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May 9, 2021 at 8:30am #203763
In reply to: No head tracking in Portal 2 DirectVR Fail
Ralf
KeymasterI meant factory reset on purpose since that clears the DirectVR scanner cache. Alternatively try to delete the C:\ProgramData\Animation Labs\vorpX\Cache folder.
Caveat: The ProgramData folder is hidden by Windows. If you can’t see it, enable ‘Show hidden files’ in the Windows Explorer options.
May 9, 2021 at 1:10am #203744In reply to: Arma 3 , x2 things I need to get right
dellrifter22
ParticipantAre you playing in first person or third person view?
As long as you have a near accurate Field of View setting, things should appear at correct scale and distances, especially in ArmA, as the camera is placed right where the eyes go on the player model.
If you have directVR enabled, vorpX should be setting this all correctly for you. But I wonder if your changing of the resolution so frequently perhaps has overwritten the fov values vorpX initially set. Your best bet is probably to restore the profile to default settings, by clicking that button on the profile in the vorpX desktop config app. Restore the profile settings to default, launch Arma3 once to let vorpX fix the settings automatically, close the game, and restart it a second time, so that the vorpX settings are now fully applied.
But if you still feel that this, and other ArmA FOV adjustment still are not revealing enough of the player model as you want, then there is one last thing you can do. By enabling “Expert Settings” in the vorpX desktop config app, you can then unlock the FOV Enhancement slider in the vorpX delete menu within the game. If the “change game settings” is turned off in the DirectVR page, the FOV Enhancement slider will now be revealed on the vorpX main settings page, under More 3D/FullVR settings. Note however, this is only available for G3D, and that increasing this slider will introduce pop-in render culling around the edges of the screen, and possibly also displace shadows and lights. So use this only if you really need to.
May 8, 2021 at 6:28pm #203716In reply to: Metro Exodus- DIRECTX11 only?
Ralf
KeymasterThanks for checking that out. If it doesn’t clash with D3D11 hooking, I’ll enable D3D12 for the official profile shortly, incl. DirectVR and scalable HUD.
May 8, 2021 at 1:21am #203668In reply to: No head tracking in Portal 2 DirectVR Fail
Ralf
KeymasterPlease try a factory reset in the config app. I’m 95% certain that the pre-cached DirectVR values that come with the latest vorpX version should still be valid, so you shouldn’t have to run the scanner normally.
If the game has been updated and you actually have to run the scanner, try a few times if it fails. Move around a bit if it fails the first time.
Note that the scanner may not work if you are using/playing mods.
May 8, 2021 at 12:50am #203667Topic: No head tracking in Portal 2 DirectVR Fail
in forum Technical Supportlipplog
ParticipantIs this the case for everyone? Is there a fix?
I’m using Valve Index motion controllers, no gamepad. The mouse is active.
May 7, 2021 at 11:20pm #203666In reply to: Arma 3 , x2 things I need to get right
dellrifter22
ParticipantI’m not going to claim that my settings are perfectly correct, but these are what I settled on after one night of playing, that feel good to me:
– first load into game, open vorpX delete menu, go to directVR page and turn off all game changing settings there. click okay and save. (forgive me please Ralf :) )
– I set a 4:3 resolution 1920 x 1440 , set to normal in ArmA3 menu, no stretched. Apply it and exit the game.
– Next, for FOV edit, open *USERNAME*.Arma3Profile found in C:\Users\USERNAME\Documents\Arma 3
– edit these two values to look like this:fovTop=1.56;
fovLeft=2.08;(These were given to me from and ArmA3 fov calculator for 105 degrees at 4:3 resolution)
*note that if you change your resolution in game again after doing this, these fov values will be reset to default, so it’s important to have your desired resolution set before doing this.– Launch ArmA3 again and into a mission. open vorpX delete menu and adjust image zoom down to 0.96 , and 3D strength down near 0.59 .
All together this combination feels good to me using HP Reverb G1 at 105 degrees fov.
you could probably experiment with higher value resolutions of 4:3, but 1440p seemed a good balance for my 2080ti . don’t forget to increase the imaage sharpening to your liking in vorpX image settings page, as this can greatly increase the clarity of textures at lower resolutions.
May 7, 2021 at 10:11pm #203649In reply to: Fallout 4 causes “flashy” glitches. Is there a fix?
Ralf
KeymasterJust realized that you said you want to play third person. In that case you will have to disable the DirectVR memory scanner apply in the vorpX menu. DirectVR FOV causes flicker in third person. As an extra safety measure you might also want to disable the weapon hide feature, although that’s probably not required.
If you want to raise the FOV, you will have to do that manually from the game’s console after disabling the Direct VR memory scanner.
May 7, 2021 at 5:55pm #203610In reply to: Fallout 4 causes “flashy” glitches. Is there a fix?
Ralf
KeymasterThe game should run largely flawless normally. Still one of my regular test games, so I’m 100% sure nothing has been broken recently. If you have any mods installed, please try without. Just to see whether maybe a mod causes the issue. Camera mods for example may interfere with vorpX’s DirectVR field of view adjustment, also mods that hook the DirectX pipeline (e.g. ENB) may cause problems.
Resolution: You can select a quality preset up to 2400p in the vorpX menu, DirectVR page towards the bottom. Whenever vorpX can handle resolution for a game, it shown an according message in the top left corner of the game window.
May 3, 2021 at 6:27pm #202462Ralf
KeymasterThe only other two things I can potentially imagine is that maybe either tracking isn’t centered right, although it’s unlikely that that would happen for multiple launches. Still worth a shot to try ALT+SPACE. Also resetting the profile to default in the config app is worth a shot in case the settings are messed up in some weird way.
If for some reason you can’t make it work: there isn’t really any need for fiddling with vorpX settings for the game. Provided running the DirectVR scanner via ALT+L works, you are largely good.
The only thing you might want to do besides that is raising the game’s resolution, which normally can be done from the vorpX menu. As a workaround selecting a 4:3 res like 1600×1200 or 1920×1440 manually after launching the game will help in that respect.
May 2, 2021 at 1:29pm #202379In reply to: Resident Evil 8 THE VILLAGE
Ralf
KeymasterHaven’t checked the demo myself, but it’s my understanding that DX11 has been ditched for the game, so using a DX12 Z3D profile like Cyberpunk 2077 is the right choice for the game, other potenttial candidates would be e.g. the Horizon: Zero Dawn or the the Read Dead Redemption 2 profiles.
I’ll definitely look into the title and if possible will add as much DirectVR stuff as possible. Most importantly automatic FOV and resolution, so that you won’t have to tinker with any settings.
May 2, 2021 at 1:17pm #202378In reply to: Does Desktop Resolution Affect vorpX In Any Way?
Ralf
KeymasterThe best resolution depends on various factors. For one obviously the performance you can achieve at a given resolution. Try to maintain half the headset refresh rate whenever possible, at least in FullVR mode. While vorpX is designed to handle lower framerates as well, in FullVR mode things can start to feel sluggish below half the headset refresh rate. In cinema/immersive mode lower framerates are more tolerable.
Also the best aspect ratio differs depending on the play style. Fo cinema/immersive 16:9 or 16:10 is typically what you want while for FullVR mode 4:3 is usually best. At least that’s a good rule of thumb. For FullVR mode things are a bit complicated since some vorpX settings like ImageZoom may affect the ideal aspect here.
Whenever vorpX can handle the resolution, let it do its thing and just select a quality preset on the DirectVR page of the vorpX menu. vorpX then figures out the best resolution for the game factoring in all vorpX options that affect which aspect ratio is best in the current situation.
Apr 26, 2021 at 6:59pm #202208In reply to: Gamepad and Direct Scan aren’t good friends…
Ralf
KeymasterFirst keep in mind that for games that don’t have a scanner profile specifically tuned for the game, there is a fairly high chance that although the scanner believes it succeeded, it actually failed.
If it actually succeeded and you have DirectVR head tracking, but the gamepad doesn’t work anymore afterwards, try to disconnect/re-connect it. With some luck that might do the trick.
If not you might be able to use vorpX’s gamepad > mouse/kb mapper instead. It can be enabled by changing the ‘Gamepad Override’ option on the ‘Input’ page to ‘Full’. The key mapping is fully configurable. Alternatively you could use your VR controllers in kb/mouse mode, which is more comfortable to use since that way the current keyboard mapping will be visible in the headset on the rendered controllers.
Apr 25, 2021 at 12:42am #202162In reply to: vorpX 21.2.3 Available Now
Ralf
KeymasterThat’s actually a feature, almost all native VR games work in the same manner.
In most cases you can disable the y-axis lock on the DirectVR page of the vorpX menu though. BUT: the locked y-axis keeps the horizon where it supposed to be, so unless there is some game breaking issue caused by the lock, you typically should leave it enabled for better comfort.
Apr 25, 2021 at 12:33am #202161In reply to: vorpX 21.2.3 Available Now
Maichevsky
ParticipantAfter the update, with Portal 2 the right xbox-controller stick X-axis doesn’t work anymore, after performing DirectVR scan
Apr 24, 2021 at 4:41pm #202148In reply to: Suggestion for controller re-center option
Ralf
KeymasterIncidentally there will be some changes in that regard shortly. Instead of directly opening the vorpX menu with a left thumbstick click you will see a little menu first e.g. with the entries vorpX menu/DirectVR scan/recenter/VR hotkeys that can be selected by looking at them. Similar to the gaze based game hotkey system that currently can’t really be used at all with a gamepad.
In the meantime there still is a more comfortable option for doing both with a gamepad than using the keyboard shortcuts: the vorpX menu currently has recenter and DirectVR scan (if available) buttons on the main page for quick access.
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Is this the case for everyone? Is there a fix?
I’m using Valve Index motion controllers, no gamepad. The mouse is active.