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  • #209832
    Cal627
    Participant

    I’m also having trouble disabling head tracking in the vorpx ingame settings. I dont want my head movements controlling the game when playing cinema mode. It seems to induce a sort of micro stutter/double-image effect when i move my head around and my character looks around at the same time. I have a 3080ti and I am running the game on high settings with a consistent 90fps at around 3k resolution aka “Phenomenal”. Im using Virtual desktop on the High preset to stream it wirelessly to my Quest 2 through steamVR which is set to 150% 3072×3172. It looks amazing but its not as smooth as I’d like it. I turn off head tracking but it stays on because of directvr. Even if I disable 3D it still tracks my head.

    #209831
    Cal627
    Participant

    The DirectVR page only has 3 options. change resolution, change settings, and preferred resolution

    #209830
    Ralf
    Keymaster

    There is a setting on the DirectVR page of the vorpX menu that allows your disable the pitch lock. I’d suggest to leave it on though. A fixed horizon is more confortable in the long run.

    Caveat: I’m not sure whether the setting does something for GTA V currently. GTA V is one the games with an additional game specific mod portion, and I’m not entirely sure whether the vorpX API used in the mod already correctly honors that settings. Fixed that a while ago, but don’t recall whether that was before or after the last update.

    Ralf
    Keymaster

    Normally setting the resolution automatically shouldn’t cause any issues at all, but if for some reason it does, you can disable that on first launch on the DirectVR page of the vorpX menu. Afterwards select a common 4:3 resolution in the game options manually.

    The catch is that this way you can’t select resolutions higher than your desktop res like the auto resolution can. So if you want to manually set a resolution larger than that, you have to add it first in the graphics driver control panel.

    #209766
    Ralf
    Keymaster

    @ all

    I was finally able to reproduce the issue with Zel1984’s method of switching to and from the map screen, yay! Not always, but often enough to give me an idea of what it might be related to: when the game switches back from the menu/map screen, vorpX has to reinitialize some depth buffer stuff for Z3D and I’m fairly certain that’s where the problem begins that shortly after results in the crash. Something must have changed with patch 1.5 that triggers this issue.

    Fortunately this depth buffer init is entirely unnecessary while alternate frame 3d (‘DirectVR’ in the menu) is used, so as a workaround for now I just skip it unless Z3D is actually enabled. Due to the issue’s random behavior I’m not 100% sure yet whether that was really it, but reasonably confident. Please let me know whether the new version does the trick for you.

    CAVEAT: For now do not switch to Z3D! The workaround is only active with DirectVR 3D. I’ll take a closer look at the actual depth init issue next week.

    Download

    Make sure that the version shows alpha 6b in the game window after installing. Some seem to occasionally get outdated files due to caching by their browser/internet provider or whomever.

    #209725
    Ralf
    Keymaster

    Duh. That’s a lot of questions.

    vorpX can change settings for about 200 games, and yes, it creates backups which you can restore. They are also restored all at once when you uninstall vorpX or do a factory reset.

    The resolution a game runs with is one of the things covered by auto settings. You basically choose a preset and then vorpX figures out an according resolution and aspect ratio, which may vary based on various factors, e.g. whether you play a game in cinema or FullVr mode.

    Why does that require a game restart sometimes? vorpX usually changes the config files of games, but games only apply these changes when they read these config files, which happens on launch. Since some of these config changes (typically FOV and resolution) depend on factors vorpX can only know 100% for sure while a game is running, it’s safer to apply them from ‘inside’ the game instead of taking potentially wrong guesses.

    If no restart is required (e.g. when the FOV is adjusted in realtime by the DirectVR memory scanner instead of with an .ini change), then, yes, vorpX is intelligent enough to know that.

    Head rotation is usually bound to body rotation. There are exceptions though (e.g. GTA V, RDR 2, Cyberpunk, Arma III). These exceptions are fairly rare though.

    Weapons: There is a feature that allows you to do that, but it’s only available for a fairly small number of games currently.

    Re-authorization is required when you make significant changes to your PC, that’s not an issue though.

    #209665
    Ralf
    Keymaster

    If you don’t know where the setting is (DirectVR page) all is well. Please just leave everything at default. Don’t tinker with settings in the vorpX menu aside from changing the resolution. That is not necessary.

    Make sure that the game runs in the foreground (i.e. has input focus) by clicking in the window once if head and hand aim in ADS mode don’t do anything.

    #209540
    Ralf
    Keymaster

    Gestures for character movement are next on the list as far as new gestures are concerned. Hadn’t thought about jumping yet, but this sounds actually great.

    BTW: There is an ages old option on the head tracking page of the vorpX menu (HT Crouch/Jump) from a time before such witchcraft as motion controllers were added to VR that let’s you jump when you jump and duck when you duck. Doing that consequently in Mirror’s Edge would probably the best VR workout ever. I haven’t checked it for years though, so TBH I’m not sure whether it maybe is broken.

    Edit : Still works in principle, but for whatever reason can only be configured before a DirectVR scan has been performed. Guess I’ll revisited that before the next update. Nothing you’d want to do all day, but still fun actually when it works.

    #209480
    Ralf
    Keymaster

    Please make sure to run the DirectVR scanner. If you happen to have disabled automatic settings, also re-enable them. Auto setting are important for various tweaks including a correct FullVR FOV.

    Make sure to definitely run the scanner! Tracking feels fairly snappy with mouse based tracking too, but for one memory scanner tracking is guaranteed to be 100% 1:1 without tweaking and secondly this is one of the games where mouse based head tracking and gamepad input don’t play along. With memory scanner tracking that’s not an issue and you can use gamepads natively. Same for motion controllers in gamepad emulation mode.

    #209445
    Ralf
    Keymaster

    22/02/08
    vorpX 21.3.2 has been released

    This is a small in-between-updates-update(tm) with the changes below:

    • TrackIR head tracking can now be configured to not disable mouse emulation tracking entirely. Makes head tracking work with TrackIR in Farming Simulator 22 both on foot and in vehicles.
    • New profile: Farming Simulator 2022: G3D, FullVR, DirectVR features: auto settings, FOV setup, TrackIR head tracking (has to be enabled in the game options).
    • New profile: Dying Light 2 (DX12 only!): Z3D, FullVR, DirectVR features: auto settings, FOV setup, memory scanner head tracking.
    • Kingdom Come Deliverence: on horse camera centering disabled automatically for better comfort.
    #209444
    Ralf
    Keymaster

    A small in-between-updates-update(tm) has been released that adds support for Dying Light 2. Requires a vorpX update since it comes with automatic FOV, settings tweaks and DirectVR memory scanner head tracking.

    Make sure to definitely run the scanner! Tracking feels fairly snappy with mouse based tracking too, but for one memory scanner tracking is guaranteed to be 100% 1:1 without tweaking and secondly this is one of the games where mouse based head tracking and gamepad input don’t play along. With memory scanner tracking that’s not an issue and you can use gamepads natively. Same for motion controllers in gamepad emulation mode.

    #209218
    rift_un
    Participant

    Note, the problem is the game is too zoomed in and warping appears when i look around. I assume if directvr is fully supported then this wouldn’t happen.

    rift_un
    Participant

    According to :

    https://docs.google.com/spreadsheets/u/0/d/17I07-RpOsVpc1XzswJ4zobAisT0ouoONXeNwGDjqDI0/htmlview#gid=0

    it does but when i try it only 1 of the 3 categories appears in the directvr scan, i think only rotation works. The positional and fov categories don’t even appear. Directvr works brilliantly in the other metro games (metro last light redux, metro exodus).

    Can anyone test this? Ralf? Or if u have the game?

    rift_un
    Participant

    Just have to add this, Vorpx’s directvr feature does a fantastic job setting up fallout nv imo, sets everything up…its as good as native vr support, apart from weapon size.

    #209078
    Ralf
    Keymaster

    The original version is still the better pick for vorpX. While ‘remastered’ may sound like ‘better’, that is not the case in terms of vorpX here. The profile for the original has the more advanced DirectVR capabilities

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