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Viewing 15 results - 241 through 255 (of 1,171 total)
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  • #206368

    In reply to: Prey 2006! Try it!!

    Ralf
    Keymaster

    Unfortunately there is no margin for what the right FOV is in FullVR mode, there only is one. The game FOV has to precisely match the headset FOV, any deviation from that causes distortion, either in the form of a zoomed in image or the opposite.

    First please make sure to run games at 4:3 resolutions (e.g. 1600×1200, 1920×1440, 2400×1800) in FullVR mode whenever possible. Or even one the ‘Narrow’ resolutions from the recommended custom resolutions list if a game works with them. Weapons being entirely out of sight usually is a sign of using a widescreen res, which in FullVR mode unnecessarily renders pixels that never show up in the headset.

    If that doesn’t help and you are willing to live with the distortion mentioned above, you can apply an up to 20° FOV offset on the DirectVR page of the vorpX menu.

    Alternatively use the ImageZoom option. That preserves the right FOV, but introduces black top/bottom bars.

    Caveat: Depending on how vorpX handles FOV for a game, changing FOV related options may require a game restart, so make sure to read any notifications that might get shown in that respect.

    #206355

    In reply to: GTA V QUEST 2 VORPX

    Ralf
    Keymaster

    Please reset the profile to default and don’t do anything except selecting a resolution quality on the DirectVR page of the vorpX menu that works for you performance wise. vorpX handles everything automatically.

    Since a few versions it even comes with a dedicated mod for the game that provides perfect 1:1 headtracking, decoupled walk/look/aim, auto switching to EdgePeek in cutscenes and menu screens for improved comfort, and unique VR optimized cameras that get rid of nauseating head bobbing and whenever possible the equally nauseating moments where the games briefly take away control, e.g. when entering a car.

    #206344
    Ralf
    Keymaster

    Just saw this. The option is on the DirectVR page of the vorpX menu.

    BTW: probably of no interest for you, but there is also an option to *try* a vertical lock in games without DirectVR head tracking. That can be found on the Input page of the menu.

    #206211
    Ticlon
    Participant

    Hello community,

    I am experiencing issues with running a freshly installed (Steam) copy of GTA V with vorpX 21.2.3 and Valve Index controllers. I did not change the default profile, as such I assume I use the new profile with the vorpX connection mod.

    The game crashes shortly after starting the game when my Valve Index controllers connected to SteamVR already. If I connect one of the controllers with the game already running it crashes shortly after. Both crashes occur without error message nor crash report.

    The crashes also happen if I change the default controller type in the vorpX settings.

    Running another DirectVR game (Fallout 4) works fine, including using the Index controllers. Starting GTA V and beginning the story works fine when my controllers are not connected, too, though I cannot use mouse and keyboard controls to control my character. Both work fine in the GTA V menu/settings/map, so I assume locking the controls during playing is intended?

    Has anyone a hint how to fix this problem or how to go on troubleshooting?

    Thank you in advance!

    Ralf
    Keymaster

    Can’t replicate that here, but in case you haven’t done that already, try to save the settings without vorpX first.

    On a sidenote: Make sure to run the DirectVR memory scanner for better head tracking and automated FOV setup. If you happen to use the Remastered version, try the original Bioshock if possible. DirectVR support is a tad bit better with the original version.

    #206082
    Ralf
    Keymaster

    IIRC there is some issue with how DirectVR does positional tracking and the power armour, just can’t remember exactly what it was. If you use the power armour often, you might either want to play without running the DirectVR scanner or disable DirectVR positional tracking in the vorpX menu.

    #206072

    In reply to: Best game for VORPX?

    dellrifter22
    Participant

    @ haints: There was a vorpX update earlier this year that addresses the weapon issue directly, and Titanfall 2 was among the first 5 games to get the new features.

    Now in the directVR menu you can (A) hide the weapon all together, (B) enable the new auto-hide feature which only raises the gun when looking down the sights or reloading, or (C) my favorite, adjust manually the size/depth and vertical/horizontal position of the weapon/hands to your preference. Now you can make the gun look as big or small or as deep as you want, or just lower it out of view all together. In theory, this will soon be available for most games, and add new functions in the authoring tool that allow us to add these features to our custom user profiles – something I am quite looking forward to.

    In short, yes, Titanfall 2 is a good recommendation imo.

    #206039
    Ralf
    Keymaster

    Bethesda games traditionally are well suited for the different things vorpX can do ranging from 3D to the memory scanner stuff, so both Skyrim and Fallout 4 are still being used here for dev work quite often. Surprisingly they also both still seem to be fairly popular among users despite VR versions being available, probably for the same reasons as yours.

    Anyway: did you run the DirectVR scan (either ALT-L or from the vorpX menu)? After a successful scan there should be positional tracking for both G3D and Z3D since that let’s vorpX access the game’s camera position/rotation values in memory. Without running the scanner positional tracking is only available for G3D.

    #205937

    In reply to: A plague;Innocense

    DADDYPANK
    Participant

    @Aaroncls

    Sometimes when you only see one eye displayed, switching between the display modes (DirectVR, immersive screen mode etc) fixes it.

    #205851
    moarveer
    Participant

    My recommendation is to grab a STEAM controller and map it to keyboard ans mouse controls, it’s very easy to setup and you won’t get any conflict with Vorpx gamepad layout and works like a charm. Is also great for mmorpgs and complex games with tons of keys, my current steam controller template for vorpx has nearly 30 keys that can be mapped to any keyboard controls, you can even setup key combinations like alt+L for directVR scan easily.

    #205803
    Ralf
    Keymaster

    Could you provide more detailed information about what does not work for you in FullVR mode?

    Just checked the game for you, but couldn’t find anything unusual. With everything set to default vorpX automatically adjusts the FOV. All you, all you really have to do is choosing a resolution quality in the vorpX menu (DirectVR page) that looks decent without costing too much performance.

    #205773
    Ralf
    Keymaster

    There isn’t really anything to tweak besides potentially setting a higher (4:3) resolution for better image quality, everything else is handled automatically by vorpX’s DirectVR functionality.

    Re the unusual start procedure with SteamVR:

    You have to launch the game without SteamVR running, that’s a unique issue with HL2. Normally vorpX should show an according hint if SteamVR is already running on launch.

    With SteamVR running on launch the game tries to initialize the SteamVR runtime for whatever reason, causing a conflict with vorpX. Simply launching the game without SteamVR running solves the issue. SteamVR auto-launches when vorpX initializes it during its init process.

    #205772
    Ralf
    Keymaster

    The game is Z3D only, Not all games have G3D.

    Configuring it for FullVR should be fairly easy unless you happen to have disabled automated settings. vorpX sets the FOV automatically under normal circumstances, all you really have to do is choosing a resolution quality in the vorpX menu (DirectVR page) thatlooks decent without costing too much performance.

    Not sure re your issue with switching to cinema mode. Try to reset the profile to default first. If you already have tweaked a lot, settings might be messed up. Shouldn’t really affect the switch to cinema mode, but who knows.

    #205758
    LuigiChoolis
    Participant

    I also experienced the same problem after update, it wouldn’t hook anymore.

    Reinstalled Vorpx and RDR2, now I have a different problem. The game starts in DirectVR mode just fine. Except I don’t want to play in DirectVR/FullVR mode, so I change to Immersive mode, turn off head tracking, turn off DirectVR, turn off Gamepad Thumbstick option so it does not interfere with my buttons. I’ve done these actions with plenty of other games, I like to play this way.

    But now with RDR2 there are a number of problems:

    – Pressing the pad on my DS4 controller does no longer work. I cannot change camera from 1st to 3rd person this way, only with the keyboard, pressing V.
    – Arthur can no longer walk backwards, only forward. Walking sideways or at an angle is also very sluggish, weird thing there
    – I’m able to move the camera under the ground and point it upwards at Arthur (ground becomes transparent)

    This is rendering the game unplayable. Any tips on what I could do to remedy this? Before this update Vorpx had been working perfectly ever since I got a new computer back in march, I had not seen any Vorpx problems at all.

    #205700
    Ralf
    Keymaster

    I can’t really explain it any other way than I did two times above already, sorry. SOME GAMES CAN’T HANDLE SIMULTANEOUS MOUSE AND GAMEPAD INPUT. So whenever vorpX has to emulate a mouse for head tracking, it uses its built in gamepad to mouse/kb mapper in affected games to deal with the matter.

    The only alternative to that in affected games would be no gamepad at all. The override is not some useless thing put in place to annoy you, it’s a fairly nifty feature that let’s you use your gamepad in games where otherwise you couldn’t use it together with mouse emulation head tracking at all.

    After a successful DirectVR scan head tracking is done by directly accessing the game’s camera rotation in memory (another, even niftier feature), so no mouse emulation is necessary anymore and the override gets disabled, which enables native gamepad input.

Viewing 15 results - 241 through 255 (of 1,171 total)

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