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I think this might just be a problem with windows MR in general. I also have an index and it works fine..
The issue is when I start vorpx, it hooks to rocket league but the graphics are all distorted and messed up. This sometimes would happen with the index if I minimized the game and remaximized it
The issue is with the windows mr stuff it must be not maximizing the game when it first hooks, thus creating some big graphical issues when first starting it up.
Not sure how to fix this. I tried closing steamVR and starting the game first, then I tried starting steamVR first
I have both the index and now the rift S. When I try the rift s in both oculus mode and steamvr mode the performance is very bad. I have tried disabling ASW via the debug tool, turning off async render, turning back on. On the index though everything is buttery smooth at 120fps. I am not sure if you have a rift s to test ralf but it’s not running very well.
With the index though it’s very good albeit I still have the weird bug where I can to turn vorpx’s async render ON then back OFF again to get the native 120fps, or else it caps at like 60.
With the new update I can’t play properly anymore because the ball has double vision going on. I usually use the profile called high fov on the vorpx cloud profile and it’s been fine for a year and a half.
Is there any way to revert to old version of vorpx in the meantime?
So I have been playing Car Soccer for a lot of hours. Like a lot a lot. And since the day I found vorpx, that time has been primarily on my Oculus using 1:1 head tracking and geometry 3D. Recently, however, I decided to play around with other users settings (via vorpx) and it occurred to me every vps config file was set up for cinema mode. Got me wondering… has anyone else gotten Rocket League to play well in Full VR? I’d love to trade notes if so.
Which brings me to my second point, I’d be willing to dig around and copy down some specs. Should be able to share vorpx configs, but I have spent a bunch of time tweaking other things in game and out, so it would have to be a little more comprehensive than I have time for at the moment. So, given that, any interest?
(Also, disclaimer, I do have a pretty beefy computer; you can loose frames with a slower rig.)
Since the latest update in Rocket League for Rocket Pass 3 (2 weeks ago maybe), I can’t get into the chat window during a game using T (general talk to everyone) or Y (party chat). If I play without VorpX, I can chat during a game. At the end of a game during the 60 second wait, i can use the gamepad to go up to the text field and then start chatting. But the T, Y, and U do not work to type at all during the game. It’s not just me as another person in my party using VorpX has the same issue. We both have Samsung Odyssey 2 VR headsets. Something is interfering with the keystrokes. Nothing has changed within RL or VorpX settings. Please help.
Today I’m getting flickering artifacts in Rocket League. It suddenly started, and it does appear that Rocket League got a subtle graphics update that may be causing it.
In the outer space ring arena the ball is half black and at a weird unnatural feeling depth that causes eye discomfort. The metro night arena has flickering buildings.
The resolution I am using is 1920×1080. Bloom and motion blur are both on and I feel they actually look good in VR. I also had adjusted the sharpness and color saturation but I don’t have the sharpness setting in front of me and I am not sure where I can pull these settings from while outside of VR. I also need to add that the above settings have been working perfectly for months including the sharpness, color saturation, and aggressive crystal image settings.
I notice you can adjust the up and down camera translation in games in the virtual cinema mode (or immersive screen) So wouldn’t it be theoretically possible to map those values to your head movement positionally (in cinema mode)?
I am aware of DirectVR mode, but am talking for games that don’t have full support for the mouse or DirectVR, rocket league, MKXL, etc.
I’m thinking of this for games like rocket league that have no mouse turning support so no headtracking, as it seems you figured out how to hack the camera height (rocket league vorpx settings example)
Could this up and down camera setting also be applied on the x and z axis?
I feel I can get the immersive screen mode looking almost like a native VR title with FOV adjustments and screen distance. It’s only the positional tracking that’s missing in these games.
I’m thinking the immersive screen mode would feel almost like those synthetic lightfield demos in a way with positional tracking like that. Limited FOV if you turn your head but perfect 3D and positional tracking in the viewable area. What do you think?
Is there some magic setting I can change to fix this?

