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  • #223032
    onetoo
    Participant

    The one caveat is that headtracking never works at all for me when using DirectVR with DirectX 11, but mouse tracking is a good fallback, though now I don’t need it. DirectVR headtracking worked for me with every successful scan when Dying Light 2 uses DirectX 12 . So maybe you want to look into the issue with DirectX 11, but DirectX 12 solves the problem and it’s stable (used to crash in the past), so yeah, the issue is pretty much settled.

    #223029
    onetoo
    Participant

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>
    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    KB&M mapping worked great once I enabled full gamepad override, but I wanted to use the gamepad normally with Analog input. That’s possible now after a successful DirectVR scan.

    #223027
    onetoo
    Participant

    For the most part my problems are solved now. I’m not saying there’s still an issue with FOV or headtracking. I was just sharing what worked for me.

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time. DirectVR works with DX12 so I’m using that now. It just didn’t work with DX11 and I have no desire to map KB&M controls to my Xbox controller. The 3D looks good also and there was never a problem with that. The view doesn’t look warped now with the correct FOV. It didn’t matter how I applied it. It looks good now. Problem solved.

    The only issue left may not be related to VorpX. The game looks bad when moving during the day. It looks good when just looking around.

    #223025
    onetoo
    Participant

    To clarify my previous cryptic post, head tracking still works using DirectVR with DX12, but not with DX11. I had “optimize game settings” enabled, which is why the FOV wasn’t applying. I’ve since changed the FOV manually in the video.scr file, and that works too. I prefer using DirectVR because I can use normal gamepad input. Either way, I have options, and mouse look and KB&M controller mapping work well.

    The same graphical issues that occur when using DX12 also happen with DX11. The image gets pixelated when moving directionally. I’ve disabled VorpX Clarity, DLSS, lowered sharpening, and disabled a bunch of other options. It’s only an issue outdoors during the day, but it makes the game nearly unplayable in those locations.

    #223024
    Ralf
    Keymaster

    You can/should leave DirectVR enabled, so that vorpX still can adjust the FOV in the config file. Just don’t run the scanner after launching the game. The memory scanner only affects head tracking, not the FOV. In some games it does, but not in this one. The sacnner always says what is affects, in thsi case that’s only camera rotation.

    You can simply not run the scanner while letting vorpX still adjust the FOV in the config file. That way vorpX’s head tracking to mouse emulation is used for tracking, while DirectVR still handles the FOV.

    #223023
    onetoo
    Participant

    DirectVR scan worked when I switched to DX12, but the graphics are messed up with that mod when moving. Maybe it’s because it’s using raytracing. Things look pretty warped when I don’t use DirectVR.

    #223018
    Ralf
    Keymaster

    The gamepad override is necessary if you want mouse based head tracking in many games since many games can’t handle simultaneous mouse/gamepad input. Hence vorpX can override gamepads and map your gamepad to mouse/keyboard. The alternative to that would be no gamepad at all in affected games. So that#s a feature, not a bug. ;)

    If you don’t want/need mouse emulation head tracking, you can safely turn the override off. Make sure to set the head tracking sensitivity to 0.0 in that case, otherwise you will create input conflicts in games that can’t handle mouse and gamepad input at the same time.

    3D works in both DX11 and DX12, provided you:

    1. Use the latest vorpX
    2. Use the latest Witcher 3
    3. If you have a camera mod installed, try without, will likely interfere.
    4. Use the profile’s default settings (i.e. 3D set to ‘DirectVR’)
    5. Do not disable automatic settings, they are often vital.
    #222984
    Ralf
    Keymaster

    Sounds like some game update may have broken the DirectVR scanner profile. I’ll take a look at that, thanks for the heads-up.

    Since the scanner only provides head tracking for this game, there is no point running it until the profile is fixed, so you can simply use vorpX’s built in head tracking to mouse mapper by not running the scanner for now.

    #222981
    onetoo
    Participant

    I have the same issue with DirectVR disabling headtracking in this game. Any solutions found?

    Ralf
    Keymaster

    IIRC Dishonored 2 was the game where for some moving objects (e.g. doors) the according vertex shaders compose their projection matrices in the shader instead of taking a readily composed matrix as input like a decent, well behaved shader would. ;)

    Unfortunately this little speciality clashes with how vorpX produces its (non-DirectVR) G3D. Almost certainly solvable, just one of those game-specific quirks on my nice-to-have-list that I never get around to actually address. Maybe some day…

    #222908

    In reply to: Thief 4 (2014) Problem

    Ralf
    Keymaster

    There is only one correct FOV in FUll VR mode, and I can guarantee you 100% that the one computed by vorpX is the right one in this case. Really.

    vorpX takes the headset FOV reported by the VR runtime and uses that to calculate the correct game FOV, considering the resolution, settings like ImageZoom etc. Except for a few unfortunate cases where this computation involves a bit of a guesswork in itself – this isn’t one of those cases – there is no margin for error here.

    Just make sure to follow the instructions shown by vorpX if there are any. In this case that would be selecting a 4:3 resolution, which typically is the best choice for FullVR anyway since it provides a bit of wiggle room on both sides for vorpX’s frame interpolation when you turn your head without annoying black sliding in.

    And if you afterwards still think something is off, just use the FOV offset setting on the DirectVR page of the menu. At least that way you won’t have to guess again yourself if/when you change related settings like ImageZoom.

    #222875

    In reply to: Quest 3 low anchor

    Ralf
    Keymaster

    Not sure if I understand your issue correctly, but just in case that’s what you mean:

    In games that use mouse based head tracking vorpX has no way of knowing where the horizon level is, hence it can’t automatically lock the camera pitch to the horizon. That is only possible in profiles with DirectVR head tracking where vorpX directly accesses the game ‘camera’ in memory. There is no way to do that for mouse based head tracking since mouse movement only knows up or down. It has no concept of a horizon level at all. You may have to readjust the horizon level manually from time to time with mouse based head tracking by using your mouse or gamepad/motion controller right stick.

    Other than that there is no and never has been a ‘downward tilt’ issue.

    #222832
    Boblekobold
    Participant

    I tried it. It’s amazing !

    One of the best profile and best game.

    I works perfectly (full VR G3D 6dof with perfect animations / immersion once FOV & resolution configured).

    The camera is already partially and perfectly decoupled from moves in the base game so it feels very natural, like if you were in the main character body.

    Indeed the game works in full VR at launch whithout touching anything (it’s possible to add extra FOV in the VorpX menu). I didn’t even know VorpX was able to do that.

    But I have a performence problem with DirectVR in this game (my fans are going crazy so I had to disable it). When I change the FOV myself in the game’s files, the game is very optimized (I can play in full VR G3D with 3840×2880 resolution and max graphics and the PC stay cool).

    It works perfectly this way.

    I prefer 120 FOV for now. It feels like beeing in the game.

    HUD can be resized.

    The texture enhancement slider is surprisingly locked even in G3D but this may be intentionnal.
    I use ClarityFX and Sharpness and the game is already quite enhanced this way.

    —-

    This game is relatively hard to launch on Win11.

    I had to buy it again on Steam (I already had the original collector edition from 2006) for 5 euros.

    Then I had to fix the large adress memory problem (there are a lot of easy solutions : using LAA or NTCore 4GB patch or editing mm.exe with an HEX editor).

    I used the TNG Patcher to get the extra FOV after the ballista (before I just had to bind FOV in [game_directory]/mm/cfg/config.cfg like that : bind “UPARROW” “+forward;sv_cheats 1;fov 120;viewmodel_fov 120”)

    I used this launch parameters in Steam :
    -width 3840 -height 2880 -dxlevel 90 -heapsize 2097152 -novid +datacachesize “128”

    -novid wasn’t mandatory for me (videos are working).

    Launching the game (and VorpX if needed) with admin rights at least one time is useful to save the graphics settings for good.

    There are mods for this game but I recommand configuring the game without them at least once.
    Be careful : installing mods may be more difficult with the Steam version.

    #222827
    Boblekobold
    Participant

    I guess this is one of the DirectVR games, like other Source Engine games.

    But there are also informations in these links to increase corpse limit and fix some crashes and loading time issues (not related to VorpX).

    I haven’t tried it with VorpX yet, but this game was one of my favorite and still offers the best first-person sword fighting system, so I’ll try it if I have the time.

    #222819
    Ralf
    Keymaster

    vorpX’s default head tracking emulates a mouse or a gamepad (if configured that way). There aren’t any settings in the vorpX menu, expert or not, that let you enable head rotation for a game with a fixed camera. With a fixed camera not even vorpX’s DirectVR memory scanner would be able to find the camera.

    With G3D you have a little bit if wiggle room for positional tracking as you noticed, but there is no way to do that for rotation since the geometry has already been clipped, i.e. you would look into a black void when rotating your head if head rotation was applied at that point.

    If you happen to be a somewhat experienced coder, you *might* be able to code a mod/plugin for the game and use the vorpX C API to apply head tracking to the game’s camera directly (details in the vorpX help under ‘C API for modders and developers’). Provided the game is moddable that’s the only realistic option for your fixed camera game.

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