The headset works fine with steamvr games & unity. I can run the games perfectly fine without vorpx.
    Vorpx does hook into the games, but what it shows on the headset seems
    to be a high speed rotating texture that shows the game in probably
    16 colors. The Vorpx desktop viewer has the same problem.

    Half-Life 2 is an exception, it does not display on the headset at all.

    The Pimax is set to “Pimax mode” and Vorpx device selection is set to “Steamvr”. I also have the profile for the respective game loaded before I start it.
    Piplay & steamvr are running in the background before I start vorpx.
    I also upgraded to the latest version of Piplay and NVidia drivers which did not change anything. I tried reinstalling vorpx with no result. Both the headset and the monitor are plugged into the 1080 Ti. There are no additional monitors.

    When I turn off “Enable head tracking” it no longer spins but that also removes an important part of the Vorpx functionality.

    How do I get these supported games to work?

    #172742
    Ralf
    Keymaster

    The Source engine issue might be related to some recent SteamVR update. Some still work fine (e.g. Stanley Parable, Left 4 Dead 2), others don’t (e.g. HL2, Black Mesa Source). I can’t say anything more specific yet, but the issue will be looked into before the next update.

    The SteamVR/Source issue has been addressed with a profile update. Importing the updated “Half-Life 2 / Portal [vorpX]” profile from the cloud should fix it. Same for Black Mesa.

    @ Sauermon: BTW: Gerry’s Mod currently is not supported and 2D only since it uses an older Source engine build that the current vorpX version can’t handle. Geometry 3D for Gerry’s Mod will be available in vorpX 18.2.0.

    #170300
    Ralf
    Keymaster

    DirectVR is a collection of multiple features that help to make games a better experience when you play them on the headset, it is not linked to the kind of stereo 3D that is available for a game. It can take care of resolution, FOV, settings-tweaks and head tracking. Which of these four potential DirectVR options are available varies from game to game.

    Oculus Touch/Vive wands work with almost every game, that is unrelated to DirectVR. You can use the VR controllers to either emulate mouse and keyboard (freely configurable) or a gamepad.

    Games that have all four potential DirectVR features are for example the ones below, a lot more have support for at least one of the potential DirectVR features.

    Skyrim (original DX9 version is usually the better choice)
    Fallout 3
    Fallout New Vegas
    Fallout 4
    Portal
    Portal 2
    Far Cry 3
    Far Cry 4
    Far Cry Primal
    Left 4 Dead 2
    Mirror’s Edge
    Bioshock (DX9)
    Bioshock 2 (DX9)
    Bioshock Infinite
    Borderlands 2
    Borderlands Pre-Sequel
    Dishonored
    Deus Ex Human Revolutions
    Black Mesa Source
    Half-Life 2
    Half-Life 2 Episode 1
    Half-Life 2 Episode 2
    Aliens Colonial Marines
    Dear Esther (Source engine version)
    The Stanley Parable

    LukeRoss
    Participant

    Ralf, thank you so much for the wonderful work that you’re doing!!!

    I’m replaying Half-Life 2 from the start (once more… I lost count of how many times I’ve played this game during the years), and vorpX with Direct VR provides for an almost PERFECT experience with my Oculus Rift. I still have occasional glitches with the weapon FOV, but nothing too distracting.

    I also wanted to warn other people about the mistake I was making yesterday, when I began my playthrough: I had chosen a resolution of 1280×1024 (with 2.0 internal supersampling through vorpX’s options), and I was having frequent FOV glitches of the whole image. I had read vorpX’s warning about choosing 4:3 resolutions, and I was thinking “yeah, already did that, it says 4:3 right here in Half-Life 2 video options”. Then it occurred to me that 1280×1024 is actually 5:4! Going down to 1280×960 made basically no difference in terms of perceived sharpness, but my camera FOV glitches are completely gone!! It makes A LOT of difference for me in terms of immersion: now the world is almost as stable as if I were playing a native VR game. Again, sporadic glitches remain with the weapon FOV, but they are an order of magnitude less important.

    THANK YOU RALF!
    Luke

    lipplog
    Participant

    It’s pretty bad in Half-Life 2, where I can get stuck in the walls if the hallway is super narrow. Is this an unavoidable glitch when body tracking is involved?

    lipplog
    Participant

    In the vanilla game, the mouse wheel scrolls through your inventory of weapons, and left mouse click selects it.

    In VorpX (using a Vive), the left grip and menu buttons scroll through your weapon inventory. But for some reason, the left trigger (left mouse click), nor any button on the Vive controller, selects a weapon.

    Has anyone figured out how to switch weapons in this game? If so, I beg you to share.

    #169658
    lipplog
    Participant

    My screen image appears to be flashing between more than one perspective or body position. For example, my gun stutters between the right and left sides of my screen, along with everything else. Hitting the DirectVR and Centrring options don’t fix it. I thought it might be the wireless tracking on my TPCast unit, but it doesn’t happen on the other games I’ve tested. Anyone else experiencing this issue?

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