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  • #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

    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.

    Ralf
    Keymaster

    Currently the only way to do that is disablig the dedicated RDR2 mod portion entirely, which will also disable the DirectVR Geometry 3D and all other extra features the mod provides. I’ll make the mod part honor the sensitivity for the next release. That was an oversight.

    If you want to disable the mod entirely browse to the vorpX program folder (C:\Program Files (x86)\Animation Labs\vorpX) and in the Plugins folder rename vpxRDR2.dll e.g. to vpxRDR2.dll.off

    #208999
    mr_spongeworthy
    Participant

    Performance through vorpX and this mod just keep getting better! I’m currently capable of a 99% solid 45fps when running at 3325×1871, Ultra RT and Quality DLSS mode. Still not good enough for both FullVR mode *and* RT at the same time, but absolutely stunning in Immersive Screen Mode or Cinema mode.

    Very impressed.

    I’m using Z3D BTW, that’s too low a frame-rate for DirectVR (it looks to me like 60fps will be the absolute minimum I can accept in a DirectVR title, and that’s right on the edge of acceptable to my eyes.)

    Ralf
    Keymaster

    @ yonkiman:

    Reset the profile to default, then use the ‘Resolution Quality’ option on the DirectVR page of the vorpX menu to adjust the resolution. The highest value there will roughly yield 2400p.

    Don’t touch any of the zoom etc. settings. That is not necessary at all, the profile works perfectly well without tinkering. You just make it harder for yourself otherwise. All you need to do is setting the resolution quality option.

    Whenever that is possible for a game, vorpX displays an according hint in the to/left corner of the game window. Doing it that way is always preferable if the feature is available.

    #208911
    drowhunter
    Participant

    Hi, so I noticed a bug with the new G3D toggle Alt-K when im in DirectVR mode clicking the hotkey switches me to Z3D, but clicking it again does not change me back to DirectVR.

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