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  • #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.

    #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.

Viewing 15 results - 316 through 330 (of 1,171 total)

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