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  • #202142
    Ralf
    Keymaster

    Whether a game has 6DOF or 3DOF tracking depends on two factors: for one by design only G3D games or games with dedicated DirectVR positional tracking can have 6DOF. Z3D can’t (aside from the aforementioned DirectVR exception). Also 6DOF is only unlocked in G3D games where it’s known not to cause too many/heavy glitches. You can however unlock 6DOF in every G3D game in the vorpX menu under ‘Headtracking Options’ and check yourself whether you are OK with the glitches it potentially may introduce.

    That works the same with Quest as it does with other headsets, at least if the Quest is used in native Oculus mode via Link/AirLink. Not sure about Virtual Desktop. I suspect that would also work, but never tried myself.

    One thing I noticed with Quest is that occasionally (e.g. under bad lighting conditions) it falls back to 3DOF in general. That has nothing to do with vorpX though. If you are sure a game definitely should have positional tracking, but doesn’t, it’s worth checking whether you currently have 6DOF tracking at all with your Quest, e.g. in Oculus Home.

    #202115

    In reply to: Thief 4 (2014) Problem

    Ralf
    Keymaster

    If you can’t see the cursor while it is supposed to be visible, try ALT+C. This shouldn’t really happen though, I’ll take a closer look at it. In the meantime ALT+C should do the trick.

    If you experience anything unwanted sound wise, untick the ‘Use built-in audio device’ checkbox in the vorpX config app. vorpX auto switches to the headset audio device. If that’s not what you want, unticking that checkbox disables the function.

    There is no DirectVR memory scanner for the game, that’s correct. Another part of DirectVR however adjusts various settings automatically to configure the game for FullVR mode. Most importantly the camera field of view. Note that initially two restarts may be required until the FOV is right. Works for me. vorpX displays a prompt requesting a restart whenever it considers that necessary.

    If you happen to have disabled automatic settings, please re-enable that, otherwise DirectVR can’t configure the game correctly. Also please reset the profile to default in the config app if you tweaked any vorpX settings.

    #202112
    Illuzio
    Participant

    Hello Ralf, I wanted to play Thief 4 with the new update, but I couldn’t.

    The Thief 4 profile does not work, there are several problems:
    – The mouse cursor does not appear on the screen (but the buttons work)
    – The game doesn’t play any sound in my headset (the sound from my Rift S is on the headset audio channel)
    – The game camera moves in all directions if I move my head, and I have the impression that the FOV is not good (it’s hard to determine) which makes the game completely unplayable in FullVR (Putting the option in VorpX “Input Settings > Try Pitch Lock > On” alleviated the problem)
    – There is no DirectVR Scan button?

    Other than that the VorpX hooking up is good and the G3D seems to work well.

    I’m also using this post to give some settings I found (and that work) that could improve the VorpX profile of the game:

    Disable motion blur (Thief\Engine\Config\BaseEngine.ini):
    motionBlur=False
    motionBlurPause=False

    Disable the black/white vignette effect around the screen (ThiefGame\Config\ThiefGame.ini):
    mbForceHideCloakEffect=1

    Mouse setting (to be tested):

    Disable mouse smoothing (ThiefGame\Config\ThiefInput.ini):
    bEnableMouseSmoothing=false

    Reduce mouse input lag (Engine\Config\BaseEngine.ini):
    OneFrameThreadLag=False

    Reduce mouse lag (ThiefGame\Config\ThiefEngine.ini):
    bSmoothFrameRate=FALSE
    MinSmoothedFrameRate=0
    MaxSmoothedFrameRate=0

    Settings and optimisation guide:
    https://www.pcgamingwiki.com/wiki/Thief
    https://steamcommunity.com/sharedfiles/filedetails/?id=233295023

    (I use the new update, The game is running on Oculus Rift S, I have a RTX 2060 on Windows 10, I don’t have Antivirus, only Defender and no software running in the background. Excuse my bad english)

    #202058
    Ralf
    Keymaster

    There is an “emergency” hotkey that let’s you deal with such glitches by temporarily disabling DirectVR. ALT+B per default, can be changed in the config app.

    BTW: I’ll definitely check Dishonored in regard to the weapon hide feature soon. If you plan a full playthrough, it might be worth waiting a few weeks.

    #202055
    rustyshackleford
    Participant

    @Ralf I’m actually playing the Portal 2 mod called Portal Reloaded. When I launch the base game no issues, but the mod requires a directvr scan to get the fov right i guess.

    #202050
    rustyshackleford
    Participant

    tried using the weapon hiding, but it breaks after i run the directvr scan

    #202048
    rustyshackleford
    Participant

    @Ralf Playing Portal 2. Weapon hiding stops working after I run the directvr scan.

    #201956
    Ralf
    Keymaster

    Please make sure that FOV is set to „Ini Edit“ on the DirectVR page of the vorpX menu. That‘s the default, together with the FOV slider at max in the menu vorpX will change the FOV to precisely match you headset‘s FOV. Also make sure to restart the game when vorpX suggests that to apply the changes.

    the FOV is not supposed to be handled by the scanner (anymore). That‘s working for years, no reason why it wouldn‘t for you. Plus by sheer conincidence I just checked the game today for other reasons, so I‘m 100% certain everything is working as it is supposed to.

    #201955
    Ralf
    Keymaster

    Please make sure that FOV is set to „Ini Edit“ on the DirectVR page of the vorpX menu. That‘s the default, together with the FIV slider at max in the menu, vorpX will change the FOV to precisely match you headset‘s FOV. Also make sure to restart the game when vorpX suggests that to apply the changes.

    the FOV is not supposed to be handled by the scanner (anymore). That‘s working for years, no reason why it wouldn‘t for you. Plus by sheer con+incidence I just checked the game today for other reasons, so I‘m 100% certain all is working as it is supposed to.

    #201950
    Ralf
    Keymaster

    Please, please do not touch any zoom related settings for the game. It‘s one of those games with really outstanding DirectVR support. You actually don‘t have to touch any settings at all aside from following the instructions regarding the game’s FOV slider and choosing a resolution preset in the vorpX menu that fits your PCs performance.

    Please reset the profile to default and let vorpX do its thing. It knows damn well what it does in Bioshock Infinite.

    #201914

    In reply to: Outer Worlds Problem

    Ralf
    Keymaster

    If the scanner fails, vorpX should revert to mouse based tracking instead.

    However, occasionally the scanner may think it succeeded, but actually didn’t. If even repeated scanning doesn’t help with that, set ‘Memory Scan Apply’ to ‘Off’ on the DirectVR page on the vorpX menu to switch back to mouse based tracking.

    tauronux
    Participant

    It seems like this will be a headache for more games. Metro Redux, LL and Exodus are affected also. I didn’t pay attention to it and just played through the first two games with mouse and keyboard. But now i’m going to play Exodus for my very first time and really want to make XBOX One game pad working. So let me elaborate first …

    The game is working with the controller without a problem on flatscreen without VorpX. Once i start it with VorpX attached, the in-game prompts are showing keyboard prompts instead of controller ones. This would be not an issue on it’s own, but sometimes the game refuses to register gamepad inputs.

    For example – the very first door in the game which you need to open to progress further .. when i stop ahead of the doors, it shows me to press E on the keyboard. Alternative controller key is X. The game refuses to register the controller input UNTIL i hold left stick in a direction. Then and only then the prompt on the HUD changes to X and i’m able to open the door. You could say, this is a workaround and it should be fine … UNTIL you encounter a QTE just few moments later and the game won’t register your input and you’re killed. This is not an annoyance anymore but it effectively stops the player from progressing through the game.

    Ralf, you said that after the DirectVR scanner is done, the gamepad-to-mouse/keyboard should be turned off automatically and it should be OK. I made sure to have the autosettings feature turned ON right from the start. Started a new game and Head Tracking worked out of the box even without the scan. HUD was showing keyboard prompts.

    Now i did a scan which was unsuccessfull. So i repeated it a few times without luck. I decided to continue just to learn the head tracking stopped working AND the HUD prompts were showing controller’s buttons.

    So i restarted the game and the same happened as before – head tracking is working but the game shows keyboard prompts. So i tried the Scan again and this time it was successful. But the head-tracking stopped working again and the HUD prompts were showing the controller’s buttons.

    Restarted the game again just to find out, the controller is not working in the game at all, but when i press DEL to show VorpX menu, it does work inside that menu.

    So i restarted it again and i’m back to “normal” (headtracking works with keyboard prompts, until i do a scan after which the HT stops working and the prompts are showing controller buttons).

    I also tried turning off HT while it was working. I have the Reverb G2 controllers turned off, tried changing them from Auto to Oculus Touch. But i can’t seem to find a way to keep working HT while having the game showing controller buttons instead of keyboard ones.

    Now i’m really out of ideas how to proceed.

    #201481

    In reply to: Resolution question

    Ralf
    Keymaster

    @ Beylous: In some games vorpX can do it, it shows an according message in the top left corner of the Game window if that is the case. If so, you can select a quality preset on the DirectVR page of the vorpX menu. Whenever vorpX can do it, let it do its thing. It automatically does what moadepth recommends as optimiziations like selecting a performance optimized aspect ratio and so on. There is no real reason to tinker with stuff like that that if you don’t have to.

    Also please don’t tweak too many settings in the vorpX menu until you have gained solid understandig of what they to. Many settings aren’t of the typical ‘more-is-better’ type and have to be dialed in with care. At least while you are new to vorpX, be a bit careful with tweaking.

    #201449
    TheBalt
    Participant

    That’s more complex than it may look at first sight since when you get back out of EdgePeek you want to still look into the right direction, not into the sky while your head looks down or vice versa. Would be easy enough with DirectVR head tracking, but for mouse/gamepad emulation tracking vorpX would have to track/cache the movement while in EdgePeek mode and then apply the tracked movement after leaving EdgePeek. One of those things that sit on the neat-but-not-overly-important-stuff-list for ages already. I may (or may not) do some experiments in that regard at some point.

    Hey Ralf!

    Thanks for the thorough explanation, I now understand why that might be a bit more difficult than I had thought it would be. How you guys figure this stuff out at all is mindblowing to me, lol. I dont understand any of this stuff whatsoever.

    Thanks for taking the time to explain, I appreciate it. Whatever you feel like is best for the program, I’ve learned to trust you know what is priority vs not priority. Hope youve been well and thanks again for your work.

    Take care and be safe, looking forward to getting some next gen titles on Vorpx… once the game companies start actually releasing them. lol

    #201448
    Ralf
    Keymaster

    That’s more complex than it may look at first sight since when you get back out of EdgePeek you want to still look into the right direction, not into the sky while your head looks down or vice versa. Would be easy enough with DirectVR head tracking, but for mouse/gamepad emulation tracking vorpX would have to track/cache the movement while in EdgePeek mode and then apply the tracked movement after leaving EdgePeek. One of those things that sit on the neat-but-not-overly-important-stuff-list for ages already. I may (or may not) do some experiments in that regard at some point.

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