+1 Portal 2 was one of the very first games I played in vorpX.
There’s a rumor I’m inclined to believe that the coming Valve hmd will launch with Portal VR. I imagine it will be mild in comparison, but hope they’ve come up with some new ideas and mechanics. Perhaps it will focus more on coop, or switching between.
Seems you didn’t understand. If you uninstall the WMR Portal, you can’t use the WMR headset. In the same train, again, if you were to disable the autorun you wouldn’t be able to use the WMR headset bc it would be the same as not having the software installed, no two ways about it.
Best thing you can go for is minimizing resources the WMR Portal uses by bypassing it with SteamVR.
Edit: I also have that same headset, first days were kinda confusing bc of all the settings available. I recommend you to enable forced joystick, you’ll be able to move in any virtual setting, including movies; as well as disabling motion reprojection though this is more of a personal preference.
Thank you for your answer, but I really prefer to disable this autorun. I do not want to uninstall WMR Portal, it works very well but is there really no possibility to disable this autorun via the registry for example? I have an asus hc 102 that works very well with VorpX, when (with luck) there is no conflict at launch with this damn autorun WMR Portal …
I’ve just finished Portal 2 using vorpX and that’s one of the best VR experience I ever had !!!
I have also finished the Half-Life 2 trilogy, and though it was great (especially the episode 2 which was really good in VR), Portal 2 is just spectacular.
I really can’t understand why Portal 2 hasn’t been released officially in VR, as the game is SO good playing that way (oh maybe because VR games are primarily made for people who can’t stand VR and they would puke jumping everywhere in Portal ?)
Anyway thank you so much for that awesome experience :)
Geometry 3D is very demanding to run, essentially rendering the game twice plus the slight overhead of vorpX processing it all correctly for the headset. You’ll need a pretty high-end PC to run newer graphics intensive games at respectable resolutions and framerates.
Even high-end hardware is going to need help from ASW to run modern games. Not only will it help to simulate a “doubled” framerate, it will help for smoother headtracking. I would strongly encourage you to leave it on.
Most vorpX games provide the optional Z-normal 3D, which is much faster. So if you are getting below 45 fps, it is recommended you switch to Z-normal. It won’t look quite as convincing as Geometry up close, but does a good job to give depth to the overall scene.
I know it’s not the answer you want to hear, but I’m afraid you either need to try playing some much less demanding games (HL2, portal), or consider upgrading hardware.
I am not the most advanced pc user myself but i was able to setup vorpX again fairly easily. The first game i tried with vorpX was Half-life 2 / Orange Box episodes & Portal etc…Fantastic!! Simply brilliant Direct vr support. The sharpening tool among other tools etc with 4x msaa, 4.3 ratio, 1600×1200 res, oculus touch was bang on for me… vorpX in game tools work really well. This is true full VR without a doubt and i am thoroughly impressed. I tried vorpx a few years back and did’t care for it…far to difficult to setup for someone like myself and Firewatch recently did not test well but Direct Vr is amazing overall so far. 2018 Vorpx update is a major game changer. I am Just in my first week of testing vorpx after a long time so i will need to explore many more Direct vr adventures. Great job sticking with it Ralf my small investment is paying off it appears! Cheers & Thank you!
I just got VorpX for my Vive Pro and I’m having some trouble getting good results in some of the games that are supposed to be simple to set up. I started with Half Life 2 and Portal and the fonts in the menu are completely unreadable. It’s not like they are too small, they are just gibberish. I’ve tried different resolutions but it doesn’t seem to make a difference. If I turn off VorpX, the fonts look fine. I have been able to get the resolution set to the native Vive Pro resolution, 2880×1600 but it seems like there is a known bug that causes flicker when not using 4×3 resolutions. The head tracking seems to work okay, but the overall picture is pretty ugly. Also need to figure out how to get a cross hair…
If anyone has any experience or tips on running VorpX with a Vive Pro or has worked through these issues, I would appreciate any advise.
If you are new to vorpX, you probably want to hop right into the action instead of learning how to configure vorpX. The list below contains first person games that work with litlle to no configuration in ‘Full VR’ due to vorpX’s DirectVR functionality, which can configure important things like field of view, head tracking or resolution automatically.
For third person games that are usually played best in immersive screen or cinema mode not much configuration is required in general, so this list focuses on first person ‘Full VR’ games that can be a little harder to configure without DirectVR.
If you are stuck, make sure to check the ‘Essential Hints Guide’ and the ‘Quick Reference’ in the help. They help you understand a few basic concepts.
Metro 2033
Metro Last Light
Kingdom Come Deliverance
Half-Life 2
Portal
Portal 2
Cyberpunk 2077
Left 4 Dead 2
Black Mesa Source
The Stanley Parable
Prey [2017]
Mirror’s Edge
Deus Ex: Human Revolution
Thief [2014]
Get Even
Dishonored
Aliens: Colonial Marines
Oblivion
Fallout 3
Fallout New Vegas
Fallout 4
Fallout 76
Skyrim
Outlast
Outlast 2
Crysis
Crysis 3
The Hunter: Call of the Wild
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Titanfall
Titanfall 2
Conan Exiles [no BattleEye]
ArmA III (no BattleEye)
Far Cry
Far Cry 2
Far Cry 3
Far Cry 4
Far Cry Primal
F.E.A.R
F.E.A.R 2
Shadow Warrior [2013][DX9]
Shadow Warrior 2
The Talos Principle
Unreal Tournament 3
Bulletstorm Full Clip Edition
Conarium
The Turing Test
Hard Reset [original version]
Farming Simulator 2017
Gone Home
Dear Esther (original Source engine version)
Quake 3
Quake 4
Tron 2.0
Deadfall Adventures
Star Wars: Jedi Knight II
Star Trek Voyager Elite Force
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Hello Vorpx Technical Support,
Does my folowing VR head set, support VorpX???
VR set is: MEDIONĀ® ERAZER MR X1000 VR Headset & Controllers, and here you can find more info:
https://www.medion.com/nl/shop/monitoren-medion-erazer-mr-x1000-vr-headset-controllers-30023616a1.html
My VR headset is compatible with Windows mixed reality app:
https://www.microsoft.com/nl-nl/p/mixed-reality-portal/9ng1h8b3zc7m?activetab=pivot:overviewtab
I have also two 3D screens:
1] 55 inch UHD 3D oled TV! wich can create from UHD-side by side, a 3D steroscopic view, with 4 megapixel for one eye, which is twice at much in compare with standaard 3D bluray resolution!
2] Epson TW9300, is a 1920×1080 3D projector!
I just messed around in Return to Castle Wolfenstein a bit. DirectVR scan generally works well for FOV and rotation. Sometimes though, headtracking locks up. It also tends to teleport your view from floor to ceiling whenever you look down with mouse controls.
In case this bothers you too, I’ve uploaded a profile with DirectVR disabled to solve that. It has letterbox image zoom adjustments for FOV correction (you can see edges of the screen), but still looks pretty good in my Pimax. Zoom out a few more notches to look better on rift.
The cutscene 3D seems broken, and possibly the scopes and binoculars. But general gameplay is good. If skybox is too distracting, turn off “Draw Portal Skies” in game options.
For some reason, in every Source Engine game I’ve tried(Portal 2, Half-Life 2, Black Mesa) my weapons look huge. I tried adjusting the viewmodel FOV, but that doesn’t fix the problem.
I’ve tried looking for a solution in the forums, but for some reason I haven’t seen anyone else bring it up. People talk about how Source Engine games work perfectly but never mention this issue.
Is this a widespread thing? Or is it relatively rare? And does it have a fix?
Also, on an unrelated note, I saw that the latest update for VorpX added Direct VR support for F.E.A.R. 2. Would it be possible for you to add Direct VR support for the first F.E.A.R. game?
Thank you for your patience.
The issue resolved itself in Portal 2 (and I noticed it had toggle, not hold, for picking up cubes). In the other game I encountered the problem, switching control back from gamepad to keyboard/mouse helped fix the problem.
Can’t replicate this here. Neither in Portal 2 nor in a brief debug session which did not show anything unusual. Keys are pressed as long as the according Touch button is pressed. Since there also have been no other reports of such an issue since Touch support was added almost two years ago, I have to assume that it’s somehow system specific.
If you have any additional software running in the background that might send Windows key events (e.g. Pinnacle Profiler, XPadder or similar gamepad tools) or that otherwise seems related to configuring/altering your keyboard please disable them.
As a potential solution you could try to switch the Touch controllers to gamepad emulation mode in vorpX.
If anyone else experiences this issue, please let me know.
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.