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  • #199530

    In reply to: pinball FX3 anytime?

    lokiss88
    Participant

    The possible good news is guys, there’s every chance of FX3 coming native to VR this year.

    Hopefully this time they won’t kill it stone dead and release it standalone like with FX2VR. None of my pinball friends will consider FX3 in VR if they have to rebuy all the tables.

    #199482

    In reply to: pinball FX3 anytime?

    Karlor
    Participant

    Hi all,
    Haven’t checked out vorpX in a few years, really loved it back in the day..

    Sorry to necro but was wondering if Ralph had maybe tried getting FX3 to work? Its on sale and Id die if we could play the fx3 tables in VR..

    PLEASE RALPH OLD BUD HELP A BROTHER OUT!
    :)

    Hell i you get a geo profile or FX3 id buy another license just or pinball, as I probably lost my old reg info lol..

    anyway.. please.. vr pinball is unreal and FX3 tables look sooo sweet..

    Tazling
    Participant

    Greetings to more experienced Vorpxers. I recently tried it out for the first time, hoping to use my Quest 2 to play Portal 2 (best game ever!) in true 3D. It was not a happy first test drive.

    (Note: I’ve been successful in getting Virtual Desktop working and playing SteamVR games wirelessly, so I’m not a total Quest 2 n00b, just a Vorpx n00b. Win10, Steam, AMD 5700XT, i8700K, loads of RAM, Quest 2, official Link cable)

    I used my Link cable to try Vorpx because I had read that it did not play well with VD. Vorpx installed and launched successfully and the Configure app seemed to work OK. I chose appropriate profiles from the games menu. Everything seemed to be going according to the readme.

    But, whether I tried Portal or Portal 2, I had similar deal-breaker issues: really poor rez, my avatar seemed to be 8 feet tall, major crawl and jaggies (like no AA at all), and huge distortion in peripheral vision, like every time I turned my head the world was stretching and bending in a very disturbing way.

    I got VRsick very fast, less than 10 minutes, just looking around and walking (never got to any portal-jumping!) and had to quit — and this is a new problem for me, I never get VRsick. After playing, my eyeballs hurt (also a new experience).

    Instead of a seamless VR experience I seemed to be looking at a spherical projection screen (a rectangle wrapped around a sphere) floating in a big gray limbo. Maybe this is how it’s supposed to look? I could zoom in to this projection and then it (sorta) seemed like 3d, but with the awful distortion everywhere outside the central focus area. Also head turning seemed to be overmapped bigtime, like small head movements resulted in disproportionate camera rotation (also making me dizzy).

    Anyway my Vorpx first test flight was a bummer. I’m hoping I just have missed some obvious configuration options (dumb n00b error) and it actually works much better than that, ‘cos I can’t understand how it got good reviews based on my fairly horrible experience. If anyone else has succeeded with Portal 2 in particular, I’d sure like to know what you did right.

    #198706
    Smoils
    Participant

    Hey I like virtual desktop huge distant screen too, but I also like to be a smart ass

    P.S.: please dont make fun of me because of shape of my eyeballs.

    P.P.S.S.P.P.: Ralf you dont need to make every persons custom dream come true due to limited dev resource, but looking at what is good and popular in other similar apps is not a bad idea.

    #197339

    In reply to: So SW: Squadrons Sucks

    TheLastStarfighter
    Participant

    Not in my book. Freespace 1 and 2 are closer to Xwing. This is more like… ugly ass 3-D outside of the ship… inside it looks somehow unreal. I dunno. When compared with the likes of Subnautica, this game’s VR sucks balls. It looks like that cheap, flat 3-D that early games used. I can’t quite put my finger on it, but it doesn’t look 3 dimensional. The cockpits are decent but XWA in VR and Rogue Squadron for Dolphin VR,set my bar extremely high. After playing that and seeing 3-D moving objects and then looking at this garbage and thinking (they had MILLIONS to work with), I’m super disappointed. Games made on the Gamecube 15 years ago work better than this pile of junk. If any of you have played Starfox for the GC in VR, you’ll know exactly what I mean. There are 3-D objects and there faux 3-D objects…this is the latter.

    #197306
    steph12
    Participant

    thanks for checking Ralf :)

    here’s the vorpx.log for bioshock

    INF: VorpControl: Starting (32bit, version 20.3.1).
    INF: VorpControl: Starting elevated (32bit, version 20.3.1).
    INF: VorpControl: Starting elevated (64bit, version 20.3.1).
    INF: vorpControl: Profile database update aborted. (local: 20.3.0|112, remote: 0.0.0|-1)

    INF: ********************************************************************

    INF: App: Attaching to bioshock.exe, pid:1072 (32bit)
    INF: App: cmd: “D:\steamapps dd1\steamapps\common\Bioshock\Builds\Release\bioshock.exe” -dx9
    INF: App: vorpX version: vorpX 20.3.1, build time: Aug 13 2020 | 18:58:42
    INF: App: max. supported profile version: 20.3.0
    INF: App: Authoring mode: 0
    INF: MemScanManager: Created
    INF: ProgSettings: Versions: system: 19.2.1, user: 20.3.0
    INF: GameHelper: Instance created
    INF: App: BaseInit: crash handler set, previous handler stored.
    INF: Hook Base: Installing base init hooks single-threaded
    INF: D3D9 Base: Installing main hook (functions)
    INF: D3D10 Base: Installing Main Hook
    INF: DXGI Base: Installing Main Hook
    INF: XInput Base: Checking Main Hook
    INF: XInput Base: Hooking xinput1_3.dll
    INF: DirectInput Base: Checking Main DirectInput Hook
    INF: DirectInput Base: DirectInput not detected, hooking delayed
    INF: DirectInput Base: Checking Main DirectInput8 Hook
    INF: DirectInput Base: DirectInput 8 detected.
    INF: HookBase: Installing system hooks
    INF: HookBase: Installing mouse hook
    INF: VorpControl Injector: Injecting Bioshock.exe, pid:1072, mode:1, method:2
    INF: VorpControl Injector: DLL injected: Bioshock.exe
    INF: vorpControl: Starting process life thread: proc id: 1072, hook count: 1
    INF: AudioHelper: Audio device not changed, is already: Index HMD
    INF: D3D9 Interface: CreateDevice
    INF: App: Profile GUID: 03E8912A-7F46-4282-945E-42F45B81F38C (official)
    INF: High Performance Counter Frequency: 10000000
    INF: VorpSetting: /: 0.007000
    INF: VorpSetting: /: Cabin Condensed
    INF: VorpSetting: /: Cabin Condensed
    INF: VorpSetting: /: Arial
    INF: VorpSetting: /: Wingdings
    INF: VorpSetting: /: 547
    INF: VorpSetting: /: 803
    INF: VorpSetting: General/sDeviceIniName: SteamVR
    INF: VorpSetting: Display/iAdapterIndex: -2
    INF: VorpSetting: Display/bDisableDWM: false
    INF: VorpSetting: GUI/bShowAdvancedParameters: true
    INF: VorpSetting: GUI/bShowPosTrackingNotification: true
    INF: VorpSetting: GUI/bShowStartMessage: true
    INF: VorpSetting: GUI/bHideUnimportantNotifications: false
    INF: VorpSetting: GUI/iGuiTexWidth: 2048
    INF: VorpSetting: GUI/iGuiTexHeight: 2048
    INF: VorpSetting: GUI/bShowWatermark: true
    INF: VorpSetting: Audio/iAudioMode: 0
    INF: VorpSetting: Input/fHtRecenterDistance: 0.800000
    INF: VorpSetting: Input/iMouseWheelShift: 0
    INF: VorpSetting: Input/iMouseWheelAlt: 0
    INF: VorpSetting: Hooking/iHookThreadMode: 0
    INF: VorpSetting: Hooking/iHookStyleDX9: 1
    INF: VorpSetting: Hooking/iHookStyleDX12: 0
    INF: VorpSetting: Hooking/bOverlayBlock: true
    INF: VorpSetting: Hooking/sOverlays32: GameOverlayRenderer.dll##IGO32.dll##overlay.dll##overlay_mediator_x32_Release.dll
    INF: VorpSetting: Hooking/sOverlays64: GameOverlayRenderer64.dll##igo64.dll##overlay64.dll##overlay_mediator_x64_Release.dll
    INF: VorpSetting: Authoring/sAuthorCode: 0
    INF: VorpSetting: Authoring/bShaderAuthoring: false
    INF: VorpSetting: Authoring/sNppPath:
    INF: VorpSetting: Authoring/sAuthorDataPath:
    INF: VorpSetting: Authoring/bDumpShaders: false
    INF: VorpSetting: Authoring/bDumpShaderBinary: false
    INF: VorpSetting: Authoring/bCreateAdditionalHashes: false
    INF: VorpSetting: Authoring/iAllShadersTimeRangeMs: 5000
    INF: VorpSetting: Dev/bForceWindowed: false
    INF: VorpSetting: Misc/bTsDisableDX9GrabberScan: false
    INF: VorpSetting: Misc/bGhDisallowSettingsChanges: false
    INF: VorpSetting: Misc/sSrvMonitorNamesOculus: MONITOR\NVDD
    INF: VorpSetting: KeyMappings/iKeyMenu: 46
    INF: VorpSetting: KeyMappings/iKeyEdgePeek: 4
    INF: VorpSetting: KeyMappings/iKeyVRHotkeys: 260
    INF: VorpSetting: KeyMappings/iKeyReset: 813
    INF: VorpSetting: KeyMappings/iKeyCursor: 835
    INF: VorpSetting: KeyMappings/iKeyStereoDisable: 856
    INF: VorpSetting: KeyMappings/iKeyFovAdjust: 854
    INF: VorpSetting: KeyMappings/iKeyCenterPosTracking: 800
    INF: VorpSetting: KeyMappings/iKeyCenterGamepad: 544
    INF: VorpSetting: KeyMappings/iKeyInfoOverlay: 838
    INF: VorpSetting: KeyMappings/iKeyMagnifier: 4
    INF: VorpSetting: KeyMappings/iKeyG3DZ3DSwitch: 843
    INF: VorpSetting: KeyMappings/iKeyDvrScan: 844
    INF: VorpSetting: KeyMappings/iKeyDvrEnable: 834
    INF: VorpSetting: /: 770
    INF: VorpSetting: /: 846
    INF: VorpSetting: /: 857
    INF: VorpSetting: /: 956
    INF: VorpSetting: /: 845
    INF: DeviceSetting: Hardware/sProductName: SteamVR
    INF: DeviceSetting: Hardware/sFriendlyName: SteamVR (Index, Vive, WMR, Pimax etc.)
    INF: DeviceSetting: Hardware/sManufacturer: SteamVR
    INF: DeviceSetting: Hardware/sModelNumber:
    INF: DeviceSetting: Hardware/iType: 50
    INF: DeviceSetting: Hardware/bAllowDisplayClone: false
    INF: DeviceSetting: Hardware/iDesiredFps: 90
    INF: DeviceSetting: Hardware/iPerformanceWarnFps: 0
    INF: DeviceSetting: Hardware/iRecommendedGameResX: 1920
    INF: DeviceSetting: Hardware/iRecommendedGameResY: 1080
    INF: DeviceSetting: Hardware/fDisplayCamFovV: 95.000000
    INF: DeviceSetting: Hardware/fPhysicalScreenWidth: 125.769997
    INF: DeviceSetting: Hardware/iScreenResX: 1920
    INF: DeviceSetting: Hardware/iScreenResY: 1080
    INF: DeviceSetting: Hardware/fScreenAspect: 1.777778
    INF: DeviceSetting: Hardware/fChromAberrationStrengthRed: 0.000000
    INF: DeviceSetting: Hardware/fChromAberrationStrengthBlue: 0.000000
    INF: DeviceSetting: Hardware/fMinColor: 0.000000
    INF: DeviceSetting: Hardware/fIPDDefault: 64.000000
    INF: DeviceSetting: Hardware/iRollMode: 1
    INF: DeviceSetting: Hardware/fLensDist0C1: 1.000000
    INF: DeviceSetting: Hardware/fLensDist0C2: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0C3: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0C4: 0.000000
    INF: DeviceSetting: Hardware/fLensDist0Scale: 1.000000
    INF: DeviceSetting: Hardware/bVerticalShiftEnable: false
    INF: DeviceSetting: Hardware/bDmNewDirectModeAllow: true
    INF: DeviceSetting: Hardware/bDmFluidSyncAllow: true
    INF: DeviceSetting: Hardware/fDmGammaCorrection: 1.000000
    INF: DeviceSetting: Hardware/iHtType: 50
    INF: DeviceSetting: Hardware/bHasDeviceAudio: true
    INF: DeviceSetting: Hardware/sAudioSearchNames: Index HMD|HTC-VIVE|Rift Audio|Rift S
    INF: DeviceSetting: User/iStereoDisplayMode: 4
    INF: DeviceSetting: User/iAnaglyphMode: 2
    INF: DeviceSetting: User/iRenderMode: 10
    INF: DeviceSetting: User/iTimewarpMode: 1
    INF: DeviceSetting: User/iPrediction: 1
    INF: DeviceSetting: User/fVignetteScale: 1.000000
    INF: DeviceSetting: User/fUserIPD: 64.000000
    INF: DeviceSetting: User/fVerticalShiftLeft: 0.000000
    INF: DeviceSetting: User/fVerticalShiftRight: 0.000000
    INF: DeviceSetting: User/bChromaticAberrationCorrection: true
    INF: DeviceSetting: User/bMinimumColor: false
    INF: DeviceSetting: User/bEnableDeviceAudio: true
    INF: DeviceSetting: User/iDmBufferGrabberSyncDX11: 0
    INF: DeviceSetting: User/iDmBufferGrabberSyncDX12: 1
    INF: DeviceSetting: User/bDmNewDirectModeEnable: true
    INF: DeviceSetting: User/iDmFluidSyncMode: 3
    INF: DeviceSetting: User/bDmAllowWaitForDmmRender: false
    INF: DeviceSetting: User/bVrApiMotionSmoothing: false
    INF: DeviceSetting: User/iVrhcControllerType: 3
    INF: DeviceSetting: User/bVrhcbSwapButtonsBYEnable: true
    INF: TrackerSetting: Hardware/sProductName: OpenVRTracker
    INF: TrackerSetting: Hardware/sFriendlyName: OpenVR Tracker
    INF: TrackerSetting: Hardware/sManufacturer: OpenVR
    INF: TrackerSetting: Hardware/sModelNumber:
    INF: TrackerSetting: Hardware/iType: 50
    INF: TrackerSetting: Hardware/bHtHasPosTracking: true
    INF: TrackerSetting: Hardware/iHtAxisIndexX: 0
    INF: TrackerSetting: Hardware/iHtAxisIndexY: 1
    INF: TrackerSetting: Hardware/iHtAxisIndexZ: 2
    INF: TrackerSetting: Hardware/fHtAxisMultX: -1.000000
    INF: TrackerSetting: Hardware/fHtAxisMultY: -1.000000
    INF: TrackerSetting: Hardware/fHtAxisMultZ: -1.000000
    INF: TrackerSetting: User/bHtEnable: true
    INF: TrackerSetting: User/bHtRollEnable: true
    INF: OpenVRDevice: Initializing device
    INF: TrackerOpenVR: Init
    INF: DXGI Base: CreateDXGIFactory1
    INF: DXGI Base: Installing secondary hooks 1
    INF: DXGI Base: Installing secondary hooks 2
    WRN: DXGI Base: Hooking swapchain methods with unknown API (UNDEFINED), using DX11
    INF: DXGI SwapChainHelper: Installing secondary hooks 4
    INF: DXGI SwapChainHelper: Installing secondary hooks 5
    INF: DXGI SwapChainHelper: Installing secondary hooks 6
    INF: DXGI Base: Installing secondary hooks 3
    WRN: Hook: Source module mismatch (dxgi_QueryInterfaceDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    WRN: Hook: Source module mismatch (dxgi_GetParentDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
    INF: DXGI Base: CreateDXGIFactory1
    INF: OpenVRDevice: Init succeeded, HMD found: Valve Index (tracker: lighthouse)
    INF: OpenVRDevice: Runtime Path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR
    INF: OpenVRDevice: API DLL Path: C:\Program Files (x86)\Animation Labs\vorpX\Devices\OpenVR\win32\vpenvr_api.dll
    INF: OpenVRDevice: Render target size: 1848×2052
    INF: OpenVRDevice: Render target AR: 0.900585
    INF: OpenVRDevice: Desired game AR: 0.900585
    INF: OpenVRDevice: Desired framerate: 119.999992
    INF: OpenVRDevice: FOV: 109.416176
    INF: OpenVRDevice: IPD: 0.061139
    INF: OpenVRDevice: Zoom multiplier: 0.786344
    INF: AudioHelper: Audio device not changed, is already: Index HMD
    INF: ExtraSetting: EnvImageMap/:
    INF: ExtraSetting: /: 1.000000
    INF: ExtraSetting: MouseDisableAxisY/: false
    INF: ExtraSetting: VrhcSwapHands/: false
    INF: ExtraSetting: GhResolutionQuality/: 1
    INF: ExtraSetting: DmThreadSyncBeta/: 0
    INF: MemScan Manager: Initialized
    INF: Hook Base: Installing hooked init hooks single-threaded
    INF: XInput Base: Checking loaded XInput versions.
    INF: DirectInput Base: Checking Main DirectInput Hook
    INF: DirectInput Base: DirectInput not detected, hooking delayed
    INF: Mouse/Keyboard Base: Installing Main Hook
    INF: Sound Manager: Initialized, audio mode: 0
    INF: App: Graphics API changed: DX9
    INF: ProgSettings: Versions: system: 19.2.1, user: 20.3.0
    INF: G3DSettings: Loading settings (19.2.1)
    INF: ProgSetting User: General/sVersion: 20.3.0
    INF: ProgSetting User: Image/fImageZoom: 1.000000
    INF: ProgSetting User: Image/fUiScale: 0.400000
    INF: ProgSetting User: Image/fUiScaleHorizontal: 1.000000
    INF: ProgSetting User: Image/fUiStereoOffset: 0.750000
    INF: ProgSetting User: Image/fEdgePeekScaleMin: 0.600000
    INF: ProgSetting User: Image/fEdgePeekStereoMultiplier: 1.000000
    INF: ProgSetting User: Image/iEdgePeekBackground: 10
    INF: ProgSetting User: Image/iImageBackground: 0
    INF: ProgSetting User: Image/fImageAmbienceBrightness: 1.000000
    INF: ProgSetting User: Image/iAspectRatioCorrection: 1
    INF: ProgSetting User: Image/fImageSharpness: 0.000000
    INF: ProgSetting User: Image/fImageGameGamma: 1.000000
    INF: ProgSetting User: Image/fImageGameSaturation: 1.000000
    INF: ProgSetting User: Image/iImageInputGeometryType: 0
    INF: ProgSetting User: Image/iImageInputStereoType: 0
    INF: ProgSetting User: Image/bImageInputStereoFlip: false
    INF: ProgSetting User: Image/iImageInputSurroundFovH: 360
    INF: ProgSetting User: Image/iImageInputSurroundFovV: 180
    INF: ProgSetting User: Image/bImageInputSurroundGuessParams: false
    INF: ProgSetting User: Image/iGameDisplayMode: 1
    INF: ProgSetting User: Image/iVirtualScreenScene: 100
    INF: ProgSetting User: Image/fVirtualScreenHtMultiplier: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenDistanceOffset: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenScale: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenPitch: 0.000000
    INF: ProgSetting User: Image/fVirtualScreenCurvature: 1.000000
    INF: ProgSetting User: Image/bVirtualScreenCurvedVertical: true
    INF: ProgSetting User: Image/fVirtualScreenBrightness: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEnvBrightness: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEncGamma: 1.000000
    INF: ProgSetting User: Image/fVirtualScreenEnvSaturation: 1.000000
    INF: ProgSetting User: Image/iVirtualScreenAspect: 0
    INF: ProgSetting User: Image/iVirtualScreenAntialias: 4
    INF: ProgSetting User: Image/fImmersiveScreenHtMultiplier: 0.500000
    INF: ProgSetting User: Image/fImmersiveScreenDistanceOffset: 0.000000
    INF: ProgSetting User: Image/fImmersiveScreenScale: 1.000000
    INF: ProgSetting User: Image/fImmersiveScreenPitch: 0.000000
    INF: ProgSetting User: Image/fImmersiveScreenCurvature: 1.000000
    INF: ProgSetting User: Image/bImmersiveScreenCurvedVertical: false
    INF: ProgSetting User: Image/iImmersiveScreenBackground: 10
    INF: ProgSetting User: Image/iImmersiveScreenEdgePeekBackground: 10
    INF: ProgSetting User: Image/iDirectModeRenderQuality: 1
    INF: ProgSetting User: Image/iDirectModeRenderAsyncModeNew: 0
    INF: ProgSetting User: Image/bDirectModePresentOrigImage: false
    INF: ProgSetting User: Image/bVirtualScreenMode: false
    INF: ProgSetting User: Image/bVirtualScreenLockHeadTracking: true
    INF: ProgSetting User: Image/bEdgePeekDisableStereo: false
    INF: ProgSetting User: Input/fHtSensitivity: 0.310000
    INF: ProgSetting User: Input/bHtInvertX: false
    INF: ProgSetting User: Input/bHtInvertY: false
    INF: ProgSetting User: Input/bHtPosTrackingEnable: true
    INF: ProgSetting User: Input/bHtPosTrackingOverrideLock: false
    INF: ProgSetting User: Input/fHtPosTrackingUserMultiplier: 1.000000
    INF: ProgSetting User: Input/fHtG3DLatencyEnhancement: 0.000000
    INF: ProgSetting User: Input/bHtCrouchJumpEnabled: false
    INF: ProgSetting User: Input/fHtCrouchPosYThreshold: -0.100000
    INF: ProgSetting User: Input/fHtCrouchVelocityThreshold: 0.700000
    INF: ProgSetting User: Input/iHtCrouchKey: 162
    INF: ProgSetting User: Input/bHtCrouchCrouchKeyIsToggle: false
    INF: ProgSetting User: Input/fHtJumpPosYThreshold: 0.050000
    INF: ProgSetting User: Input/fHtJumpVelocityThreshold: 1.000000
    INF: ProgSetting User: Input/iHtJumpKey: 32
    INF: ProgSetting User: DirectVR/bDvrEnable: true
    INF: ProgSetting User: DirectVR/bDvrForceGameHelperFov: false
    INF: ProgSetting User: DirectVR/fDvrFovWorldOffset: 0.000000
    INF: ProgSetting User: DirectVR/fDvrFovPlayerOffset: 0.000000
    INF: ProgSetting User: DirectVR/bDvrLockLookPitch: false
    INF: ProgSetting User: DirectVR/bDvrPositionEnable: true
    INF: ProgSetting User: DirectVR/bDvrUseCache: false
    INF: ProgSetting User: GameHelper/bGhChangeSettings: false
    INF: ProgSetting User: GameHelper/bGhChangeResolution: true
    INF: ProgSetting User: GameHelper/bGhChangeFov: true
    INF: ProgSetting User: GameHelper/bGhChangeFovRT: true
    INF: ProgSetting User: Input/bMouseDisableAcceleration: false
    INF: ProgSetting User: Input/bMouseHandleCursor: true
    INF: ProgSetting User: Input/bMouseForceVorpCursor: false
    INF: ProgSetting User: Input/bKeyBlockAlt: true
    INF: ProgSetting User: Input/bKeyBlockEdgePeek: true
    INF: ProgSetting User: Input/bKeyBlockVorpX Menu: true
    INF: ProgSetting User: Input/iXiOverride: 0
    INF: ProgSetting User: Input/iXiOverrideDirectVR: 0
    INF: ProgSetting User: Input/bXiOverridePartLeftStick: false
    INF: ProgSetting User: Input/bXiOverridePartRightStick: false
    INF: ProgSetting User: Input/bXiOverridePartButtons: false
    INF: ProgSetting User: Input/iXiHtControllerNum: 0
    INF: ProgSetting User: Input/iXiHtMode: 1
    INF: ProgSetting User: Input/fXiHtDeadzoneCorrection: 0.000000
    INF: ProgSetting User: Input/fXiHtSensitivityX: 1.000000
    INF: ProgSetting User: Input/fXiHtSensitivityY: 1.000000
    INF: ProgSetting User: Input/fGpadSensitivityLeftX: 0.150000
    INF: ProgSetting User: Input/fGpadSensitivityLeftY: 0.150000
    INF: ProgSetting User: Input/fGpadSensitivityRightX: 0.050000
    INF: ProgSetting User: Input/fGpadSensitivityRightY: 0.010000
    INF: ProgSetting User: Input/fGpadDeadzoneLeft: 0.200000
    INF: ProgSetting User: Input/fGpadDeadzoneRight: 0.200000
    INF: ProgSetting User: Input/iGpadWalkRunKey: 162
    INF: ProgSetting User: Input/bGpadWalkRunInvert: false
    INF: ProgSetting User: Input/bGpadWalkRunIsToggle: true
    INF: ProgSetting User: Input/fGpadThumbStickCurve: 2
    INF: ProgSetting User: Input/iGpadVorpXButtonMode: 1
    INF: ProgSetting User: Input/iGpadVorpXButtonBind1: 1
    INF: ProgSetting User: Input/iGpadVorpXButtonBind2: 2
    INF: ProgSetting User: Input/fGpadNativeSensitivityRightYFullVR: 0.300000
    INF: ProgSetting User: Input/fGpadNativeSensitivityRightYCinema: 1.000000
    INF: ProgSetting User: Input/iGpadKeycode0: 69
    INF: ProgSetting User: Input/iGpadKeycode1: 70
    INF: ProgSetting User: Input/iGpadKeycode2: 82
    INF: ProgSetting User: Input/iGpadKeycode3: 32
    INF: ProgSetting User: Input/iGpadKeycode4: 71
    INF: ProgSetting User: Input/iGpadKeycode5: 77
    INF: ProgSetting User: Input/iGpadKeycode6: 2
    INF: ProgSetting User: Input/iGpadKeycode7: 1
    INF: ProgSetting User: Input/iGpadKeycode8: 38
    INF: ProgSetting User: Input/iGpadKeycode9: 40
    INF: ProgSetting User: Input/iGpadKeycode10: 37
    INF: ProgSetting User: Input/iGpadKeycode11: 39
    INF: ProgSetting User: Input/iGpadKeycode12: 67
    INF: ProgSetting User: Input/iGpadKeycode13: 81
    INF: ProgSetting User: Input/iGpadKeycode14: 27
    INF: ProgSetting User: Input/iGpadKeycode15: 9
    INF: ProgSetting User: Input/iVhkKeycode0: 27
    INF: ProgSetting User: Input/sVhkVisText0: ESC
    INF: ProgSetting User: Input/iVhkKeycode1: 116
    INF: ProgSetting User: Input/sVhkVisText1: QSave
    INF: ProgSetting User: Input/iVhkKeycode2: 120
    INF: ProgSetting User: Input/sVhkVisText2: QLoad
    INF: ProgSetting User: Input/iVhkKeycode3: 77
    INF: ProgSetting User: Input/sVhkVisText3: M
    INF: ProgSetting User: Input/iVhkKeycode4: 49
    INF: ProgSetting User: Input/sVhkVisText4: 1
    INF: ProgSetting User: Input/iVhkKeycode5: 50
    INF: ProgSetting User: Input/sVhkVisText5: 2
    INF: ProgSetting User: Input/iVhkKeycode6: 51
    INF: ProgSetting User: Input/sVhkVisText6: 3
    INF: ProgSetting User: Input/iVhkKeycode7: 73
    INF: ProgSetting User: Input/sVhkVisText7: I
    INF: ProgSetting User: Input/iVhkKeycode8: 52
    INF: ProgSetting User: Input/sVhkVisText8: 4
    INF: ProgSetting User: Input/iVhkKeycode9: 53
    INF: ProgSetting User: Input/sVhkVisText9: 5
    INF: ProgSetting User: Input/iVhkKeycode10: 54
    INF: ProgSetting User: Input/sVhkVisText10: 6
    INF: ProgSetting User: Input/iVhkKeycode11: 0
    INF: ProgSetting User: Input/sVhkVisText11:
    INF: ProgSetting User: Input/iVhkKeycode12: 55
    INF: ProgSetting User: Input/sVhkVisText12: 7
    INF: ProgSetting User: Input/iVhkKeycode13: 56
    INF: ProgSetting User: Input/sVhkVisText13: 8
    INF: ProgSetting User: Input/iVhkKeycode14: 57
    INF: ProgSetting User: Input/sVhkVisText14: 9
    INF: ProgSetting User: Input/iVhkKeycode15: 48
    INF: ProgSetting User: Input/sVhkVisText15: 0
    INF: ProgSetting User: Input/iVrhcControllerMode: 1
    INF: ProgSetting User: Input/iVrhcTrackPadModeLeft: 2
    INF: ProgSetting User: Input/iVrhcTrackPadModeRight: 1
    INF: ProgSetting User: Input/fVrhcDeadzoneMouse: 0.100000
    INF: ProgSetting User: Input/fVrhcDeadzoneKeys: 0.300000
    INF: ProgSetting User: Input/bVrhcAllowLeftStickShift: true
    INF: ProgSetting User: Input/bVrhcShiftSwapLeft: false
    INF: ProgSetting User: Input/bVrhcShiftSwapRight: false
    INF: ProgSetting User: Input/iVrhcKbmStickModeLeft: 1
    INF: ProgSetting User: Input/fVrhcSensitivityLeftX: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityLeftY: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityRightX: 0.250000
    INF: ProgSetting User: Input/fVrhcSensitivityRightY: 0.070000
    INF: ProgSetting User: Input/iVrhcExtraKeyLeftGamepadDefault: 0
    INF: ProgSetting User: Input/iVrhcExtraKeyRightGamepadDefault: 3
    INF: ProgSetting User: Input/iVrhcControllerVisType: 1
    INF: ProgSetting User: Input/iVrcKeycode0: 1
    INF: ProgSetting User: Input/iVrcKeycode1: 2
    INF: ProgSetting User: Input/iVrcKeycode2: 87
    INF: ProgSetting User: Input/iVrcKeycode3: 83
    INF: ProgSetting User: Input/iVrcKeycode4: 65
    INF: ProgSetting User: Input/iVrcKeycode5: 68
    INF: ProgSetting User: Input/iVrcKeycode6: 69
    INF: ProgSetting User: Input/iVrcKeycode7: 67
    INF: ProgSetting User: Input/iVrcKeycode8: 82
    INF: ProgSetting User: Input/iVrcKeycode9: 70
    INF: ProgSetting User: Input/iVrcKeycode10: 71
    INF: ProgSetting User: Input/iVrcKeycode11: 32
    INF: ProgSetting User: Input/iVrcKeycode12: 27
    INF: ProgSetting User: Input/iVrcKeycode13: 9
    INF: ProgSetting User: Input/iVrcKeycode14: 160
    INF: ProgSetting User: Input/iVrcKeycode15: 162
    INF: ProgSetting User: Input/iVrcKeycode16: 38
    INF: ProgSetting User: Input/iVrcKeycode17: 40
    INF: ProgSetting User: Input/iVrcKeycode18: 37
    INF: ProgSetting User: Input/iVrcKeycode19: 39
    INF: ProgSetting User: Input/iVrcKeycode20: 136
    INF: ProgSetting User: Input/iVrcKeycode21: 137
    INF: ProgSetting User: Input/iVrcKeycode22: 49
    INF: ProgSetting User: Input/iVrcKeycode23: 50
    INF: ProgSetting User: Input/iVrcKeycode24: 51
    INF: ProgSetting User: Input/iVrcKeycode25: 52
    INF: ProgSetting User: Input/iVrcKeycode26: 69
    INF: ProgSetting User: Input/iVrcKeycode27: 81
    INF: ProgSetting User: Input/iVrcKeycode28: 82
    INF: ProgSetting User: Input/iVrcKeycode29: 32
    INF: ProgSetting User: Input/iVrcKeycode30: 0
    INF: ProgSetting User: Input/iVrcKeycode31: 0
    INF: ProgSetting User: Input/iVrcKeycode32: 0
    INF: ProgSetting User: Input/iVrcKeycode33: 0
    INF: ProgSetting User: Input/iVrcKeycode34: 0
    INF: ProgSetting User: Input/iVrcKeycode35: 0
    INF: ProgSetting User: D3D9/i3DCreateMethod: 3
    INF: ProgSetting User: D3D9/fSeparationNormal: 1.000000
    INF: ProgSetting User: D3D9/fFocOffsetNormal: 0.030000
    INF: ProgSetting User: D3D9/fSeparationComplex: 1.000000
    INF: ProgSetting User: D3D9/fFocOffsetComplex: 0.000000
    INF: ProgSetting User: D3D9/bUseDOFComplex: true
    INF: ProgSetting User: D3D9/fZMultF: 0.500000
    INF: ProgSetting User: D3D9/fSeparationG3D: 1.000000
    INF: ProgSetting User: D3D9/fFocOffsetG3D: 0.000000
    INF: ProgSetting User: D3D9/fG3DFovEnhance: 0.000000
    INF: ProgSetting User: D3D9/fG3DCamHeightModifier: 0.000000
    INF: ProgSetting User: D3D9/iG3DMainEye: 0
    INF: ProgSetting User: D3D9/fPlayerModelOffsetY: 0.000000
    INF: ProgSetting User: D3D9/fPlayerModelOffsetZ: 0.000000
    INF: ProgSetting User: D3D9/iG3DShadowTreatment: 4
    INF: ProgSetting User: D3D9/fRtsTargetScale: 1.000000
    INF: DirectModeManager: Render target resize requested.
    INF: D3D9 ShaderSwapper: Instance created
    INF: D3D9 ShaderSwapper: shader path: C:\ProgramData\Animation Labs\vorpX\Cache\shr\03E8912A-7F46-4282-945E-42F45B81F38C\
    INF: ShaderParser not available.
    INF: D3D9 Manager: Initializing device (frame: 0)
    INF: D3D9 Manager: Buffer Resolution: 1920×1440, Format: X8R8G8B8, MSAA: false
    INF: Display Adapter Description: NVIDIA GeForce GTX 1080
    INF: Display Adapter Device Name: \\.\DISPLAY1
    INF: Display Adapter Driver: nvldumd.dll
    INF: Display Adapter Driver WHQL: 0
    INF: Nvidia Driver Version: 45671, r456_61
    INF: Available GPU Memory: 4054MB
    INF: D3D9 BufferGrabber initialized. Grab mode: 1
    INF: D3D9 ShaderManager: shaders created
    INF: UIRendererDX9: Initialized
    INF: D3D9 GameRenderer: Initialized
    INF: ProgState: UpdatePostFrame first time.
    INF: Hook Base: Installing first frame hooks single-threaded
    INF: XInput Base: Checking loaded XInput versions.
    INF: DirectInput Base: Checking Main DirectInput Hook
    INF: DirectInput Base: DirectInput not detected, hooking delayed
    INF: UI Manager: Initialized
    INF: Keyboard: Init
    INF: Input Manager: Initialized
    INF: ProgState: First Time Init 1
    INF: TrackerOpenVR: Init
    INF: OpenVRDirectModeManager: base initialized, mode: extra thread
    INF: DXGI Base: CreateDXGIFactory1
    INF: DXGI Base: CreateDXGIFactory1
    INF: DirectModeManager: headset render target size reduced (unecessarily large): 2772×3078 > 2593×2880
    INF: DirectModeManager: headset render target size final: 2593×2880
    INF: OpenVRDirectModeManager: renderer initialized.
    INF: UIRendererDX11: Initialized
    INF: Engine3D: Scene Initialized: 13
    INF: RendererDX11: Initialized (2593×2880). Multisampling off.
    INF: VR Controller Manager: Init: no controllers found
    INF: OpenVR Controller Manager: Initialized
    INF: MemScanManger: cache readiness: r:f p:f f:f
    INF: SettingsUI: Init
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    WRN: vorpScan: Position scan failed. Possible values found: 0
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    WRN: vorpScan: Position scan failed. Possible values found: 0
    INF: vorpScan: Exiting.
    INF: MemScan Manager: 1 invalid pointer(s): r:1 p:0 f:0
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    INF: vorpScan: Position scan succeeded.
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    WRN: vorpScan: Position scan failed. Possible values found: 0
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    WRN: vorpScan: Position scan failed. Possible values found: 0
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    WRN: vorpScan: Position scan failed. Possible values found: 0
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    INF: vorpScan: Position scan succeeded.
    INF: vorpScan: Exiting.
    INF: vorpScan: Starting to scan host: bioshock.exe
    INF: vorpScan: Rotation scan succeeded.
    INF: vorpScan: FOV scan succeeded.
    WRN: vorpScan: Position scan failed. Possible values found: 0
    INF: vorpScan: Exiting.
    INF: D3D9 Manager: Releasing
    INF: UIRendererDX9: Released
    INF: D3D9 Manager: Released
    INF: Main: Detaching from bioshock.exe
    INF: Main: Graceful Exit
    INF: UI Manager: Released
    INF: Gamepad Manager: Released
    INF: Keyboard: Release
    INF: Input Manager: Released
    INF: OpenVR Controller Manager: Released
    INF: DirectModeManager: Releasing
    INF: TrackerOpenVR: Release
    INF: OpenVRDirectModeManager: Released
    INF: TrackerOpenVR: Release
    INF: OpenVRDevice: Released
    INF: Sound Manager: Released
    INF: Resource Manager: Released
    INF: D3D9 Base: Removing Main Hook
    INF: D3D10 Base: Removing Main Hook
    INF: DXGI SwapChainHelper: SwapChain method hooks removed.
    INF: XInput Base: Removing Main Hook
    INF: DirectInput Base: Removing Main Hook
    INF: Mouse/Keyboard Base: Removing Main Hook
    INF: HookBase: Removing system hooks
    INF: HookBase: Removing mouse hook
    INF: MemScan Manager: Released
    INF: MemScanManager: Destroyed
    INF: GameHelper: Destroyed
    INF: App: Released
    INF: Main: Graceful Exit Success

    INF: vorpControl: Audio device reset to: Index HMD (NVIDIA High Definition Audio)
    INF: vorpControl: Exiting process life thread: Bioshock.exe, 1072

    i have this issue with all directVr games.

    i’ll try to see if i can fix it myself if not well i’ll just live with it i guess.

    #197216

    In reply to: Vulkan?

    TheLastStarfighter
    Participant

    this needs to be added because Star Wars Squadrons SUCKS BALLS

    #197190
    Eola667
    Participant

    Hi I was wondering if for a later version it would be possible to add a setting that turns mouse acceleration off by default instead of on (globally in the config app). Whenever the watcher is on and tries to attach VorpX to a program where it fails or isn’t supposed to mouse acceleration enables itself causing my cursor to go nuts until I can fix it by toggling it on and off in Windows; aside from that, every time I’m testing profiles on games I need to turn it off each time. Thanks for reading and sorry for the inconveniences.

    #196274

    In reply to: Flight Simulator 2020

    TheBalt
    Participant

    https://hothardware.com/news/microsoft-flight-simulator-is-coming-to-steam-vr-support

    Its getting native VR Support after a few months for all of the more popular headsets. Buy it on Steam to increase likelihood your headset will get support – even if MS drops the ball and only manages to get it to work on limited headsets, I have confidence Valve will get it working just fine with SteamVR and get it working on headsets other than their own.

    From the article:
    The first VR headset that will be supported by Microsoft Flight Simulator will be the Hewlett-Packard Reverb G2. The Reverb G2 was announced back in late May as a “no-compromise VR headset” and features dual 2.89-inch (2160×2160) displays – one for each eye – along with a pair of motion controllers. “We’re starting with them,” said Microsoft Flight Simulator lead Jorg Neumann.

    “There’s some extra work to be done for some of the others. I mean, we’re going to bring it to all the devices – all the common ones. It’s just going to take a few more months after that.” So, all of you Oculus Rift and HTC Vive owners out there will likely be supported; you’ll just be waiting a bit longer.”

    #196268
    TheBalt
    Participant

    Ok
    Another questions

    I was playing Assasin Creed Odyssey in 85 fps and all on max , when i play it in VR with same settings it goes to around 40 fps lol …same for Witcher 3. Is this normal ?
    I have a rtx 2080 and core i9

    Yes, this is a laymans explanation which anyone can feel free to fix/extrapolate on, but I will try to explain.

    For VR to “WORK” (this goes with Vorpx or actual VR Titles like Saints and Sinners or Half Life Alyx) the game needs to be ‘rendered’ twice (basically your PC needs to run the same game TWICE, once for each eye, to create the 3d VR effect; you have two eyeballs, each one can not detect true depth or 3 dimensions on it’s own, it needs the second eye and together they pair together to create an image with depth)

    So.. Your example of Assassins Creed and Witcher both basically running at 1/2 the speed your PC would run them OUTSIDE of VR lines up EXACTLY with what should be happening IN VR. Your PC is basically running Assassins Creed TWICE.

    You will notice, if youve been in VR for a a little while… most VR games dont tend to be very pretty, they tend to go with pretty simple graphical styles; and the ones that are ‘pretty’, like Half Life Alyx – they dont tend to be very open ended like something like Assassins Creed cause simply – most modern PCs cant handle the strain.

    This is why PSVR (Playstation VR) games are exceptionally poor looking. They are trying to do what we are doing with a grossly underpowered machine. More power to them for trying, but, the graphics and resolution on those games speak volumes about how much raw power is NEEDED for a good VR experience.

    So, for me – I have an RTX 5600XT. I can basically play RDR2 at 1440p with pretty much high/some max settings on my monitor. In Vorpx tho, I need to tone everything down to medium and low. Its just the nature of the beast. This has nothing to do with poor programming on Vorpx’s part or anything of that nature; this is just what VR is. It needs to RENDER the scene TWICE to give you the feeling of depth and thus the whole point of VR.

    We will have graphics cards capable of running incredible full sized worlds like Witcher at that graphical fidelity one day and run smooth – but we arent there yet.

    Thankfully there is Timewarp, which is built into Vorpx – if you can get your game to run at 46 FPS, the game will appear utterly smooth thanks to some magic done by VR devs. So, not all hope is lost, just get that FPS ticker up to 46 FPS; it will show you if youre not reaching it in the corner of your headset while playing in Vorpx… just means you need to lower some details or lower your resolution a little bit.

    onyxlee
    Participant

    Hey guys, I am having this issue with all my VorpX games.

    In the Full VR mode, no matter how my head turns, the screen or the world rotates together with me, the same speed, same direction, as if this giant screen 1 inch away from my eyes is literally glued to my eyeballs. So I have to be very careful not to move my head even a little.

    Also, only geometry mode gives a real sense of depth, any other methods like the z-adaptive look very flat, and most times have artifacts.

    I tried all the settings, all the profiles from the VorpX cloud, nothing works. Any ideas? I am using Oculus Rift CV1 with the latest drivers. This problem has been bothering me for many years. How did you guys play all these cool games with VorpX, while I can’t make any game look OK?

    Right now I can only use it like a 3DTV, even that feels laggy on a 2060 RTX card.

    Thanks again!

    #195304
    Ralf
    Keymaster

    Got the game wrong, sorry. Somehow I had ‘The Evil Within 2’ in mind. RE2 still works fine here.

    Please reset the profile to default in the config app and make sure that you didn’t accidentally disable DirectVR auto settings either for the game or globally. If you are unsure about that, try a full factory reset on the trouble shooting page of the config app.

    Under normal circumstances vorpX does all required .ini tweaks automatically.

    #194629
    Ralf
    Keymaster

    Indeed. While I released a hotfix for vorpX 20.1 due to the Steam overlay issue steph12 mentioned, I apparently forgot to make the according DirectVR change in the 20.2 branch. I’ll take care of the matter for the next maintenance update.

    As a workaround for now please disable automated settings in the config app and set the game to DX11 manually. Once you can get in the game you can disable auto settings just for this game on the DirectVR page of the vorpX menu and re-enable them globally.

    BTW: To avoid clutter and keep the forum usable for yourself and others please post technical support questions in the according sub forum. Thanks! Future posts that better fit there will get moved without notification.

    #194078
    RJK_
    Participant

    I put this here in the forum because it may affect other games as well and its a definately a weird thing happening. May some of you test this with other games as well.

    The situation:

    – Titan Quest (Anniversary Edition) DX9
    – Playing the Earth Skills, using the exploding Fire ball
    – It takes less then 1 second to fly across the screen on a normal monitor
    – with vorpx it takes almost 3 seconds for exactly the same distance
    – characters are moving normally
    – 90/90 FPS
    – no studder,no framedrops
    – no matter what resolution
    – no matter what settings, G3D, Z3D or without a profile
    – no matter what screen (immersive was used)
    – Windows7, Steam VR 1.9x
    – VorpX 20.1.1

    The game becomes quite difficult to play up to unplayable in difficult situations in this mode because the monsters always run away before the fireball can hit them. I am afraid this could affect other games as well.
    (You would probably only notice this when comparing directly beetween Monitor and VorpX gameplay.)

    I have absolutely no explanation for this.

    any ideas ?

    #194070

    In reply to: A few questions

    hauntinghelix
    Participant

    After a couple other hours of searching around, I have found answers to some of my questions. Hopefully someone sees this comment before they start typing. However, my other questions still need answering.

    1. Yes there is a built in fps counter. Use Alt-F to display it.

    4. I see that there are custom resolutions. Is this the way to crank out extra resolution? As I understand it, vorpx’s resolution in directVR overrides internal game resolution right? The resolutions in vorpx is based on display resolution? I am running 2560*1440 right now. DirectVR resolution is set to 2600p(max value I can select). Is this working as intended? Fallout 3’s ini has the resolution set to 2660*2128. This is being overridden right? Basically, I want a higher resolution. How do I do this?

    8. From one video I watched, there seems to be a built in mechanism that limits y-axis movement using a mouse or gamepad. However, it isn’t perfect. One solution I came across was to use an old-fashioned ball mouse and disable the vertical sensor. Seems like an extreme way to solve the problem. There must be a way to block all vertical input from a normal mouse right?

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