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Aug 13, 2021 at 6:45pm #205672
In reply to: Skyrim SE xbox360 controller disconnecting
OgrescarParticipantWhatever 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.
Aug 11, 2021 at 10:22am #205650In reply to: Portal 2 Direct Mode bug
RalfKeymasterThere 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).
Aug 8, 2021 at 2:25am #205606In reply to: Skyrim SE xbox360 controller disconnecting
RalfKeymasterNever heard of anything like that before, sorry. The main point of the DirectVR scan is enabling 1:1 headtracking via accessing memory addresses, so after sucessfully running the DirectVR scan vorpX doesn’t have to emulate a mouse anymore and auto disables the gamepad override, which prior to the scan is necessary since the game can’t handle simultaneous mouse and gamepad input. When the override gets disabled after the scan, the game’s native gamepad handling kicks in. Played many hours of Skyrim myself that way.
You can see also see that in vorpX menu. While before running the scan the override is enabled, after a successful scan the setting is named slightly differently and should show ‘Off’.
The only two settings in the vorpX menu you’ll ever want to touch for Skyrim (DX9 as well SE) are the resolution quality on the DirectVR page and optionally the sharpening amount.
Aug 8, 2021 at 1:42am #205605In reply to: Skyrim SE xbox360 controller disconnecting
OgrescarParticipantI reset the profile, did a directVR scan, and insured that the override was enabled. The net result of that is it goes into the emulated mouse/kb mode that I was complaining about. That is NOT native gamepad support; it is a mode where it recognizes that a gamepad is plugged in and provides limited support, but to get true controller support bGamepadEnable must be set in SkyrimPrefs.ini. The difference in functionality is fairly obvious – when set, the game will no longer accept keyboard input at all (except for the console key) and the controller map is enabled.
I can work around the issue by setting vorpx to output to the generic display and using Virtual Desktop to send it to the headset. I don’t want to do that because there’s a small impact on image quality and fps, but apparently what vorpx thinks is native controller support is not really native support at all, and I don’t see why it can’t just pass things through without interfering.
On the topic of DirectVR, it always ends with fov success and rotation success or failed. I can set the fov with a console command and rotation will never work when the gamepad is truly enabled because there’s no mouse control, so a directVR scan is rather pointless.
Aug 7, 2021 at 1:54am #205595In reply to: Skyrim SE xbox360 controller disconnecting
RalfKeymasterPlease reset the profile to default.
The controller works natively after running the DirectVR scan and the scan requires the override to be enabled. In general it’s unwise to change the controller override when it is enabled per default in an official profile. It is never enabled without reason.
Aug 1, 2021 at 8:30pm #205503
RalfKeymasterIf you want to play laying down, stick to mouse emulation based head tracking.
DirectVR head tracking is not suited for playing laying down, it presumes that the game’s horizon is where the actual horizon is (just like head tracking in probably 99.99% of native VR games).
Jul 18, 2021 at 1:09am #205311In reply to: RDR2 Vorpx broken with latest update?
xops37ParticipantWell I updated my drivers to 471.11 , which solved the issue of the Z-normal not working, but now I have an different issue where the screen flickers back and forth in Z-Normal and Adaptive modes as shown in this video here https://youtu.be/Rruoq0lpCDM
Removing or Remaming ScriptHookRDR2.dll and vpxRDR2.dll removes depth from both 3d modes.DirectVR mode is stable, however just as before its completely unplayable running at 40fps, with alternative eye rendering im guessing that’s only 20fps per eye? Also It seems to be locking my framerate to 40,45,60, I’ve tried all variations in Fluidsync (Device on and off) (safe,fast,alt.fast) and even tried changing Oculus ASW (disabled ,force on). Is the locked framerate by design?
https://imgur.com/blz8IBq (FPS test at 1980×1080 with varying res scale)
Fully playable in DirectVR at 1280×960 low settings (80fps), 70% GPU usage, but looks awful…Also this ERR_GFX_D3D_DEFFERRED_MEM sometimes pops up, but is fixed by reseting vorpx game settings.https://imgur.com/a/PjpYPXw
My Specs
oc’ed GTX 1080 TI, r5 2600@4.1, DDR4 3200CL16, Window 10, Oculus Rift SJul 16, 2021 at 12:36pm #205273
RalfKeymasterShould work in general normally. Just tried a fresh install of the Steam version with the latest unofficial patch (10.9.1, default install options).
If you haven’t done so already, please first try the trouble shooting options that appear in the “Attaching to…” dialog after while. If that does not help, check for conflicts. The trouble shooting guide on top of this sub-forum has more details on that.
The only thing that didn’t work for me is the .ini edit for adjusting the FOV, since apparently more recent versions of the unofficial patch use their own .ini. For the time being browse to [Vampire install folder]\Unofficial_Patch\cfg and add the following line to autoexec.cfg:
bind “F4” “fov 112; default_fov 112”
With 112 being the right value for a 4:3 resolution, e.g. 1600×1200 or 1920×1440, may differ for other aspect ratios. The next vorpX will handle that automatically for recent versions of the unofficial patch too.
You will also have to empty the DirectVR memory cache and rerun the scanner for DirectVR head tracking once. vorpX ‘thinks’ the cache is valid, but in fact it isn’t for the unofficial patch.
Jul 16, 2021 at 11:43am #205271In reply to: RDR2 Vorpx broken with latest update?
RalfKeymasterZ3D still working fine here, but it may not work with DLSS enabled, so if you have DLSS on, try to switch it off.
Personally I found the DirectVR (alternate frame) G3D to work halfway decent with a minimum framerate around half the headset refresh rate, typically 45. So if you can reach that somehow, you should be good. Ideally you should reach 90 (full headset refresh rate), but with a 1080 that might be out of reach even with fairly low settings.
If you want to disable the RDR2 mod that comes with the latest vorpX version entirely, you currently have to rename/delete a file. I’ll add an switch to the menu for the next update. For the time being please rename/delete vpxRDR2.dll in C:\Program files (x86)\Animation Labs\vorpX\Plugins.
Jul 16, 2021 at 1:40am #205265In reply to: RDR2 Vorpx broken with latest update?
xops37ParticipantZ-normal and adaptive (DX12) don’t seem to be working after the update. Also DirectVR is basically unplayable even on the lowest settings on my 1080 ti.
Is there a way to restore the previous version of vorpx before this RD2 update? It was alot more immersive before.Jul 15, 2021 at 3:06pm #205253In reply to: RDR2 Vorpx broken with latest update?
RalfKeymasterStill works fine after the update. Many other mods are broken currently, but vorpX luckily doesn’t use any of the functions that don’t work anymore, so it isn’t affected by the issue.
If you don’t see a message about settings being changed when you launch the game, there probably just isn’t anything to change currently. This message only appears when vorpX actually has changed something. If all settings are like vorpX expects them, no message will be shown.
If adjusting settings doesn’t work anymore at all, please check whether you maybe have disabled it on the DirectVR page og the vorpX menu.
Jul 11, 2021 at 8:45pm #205188
RalfKeymasterWorks for me with a G2. I recall a similar issue with an earlier version of the WMR OpenXR runtime while developing the OpenXR vorpX support that was related to render target sizes. Maybe that’s back somehow. That should affect any game though.
If you happen to have the WMR OpenXR developer tools installed please make sure to reset everything to default in the developer tools.
The only other thing I could potentially imagine is that there maybe is some tracking calibration issue, although that should also affect any game. Might still be worth a shot to repeat the WMR headset setup.
BTW: The vorpX profiles for the original DX9 Bioshock 1/2 versions provide better DirectVR support incl. positional tracking via DirectVR. IMO that easily beats the slightly higher res textures you get with the remasters.
Jul 11, 2021 at 11:55am #205183In reply to: Fallout New Vegas Adjust HUD Angle?
RalfKeymasterWhen you run the DirectVR scan, make sure to look straight ahead. Although I don’t recall Fallout:NV to be among them, in a few games that may be important to get the horizon calibrated right.
Jul 5, 2021 at 9:53am #205054In reply to: Dead Island Definitive Edition
RalfKeymasterUnless a game profile as dedicated DirectVR head tracking support vorpX emulates a mouse for headtracking, so normally any game that allows you to look around with the mouse should have headtracking.
If that doesn’t work, check whether maybe the ‘Headtracking Sensitivity’ option is set to 0. That would disable head tracking. The option can be found on the main page of the vorpX menu, as well as on the headtracking page.
Jul 2, 2021 at 4:01pm #205003In reply to: Bioshock Infininite: Reflection Glitch
RalfKeymasterAll good. I believe you that you experienced what you described. like said above I’ll check whether I can replicate your issue somehow.
Thing is the game works perfectly fine under normal circumstances. It’s actually among the 100 best vorpX experiences you can get. I’d say what primarily adds a “whole other depth” to the game is vorpX bringing a flat game like Bioshock Infinite into your VR headset with the best possible DirectVR support imaginable, even including basic roomscale in this case. :)
But, again, of course I will check whether I can replicate your reflection issue.
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