I am trying to get Turn Signal to work with Outer Worlds but it goes away once Outer Worlds Starts. I have it excluded in Vorpx. I am wondering if it might be due to Outer Worlds not being a Steam game?
I can’t seem to be able to run any games well despite setting them to low graphics and disabling all effects and additional options, my framerate just won’t go above 40, I tried re7, the outer worlds, alien isolation and blair witch and they all run poorly, it certainly isn’t a problem with my rig so I guess I’m looking for tips on how to effectively troubleshoot this thing since I’m new to VR and Vorpx. My PC has an RTX 2080 Super, Ryzen 3900x, 32 GB of 3200 RAM and the games are installed in a WD Black nvme ssd, my headset is an Oculus Quest.
Thank you in advance to everyone and anyone who’s able to give me a hand with this.
If you are still in contact with the guy, let him know that in The Outer Worlds the DirectVR scanner has to be run before the gamepad works natively. Prior to that the issue you described occurs.
That’s not related to GamePass. Some games don’t allow mouse and gamepad input at the same time, so whenever vorpX emulates a mouse for head tracking issues like you described can arise in affected games. Normally vorpX handles such cases with its built in gamepad to mouse/kb emulator, but in The Outer World that doesn’t work for some reason.
After a successful DirectVR scanner run however the gamepad can be used natively in The Outer Worlds. Same for Halo MCC by the way.
Not that i know of, Ralf and i use the application regularly. their anti cheat garbage is too extreme, i got nothing running and cant even get gears 5 to launch because their anti cheat system is so overzealous, i have no clue what it thinks its finding but ive tried disabling everything and it wont even launch a game WITHOUT Vorpx being involved.
I have had Gamepass games work perfectly with Vorpx that were single player – like Darksiders 3 worked 100% fine. Outer Worlds worked fine but there was another user who had controller issues with the GamePass version as well, I think the profile just wasnt able to get into the ini files or whatever it is you usually tweak to get the mk/controller functionality to work at same time.
So, sorry, thats not exactly an answer to your question, but my experience with this program, even on its own, has been sketch. Vorpx has worked for single player games, but Outer Worlds did have a control problem I think another user replicated, neither of us could figure it out.
So – long story short – you work hard for us and i appreciate you coming out and just asking bluntly to help make the program more functional for us – but i think youre fighting an impossible battle with the current iteration of Xbox Game Pass games. Its going to work sometimes but I wouldnt stress it, as a consumer, I appreciate you trying to get it to work – but dont beat yourself up over this one at all; its very much so still an application with many of its own issues that are totally out of your control.
Thanks for your time and be safe with the craziness going on!
In Outer Worlds, within VorpX menu, make sure your vertical HUD scaling is set to 100%. The aiming reticle is NOT centered to the HUD, so if you allow VorpX to re-scale the HUD, it will be shifted up compared to where you are aiming.
Just wasted 2 hours to figure that one out :-)
Hey guys,
I was wanting to see if anyone found a resolution to this or if anyone else had this problem. Outer Worlds loads up great, does DirectVR great, but when i try to use headtracking + use my right stick, Headtracking just ‘randomly’ dies until i stand still, dont move for a moment, then itll click back on, but, if i touch right stick again, it ‘kills’ headtracking.
am i missing something? i didnt toy with any of the control options in vorpx menu, just let the profile default, hit DirectVR and it just does this thing where headtracking just kinda ‘randomly’ works and turns itself off.
anyone else run into this and potentially have a fix?
20/01/10
vorpX 20.1.1 has been released.
This is a medium sized maintenance release, mainly aimed at improving/updating existing profiles and addressing a few issues that have been reported recently. On top of that Immersive Screen and Cinema play styles can now be configured for comfortable reclined gaming and a couple of smaller improvements have been implemented. The release also comes with three new game profiles.
As a new service some short descriptions of the games that got profiles added. Let me know if you consider that useful or unnecessary fluff.
Journey
This is an enhanced version of the PS3/4 masterpiece from 2013 that finally was released for PC a few months ago. Find your way through a barren desert in search for a mysterious mountain on the horizon. A unique game with a whopping Metacritic score of 92 for its original release that you will find in many top lists of the best games ever created. More captivating than ever in 3D with vorpX’s Immersive Screen Mode.
A Hat in Time
Feeling grumpy today? This is for you then. A cute 3D-platformer that will put a smile on your face immediately. Who needs Mario when you can have A Hat in Time? Defaults to Immersive Screen Mode, but if you have the stomach, you might also want to try FullVR, vorpX takes care of adjusting the FOV etc.
Little Nightmares
A Steam surprise hit from roughly a year ago. Guide a little girl in a yellow raincoat through her little nightmares in this 2.5D platformer. If you haven’t tried that already, you will be surprised how much fun games like this can be on a huge (virtual) 3D screen. A must for everyone who likes games like Limbo or Inside even a little bit.
Full Changelog
New/Changed:
- Immersive Screen/Cinema mode can be configured for reclined gaming.
- DirectVR: improved FOV calculation for cinema/immersive screen mode
- DirectVR: improved resolution calculation for cinema/immersive screen mode
- DirectVR: improved usability for games that require a key press to apply a FOV
- DirectVR: improved memory scanner reliability
- D3D9: workaround for Trine 1/2/3 exception with recent nVidia driver versions.
- Improved GOG overlay blocking
Bugfixes:
- Aspect ratio could be slightly off in Immersive Screen mode since 20.1.0.
- Loading vorpX resources could fail in 64bit apps (e.g. DX9 font in Crysis 64bit).
- Arma III black screen when run fullscreen (probably also other DX11 games).
- G3D camera height did not work as intended with ‘Generic 3D Display’.
- HUD depth didn’t work with ‘Generic 3D Display’ although available in a profile
- Some messages were not displayed in the top left corner of the game window.
New Game Profiles:
- Journey: G3D, immersive screen mode, DirectVR: resolution, tweaks
- Little Nightmares: G3D/Z3D, cinema mode
- A Hat in Time: G3D/Z3D, immersive screen mode, DirectVR: resolution, FOV, tweaks
Game Profile Changes/Fixes:
- World of WarCraft: support for WoW Classic added.
- Batman: Arkham Asylum: G3D redone, 3D-HUD added, shadows defined
- Batman: Arkham City: Automatic API setting, G3D redone, minor fixes
- Batman: Arkham Knight: DirectVR FOV and tweaks, Z3D added, 3D-HUD, shadows defined
- Shadow of the Tomb Raider: uses DX12 now on Windows 10
- Path of Exile: D3D11 G3D added, game does not support D3D9 anymore
- Dead Space: shader fixes.
- Psychonauts: Fix for GOG overlay related crash on start
- Mass Effect: G3D parameters redone, skybox glitch fixed.
- Mass Effect 2: G3D parameters redone.
- Sekiro: Shadows Die Twice: flickering moon and fog fixed.
- Need for Speed: Shift 2 Unleashed: Better G3D parameters, scalable 3D-HUD.
- The Outer Worlds: shader definitions (HUD etc.) were missing since 20.1.0
- Legend of Grimrock: 3D-HUD added
- Legend of Grimrock II: 3D-HUD added
Just a heads-up that there should no need to any of this. Since two versions ago there is an official profile that should work without any workarounds.
Hey Ralf, quick Q for you about the outer worlds profile and i saw atleast one other user with the same issue – Headtracking just randomly dies. Well, not randomly – it tends to work if you walk a few steps, stop, look around, etc.. but if you touch the right control stick it “kills” the headtracking and makes you use only the stick for looking around… then if you walk forward a bit and dont touch right stick, it will reenable headtracking.
i would blame this on my own lack of understanding of vorpx or doing something wrong, but another user reported the same problem. didnt know if it was something you could look at that might be getting wires crossed there for some players.
thanks so much for all your work and i am currently enjoying you jedi fallen order profile, thanks so much for it! Its a blast!
This worked a treat for Outer Worlds – really appreciate the tip.
Hello! I have a problem similar to what was discussed in some other posts, but I did not find a solution. The problem is as follows. When I just start the game, the controller works, but it kills head tracking, I guess because in this game controller and mouse cannot be used simultaneously. When I try directvr scan, it always fails the first time (first three attepts), but works the second run (after first attempt). However, both after first and second directvr scan, controller becomes unusable (no reaction to any button presses or joystick). Please let me know if you have an idea how to fix this. I use Epic store version.
So today I´ve downloaded the new Vorpx-Update. When I started the Outer Worlds G3d didn´t work properly anymore. The world didn´t show in the right eye. It worked perfectly before the Update. Already tried switching to Z3D, quitting the game, then again switching to G3D and quitting. Also reverted Game Profile, also restarted Windows several times. But nothing seems to be working. Maybe somebody has a solution?
Luis that is fixed when in game you use 3d geometry and go to the main menu with the eyes off balanced and restart the game.I guess with my issue that directvr keeps attempting but won’t succeed is another thing I have to keep trying.Gta5 works phenomenal,rdr2 looks neat and the outer worlds still looks great in vr despite the directvr not succeeding.
There is no cache to clear in this case. Only in some games memory scanner values stay the same between sessions. In these games the cache is used. In other games however (The Outer Worlds included), the values don’t stay the same, so the cache isn’t used.
Hey everyone,
So i downloaded the official Outer Worlds profile – playing in Xbox Console Companion App/Gamepass version btw.
But i ran into a problem i simply couldnt find a fix to – my controller works, 3d works, hud adjustments work, its all good – but my right stick KILLS the headtracking. The two are just not working in ‘concert’… i can take a few steps and ‘look around’ with headtracking, but, once i touch right stick on Xbox controller, it immediately kills headtracking entirely and only follows the right stick; until i move, stand still, and look around again without touching the right stick.
Im not a 100% vorpx expert but i tried all combinations of overriding xbox controller/wasd mode, etc and couldnt get it to work. does anyone have this problem and a solution? if it requires a 3rd party app i dont mind, just wanna play the game ‘normally’ with xbox controller.
thanks for any help and reading this far!
did anyone find a fix for the inviisble world or is it wait until the next update? no amount of restarting or fiddling worked for me