Thanks Ralf, “Fullscreen (Windowed)” fixed the crashes I was having in Oculus mode (SteamVR mode still crashes, but that doesn’t matter since Oculus mode works).
Works great with these settings if anyone else is trying it out:
In game – Fullscreen (Windowed)
VorpX:
* Immersive Screen mode (FullVR you can’t see some crucial HUD elements while driving, such as the radio menu. Most info is shown on the wheel in cockpit mode, but there is still some you need the HUD for)
* Turn down 3D strength from default 2.0 to 1.0 (Reduces the distortion around the halo column, or where the column would be if you have it turned off. Can turn it down even further if this is still an issue for you)
* TrackIR on in both VorpX and in-game, allowing you to look into corners and check your wing-mirrors
Still tweking it a bit (looking to the far edges, for mirrors for example, is a bit disoritenting and seems to lag a bit for some reason), but overall a good experience now!
Decoupling walk and look is out of vorpX’s scope usually. That requires more in-depth per game hacking/modding than vorpX normally does as it needs to fundamentally change gameplay mechanics. Even DirectVR memory scanner headtracking can’t do that usually.
There are a few exceptions from the rule, either when games support decoupled aim themselves like Arma III or when I code game specific mods (GTA V, RDR 2), but for Halo none of these options apply.
I’d still be interested in checking whether what you did might be a useful addition to vorpX, even without decoupled aim. Would be great if you could send me both your vorpX settings for the game (you can drag them from the local profiles list in the config to the desktop) as well as your OpenVR Input emulator setup (no idea where that is stored though) to support at vorpx com. Didn’t fully get what exactly you did, being able to use your setup myself would help me understand it better.
Hey, Ralf. I was wondering, is it possible to emulate mouse/gamepad look axis to match where you point your VR Controller? I managed to somewhat do this with OpenVR-InputEmulator. This let me point my VR controller in the desired direction and it changed on screen. I combined this with your Vorpx Feature that allows you to look around freely from the static camera and this made Halo feel a lot more like Full VR lol. The issue I run into now is obviously the camera is now mounted to both my controller (OpenVR-IE) and my head (Vorpx).
This guy made OpenVR-Input Emululator – https://github.com/matzman666/OpenVR-InputEmulator
This is what stuck out to me. “The motivation of this driver is that I want to make myself a tracked gun that is guaranteed to work in any SteamVR game regardless of whether the original dev wants to support tracked guns or not. To accomplish this I need some way to add translation and rotation offsets to the poses of the motion controllers so that I can line up my tracked gun and the gun in the game. Additionally I need a way to easily switch between the tracking puck on my gun and my motion controller with the game thinking it’s still the same controller (Throwing grenades with a tracked gun is not fun). But this driver should also support other use cases.”
I’m assuming this isn’t something Vorpx can just “fix” through some tweaking. I’m assuming I’d have to configure the game manually somehow to accept motion controllers as an alterative control source. Currently I’ve detached the head camera thanks to your Vorpx feature, now just the arms are static, no more static gun/camera movement which is great. Any idea what I could do? Anything at all you could do? After seeing what Nibre did with Halo I know this is possible somehow! :)
21/10/23
vorpX 21.3.1 has been released
Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:
Improved/Fixed
- Improved: Smarter profile merging during database updates.
- Improved: Minor config app layout modernization.
- Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
- Improved: Revised DXGI hooking.
- Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
- Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
- Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
- Fixed: User shader definitions for official profiles were removed during update.
- Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
- Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
- Fixed: DX12 settings weren’t handled correctly during database updates.
- Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
- Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
- Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
- Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
- Various other small fixes/improvements and some internal refactoring.
Profile Changes/Fixes
- Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
- Metro Exodus: a bunch of additional shadow shaders defined.
- Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
- Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
- Elder Scrolls Online: HUD shader definition fixed for latest game version.
- Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
- Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
Thank you. Ralf, would it be possible to change the camera height beyond what you’ve given us access to? Also, is it possible to change not only the height but the other X, Y, Z coordinates? I’m trying to mod Halo to see if I can separate the Gun from the Head Camera allowing for independent head movement while the gun stays in its own general direction separate from where I’m looking. If I had access to a little more camera controls I could properly align the game camera where I’m unable to in this Halo Mod Tools. I’ve gone through every setting in this mod tool for Halo, not one of em changes the height of the camera at least Vorpx is able to! But 2.00 is too low, is this possible to turn up without issues?
Not entirely sure if I understand the question. if you mean the original DX9 Halo, then yes. vorpX has a profile for it. Not sure about Halo 2, but worth a shot to check whether there is a user profile in the cloud.
It’s all thanks to you! AND WHAT?! I’m headed on right now. Question for you Ralf. Is it possible to get G3D on old graphics? Like with Halo CE and 2.
Hard Reset
bioshock infinite
titanfall 2
Necromunda hired gun
Vermintide 2
Resident evil 2,3,5,6 with first person mod , 7 and 8
Legendary
Prey 2006 and Pray 2017
Halo Master Colection
Doom 2016
QUake 4
Outlast 2
Duke Nuke Forever
Earth From another Sun
Metro series
Far Cray Primal
Space Hulk Death Wing
Dream Cycle
A sTory about my Unlce
and more more moooooore
So I just bought vorpx over this last week and have been struggling to get any games to work. Mainly any of the halo games. Whenever I boot them up using the profile it all looks fine except for the fake every 2-3 seconds it drops to 0 frames in the headset for about 5 seconds. This frame drop is not shown on the monitor view where it continues to run very smoothly though.
Email sent, I tried a few more games.
Audiosurf 2 works perfectly
age of mythology
DOOM
Halo: MCC
all do nothing at all
Please could you let me know which profile you used to get Audiosurf 2 working?
Thanks.
I started playing Rocket League recently since the take over by Epic games. Steroscopic 3D on geometric mode still works, but the lens flare halos are at the wrong depth. Is it possible for this issue to be looked into?
I am using VorpX version 21.2.1
Tested with an Index and 3440x1440p monitor. I changed a couple of unnecessary things in the graphic settings and messed with the vorpX settings. I ended up fixing the graphical glitches and I was able to get smooth gameplay with ultra graphics. Head tracking is way smoother than how it was in F1 2020. I’m able to read the mfd clearly and didn’t encounter any shading glitches other than some billboards. The only downside is that I have to disable the halo column. I can’t see beyond it like how it was in the previous F1 game.
There is a G3D (geometry 3D) list on here somewhere.
There are a ton of games that support it. The upside is that it’s ‘real 3D’ (which is I assume what you mean?). So everything has proper depth and scale. The downside is it takes over 2x the power of your GPU to render everything twice. Also, depending on the engine, some graphical effects may need to be turned down or even off (eg. shadows are frequently a problem)
Z3D is still 3D… but it cheats and creates 3D from the games zmap. So there’s depth, but things tend to look a little like 2D popups in situations. And there’s usually a halo effect around certain objects as a result of how Z3D works. As well as other oddities eg. in Wreckfest, the road looks like it’s going ‘down’ in front of you. Some Z3D can work well. And some people can barely tell the difference between the two.
For me, nothing beats games like Rocket League, Titanfall 2, Metro etc in G3D. No issues with shadows and perfect depth and scale. Brilliant.
And yes… they should just work. No hours of setting up. You can, of course, play with settings to your heart’s content.
Which version of HALO 2 are you using? 2014?
Can not get the G3D to activate. What is the trick?
“I still wonder what makes people so hooked with those multiplayer-only titles”
Well, I mostly play multiplayer titles exclusively. I think I’ve finished 3 single player games in my whole life.
To each their own, of course. But I’ve always leaned towards a ‘quick fix’ game.
I like COD/Halo etc. because they’re five minute matches, and you know who won and then you do it again. It helps that I have a group of around a dozen of us that have gotten together for lan nights since way back when we had 2 xboxes and 2 projectors and would play 4v4 system link. We eventually all got our own consoles and online meant we could play more. So when you have a team of guys online regularly, it’s a fun, competitive vibe.
As far as Battle Royale goes… I friggin love it. It’s so challenging, so when you win, it’s a buzz. I loved Fortnite when it first came out. But then, it was controller players only. No bots. And no ‘quick build’ setup on the controller. So people only built basic ramps etc for some cover.
Now you’re cross-playing pc players on kb/mouse, and it’s anything but a straight up gunfight. I’m not interested in having a ‘build a battle’.
I thought Blackout (the first Call Of Duty Battle Royale) was awesome. We played it exclusively (ie. didn’t touch the team death match modes for the first time ever). But again, it was fair. Console only.
I can’t stand Warzone, though. This obsession with crossplay has ruined console games. I have to play against people with a faster, more accurate input method. And to combat that, suddenly my aim assist (which used to be just that) feels like it’s aiming for me half the time. Not to mention it’s the first time ever in the history of console I’ve ever encountered cheaters.
Whereas Apex Legends is my go to for BR now. You’re only matched with console players. The aim assist is subtle. The time to kill is long, so you actually have a proper exchange in a gunfight.
So, yeah… some people love to jump on with pals and play to compete. We play everything though. Racing games. Rocket League. Sports. Old school games like Bomberman and Worms. Whatever gets you screaming at each other. :)
But 3d and VR definitely has definitely got me playing more single player stuff. Just coz it’s so immersive, though. I’d love to, and probably prefer be able to play against pals in VR, or even just in 3D on a virtual cinema screen. It’s a shame most of them won’t work because of anti cheat.