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  • #102193
    ZedSpot
    Participant

    It doesn’t play through the headset.

    I will be in Oculus Home, then I start up the game with Vorpx on. The screen fades like it normally would for a VR game, and I start to hear sounds as if the game is playing, but the screen always remains black. I have only gotten Skyrim and GTA V to work in Vorpx (albeit very very poorly) and maybe I screwed something up with it trying to get those to work, but no other game works for me now, they all just have black screens….

    Every game with native VR support works perfectly, so I don’t think it’s hardware or driver related.

    If I get enough time I’ll try reinstalling it completely.

    #102192
    Fredthehound
    Participant

    Hi all,

    I’m having an issue with Skyrim and VorpX not saving settings with Vive.

    Now maybe I simply don’t understand the software yet, but after configuring and saving settings in-game, I often have to redo them when transitioning during fast travel or starting a new game. I did the FOV 120 120 and saveini and that seems to hold but other settings do not such as the 2D/3D adjustments. Is this a known bug or am I simply missing something? Not too worried as it’s right out of the gate with the Vive development and I don’t expect perfection, but wanted to ask.

    TheSkoomaCat
    Participant

    I suspect I’m having the same problem. I’ve tried both half-life 2 and portal 2 and both (usually) give me an error stating “Failed to create D3D Device!” and close. When they don’t give me that error I just get audio and a black screen on the HMD. I finally got Skyrim to load into the intro stuff, but I only get audio and it sticks on the Bethesda logo with no actual menu. I tried disabling the intro video and then it just sticks on the imperial symbol with no menu text.

    In both cases I’ve tried swapping to the vive as my primary display. That’s how I got Skyrim to load into the main menu, but both HL2 and Portal 2 still didn’t work. Setting the game resolutions to the vive’s native resolution had no effect. Disabling steam overlay and SteamVR theater mode had no effect.

    My vorpx install is a relatively fresh install (within the last two weeks) and I reinstalled Skyrim to see if that helped but not portal 2 or HL2. Neither vorpx or steam are run as administrator.

    #102120
    Congo1986
    Participant

    Thanks for the tips on STALKER Ralf! Going to try that tonight!

    As far as your second point about non-supported games… I guess that is exactly one of the things I’m questioning how to do. I saw the profiles, and the community cloud profiles. I just don’t know how to apply profiles to other games. Like, say I wanted to try applying Skyrim’s profile to a game that is not in the supported list, such as 7 Days to Die, how would I do that? Do I do it in the VorpX configure? I’ve been looking for how to do it, but haven’t been able to figure this out, or find out from searching.

    #102009
    Morphine
    Participant

    I am unable to use vorpx in most games, they give me an error –

    Cannot find EXE or missing file in several games, GTAV, BF4, Arma disables vorpx due to being unable to find the files. I tried admin on both, different versions – x86 etc with no luck.

    Skyrim works, alien isolation kind of works but with unfixable distortion.

    #101985

    In reply to: Skyrim + Vive

    MrEos
    Participant

    An even better solution would be to directly configure skyrim for 1:1 horizontal to vertical sensitivity:
    Under [controls] in Skyrim.ini (Found in “My Documents\My Games\Skyrim”) there are two entries.
    fMouseHeadingYScale=0.0100
    fMouseHeadingXScale=0.0200
    Change the YScale to match the XScale. If you do not have entries for fMouseHeadingXScale then just add them. Also set “bMouseAcceleration” to “0”

    I just want to say Thank you again, for these references. It’s exactly what I needed. I think I’ve finally perfected my settings last night. Because now, I can look straight down/straight up, and get right back to 1:1 when looking straight ahead, and…. left and right rotations seems to be right on 1:1 as well.

    Thank you.

    Now I just need to follow a few tips on out how to squeeze as much graphic fidelity out of it as possible without causing distortions.

    Yohaskan
    Participant

    (Alien, Skyrim, Trine, Portal 2, theHunter …)
    For me, Vorpx is not an expense for a game, but a tool to adjust the VR on all 3D games

    All these games are supported except theHunter, Vorpx hooked .dll
    but for all, remains add manuelement setting, and even with online profiles, it did not help.

    What I have seen is a feeling of being too close, too zoomed. And when I move the head, a kind of mismatch between the geometry of perspective and apparent motion. maybe due to lag, FPS, or even not optimum parameters.

    Portal 2 for example, the Game Setting Optimization seems to fail (no path found), W Key appears to do nothing
    I can change FoV 120 with consol, but it will not be saved
    and make changes in the game is pretty exhausting because you have to read the small text too often, or too close, even with the Vorpx Ingame Menu. If one reduces the zoom, this shifts the mouse cursor postion in the game menu buttons

    Ralf, have you some tips on how to establish a good base ? (I already rule my resolution to 1280×1024 the game, off Vsync, quality min, 4/3) but I do not know if the beta version still has some problems or if I lack settings.

    #101968

    In reply to: Skyrim + Vive

    Ralf
    Keymaster

    In regard to possible rendering glitches it might be best to stick to aspect ratios that are natively supported by the game. If you have glitches with uncommon resolutions that aren’t there otherwise, try something that the game supports directly, e.g. 1600×1200.

    I’m not sure how this affects Skyrim, but Fallout 4 for example has various glitches with resolutions that are not really supported by the game. Considering that Skyrim is based on an older iteration of the same engine that might also be the case here.

    #101966

    In reply to: Skyrim + Vive

    alegse
    Participant

    I am not sure about the water. Do you use any water mods?
    I find in geo3D setting the focal distance up (0.3 – 0.10) did make a more real full size feeling game but can mess with the reflection and sky convergence.

    1080×1200 is not 8/9 resolution like 960×1080. If you can make a custom resolution to keep 8/9 try 1080×1215.

    One thing I have definitely noticed in skyrim is the water will flashy glitch-out and npc and creatures will bob and jump around if you force a non-compatible resolution on your display.

    For example I play with 1440X1280 (z-3D to keep the frame-rate up). And it works great in the DK2. But if I play just on my monitor with these settings the water flashes in and out and mammoths bob around like rocking horses. I get sound glitches and actors pop up and down. If I go to 1920×1080 and play on my monitor everything returns to normal. All resolutions seem to work properly in the rift, However stereo 3D seems to only work for me at proper 3/4 8/9 resolutions.

    #101918

    In reply to: Skyrim + Vive

    alegse
    Participant

    I have noticed some strange y-axis HT sensitivity in Skyrim before. I found it had to do with the FOV. Sometimes the y-axis sensitivity would go severely down compared with the x-axis and feel odd/warped when I looked up/down. This problem would correct itself if I opened the in game map and closed it (which resets the FOV, which I changed to 120 deg in the skyrim ini).
    I found using the VorpX set fov (ie the skyrim console FOV=120) would not solve the problem and only opening and closing the map worked for me.
    I use mouse for HT and not x-box controller.

    #101911
    bclinton59
    Participant

    FYI, the compatibility list would be the same no matter what platform you were using, Rift or Vive. The only thing about the Vive that might be different would be use of the controllers, which I can’t really see how Ralf would ever be able to implement that within vorpX. However certain games could potentially be modded to allow motion controls. GTAV, in particular, has someone already working on exactly that, for example, and some folks have done similar for Skyrim but I want to say that in both cases they were done for the Raze Hydra, maybe? That kind of work should be translatable to the Vive controllers, though. That’s really up to the modding community for those particular games, however, not really a vorpX thing, I don’t think.

    The only other thing of note for me using vorpX has been that many games don’t really handle full positional tracking, it’s really just head look (you can look right and left, up and down and cocking the head but not leaning forward and back or moving side to side or up and down.) This can cause VR sickness, or at least discomfort, for me but you can kind of work around that a little by running in the big screen mode and just moving the screen closer to fill your field of view more. That way your motions are still tracked in that virtual theater so it can be a little more comfortable.

    Thanks a ton for the info. I think I realized that having now used it. Makes sense to me.

    #101907
    zarlor
    Participant

    FYI, the compatibility list would be the same no matter what platform you were using, Rift or Vive. The only thing about the Vive that might be different would be use of the controllers, which I can’t really see how Ralf would ever be able to implement that within vorpX. However certain games could potentially be modded to allow motion controls. GTAV, in particular, has someone already working on exactly that, for example, and some folks have done similar for Skyrim but I want to say that in both cases they were done for the Raze Hydra, maybe? That kind of work should be translatable to the Vive controllers, though. That’s really up to the modding community for those particular games, however, not really a vorpX thing, I don’t think.

    The only other thing of note for me using vorpX has been that many games don’t really handle full positional tracking, it’s really just head look (you can look right and left, up and down and cocking the head but not leaning forward and back or moving side to side or up and down.) This can cause VR sickness, or at least discomfort, for me but you can kind of work around that a little by running in the big screen mode and just moving the screen closer to fill your field of view more. That way your motions are still tracked in that virtual theater so it can be a little more comfortable.

    mr_spongeworthy
    Participant

    Hopefully a quick question:

    I have been successfully doing stereoscopic gaming for many years now using AMD cards and TriDef (went AMD for several reasons, including not wanting to be locked-into NVidia’s proprietary stereoscopic hardware and a much sharper post-processing AA option). I run Frame Packing 720p or SBS 1080p on both a 720p DLP and a Sony Playstation 3D display. Games include DAO, Fallout 3/NV, AC, Project Cars, DAI, Skyrim Etc. Etc.

    However, TriDef is now in some sort of financial trouble and new profiles and support for new games is lagging. Fallout 4, which I very much wish to play in stereoscopic mode only works in their “power 3D” mode which is a fake-3D (I understand Vorpx offers a similar feature), which I just can’t tolerate, but not their true 3D mode.

    How does Vorpx play with non OR / Vibe configurations? If it is just a stereoscopic injector like Tri-Def, but with some added head-tracking and other features it will probably work just fine for all of us long-time stereoscopic gamers out there. If it specifically looks for OR / Vibe hardware then it’s not going to work at all.

    Anyone here have experience with Vorpx and traditional stereoscopic gaming configurations? Does it work?

    Thanks! (And yes, I did google, and I did email Vorpx support directly. No info I could find, and Vorpx support never got back to me…)

    #101858

    In reply to: Skyrim + Vive

    Creep
    Participant

    Don’t use the term vertical sync for head tracking scale, it means something entirely different. Had me confused there for a second ;)

    Have you enabled the expert mode in the vorpx settings?
    I am not at home right now, but I am pretty sure you can change vertical and horizontal sensitivity separately. An even better solution would be to directly configure skyrim for 1:1 horizontal to vertical sensitivity:
    Under [controls] in Skyrim.ini (Found in “My Documents\My Games\Skyrim”) there are two entries.
    fMouseHeadingYScale=0.0100
    fMouseHeadingXScale=0.0200
    Change the YScale to match the XScale. If you do not have entries for fMouseHeadingXScale then just add them. Also set “bMouseAcceleration” to “0”

    If you want to make sure you’re RL head orientation lines up with your ingame orientation, look straight ahead and use alt+space.

    #101846
    MrEos
    Participant

    Just want to dispense some observations that I have learned from tweaking vorpX to work for skyrim.

    What makes a game VR ready?
    How well you can keep the vertical in a 1:1 sync.
    Horizontal rotation can be slower, faster, doesn’t matter.

    When I finally stumbled upon the right sensitivity settings for me that kept the vertical rotation as close to 1:1 as possible. The comfort level literally skyrocketed. And mind you I don’t even get sick in the first place and I could tell an immediate difference.

    Now here’s the problem. The sensitivity settings + vorpX GUI settings, to achieve such fluid comfort, makes horizontal rotation much slower than I’d like. Is there a way to specifically tweak just horizontal Head Tracking? The option disappears when you do a full override of the xbox controller. And the only other screen that allows you to mess with the rotation sync rates just does a general for all axis.

    Also. What’s the likely hood of games being able to know when y rotation is at 0 degrees for the camera in the game? I’m wondering if it’s possible to inject something that can watch for that and make it so the program will speed up or slow down rotation on the vertical axis to always make it so looking straight ahead syncs it up with looking straight ahead in the game. It can be slightly out of sync when not looking straight ahead.

    For example.

    Looking Straight down in game + Looking at a 45 degree angle down in RL = OK
    Looking Straight ahead in game + Looking up or down 10+ degrees in RL = BAD

    It needs to be:
    Straight ahead in game = Straight ahead in RL. If you can make this program accomplish that you will solve 90% of the motion sickness issues attributed to vorpX.

    Almost forgot to add.
    The way that I determined I was getting as close to 1:1 vertical sync as possible?
    I made is so I could see my chaperone wall. And used that as a reference to help sync it up and I just kept messing with sensitivities in game, and in vorpx until looking up and down, always ended up with looking straight ahead within a 5-10 degree margin of error. I’d like to get it below 5 degree margin of error. But I don’t think it’ll happen.

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