Never 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.
I 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.
Please 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.
If 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).
Well 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 S
Should 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.
Z3D 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.
Z-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.
Still 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.
Works 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.
When 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.
Unless 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.
All 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.
Hi team,
I’ve been using vorpx for a few years now across a variety of different machines and headsets and have never had any issue. Within the last couple of days I have been plagued by some oddball behaviour on games that have always been working fine for me.
Fallout New Vegas:
DirectVR scan causes freeze and crash to desktop.
Metro 2033 / Last Light Redux:
About 1 in 3 game startups won’t crash. Once in game, everything looks fine but DirectVR scan crashes to desktop.
Some other titles work perfectly fine (Mirror’s Edge / Dishonored) and DirectVR scan as intended. I use windows defender as my AV and have changed no settings on that side of things. I also added vorpx to its exclusions just in case some windows update made it overzealous.
I went the nuclear option and did a fresh install of win10 and the issues persists. I have also tried doing clean re-installs of vorpx inside and outside of the c: programs folder. No difference was discovered.
I’m using a valve index on a AMD 5950x, 64gb RAM and a RTX 3090 on Win10 64bit (21H1 OS Build 19043.1052)
I’m curious if anyone else has encountered similiar issues.
It looks to me like the issue is the FOV chosen by the DirectVR scan may not suit all users. I disabled letting vorpX change the FOV and I’m just tweaking in manually in the settings and I’ve definitely gotten things to feel a bit better already.