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  • Kursory1
    Participant

    Basically I got the portal 2 sixense pack to work with vr controllers and am trying to use vorpx to track head movement, but what vorpx does is takes over the vr controllers so it cant recognize them. Im wondering if there is a way to just disable the controllers entirely in vorpx so that i could use them in portal 2?

    DanSheffo
    Participant

    Cheers for the reply. For portal 2, it’s not a demand issue – performance indicator even on 120hz at maxed out resolution gives 60-80% performance headroom on my system and doesn’t drop any frames. Closer to 90% if I drop everything to mins (72hz, lowest resolution).

    Actually, maxing everything out makes things seem a bit smoother. I’ve discovered if I move my head slowly, the tracking mostly keeps up and portal 2 is playable (the main reason I got vorpx). Now I’ve figured out a way to manage it, it’s an absolute delight starting from the beginning – thank you for Vorpx, it’s ace.

    DanSheffo
    Participant

    Greetings! Just been trying vorpx for the first time with a Quest 2, not having much luck – there’s head tracking, but it’s not working as quest 2 head tracking usually does in other apps (including other PCVR apps – works perfectly in e.g. Half Life Alyx, Google Earth etc, and mods like Outer Wilds). Games tested: portal 2, dishonored (to test two different engines). Various setting changes I’ve read about tried including direct vr scanning (which improves things but doesn’t fix). It’s managing 6DOF tracking, but it’s very “swimmy” – it tilts off to random angles and is like I’m on a boat. I can see the Quest’s guardian boundary is also floating away from its usual locked position, so there may be something that’s stopping the guardian system from working correctly?

    I am unsure if this is the expected level of head tracking, or if there’s something I’m doing wrong, and the quest 2 should be able to lock its head tracking in the usual way while using vorpx? Thank you.

    DirtyTec
    Participant

    Guten Tag

    Ich besitze Windows 10 mit meiner HP reverb g2 Omnicept

    Ich bin sehr erfahren was Windows und PCs betrifft ich bin leidenschaftlicher gamer seid 17 Jahren.

    Ich Kämpfe schon seid zwei Wochen um ein vorpx Problem was ich leider nicht zu beheben schaffe.

    Und zwar ist es ein maus und ab und zu tastatur Bug, die Maus friert im Sekunden takt alle 1 bis 2 Sekunden an kurz ein zu frieren (frezze stutter)

    Aber hauptsächlich der Maus Fehler alle Sekunden macht das Spiele sehr anstrengend. In einigen Spielen war es auch mit dem Head tracking verbunden wenn ich mein Kopf bewege das es auch hakte. Letztes Spiel war hl 2 ep1 dort geht Head tracking ohne probleme aber maus fehler ist vorhanden. Brothers in arms, need for speed, days gone, medal of honor allied assault, also egal ob alte oder neue Spiele es liegt nicht an den Spielen.

    Mir ist aufgefallen wenn ich den PC frisch gestartet habe und manchmal nach einer halben stunde (30min) oder 1 stunde fängt der fehler an das ist auch merkwürdig.

    Das problem besteht auch wenn er mal startet nur im vorpx dekstop viewer.

    Fehler besteht im openxr sowie im steam vr API Modus auch im dekstop viewer.

    Ich habe auch alle möglichen windows Dienste probiert nach und nach zu beenden leider ohne erfolg.

    Ich habe versucht =

    -Avg Virenscanner deinstalliert
    -Windows defender verwendet und deaktiviert.
    -Alle möglichen Windows Dienste deaktiviert.
    -Gefroce experience deinstalliert
    -Neuer Windows Update.
    -Neue display driver
    -Wmr neu installiert (seid dem auch volume Bug der speichert die alte Lautstärke leider nicht mehr stellt sie immer auf 50%)
    -Vorpx gelöscht mit reg delete
    -Vorpx neu installiert.
    -Vorpx gelöscht ohne reg delete auf andere HDD ssd
    -Steamvr neu installiert.
    -Beobachtung task Manager nach Auffälligkeiten nichts gefunden.
    -Taskkill dwm.exe
    -Taskkill wudfhost.exe
    -Enable / disable pre accolation virtual display
    -Vorpx neu gestartet
    -Vropx vr driver Taskkill
    -Alle möglichen task Prioritäten im Wechsel von niedrig bis hoch ob vorpx oder wmr Tasks
    -CPU hyperthreading disable
    -Viele Einstellungen bei nvidea control panel.
    -Omnicept Tools beendet
    -usb Geräte entfernt auch Maus und Tastatur

    Ich habe das wmr tray Tool installiert und wenn ich den Fehler habe mit vorpx und mein Headset Restart mache funktioniert es wieder. Aber nur für eine 1 Stunde oder weniger.
    Das war vor einer Woche jetzt aktuell weiß ich nicht ob es mit einem Restart wieder für eine Stunde geht. Heute habe ich hl2ep1 mit Fehler gespielt aber ich habe es nach einer Stunde beendet ohne Restart.

    Meine Vermutung liegt am wmr portal wenn alles komplett neu gestartet wird geht es für eine kleine Zeit. Aber das macht kein Spaß.

    Eine Idee von mir

    Hat vorpx vielleicht ein Problem mit meinem Arbeitsspeicher?

    Aber was ich denke das es am Windows mixed reality Portal liegt :(

    PC specs:

    ASUS ROG STRIX Z490-E Gaming | Intel Z490
    Intel Core i9-10900K
    NVIDIA GeForce RTX 3090 24GB GDDR6x | ZOTAC GAMING Trinity
    (128GB) DDR4-3200 Corsair Vengeance LPX
    1 TB M.2 Samsung 860 EVO Windows 10
    250 GB Samsung 860 EVO
    4TB Seagate Barracuda | HDD | 5.400U/min
    4TB Seagate Barracuda | HDD | 5.400U/min
    Corsair Hydro Series H115i RGB Pro XT | 280mm/2x 140mm
    Seasonic PRIME | 850W

    #210677

    In reply to: wmr and openxr issues

    Minabe
    Participant

    Best thing you can try is to reinstall everything, from vorpX to the WMR Portal to even Windows. I had that same error and reinstalling everything fixed it (with mixed, never reliable results) until reboot, ultimately i changed my WMR for a Quest 2 and everything worked perfectly out of the box and i couldn’t be happier, truly a world of difference and my recommendation for your case.

    #210527
    Ralf
    Keymaster

    Not sure if that’s related to your issue, but with some luck it is: SteamVR is only the second best option for Windows Mixed Reality headsets. Instead select OpenXR on the General page of the vorpX config app.

    Caveat: unfortunately SteamVR tries to make itself your system’s OpenXR runtime each time it starts. That’s complete nonsense for WMR headsets, which have native OpenXR support. If the WMR portal complains on launch that it’s not set OpenXR runtime hit the ‘Repair’ button to make sure OpenXR works natively. SteamVR shouldn’t run at all when using vorpX in OpenXR mode with your G2.

    #210484

    In reply to: wmr and openxr issues

    Ralf
    Keymaster

    Works fine for me. Just checked with a Reverb G2.

    Please double check whether Windows Mixed Reality is your OpenXR runtime. The WMR portal will complain on launch if it’s not. Unfortunately SteamVR tries to make itself the system’s OpenXR runtime on each launch, which is complete nonsense for Oculus and WMR devices since both have native OpenXR support.

    If you have an RTX card, also make sure that all raytracing is disabled in the game options. Otherwise the game would crash when loading a race. Not sure whether raytracing was added later or whether I missed that when doing the profile.

    Last but not least: if for some reason you have installed the WMR developer preview runtime, try switching back to the release version.

    #210297
    VRified Games
    Participant

    As the title says 😂

    I’m running in 4:3, have run directvr and fov etc is fine.

    All working except weapon hide, not a deal breaker by any means but any help or advice would be appreaciated

    #210057
    Ralf
    Keymaster

    Great. The good thing about the cache is that now you shouldn‘t have to run another scan until Valve updates the game next time.

    Not possible for every game with memory scanner support unfortunately, but e.g. all Source Engine (Portal, Half-Life etc.) scanner values are cacheable.

    #210052
    Ralf
    Keymaster

    Yep, in games where vorpX can cache the scan result, you have to empty the cache before running a new scan.

    One other thing: some antivirus programs may monitor memory access, which may cause issues for the FOV apply in Portal 2. If you happen to use anything else than Windows Defender, disabling the AV might be worth a shot.

    #210048
    Ralf
    Keymaster

    In case of Far Cry Primal the game has to be restarted once whenever something changes that affects the FOV (typically only once), the FOV adjustment is done with an .ini tweak here. Unfortunately that can’t be applied right away. The game applies the changed .ini value after a restart. Whenever that is necessary vorpX displays a little pop-up message.

    The Portal 2 FOV flicker is indeed DirectVR related. In this case the memory scanner does the FOV adjustment in realtime without the need for a restart. Shouldn’t flicker though with a 4:3 res normally… Does that also happen without recording software running?

    Not sure about the revesed axes. Do you by any chance play with a reversed mouse y-axis. That would have this effect.

    #210047
    ParadiseDecay
    Participant

    The stuttering happened after I ran DrectVR Scan in Portal. Watching my footage back it was fine upto that point and yes I had ratio 4:3

    So why did Far Cry Primal look better for me with Letterbox 2? The pixel 1:1 always looks too close and claustrophobic for me?
    I put all my Full VR to letterbox 2 now. You can even see the FOV change when I selected it?

    Also the Y Axis for Portal 2 and I tried Bulletstorm where reversed by default? Do I need to re-install again?

    :)

    #210046
    Ralf
    Keymaster

    Did you change to a 4:3 res? has to be exactly 4:3 for Portal 2 and other games based on the same engine (e.g. Half-Life 2 or Black Mesa). Viable resolutions would e.g. be 1600×1200, 1920×1440 or 2560×1920.

    On a sidenote: Watched your Far Cry video earlier and noticed that you changed the aspect to ‘Letterbox’. While that is highly useful when vorpX can’t handle FOV automatically, it’s not necessary in games where vorpX adjusts the FOV. Whenever a profile supports automatic FOV, vorpX computes an FOV that perfectly fits your headset FOV regardless of settings in the menu.

    The only reason to prefer ‘Letterbox’ with automatic FOV handling would be getting a crisper image, which of course can be a good reason too.

    Just a guess, but I wouldn’t rule out that in case of Portal 2 that may introduce flicker.

    #209715
    Ralf
    Keymaster

    Definitely something weird going on. Even with SteamVR you should see much better performance, it’s “just” a bit juddery with WMR headsets, hence OpenXR is the better choice for WMR.

    Just in case: if you happen to have any mods installed, try without. Also if you have any tools or utilities running that potentially hook into games, try to disable them.

    BTW: The developer tools aren’t required anymore these days. The WMR portal app will complain at launch if WMR is not set as OpenXR runtime. if the WMR portal doesn’t complain, OpenXR should be set up correctly.

    #209702
    Ralf
    Keymaster

    The list is shorter currently than I’d like it to be, will check some more first person games shortly together with adding gestures. Got somewhat shoved to the backseat when I started to experiment with gestures. Same for the related authoring UI.

    With the current detection mechanism my guess would be that it should be possible to add the feature to maybe half the G3D first person games. Additional manual authoring based on shaders or buffers is thinkable and would probably be able to catch most of the other half, but would also require more work per game than the current mechanism. So no promises in that respect.

    Current games with auto weapon hide:

    Aliens: Colonial Marines
    Black Mesa Source
    Crysis
    Fallout 4
    Half-Life 2 and episodes
    Halo MCC (tested only on the first campaign)
    Portal 2
    Skyrim SE
    Titanfall 2

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