I noticed this in several games where you need to keep ‘e’ pressed to do something, like carrying a cube in Portal 2. The key registers for an instant but then it’s like I only tapped it even though I’m still pressing it.
Resetting the profile didn’t help. I’ll wait for that update to see if it fixes my problem.
I have another problem (I guess I should make a new thread for it though?), the e key is mapped to a button on the right touch controller but when I press it, it only registers a short tap even if I keep pressing it. For some actions you need to hold that button, like for carrying a cube in Portal 2.
Portal 2 runs in stereo 3D and direct VR btw, as I found out earlier today when I tried it. So that’s one working. I did seem to be displaced relative to the actual walls though, when I tried to go through portals or doors I would hit an invisible wall, only when I stepped to the side and tried walking through the walls I actually could move forward. The issue resolved after taking the first lift. I was hovering outside of it as it ascended, only in the next area my position and physics seemed to match again.
Command & Conquer: Generals (DGVoodoo2) – G3D
After Renegade this is the second C&C DX8 game worth playing in VR. A completely new experience in 3D with VorpX. Very nice 3D !
IMPORTANT
The game most probably will crash on newer systems. If so, create a file named options.ini in the C&C folder near C:/../users/../Command & Conquer(tm) Generals/ and add the following content:
BuildingOcclusion = yes
DynamicLOD = yes
ExtraAnimations = yes
FirewallBehavior = 9
FirewallNeedToRefresh = FALSE
FirewallPortAllocationDelta = 0
GameSpyIPAddress = 0.0.0.0
Gamma = 50
HeatEffects = yes
IPAddress = 0.0.0.0
IdealStaticGameLOD = Low
LanguageFilter = false
MaxParticleCount = 5000
MusicVolume = 49
Resolution = 1680 1050
Retaliation = yes
SFX3DVolume = 64
SFXVolume = 57
ScrollFactor = 80
SendDelay = yes
ShowSoftWaterEdge = yes
ShowTrees = yes
StaticGameLOD = Custom
TextureReduction = 0
UseAlternateMouse = yes
UseCloudMap = yes
UseDoubleClickAttackMove = yes
UseLightMap = yes
UseShadowDecals = yes
UseShadowVolumes = yes
VoiceVolume = 70
After you have saved the file, run game and make your settings
– DGVoodoo2 required
– Optimized for Cinema Modes
– Availiable from the cloud


Command & Conquer: Generals – Zero Hour (DGVoodoo2) – G3D
Same as main game, but different profile and different folder under C:\users\..\ect. Dont use this profile on main game !

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
Make sure to run Portal 2 with a 4:3 resolution (e.g. 1280×960 or 1600×1200).
That fixes the screen flicker in Portal 2 and is better for vorpX anyway since it avoids rendering pixels that aren’t visible in the headset. If that isn’t the case, You should see a message explaining it when you launch the game.
……and it looks like my version of BioShock is BioShockHD :), so that explains that.
Witcher3 is crashing after I hit ‘Play’ now on the launcher (during the title screen). It has loaded a few times before so I must have borked something. I tried loading from steam, loading from the exe, not sure what I am doing wrong there.
Portal2 loads and has the DirectVR Scan option so excited about that! Only issue there has been flickering screen while playing so need to play with some setting to get that to stop.
Thanks again for the help and quick replies,
Thump.
Thanks for the assist. I just tried Portal 2 and the VRDirect Scan option is there (on the main menu btw). I guess those other game’s profiles do not support DirectVR Scan.
I was under the impression that the option would be there regardless, but the scan would then determine what VRDirect support there was.
Lots to learn and thanks again!
Thump.
The only recent gamepad related change was a fix for gamepads not working correctly in some Direct VR titles (e.g. Portal 2). Didn’t have a chance to check yet, but incidentally I got another remotely similar sounding report yesterday, so I will check whether that fix maybe had any unwanted side effects.
Great news to know this is getting fixed, and it’s only an issue with portal 2 so it’s all good. Also thanks for the tip about being able to play with VR Controllers, I have the Nolo Controller, so I’d imagine VorpX would see them as Vive Controllers. Does playing with the VR controllers offer any real benefit over using a standard gamepad? I think I’d prefer the familiarity of a standard controller, not too bothered about the position tracking as I like to play seated, and don’t really get motion sick from the artificial movement.
vorpX 18.2.3 has been released. This is a maintenance release that addresses the issues below.
- Better VR controller/gamepad interoperability
- Gamepad override didn’t work as intended with DirectVR head tracking. Among other things this enables use of a gamepad in Portal 2.
- Unwanted gamepad vibration should no longer occur while VR controllers are used
- Shader definitions and DirectVR scan settings can be kept/removed separately when copying a profile
- Some hotkey settings were only applied after a game restart
- Various profile fixes
Short update: the vorpX gamepad override will be available with DirectVR in the next vorpX version, which will fix this glitch. Was supposed to be case in Portal 2 already, but currently isn’t working due to a recently introduced bug.
That is pretty much unique to Portal 2 and a few other Source Engine 2 titles. Direct VR directly writes the camera rotation into the game’s memory which apparently causes a conflict with how the game handles the gamepad in these games. No promises, but I’ll look into it. So with a Go mouse and keyboard currently is the only viable option.
@ Slydog : with a Rift/Vive you can use the VR controllers instead if you don’t want to use mouse/keyboard. I’d highly recommended that anyway since the game even has basic roomscale support with DirectVR.
Hi, I just got into using VorpX seriously today, with my new Oculus Go and Riftcat. And it is all pretty cool, but I’m having a few problems. The only game I have tried so far is portal 2 so I don’t know if this issue is universal across all games or not. But I want to play the game with my controller, but after doing a DirectVR scan I am unable to look around using the right stick (everything else works fine), this makes the game essentially unplayable with a Gamepad, without constantly physically turning which is very nausea inducing. The Mouse still works fine for rotation, but I don’t really want to play with a Keyboard and Mouse. I tried mapping the right stick to the mouse using Xpadder but that didn’t work either. Turning Head tracking off allows the stick to work again, but then I can’t look around using my head. I ideally want to be able to turn only on the X-Axis with my Controller but still be able to physically look around on both axes. Does anyone know a workaround for this, and whether this is a problem across all games?
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.
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.