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  • #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.

    #205699
    Ogrescar
    Participant

    I just tried this on a new game with full override on the controller. It took four scans and 2 restarts before it actually put the controller into native mode, regardless of whether the scan succeeded (Icons/Prompts didn’t change and opening the console I could see keystrokes still being sent). And the rotation is not working.

    If I disable the override in vorpx, it still requires the scans. It shouldnt take a bunch of scans and restarts to make it actually work. It should just put you into native mode and bypass directvr altogether.

    #205698
    Ogrescar
    Participant

    The only real implementation issue that I see is that disabling the gamepad override does actually disable it, which is what brought me here in the first place. If I run a DirectVR scan and then disable the gamepad override everything works okay (minus head tracking rotation), but requiring the scan first is counter-intuitive. Not performing the scan leads to a situation in which it apparently switches on/off the override based on directvr data, which may not exist.

    As far as head-tracking rotation, it’s great when it works, but I’ve seen it invert numerous times and switching the invert on/off in vorpx doesn’t appear to do anything. On one occasion it rotated the camera (or the world) 90 degrees. So, I disabled the override and found that it only made things worse.

    If it was vorpx sending the keystrokes, then it was doing so regardless of whether the override was disabled or not.

    #205692
    Ralf
    Keymaster

    vorpX sends keystrokes while the controller override is enabled. That’s the point of the override. Since many games can’t handle simultaneous mouse/gamepad input, vorpX comes with a well featured gamepad to mouse/kb emulator to deal with such games. However, as mentioned above, after running the DirectVR scan vorpX no longer needs to emulate a mouse for head tracking and thus the game’s inability to handle simultaneous mouse/gamepad input is not an issue anymore. Hence the gamepad override gets disabled after the DirectVR scan and the gamepad works natively. the same is true for a lot of other games, including Bioshock.

    Can’t really explain it any other way, hope it was understandable this way.

    #205672
    Ogrescar
    Participant

    Whatever directvr is doing, it has the effect of setting bGamepadEnable to false in SkyrimPrefs.ini. That’s not native support, it’s the opposite, and a controller that was once working fine suddenly becomes useless in the middle of the game. All of your input prompts get changed from xbox icons to keyboard prompts even though the keyboard is disabled, controller buttons no longer work or are remapped to different functions, and the mouse cursor is suddenly back even though the mouse input is disabled.

    I’ve renamed vorpscan64.exe, and tried the steamvr client instead of oculus, and while both attempts worked initially, the controller still gets remapped sooner or later.

    I’ll use my Virtual Desktop workaround if you aren’t going to fix the buggy implementation – I get better fps at the cost of image quality, but that’s better than trying to play the game with the limited controller support that vorpx keeps insisting on, when it should just leave things alone. Disabling the gamepad override in vorpx should actually disable it.

    No one (except you maybe) plays Skyrim with a controller in the emulated keyboard mode you call native. It is a horrendously bad, default configuration. Maybe I can find a mod that will undo the stuff that vorpx is doing – I dunno.

    #205650
    Ralf
    Keymaster

    There is no technical solution, but you can deal with the matter by releasing the forward button whenever you enter a portal. That way you come to a halt on the other side and can reorient if necessary. Works well for the vast majority of portals, except one or the other situation towards the end, where you might want to disable DirectVR temporarily (ALT+B per default).

Viewing 15 results - 241 through 255 (of 1,166 total)

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