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Apr 26, 2015 at 2:30pm #81598
martinvrParticipantI found the stuttering stops when you set “HANDLE GAMEPAD INTERNALLY” to “YES”.
Im not exactly sure what this does, but it does fix the stuttering issue. However, it also causes conflicts when pressing SELECT which brings up a sxtrange keypad.
I can’t seem to find any instructions on the IN-GAME menu items, so any help would be great. I was thinking of perhaps unmapping all the “internal” VorpX mappings (to avoid the conflicts) but with it enabled to allow for smooth movement.
Apr 20, 2015 at 10:20pm #81400In reply to: Application launch failure
RalfKeymasterDo you use different users for admin/normal use?
If so, please give your normal user admin rights for the installation, afterwards you can change the rights back.
In such dual user scenario the installer would copy vital files to the admin user’s user dir. Making it impossible for the normal user to find the files.
Running vorpX as admin should generally be avoided. It’s only necessary for (old) games that require admin rights.
Apr 17, 2015 at 6:03pm #81203In reply to: Non-Oculus Rift HMDs request
RalfKeymasterThis is a somewhat delicate matter. There are mainly two reasons why I’m hesitant to support phone based solutions.
1. Most people would expect that vorpX can do everything from game rendering to phone head tracking and streaming the content to the phone without requiring additional software. Currently vorpX could only do the rendering. Head tracking would probably be relatively easy, but a rock solid streaming solution takes a lot of time.
2. It’s literally impossible to adjust optical/lens parameters perfectly for every phone/VR adapter out there without individual calibration. Currently there is no user friendly way to calibrate this in vorpX, which would be necessary to avoid a lot of “my image is distorted” support issues that are not solvable without the exact same phone/adapter combination. Such a calibration routine wouldn’t be too hard, but currently it’s just not there.
Phone VR support isn’t ruled out for the future though. I’d be really happy to do this.
Apr 15, 2015 at 12:03pm #81064In reply to: FSX and vorpX 0.8.1
RalfKeymasterAlmost all games we are working with are Steam games.
The only important thing for the Steam FSX version is to start vorpX with admin rights (can be configured in the vorpX config app). Normally this should be avoided, but Steam for some reason starts FSX with admin rights, so vorpX also needs admin rights in this case to be able to hook into the program.
Apr 8, 2015 at 7:16pm #80861In reply to: rFactor 2 and DK2
SvenHParticipantThat is really strange. I am running out of ideas. I can not get it to work.
Check Resolution, used Rift as Primary, running in full Screen, but no difference. It just stops working !! Only a message that rfactor 2 stopped. No error message.
Is there any log which might be created to check ? I want to avoid re-installing rfactor 2 as it works without Vorpx.
Not saying Vorpx is the Problem. There might be just a simple conflict which I dont see. I had not Problem running rfactor 2 with the former Vorpx Version and the Oculus Driver 0.4.xJan 3, 2015 at 11:44am #27004In reply to: Farcry 4 + Vorpx 0.7.5 woes
SzabbyParticipantHi Adam!
Don’t give up, it will surely work!
The main reason, why the game crashes at startup, use to be, that you are online! Please note, that when I say “offline mode” it doesn’t only refer to choosing “launch the game in offline mode” on the HUD when you are already in the game, but it also refers to Uplay! So, before launching Far Cry 4 exe file, launch Uplay first, and switch online mode to OFFLINE! VorpX won’t work otherwise and the game immidiatelly crashes in online mode.
To those, who either have a startup crash problem OR the problem, that you can not make the game run on the Rift’s screen, again, please make sure, that all the following parameters are set OK:
1. Make sure, that the rift is properly installed. I use the rift the way, that in my desktop/VGA settings:
– DK2 and my monitor are side by side (monitor is the first and next to it on the right there is the DK2),
– DK2 is in portrait mode and NOT landscape
– In resolution options DK2 is set to 1920X1080 AND 75 Hz (this is essential!)
– My DK2 is set to be secondary screen (apart from some rare cases as exceptions, I think DK2 doesn’t need to be set as primary screen!)2. WITHOUT launching VorpX you must launch the game first and make the following settings properly:
– aspect ratio: auto
– resolution 1920×1080
– screen: FULLSCREEN (NOT borderless or windowed!)
– refresh rate: 60 Hz (as there is not an option for 75 Hz, but if anybody knows, how to upscale this to 75 Hz, please, tell me)Before exiting the game, SAVE the changes!
3. Set the rift to extended mode and disable OR Service.
4. BEFORE launching FC4 exe, launch Uplay and switch it to OFFLINE mode! Disabling the overlay can not hurt either.
5. BEFORE launching FC4 exe, launch VorpX and enter general configuration. The most important thing there is to set “SHOW ON RIFT DK2” and NOT “use system settings”! This is highly important, otherwise you can run into the same problem, that the game won’t show up on your rift’s screen, only on your monitor!
I also use the following settings turned ON:
– Disable Aero on game start
– Restore desktop windowsI also had the problem, as some other commenters mentioned too, that in the game everything was “too close”, and it made me a headache quite soon. To avoid this you can create optimal view by harmonizing the following settings:
– Increasing FOV in VorpX Game Settings Optimizer menu (for my taste, FOV 130 worked much better, and resulted a more comfotable gameplay, than FOV 120)
– Altering vignette scale and image zoom settings ingame through VorpX control panel
– Switching between lens A and lens B settingsI hope, that the guide above helped in solving FC4 – DK2 problems to all of you!
Keeping all these instructions I think there is no way to fail playing FC4 on DK2.
Please, write some feedback, how you succeeded.
Greetings!
Dec 18, 2014 at 10:02pm #26514In reply to: Another Display Orientation and Question
RalfKeymasterThe framerate drop in Geometry 3D is usually >50%, due to some overhead (switching various renderstates many times per frame) that is unavoidable for a injection stereo driver. Also many optimizations that are thinkable for stereo rendering cannot be applied in an injection driver unfortunately.
You should be able to use FRAPS in most games, next vorpX version will have the internal framerate counter exposed for users per hotkey though, and also display a recommendation to switch to Z-Buffer 3D if the framerate is below the desired framerate for the headset.
Dec 12, 2014 at 2:54am #26438In reply to: vorpX config error, please help!
RalfKeymasterThe installer does a version check to avoid installing an older runtime, but since Oculus changed the location where the version info is stored with the 0.4.3 runtime this check fails in some cases currently. Will work correctly again soon.
Dec 12, 2014 at 1:02am #26429In reply to: vorpX config error, please help!
RalfKeymasterThe installer does a version check to avoid installing an older runtime, but unfortunately Oculus changed the location where the version info is stored with the 0.4.3 runtime, so this check fails in some cases currently. Sorry for the inconvenience. Will be work correctly again soon.
Not ideal, but you can use vorpX entirely without the config app BTW. Just make sure to set the Rift as primary display in that case. Opening games on the secondary monitor is the only basic setting that can’t be set ingame. Almost everything else can br adjusted in the vorpX ingame menu.
Dec 5, 2014 at 4:51am #26272In reply to: Can Vorpx be used with the 0.4.3 runtime?
RalfKeymasterThe vorpX installer does a version check to avoid installing an older runtime, but unfortunately Oculus changed the location they store the version number in with 0.4.3. So this check fails in some cases (like yours). Will be fixed with the next update.
Dec 2, 2014 at 11:45pm #26218In reply to: Vorpx stopped working at all
vangelParticipantOk, I started the x64 version of my games, which don’t work. The 32 bit version of “The Vanishing of E.C” and Thief works. I avoid 32 mode always if possible, 32 is a thing of the past, every game runs better and with much bigger textures in 64 bit. Obviously VorpX only seams to work with 32 bit. A little disappointing now with even the consoles switching over to native 64bit. When will VorpX support it?
Nov 20, 2014 at 9:28am #23922In reply to: Can Vorpx be used with the 0.4.3 runtime?
RalfKeymasterYou should be able to use 0.4.3 with the current vorpX version, I’m not aware of any ill side effects. If you want to stay on the safe side and don’t absolutely need 0.4.3 for something else, I would recommend to stick with the version vorpX installs though.
The vorpX installer does a version check to avoid installing an older runtime, but unfortunately Oculus changed the registry key they store the version number in with 0.4.3. So this check fails in some cases (like yours). Will be fixed with the next update.
Oct 27, 2014 at 2:46am #21346
deezdramaParticipantIts in 1080 and setting IPD to 64 fixed the blurry problem though I dont know why this happened since I had vorpx and oculus config set to 67mm and bf4 in vorpx was fine. I tried in all the different modes… geometry, zadaptive,etc
Fov is set in morrowind graphics extender to 120 as I read in several guides that this is the fov needed.
tried with morrowind + 3.0 overhaul and all i got was either all red or all white textureless scenes.
I tried turning “distant lands” option off because i heard it can cause this but no luck turning it off.I then tried changing the morrowind graphics extender from mge xe to the older version 186 but kept getting errors from the overhaul installer.
I then did a fresh install with morrowind 3.0 but this time used the older v 186 graphics extender and distant lands shutoff…. still got the textureless mess.
By the end of the night I had reinstalled it 4 times and couldnt get any combo of settings to run with the overhaul,
I ended up doing a fresh install with just the mge xe graphics extender installed and finally got it to work….
its pretty cool but is way too glitchy still, now instead of the whole world being white and textureless, things look fine but every couple of seconds whole walls and buildings will glitch out and disappear leaving blue textureless voids where they were.
Also i noticed scale seemed weird like all npc’s looks huge and when looking at there feet it looked like looking down from a mile high canyon. I have fov set to 120 and played around with the vorpx settings but never got it to feel quite right.I could of lived with it but the buildings and walls glitching away every other second just made it unplayable so I gave up.
I read that ralph used the morrowind overhaul 2.0 for vorpx but I cannot find anything but version 3.0.
I dont know what the deal is. Ive tried 2 different versions of the main game files, made sure all drivers and dx are up to date. Tried all different co figurations of overhaul.
I also noticed i was only getting fps in 30’s and 40’s….
this shouldnt be the case as its just vanilla morrowind with the graphics extender installed….no other mods.
battlefield 4 was running fine in vorpx off the bat so i dont know what the deal is but spent a whole day trying to play morrowind with no luck.Oct 24, 2014 at 8:59am #20901Topic: Mass Effect 1 Settings
in forum Game Hints and Settings
Nosbor78ParticipantIn …\Documents\BioWare\Mass Effect\Config\ open BioEngine.ini
Adjust the following:
MaxSmoothedFrameRate=75.000000
MinDesiredFrameRate=60.000000 //I found 60 to be the minimum to avoid discomfort, this also occurs in a few spots, so do a search for “framerate” without the quotes.Launch the game in normal mode.
Set the Resolution to 1920×1080, look for the “double down” arrows to the right of the list.
Enable hardware cursor under input, if you don’t you won’t have the mouse cursor or the Vorpx menu.I had bad issues with background flicker, and I mean bad.
So I set the 3D Rendering to Z-Adaptive, and enabled depth of field in the Vorpx menu.The lighting in the game is a little strange, and there are some FOV settings in the BIOEngine.ini file that I should play with to bring in the edges of the game.
I’m pretty happy with this though, the game is comfortably playable with these settings.
Sep 23, 2014 at 7:26pm #17993In reply to: Skyrim – stuttering head tracking?
RalfKeymasterMouse smoothing should best be avoided since it adds to head tracking latency.
If you wish to, you can use the vorpX head tracking smoothing for a similar effect. The first three or four steps should be OK in regard to added latency.
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Topic: Mass Effect 1 Settings
In …\Documents\BioWare\Mass Effect\Config\ open BioEngine.ini
Adjust the following:
MaxSmoothedFrameRate=75.000000
MinDesiredFrameRate=60.000000 //I found 60 to be the minimum to avoid discomfort, this also occurs in a few spots, so do a search for “framerate” without the quotes.Launch the game in normal mode.
Set the Resolution to 1920×1080, look for the “double down” arrows to the right of the list.
Enable hardware cursor under input, if you don’t you won’t have the mouse cursor or the Vorpx menu.I had bad issues with background flicker, and I mean bad.
So I set the 3D Rendering to Z-Adaptive, and enabled depth of field in the Vorpx menu.The lighting in the game is a little strange, and there are some FOV settings in the BIOEngine.ini file that I should play with to bring in the edges of the game.
I’m pretty happy with this though, the game is comfortably playable with these settings.
