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  • #201414
    Ralf
    Keymaster

    The performance warning may just flicker in occasionally because of loading hiccups or similar things. Just briefly checked the game start here on a 3080 and in the start location I get fairly solid 80/80 with default graphics settings at 1440p with occasional dips below that. You can check with ALT+F whether the warning is maybe just shown because of short hiccups.

    Normally vorpX should indeed set the FOV automatically. Plrease try to reset the the profile to default in the config app and check whether you see the game listed under ‘Restore Game Settings’. In case of the Metro games vorpX adjusts the FOV by changing .ini values. If that worked as intended, you should see the game listed there.

    If you still have access the the original Metro, it might be worth to check that out, probably runs better and IIRC DirectVR support also is a bit better.

    BTW: In general keep in mind that with Geometry 3D everything has to be rendered twice, which typically costs about half the FPS, sometimes even more. On top of that there is a small additional overhead for rendering the final image to the headset. As long as you can keep up half the headset refresh rate all is well. GPU performance isn’t always the limiting factor, due to the twice as many draw calls that have to be submitted to DirectX, you can easily run in situations where a game’s main render thread saturates a CPU core. At that point a faster GPU doesn’t do anything.

    #201392
    Ralf
    Keymaster

    Can’t really say much to the Witcher 3 issue. Probably more of an Oculus issue than anything else, but if you want, create a trouble shoot data archive in the config app when that happens next time and send it to support at vorpx com. I’d like to check whether the vorpX logfile shows anything unusual.

    Stick to first person in Fallout 4. If you want to play Fallout 4 in third person view, you have to disable DirectVR. The third person camara apparently dislikes the memory scanner FOV override.

    Ralf
    Keymaster

    vorpX doesn’t change any key bindings, except for maybe half a dozen games where it adds a hotkey for switching the FOV.

    Resolution is handled by DirectVR in Bioshock and other games. Just let it do its thing, you can select a quality preset on the DirectVR page of the vorpX menu. Whenever that is the case, you see an according hint in the top left corner of the game window. Please always check these hints as well as any messages vorpX may display in the headset.

    The best you can do to help the scanner is making sure you don’t have anything running in the background. Most importantly do not use any third party AV programs. Windows Defender is more than good enough for several years now. Some invasive third party AV programs can cause all sorts of issues with hooking and the DirectVR memory scanner.

    #201309

    In reply to: Profile editor?

    Ralf
    Keymaster

    Just a heads-up that usually any settings changes vorpX applies are pretty important for a seamless experience. Even more so for FullVR games like Metro where vorpX makes sure that the game FOV precisely matches the FOV of your headset. Without automatic settings you would have to do that manually.

    That said, if you want to experiment with games that already have an official profile, your best bet is making a copy of the game‘s .exe and then create a new profile for that copied .exe. You can find a short introduction in that regard in the vorpX help. For games with DirectVR support as good as the Metro games there isn‘t really any point in doing that though.

    Gamepad: some games do not allow mouse and gamepad input at the same time. Whenever that is a known issue with a game, vorpX‘s built in gamepad to mouse/keyboard mapper is used as long as vorpX has to emulate a mouse for head tracking. the alternative to that in games that dislike simultaneous mouse/gamepad input would be no gamepad at all (or no head tracking).

    The good news: in games with memory scanner head tracking support (like Metro) gamepads work natively again after a successful scanner run, since with memory scanner head tracking no mouse emulation is necessary anymore.

    Rule of thumb: if the gamepad to mouse/keyboard mapper is enabled in a profile, there usually is good reason for that.

    #201242
    steph12
    Participant

    it’s in directVR page, i’m sorry but i forgot the name.

    basically when you unlock it, you can look up and down freely that’s what you want right ?

    #201155
    JESUSTAYS
    Participant

    Will it work in full directvr ?

    #201137
    steph12
    Participant

    hello,

    look here

    Dishonored DirectVR scan doesn't work

    that user Tonka, has definitive edition and it seems he got it working thank to Ralf updated profile.

    #200946
    Ogrescar
    Participant

    DirectVR only works with official profiles.

    #200941
    shredhed
    Participant

    Hi,
    Just started trying to play MotoGP 20 with vorpx. When i start the game the gamepad input works fine, but after i do a directvr scan, the gamepad is no longer recognized by the game. vorpx still recognizes it eg: i can open vorpx menu, but not the game. Any hopes for a fix ?

    Thanks

    #200936
    Ralf
    Keymaster

    The memory scanner is part of the HL2 since several years, it’s a game though where vorpX can cache the found values, so probably the cache is just out of date. The game is still updated surprisingly often and for each version the DirectVR values are different.

    Long story short: After a HL2 update you typically have to re-run the memory scanner. Whenever that’s the case, vorpX will show an according message in the headset as well as in the top left corner of the game window.

    #200912
    VV00
    Participant

    It works with the DirectVR scanner. I didn’t need this previously, I guess it is new? Thanks!

    #200861

    In reply to: Graphics Quality?

    steph12
    Participant

    to the op, you wont have graphics quality just like you have on regular screen, the purpose of Vorpx is IMMERSION.

    even on my old hardware gtx 1080, 5820k and htc vive, i had a lot of fun using vorpx, obviously, some fullVR demanding games had low performance in G3D example is dishonor 1 but Vorpx motion smoothing works quiet well, so i had a blast.

    now i upgraded to valve index and more recent hardware and i’m stunned by the graphics quality while using vorpx, atm i’m playing borderlands 3 and it looks real good and i’m using 1920*1440 res and ultra settings in fullVr with fov 125 (with unreal engine unlocker which i highly recommand for the UE4 supported games).

    the most important thing for vorpx is how powerful your computer is, the better it is the better your vorpx experience will be.

    and vorpx is light years ahead of any others 3D software including that reshade 3Ddepth, because of headtracking, directVR, full VR, G3D, Z3D, flexibility of the software, the ability to create custom users profiles for new games (when it works) in a easy way, highly tweakable settings for all modes (fullVR, cinematic mode, immersive mod).

    #200846

    In reply to: Graphics Quality?

    Ralf
    Keymaster

    I’m obviously biased, but still hugely puzzled about comparisons with a depth shader that does maybe 10% of what vorpX does, if at all. For one for DX9-11 (and older OpenGL) games vorpX provides “true” Geometry 3D instead of doing post process depth based 3D, which in itself is something entirely different, including the general option to have positonal tracking in every G3D game (provided that doesn’t cause too many glitches).

    Even more puzzling is leaving out the whole DirectVR complex. By now there are more than 150 games for which vorpX adjusts everything automatically for a decent FullVR experience largely out of the box. Usually at least covering FOV and resolution, plus setting up the head tracking sensitivity. These games are typically plug & play except for graphics options/performance adjustments. In more than 50 games there is even more than that in the form always perfect 1:1, low latency head tracking via directly accessing a game’s memory locations for camera rotation (and sometimes position).

    Not to mention the recently introduced TrackIR handling for games with TrackIR support, scalable HUDs with 3D depth, VR controller support, a gaze based visual hotkey menu and quite a bit more…

    #200802
    Ralf
    Keymaster

    In Bioshock Infinite per default the FOV is handled via an .ini edit, not with the memory scanner. Please reset the profile to default in the config app and afterwards make sure to follow the hint shown in the top left corner of the game window regarding setting the FOV slider in the game’s options to max. Without that the .ini edit DirectVR does has no effect.

    Halo 4 doesn’t have an official vorpX profile. If there happens to be a user profile with supposed memory scanner functionality it’s unlikely to fully work, if at all. The scanner configuration is fairly game specific. Also scanner profiles don’t always include FOV. You can see what the scanner does and what it doesn’t in a game on the DirectVR page of the vorpX menu.

    The G3D FOV Enhancement option can be found under “More 3D Settings” on the main page of the vorpX menu. Be aware though that in most newer games it causes too many visual glitches to be of much use.

    BTW: A general way how to handle FullVR for games without automatic FOV adjustment is explained in the “1-2-3 Game Setup” guide in the vorpX help. The method described there isn’t always 100% perfect, but it always works. Additional information regarding FOV can be found in the “Essential Hints” guide in the help.

    #200795
    Ralf
    Keymaster

    No such problems here. Please make sure that to run the DirectVR scanner if necessary, there should be a message about that if the cached values are out of date. Also make sure to follow the hint in the top left corner of the game window regarding setting a 4:3 resolution, which is shown if currently no 4:3 res is set.

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