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  • #180720
    budwheizzah
    Participant

    @Ralf Actually it seems that the FullScreenMode value gets saved elsewhere (the registry?) after it’s read inside that ini file. It’s very strange but the game will pick up whatever you’ve put in the ini file and remove the entry when you launch the game, and will keep loading with that last fullscreenmode value until you specify a different one in the ini. Both the GOG and Epic editions also remove that line after loading it.


    @lipplog
    For the crash with the Steam edition I’m afraid the base game files don’t like running with that replacement EXE, which effectively invalidates that solution. This does leave one hope, however, but I’d need someone with the Steam edition to verify this for me: There is another CheatEngine table that supposedly works speicifically with the Steam edition.

    This is the alternate cheat table:
    http://www.wsgf.org/phpBB3/download/file.php?id=1810
    This one is a bit trickier to use, mostly because it’s trying to cover v1.0 and 1.1 of the game at once. I’m assuming you’ll want to edit the v1.1_FOV value. So basically run the actual Steam edition of the game (FinchGame.exe), open that process in CheatEngine while this table is loaded and finally set the v1.1_FOV value somewhere near 0.0123 by double-clicking on the value itself. I’d love to know if this table still actually works. If it does, I’ll feature it in my eventual video setup guide.

    Grieg
    Participant

    I have just bought VorpX and every time when head tracking is turned on, random input to the head tracking is made so it spins like crazy (even when my headset lays on the ground). It seems as everything else works fine – vorpx logo is visible, even headtracking moves mouse/gamepad correctly, other options works as well.

    I literally can’t see screen nor in-game menu (can anyone just show me how it looks like, when turned on? So I can perhaps gropingly reduce sensitivity), although to be honest I don’t believe it’s the case, since it doesn’t seem to be correlated with tracking of Oculus Sensors.

    I have Oculus Rift, also using SteamVR, Win10, GPU: GeForce 1060M, MSI notebook, if that makes any difference I have Steam Controller as well, although tried with Controller turned off

    Anyone knows, what could cause it?

    What I have already tried:
    – Clean installation of drivers (no Experience) (installed couple days ago)
    – The game on which I have tried was Witcher 3, Kindgdom Come, Syberia 3, Half Life 2, Age of Empires HD (in the last one I have noticed that head tracking transfers all vectors to the game, but still random ones, as view has moved to random location in the map)
    – running game directly from within the installation directory and with Galaxy Client turned off
    – run Oculus and Steam VR in VorpX
    – Forcibly closed all background applications that I could and uninstalled whatever I could including MSI overlay
    – Antivirus switched off
    – Anti-Aliasing in Oculus settings
    – Overlay in Oculus settings (tuned off, but also double checked if turning on happens to help)
    – Steam VR, GOG Galaxy turned on and off, also if one of those works seprately
    – even tried in windows (10) settings – mouse pointer speed reduction and increased precision setting turned on and off

    Vorpx settings checked, each time I have changed a setting, I tried turning Head tracking in in-game menu (Oculus Rift device hookup):
    – alternative hooking method
    – tries of blocking game overlays
    – running as an admin
    – no optimization of game settings
    – head tracking roll
    In-game settings (it only works, when I first turn the head tracking off, modify certain setup and then try to turn on head tracking – spins every time, no matter what I have tried):
    Main Settings:
    – Play Style – all settings available
    – Head tracking multiplier set to 0.01 (and the same for other PLay Styles)
    – Device Selection Oculus Rift/SteamVR

    Image Settings:
    – Crystal image (all settings)
    Display Settings:
    – Direct Mode Async Render (all)
    – Direct Mode FluidSync
    – Direct Mode GPU Sync (all)
    – Tracking Prediction
    – Edge Peek Disable Stereo
    – Edge Peek Scale (min/max)
    Head Tracking Settings:
    – As I can’t see anything after turning Head Tracking On, I don’t know if there are any settings inside, except of course turn head tracking on and off
    Oculus Touch Settings
    – controller mode (all)
    Input Settings:
    – Disable Mouse Acceleration
    – Try Pitch
    – Lock Cursor (min/max)
    – vorpx menu
    – edge peek key override
    – alt key override
    – head tracking as gamepad (all)

    #180470
    sov
    Participant

    If possible, add the Russian interface to the vorpx driver. It is difficult to navigate the program especially to make changes in the game itself through the inside of the game settings. It’s very difficult to remember all the features and it’s not very good to go out in Google Translate.
    Russian is the world’s 2 most popular language and is spoken not only by Russians but also by Ukrainians, Belorussians, Latvians, Georgia and many other countries. This is a very large part of the population in which you can find a potential client. Translation of the entire program will take 2 days and about $ 200 for translation services. And also it removed a lot of questions on the use of vorpx. Please consider my proposal as a future update vorpx

    Bubbleball
    Participant

    Is there any way currently to load a peripheral vr accessory into vorpx, similarly to how you do it for steamVR? To be able to use peripherals such as ForceTube, Leap motion modules or Cybershoes in vorpx?

    I’d be keen and eager to buy if there is a way to inject the commands to launch these peripherals in the vorpx settings profile.

    Cheers!

    #180044
    Ralf
    Keymaster

    Parallel projection definitely has to be on with vorpX since ‘normal’ games don’t consider the canted displays of the headset.

    In regard to Portal 2 please double check whether you selected a 4:3 resolution like suggested by vorpX, otherwise you will experience heavy FOV flickering.

    Not sure how vorpX could affect your SteamVR Home, only option I can think of is that it might hook some Pimax helper app. You can check what programs vorpX hooks into by creating a trouble shooting data archive in the config app. Inside this archive is a logfile. If you find anything that vorpX is not supposed to hook, you can add it to the exclude list (also in the config app).

    Would also be nice if you could send your troubleshoot data archive to support |at| vorpx com. I don’t have access to a Pimax headset yet, so all I can really do currently is checking logfiles.

    #179968

    In reply to: News on DGVoodoo 2

    RJK_
    Participant

    DGVoodoo2 Release 2.55.4.1

    New release 2.55.4.1 out

    Also a new WIP58 is in progress.

    =========================
    WIP58:
    =========================

    – Restoring shader signatures for VorPX
    – Minor shader compiling optimization
    – Full support for ‘DF16’ and ‘DF24’ texture formats
    – Implementing depth-only rendering (shadows in ATI tech demo Assassin)
    – D3D9 Multi-rt Clear bug (scene demo Birostris)
    – Improved rt + depthstencil validating (Donald Duck remastered + some scene demos)
    – sm3 – non-sm3 pipeline linkage bugs (Strania + scene demo Crush)
    – Fixing a bug in sm3 shader validator(s) + flowcontrol validator
    – Some shader code generation bugs are fixed (e.g. a ps_1_x regression one in BloodRayne 2)
    – First version of x64 D3D9 (tested only with UT2004 and Oxenfree)
    – More optimal D3D system memory usage in general
    – More optimal D3D video memory usage in general
    – Optimized memory usage for DirectDraw – old Unreal engine games now run with any amount of VRAM
    – Incompatibility of DDraw ALLOCONLOAD textures with MS DDraw, fixed (Fighting Force)
    – Incompatible D3D9 device creation (finding refresh rates + handling exclusive mode), fixed (e.g. Enter The Matrix)
    – Optimizing D3D8 CopyRects for resources in MANAGED pool (long level loading time in BloodRayne 2)
    – Default amount of DX VRAM is increased to 256MB + VRAM size is changed to 64 bit
    – Adding new option ‘DirectXExt\\DeferredScreenModeSwitch’ for games crashing on device init with fullscreen switch
    – Adding new windowed mode attribute ‘FullScreenSize’; if enabled then window will have full screen size with
    image scaling inside – this is useful for fake fullscreen mode (without mouse emulation because it’s forced windowed mode)

    rustysalter
    Participant

    Firstly I wanted to say thank you for providing the VR industry such a great program, that is the best at what it does compared to others that have tried, and for continually monitoring these forums and for interacting with your customers and posters on this forum regularly, I really do appreciate that.

    I’m not sure if this is a lot to ask for or not, but Skyrim Together has just released with a standalone client and I was wondering if it was possible to have it intergrated into VorpX or if anyone is willing to do a FOV profile for it?
    https://skyrim-together.com/

    Additionally, Cybershoes has a software which works inside SteamVR to adjust settings, and a standalone app which can adjust settings outside of SteamVR, (their CEO contact is at mail@cybershoes.io)
    I believe a game like Skyrim Together with Vorpx support might really do well to boost Vorpx sales, Cybershoes sales and public awareness of Skyrim Together (which Bethesda do not mind existing)
    Overall, I believe the intergration of the above two may be a great boon to the VR industry, if it catches on and is that enjoyable in any similar way WoW was.
    So that is why I’m asking for these requests.
    Thanks for your time and consideration towards these ideas.

    https://youtu.be/OSzNYyrm6_Y
    (I’m not a fan of this reviewer in general, I think he can often be biased, but I don’t fault him for spreading awareness about this setup and I agree with the title of his video so I’ve provided it so you can see what I’m referring to.)

    #179502

    In reply to: VR Controller Issues

    Ralf
    Keymaster

    Listen, I told you four times now that vorpX doesn’t do anything until it is running. Remapping the controller in vorpX has zero impact on your normal controller functionality outside of vorpX, that can’t be so hard to comprehend.

    The controller mapping inside vorpX is a completely different thing than Steam’s controller mapping and works purely inside vorpX. It does not change your Steam controller configuration in any way.

    Again, for the fifth time: vorpX plain and simple cannot do anything until it is running, just like Word or Powerpoint don’t do anything until they are running.

    I can’t say anything else than that. Sorry again.

    #179178

    Topic: Lost Planet 3

    in forum User Profiles
    Stryker_66
    Participant

    Lost Planet 3 (G3D)

    Another profile based on unreal 3 game engine. I would suggest some ini tweaks for two different FOV settings. One for the third person and one for inside the utility rig which is pretty cool and very nice in the headset. Profile is set to immersive mode and strong 3D strength. Just use edge-peek for cut scenes and all is good. As always, change the 3D strength Vorpx settings as you see fit. You can find the FOV ini tweaks here. Also, I believe my in game settings I have shadows turned off and any type of motion blur. Probably changed a few keyboard settings that conflict with Vorpx.

    Profile uploaded to the cloud,

    Stryker

    zahncisten
    Participant

    So, call me silly, but the other day, I realized, “hey, I should use lens cleaning wipes on my HMD lenses” (not the inside, I’m not suggesting anyone take their HMD lenses out, I mean wiping off the exterior of the lenses). This made a great difference! @steph12 probably already does this since you use prescription lenses, but I don’t know how many people think to clean off their lenses. It made things a lot clearer.
    It sounds so obvious, but I didn’t think of it at first. Anyway, just wanted to throw that out there for anyone else. BTW, I use disposable lense wipes for my glasses and I just used one of them for the HMD lenses, and it worked perfectly (the brand is Zeiss).

    #179028
    gapper4
    Participant

    Ok, seems I can use the mouse clicks from inside VorpX but not on the monitor. Previously, I could also do it on the monitor. Not sure what has changed. Ralf, don’t waste time with this, I can make it work even if it’s slightly more inconvenient than before. And thanks for your great work; M&B:W looks awesome with VorpX.

    #178927
    Ralf
    Keymaster

    @ Nikolai: Beautiful, isn’t it? Although not really my cup of tea usually some of these sidescroller/platform games are really fascinating with added stereo 3d depth. Ori and the Blind Forest, Unravel or Inside are also great.

    All more than worth a try for everyone who likes to (maybe) be surprised by something they wouldn’t consider obvious vorpX candidates normally.

    #178425
    seanmoreno
    Participant

    PES 19 – dX11
    PES 14 – dX9

    I would love to play PES19 geometry 3D also, using the player camera… very immersive inside of the football field!! I hope VR can look for sports games soon!!

    d0kt0r
    Participant

    Hi guys,

    Oculus Rift HMD and Shadow of the Tomb Raider with stereo side by side. From yesterday the game look like the HT is inverted. When I select inside the game to invert the HT again it just stay the same, and clicking it off dont disable it.

    I have factory default the profile without any luck.

    Any other thing that I could do?

    Thanks!

    MetaMind09
    Participant

    Hello there,
    so I bought Vorpx to play mainly older games and saw that Elite Force was listed under the “supported games” page but when I tried to hook the game up with vorpx all sorts of problems emerged.
    I found a workble solution and want to share it with you so that you can avoid all the nightmare for yourself. ;)
    First of you ve to install the base game + expansion pack.
    The play the game with better grapical fidelity, download the HD Texture pack for the game: https://www.moddb.com/mods/elite-force-graphic-overhaul-project/downloads/elite-force-graphic-overhaul-mod-beta-release

    now you have to just unzip and replace the “BaseEF” folder in your base game directory. Do not unzip the rest of the mod file!

    Then you ve to fix the resolution. Go to: http://www.wsgf.org/dr/star-trek-voyager-elite-force and download the “1_20_StarTrek_Voyager_Elite_Force_Centred_HUD.7z”.
    Unzip it in your base directory(for expl.:1920x1080p folder) and go to “BaseEF” folder. Inside open the autoexec.cfg and change resolution as you prefer (for me I ve the Oddyssey+ and I chose 3240×2160 and it looks nice ingame)
    Make sure your monitor has this resolution profile active while you start the game!
    But before that start steamvr then start vorpx and go to “cloud gameprofiles” in vorpx. Find the EliteForce(Funque) profile and import and activate it.
    Now start the stvoy.exe in your eliteforece main directory.
    Hopefully the game starts properly now if not and a bluescreen error appears you propably have to change resolution etc.)

    When inside a mission ingame open the vorpx menue and set “FoV Enhancemnt” to max. Then click on Direct VR Memory Scan so this part is tricky sometimes it will configure tracking fine and sometimes the gameview just sticks and only the weapon in your hand gets tracked. Try it several times at several positions/maps/levels ingame. IF its still not working restart your game or pc and try again. Its kinda hacky but it works good when all is setup well.

    Have fun and merry christmas you all.

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