When I enable direct VR it locks the pitch (y-axis) for the mouse and keyboard.
There is an option to disable y-locking but it remains locked when I change the setting.
I like to recline in my chair when I play, so looking around with my head is difficult.
I am playing Portal 2 on the Rift CV1
Please choose a 4:3 resolution in all Source engine games to minimize the chance of any potential issue like this. There’s a notification missing about that in the current build. Also check the hint text regarding Direct VR in general that is shown during each scan, it’s there for a reason.
And last but not least please always make sure that your games are updated to the latest version in Steam before reporting any issues. Especially for Direct VR this can be very important.
I’m already on 4:3
“I tried this new profile “Portal 2 [vorpX] without optimization, 1600×1200”
4:3
640×480, 800×600, 1024×768, 1152×864, 1280×960, 1400×1050, 1600×1200, 1920×1440, 2048×1536
And i confirm no issue in Portal 2 : Mel,
just on portal 2 classic (both Steam versions) have this odd flicker every few seconds.
Portal 2 and outlast both work flawlessly just seems to be with certain games dont know why!
But I still have this annoying issue
– After Direct VR activation
I see flickering/ shakeing sometimes
The whole scene, like 0.2 second duration and after that, is the Portal gun only. Then it stabilizes but the cycle can resume 5-10 seconds later
In the state it is too disruptive to make the game playable
I just started playing Portal and have been noticing the same issue. It’s an odd flicker every few seconds. I thought maybe it was another of my system specific problems with Source engine stuff, but I guess not :(
Too bad, Portal is the only Source game I’ve managed to get working, and they’re supposed to be some of the first to be supported and should work for everyone lol!
I’ll have to try the cloud profiles instead.
I’ve been working on Direct VR quite heavily over the last few weeks. Among other things major improvements incoming for Source engine games shortly (all will have positional Direct VR for basic roomscale with the next vorpX). There will also be changes in regard to how the values are applied for Source games. I can’t promise whether that will solve all potential issues, but it should improve things.
One thing that is important in Source games is to choose a 4:3 resolution for the games. Otherwise the chance of flickering is a lot higher. So if you aren’t using a 4:3 res that’s one thing you should definitely do.
In some games (including Source engine games) Direct VR is indeed more demanding CPU wise. An i7 is better equipped for that due to Hyper Threading, but an i5 is perfectly fine normally for Source games. If available you could try to disable multi-core rendering in the game’s options, which may make it easier for the CPU to schedule tasks. Some of them have that option (e.g. Portal 2).
BTW: If possible anytime soon, update to a GTX 1070. Makes a huge difference for vorpX in general compared to a 970.
Hello,
first of all kudos to Ralf for bringing direct VR, it’s a real game changer for me, much closer to native vr support.
Although, I am experiencing an issue with a few source engine based games.
With direct vr enabled, there are some glitches every 2/3 seconds, like flashes in which some elements (or the entire world) disappear and suddenly reappear. The problem seems to get worse I areas with a lot of details.
I am experiencing this with Portal 1, Dear Esther (custom profile copied from portal 2 to enable direct vr) and Infra (profile copied from portal 2 as well).
Everything works well except from this issue.
Could it just be that direct vr requires more power and my pc is not powerful enough?
I have an i5 skylake, 16 GB, GeForce 970, windows 10 pro and oculus rift dk2.
I never had stuttering on native vr games or vorpx without direct vr so it would seem strange to me.
Thank you for your help!
Did you run the Direct VR scanner after entering the actual gameworld to adjust field of view and head tracking?
Direct VR games (incl. Skyrim) are the ones that work best. Current games with Direct VR support are: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source. More to come shortly.
For further Skyrim hints please check this recent Reddit thread:
http://www.reddit.com/r/oculus/comments/5r17qa/vorpx_is_worth_the_money_right_now_for_skyrim/
First you should always be aware that vorpX applies VR functionality to games that were never meant to be played in VR. So depending on how you define 100%, either only a few may work without issues or most.
If you are searching for the games that work best, the ones with the new Direct VR feature, which provides automatic 1:1 head tracking and FOV adjustment, are clearly closest to a native experience. Others will require more tweaking. Currently this includes (more to come shortly):
Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.
Thesugi:
firstly, it’s hard to promise that what you want will definitively work, but there is a very big chance that it will. Mirro’s Edge should work, but The Witcher 2 doesn’t have G3D, which is the true 3D mode. Here is a list of games that have been confirmed to work by the community: https://docs.google.com/spreadsheets/d/1nD_HyS8v_zKf9MZ3OYVpdnKAJBeMycGTgFmaJ639Oyg/edit#gid=0
Secondly, Vorpx is not hard to setup, but will require patients in some cases and could take a long time to get right. But it depends and it’s getting easier and easier with each update. Some games like HL2, Portal 1-2, Skyrim, bioshock 1-inf and a few more even have Direct VR mode, which makes it work perfectly with a simple scan. But you can always play any game in cinema or desktop mode without much hassle.
I tried this new profile “Portal 2 [vorpX] without optimization, 1600×1200
But I still have this annoying issue
– After Direct VR activation
I see flickering/ shakeing sometimes
The whole scene, like 0.2 second duration and after that, is the Portal gun only. Then it stabilizes but the cycle can resume 5-10 seconds later
In the state it is too disruptive to make the game playable
An updated Portal 2 profile is now available for download from the cloud. It *should* fix the Direct VR issue in the start room, including the position reset below the stage. As an added bonus it also provides adjustable FOV for the portal gun.
To use it, simply download the “Portal 2 [vorpX]” profile from the cloud in the vorpX config app.
Unless positional tracking is handled by Direct VR (which is not the case for Portal 2) it is applied *after* the game has finished its rendering, so recentering the tracker always sets the camera exactly to the game’s camera position. vorpX has no access to a game’s actual camera position unless positional Direct VR is available for a game.
Even if for some odd reason something like that may happen in this specific place, it’s certainly not true for other parts of the game.
Hey,
I have some problems with Portal 2. Whenever i play it with DirectVR, I am way to big. In the VorpX configuation menu there is a “height modifier”, but i can only set it to “-2.0” (which is way too little). The next problem is: When Wheatley wakes me up, i’m not in my chamber anymore. I am outside, below the chamber.
What can i do to fix this?
Hi,
I recently bought oculus rift and I am very happy with immersion it provides.
Unfortunatley you can not play many real games with it and I thought that it is time to check some old must play games. Then I heard about this program. After reading many posts I have just one question because there are many opinions for and against (and its look like those against are from people that can not set up games properly, correct me if I am wrong). Does direct vr games stated in last patch,, Fallout 4, Skyrim, Half-Life 2, Left 4 Dead 2, Portal 2, Fallout 3, Fallout New Vegas, Black Mesa Source” looks like a native vr games like for example assetto corsa or Elite? Or the view is closer to zbuffer method which someone said is similar to 3d tv view?
I don’t mind spending some time on configurations and things like changing to 2d view to check map etc.
The 3D effect in Witcher 3 isn’t as pronounced as in native since it is applied after rendering the game. In contrast to that Life is Strange has full Geometry 3D, which works like native apps by rendering the scene twice.
You can play both games with the default settings, but if you want to make them more immersive, you will need to adjust settings. The one-click games that require no configuration for a fully immersive experience are the ones listed above with the new Direct VR feature: Fallout 4, Skyrim, Skyrim Special Edition, Half-Life 2, Left 4 Dead 2, Portal 2, Borderlands 2, Bishock (original), Bioshock 2 (original), Bioshock Infinite, Aliens: Colonial Marines, Fallout 3, Fallout New Vegas, Black Mesa Source.