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Nov 29, 2020 at 4:24am #198101
In reply to: Far Cry 4 black screen
vintagerParticipantOkay, I can confirm FC4 doesn’t work out of the box.
I’m trying to play it on WMR (Samsung Odyssey+), and I was unfortunate enough to buy the game on Steam, not knowing it required Ubisoft Connect–which means it has to fire up both clients at the start. Maybe that’s part of the problem.
Anyway, I can only get into the main menu by using the old trick from this forum: pause the Watcher, start the game, wait for the loading screen, resume the Watcher. However, after that, the picture appears blurry as sh*t, zoomed (I can’t see the HUD), and there’s no G3D. It’s absolutely flat.
All the other games I play with Vorpx hook perfectly (NFS Rivals, NFS Shift 2, Half-Life 2, Rage with the unofficial profile, albeit the latter, being OpenGL, doesn’t have G3D either). I’ve tried shutting down all the non-essential Windows processes–including the antivirus–rebooting the PC, reinstalling the game and Vorpx itself etc. etc. etc.
Another thing I’ve noticed is that Vorpx adds the following element to the game’s profile:
<CustomQuality>
<quality ResolutionX=”1280″ ResolutionY=”720″ OtherQuality=”low” EnvironmentQuality=”low” AntiPortalQuality=”default” PortalQuality=”default” PostFxQuality=”low” TextureQuality=”low” WaterQuality=”low” DepthPassQuality=”low” VegetationQuality=”low” TerrainQuality=”low” GeometryQuality=”low” LightingQuality=”high” ShadowQuality=”low” ShadowCinematicQuality=”low” EditorQuality=”default” Hdr=”1″ HdrFP32=”0″ ReflectionHdr=”1″ EnableVertexBinding=”1″ id=”custom”/>
</CustomQuality>Would really appreciate some support here!
Nov 28, 2020 at 7:16pm #198090Topic: half life 2 mods refuse to hook no matter what
in forum Technical Support
SmoilsParticipantI had some minor issues with portal 2 as well but trying windowed, hook helpers and alt hooking eventually got it to work, Ive played games like g-string that is based oh source engine too it all works eventually.
But trying hl2 mods as mods, that are not standalone games just refuses to hook no matter what.
Specifically in question are smod (including standalone, which is still using hl mod structure to run, not like portal 2 or gstring or dark messiah which all work) and mmod, none of those worked no matter what combination of things I have tried, even launching hl2.exe directly with parameters to start a mod didnt hook. Launching same hl2.exe vanilla hooks and works in 3d.
Every successful source game that I have tried has vorpx hook from start, when into videos appear, with mods that refuse to work hooking message appears only in main menu and fails eventually.
Nov 12, 2020 at 6:54pm #197877
KtownsF1n3stParticipantI just purchased Vorpx so I could try Portal and portal 2 in VR. When I try to play any game wirelessly with VR Desktop on my quest 2, Vorpx says it cannot detect a headset. What am I doing wrong?
Oct 28, 2020 at 7:57pm #197551In reply to: Question for Windows Mixed Reality users
MinabeParticipantWMR user here, never had to do anything other than starting vorpX, you can start it before or after the WMR Portal, should make no difference whatsoever.
The only thing is to choose SteamVR inside vorpX, with that you’re golden.
Oct 21, 2020 at 8:34pm #197430In reply to: Question for Windows Mixed Reality users
MesenzioParticipantYes, starting the MR Portal first is good practice. I usually don’t have many problems either way, but sometimes it is indeed necessary.
Oct 19, 2020 at 11:18pm #197404In reply to: Question for Windows Mixed Reality users
zeveralParticipantEchoing apollon01’s order of operation, always start the MR portal first. It takes the longest to get going and if you try to do start something in VR (even native VR games/apps) before it’s ready, things usually go wrong. The most common problem being the game simply doesn’t display anything in the headset. This is the “is the computer plugged in?” tech support of WMR.
Aside from that, there are a few things about WMR in general that aren’t specific to vorpx, but still worth mentioning. Unplug the headset when you’re not using it. The MR Portal has an annoying habit of randomly starting on its own if it “senses” that the headset is in use, even if it’s just sitting there doing nothing. Maybe the rotation of the earth convinced Windows that the headset was being put on. Who knows. A small warning on this though, I’ve seen people on forums that have said hot unplugging the USB caused damage to their headsets (probably a power spike). The reports are sporadic (usually cheap USB add-in cards or headsets with known low quality cables) and I’ve never had this issue in the few years I’ve been using WMR (Samsung O then later O+), but I’m mentioning it just in case.
In the Windows Mixed Reality settings tab (open Windows Settings, MR is [usually] the bottom option), there are a few options worth looking at. Some of them have the “Let Windows decide” option, which is generally a bad idea. You need to manually set the framerate to 90 hz or it will stick with the lower 60hz most of the time (even if you have the GPU power to go up to 90). It’s also (to me) worth setting input switching to manual; automatic can and will cause problems if you’re going back and forth between the headset and your normal desktop.
Also, if you don’t use the WMR Home much, it might be worth changing those to the lowest settings to reduce the overall WMR overhead. I haven’t done extensive testing on that one, so I’m not sure if it actually makes any difference, though. The rest of the settings are pretty much user preference and shouldn’t impact vorpx in any way. They probably do, but they shouldn’t. But they probably do.
Oct 19, 2020 at 8:22pm #197396In reply to: Question for Windows Mixed Reality users
apollon01ParticipantSame here. It works fine out of the box.
I start first the WMR portal, then SteamVR, vorpX and the game in the end. Just a habbit. I am not sure whether it matters at all.
Sep 26, 2020 at 8:28am #197030In reply to: Portal 2 is just awesome with vorpX
calvincrackParticipanti just reinstalled portal 2 and still had issue…realized I didn’t have Vsync on, oops. Triple buffered fixed my issue there. Still having that sideways portal issue though.
Sep 26, 2020 at 7:41am #197029In reply to: Portal 2 is just awesome with vorpX
calvincrackParticipanti can never get Portal 2 to behave in VorpX. I’ve completed Portal 1 and HL2 in VorpX and they were perfect. But Portal 2 doesn’t run well, and I always come out of portals in reverse. Is there a known workaround for this?
Sep 17, 2020 at 2:30pm #196950In reply to: Portal 2 is just awesome with vorpX
RJK_ParticipantI have just finished playing Portal 1 and Half Life 2. I must say VorpXs headtracking feels just like a native app.
Sep 12, 2020 at 1:57pm #196917In reply to: Portal 2 is just awesome with vorpX
RalfKeymasterYou don’t need to import any settings for Portal 2, the default profile comes with full DirectVR support out of the box. Best to reset the profile to default in the config app if you already downloaded settings from the cloud.
No need to tweak anything besides setting the resolution to a 4:3 res as suggested by the vorpX start message, 1920×1440 will look great. If you don’t have this resolution on your PC, you might be able to add it as a custom resolution. Check the ‘Custom Resolutions’ section in the vorpX help for detailed instructions in that regard.
Sep 9, 2020 at 10:49am #196885In reply to: Black Mesa
SpixeParticipantI had the same question about which one is the best profile. Right now when doing a game search for black mesa, it more than 2 dozen profiles, and 5 of them say “Black Mesa: Source”. (a good dozen of them say Half life 2 / portal / black mesa).
So out of the 5 ones that say Source, which one is recommended?
vorpX, ramms1989, nemphis, rudakoff, or AlabamaMan? I guess vorpX but just want to confirm.Aug 5, 2020 at 5:30pm #196379
marvinthedogParticipantHuyzer,
Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.
I notice the same thing in Tomb Raider (2013).
I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.
So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.
So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.
(Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)
Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.
can you talk about the reasoning behind the number changes you make
Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.
One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).
The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.
The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.
In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).
Guide for Dead Space in immersive screen mode:
So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.
This value works in conjunction with all the other settings I have in VorpX and in the game, which are:
In-game resolution: 1920 x 1080
In VorpX main settings:
Play Style: Immersive Screen Mode
Expand the Immersive Screen Settings:
Screen Distance Offset: 1.00
Screen Curvature: 0
Screen Curved Verical: 0
Background: Ambience
Expand 3D Stereo Settings:
3D Reconstruction: Geometry
3D-Strength/Scale: 1.00
3D FOV Enhancement: 0
Focal Offset: 0Widescreen Fixer:
And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.
With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.
Summary about the ipdOffset:
In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.
Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.
I hope you will find this valuable :-)
Jul 15, 2020 at 2:20am #196010
jeroenvangeelParticipantHey y’all!
Just got into VR and installed vorpx, what a blessing!
using a quest.I enjoy PORTAL 2 very much.
Just dont understand why they didnt release it vr, it works great.
Also RDR2 an GTAV are amazing!
Wonder what mods you actualy need for gtav? I played a bit just with native settings, all was very pleasant:).not that into darksouls. but still, your explanation of “because you will be slashing at one dude and turn your head to hit his buddy and your sword slash WILL follow your ‘face’… so you aim with your head.. its kinda glorious and fun if youre a Dark Souls Fan.”
makes me curious.have a save lockdown!
Jun 11, 2020 at 10:14pm #195257In reply to: Steam WMR – Game goes to desktop not to VR
BenUSA1ParticipantI have tried switching off the Steam in game overlay. (settings-ingame overlay)
Did not workI tried turning on/off several checkboxes on the vorpconfig/general (misc/InGameGUI (expertsettings))
It worked. Therefore it is SOLVEDI can have WMR portal and SteamVR opened, if I run the game with those, it will work perfectly. I guess it will work if I have them closed too.
Can you be more specific as what you turned on/off in vorpconfig?
Are you running in C drive or other drive?
Are you running steam vr beta or normal? -
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I had some minor issues with portal 2 as well but trying windowed, hook helpers and alt hooking eventually got it to work, Ive played games like g-string that is based oh source engine too it all works eventually.
But trying hl2 mods as mods, that are not standalone games just refuses to hook no matter what.
Specifically in question are smod (including standalone, which is still using hl mod structure to run, not like portal 2 or gstring or dark messiah which all work) and mmod, none of those worked no matter what combination of things I have tried, even launching hl2.exe directly with parameters to start a mod didnt hook. Launching same hl2.exe vanilla hooks and works in 3d.
Every successful source game that I have tried has vorpx hook from start, when into videos appear, with mods that refuse to work hooking message appears only in main menu and fails eventually.
