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  • #222131
    Ralf
    Keymaster

    No, that looks fine. Should work.

    Please start vorpX, try to launch the desktop viewer trom the tray menu a couple of times and then create a trouble shoot archive in the config app. Send it to support at vorpx dot com. I get back to you *if* I can spot something unusual.

    #222126
    333hronos
    Participant

    Oh, you are right — there was a renamed ReShade DLL (dxgi.dll0) in the game folder!
    After I deleted it from the game folder, everything works fine again.
    This is the first time I’ve seen a program actually detect a DLL even with the wrong file extension.

    Thank you! I’ll definitely keep this in mind for the future.

    #222123
    Ralf
    Keymaster

    Please check whether you have some other DirectX injector/mod installed in the game folder. Or maybe some game recording app running. Remove anything that potentially may also hook into DirectX and by doing so may cause double injections and other weird issues. This does not happen with vorpX alone.

    #222122
    dimensionaldude
    Participant

    After a full reinstall, I still have the same problem. A few notes:

    -I’ve had foveated rendering / quadview disabled since I don’t think I’m running any games that would support it (same goes for eye tracking)

    -vorpX Service is running on startup, but from your description maybe something is interfering with it.

    -When launching VorpX Desktop Viewer, I notice now the “disable virtual monitor” is greyed out in the system tray, despite “enable virtual monitor” being checked in the configuration settings.

    -I think I read Virtual monitor is supposed to disable my existing monitor? That’s clearly not happening on my end. I even tried turning off my monitor while Desktop Viewer was enabled and it led to behavior where the previous desktop image was still on the screen and I could move the mouse cursor around, but none of my clicks registered.

    Please let me know what else I should try to troubleshoot this.

    #222121
    333hronos
    Participant

    Hi,
    After updating to VorpX v25.1.2 I encountered a strange image issue in Outlast when using VDXR.

    The image is split into three parts:
    – one stretched section in the center,
    – and two additional stretched halves on the left and right.

    Screenshot (only 2 of 3 parts are visible in the capture):
    image

    I already tried a full factory reset and a complete reinstall of VorpX, but the problem persists.

    With VorpX v24 everything worked fine just yesterday, the issue appeared only after updating to v25.

    Ralf
    Keymaster

    The whole point of the virtual monitor is less fiddling with custom resolutions. The current way to add your own via the – fairly slick if I may say so – dialog is as far as customization will go. Sorry. It’s actually already the result of listening to user wishes about more customization, although that rarely should be necessary at all.

    Aspect ratios below 1:1 practically never makes sense since in FullVR you’d always want a few pixels left and right as a buffer for extra frames vorpX can generate. In games that aren’t too demanding actually even 4:3 is the best FullVR choice, as that will provide enough buffer for fast head rotation without black sliding in from the sides. And in terms of wider resolutions everything is there that makes sense for immersive screen/cinema.

    If what you have in mind is adding precisely the display resolution of your headset, that’s not how things work in VR. There can’t be precise pixel mapping due to the reverse lens distortion applied to the image on screen anyway.

    #222113
    Ralf
    Keymaster

    I can’t really think of much else than the bug I described above, 90% sound particularly weird as that would mean the service used almost all your cores, which it never does. At worst it should occupy one core when said bug occurs. Let’s see how things turn out after the next update. Keep me posted once the next version is out.

    dimensionaldude
    Participant

    I’m on the Pimax Crystal Super trying to use the Desktop Viewer / Virtual Monitor, but am having a couple problems:

    -While it works, the resolution is clearly reduced. On a 4k desktop, it looks like it’s downsampled using a nearest neighbor filter down to maybe 1080 (I can see obvious aliasing on straight lines). It’s clearly displaying a poorer quality than something like SteamVR’s desktop view, I’m guessing this is some sort of bug.

    -I’m on a 60Hz monitor and I can’t get Desktop Viewer to display the image at 90fps, even with vsync off in games with a high framerate. The in-game framerate will go that high, but the Desktop Viewer isn’t sampling it, it looks identical to capping it at 60 and I can tell it’s not as smooth as 90. Just to test, capping it at 30fps shows an obvious drop, so I think it’s not injecting properly.

    Some things I’ve tried / noticed:

    -When VorpX hooks into a game directly, it displays it at 90fps fine (same for full resolution), this is only an issue for running a game inside Desktop Viewer.

    -When I try to launch Desktop Viewer through the system tray icon, nothing happens, but if I launch vorpDesktop.exe directly from the VorpX directory, then it will load.

    -When trying to activate virtual monitor manually from the system tray, nothing seems to change. If it’s already running Desktop Viewer, does that mean it’s already active?

    #222108
    Ralf
    Keymaster

    Under normal circumstances the service should not consume any noteworthy CPU time.

    However, there currently is a fairly stupid bug that can occasionally cause this after lock/unlock, waking up from standby or similar events. Unless your issue is caused by something else, it should be fixed in the next update.

    If you still experience this issue in vorpX 25.1.2, which will be out shortly, let me know.

    #222102
    Ralf
    Keymaster

    Can’t replicate. Checked with Odyssey under various conditions. Neither in generic 3d, nor with a headset, with and without virtual monitor. One time I had to ALT+TAB after opening the game’s key rebind options for some reason though. Might have lost input focus.

    That aside I could rebind the C key to everything I tried. vorpX wise everything at default.

    #222100
    dellrifter22
    Participant

    I rebound vorpX cursor to U and restarted vorpX. The cursor toggled with U as expected and the key override setting had no effect either way.

    The C key however still won’t work with the menu override on — at least as a short press. It worked as a long press in AC Odyssey for loot scanning, but as a toggle it won’t work. I can’t bind C to anything in the 3 games I tested (no input detected) until I turn the menu override off. Override off and C works as expected.

    I don’t have C bound to anything in the vorpX config other than default Alt + C for cursor. Only custom bindings I have for config are:
    recenter = Shift + Q
    edgepeek = Pad+
    enable stereo = Pad-
    switch G3D/Z3D = Pad*

    #222099
    Ralf
    Keymaster

    The C key is used in the ALT+C hotkey for toggling cursor visibility if neccessary per default. Nothing has changed in that respect for ages though.

    Would be great if you could check whether the same happens with a different key you assign in the config app for cursor visibility toggling or whether it’s still the C key that causes issues afterwards. Both would be equally weird, but at least I’d have some halfway useful information that way.

    #222098
    dellrifter22
    Participant

    I’ve had to set vorpX menu key override to NO in a few games recently to get functionality of my C key. Reporting in case this was left in from dev mode or something. Didn’t happen before 25.1.1.

    #222085
    Ralf
    Keymaster

    Nothing has changed in respect to immersive screen controls. The profile now comes with a dedicated mod-portion though. You may have to disable that on the DirectVR page of the menu, switch to Z3D, immersive screen mode on the main page and restart the game to make everything behave like before.

    Builds prior to 25.1.0 don’t work anymore with Cyberpunk at all since nVidia decided to break vorpX’s old DX12 renderpath in drivers 580.88+.

    #222079
    vincer2000
    Participant

    Quelque chose me dit que tu es français ;)
    ( Something tells me you’re French ;) )

    Or am I the only one reading “Casque” and “Et” in the title ?

Viewing 15 results - 166 through 180 (of 12,455 total)

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