The DirectVR scanner scans through a game’s RAM, the GPU is of no concern. If you experience issues with that in every game you try, your very first suspect should be your antivirus program, which may interfere with or even actively prevent what the scanner does. The usual recommendation here: if you happen to use anything else than Windows Defender, get rid of it as fast as you can. There is no need for invasive third party AV on Windows 10. Windows Defender is more than good enough for several years now. It kicks in automatically when you remove third party AV.
Also makes sense to avoid many other programs running in the backround as that can affect how Windows organizes its memory pool. In a few games the scanner expects a certain memory layout, which might get messed up the longer your PC is running and the more stuff you have open in the background.
In the same regard a full reboot (not switching off/on, which just takes a system snapshot to speed up the start) is always worth a shot. Choose “Restart” in the Windows start menu to ensure a full reboot.
However, apart from all said above the message shown during each scan still isn’t shown just for fun: since scanning through a game’s memory for a handful of addresses is a rather complex matter, there always is a chance of failure and there is no guarantee that the scanner will always work. It usually should though if nothing gets in the way.
i also have my direct vr scan fails sometimes.
when it “fails” i can briefly see the steamVr launching rectangle application on and off while directVr is doing its scanning, like a micro hang thing or something.
i know for sure that direct VR was working perfectly fine like 1 year ago but sadly in my case not anymore.
atm my setup is
5900x
3090 FE
32gb ddr4 3600
w10 20h2
all drivers/bios uptodate
SSDs sata
hx 1200w
valve index (and issue was also on my htc vive)
base stations 1.0
my previous hardware
5820k
gtx 1080
16gb ddr4 3000
w10 1904 (and previous versions)
Once you run the DirectVR scanner in Bioshock head tilt is handled by DirectVR, which makes the game HUD and any vorpX messages stay aligned to your view instead of always being aligned to the horizon. That is intentional, like wearing AR glasses showing a HUD would work in reality.
I’m not 100% sure, but your description sounds like just that to me.
I’m not really sure about your first issue. In some games the messages rotate with your head in FullVR mode. Sounds a bit like it would be just that, which would be perfectly normal.
Second one: Might be related to some glitch that I incidentally fixed just yesterday where sometimes the resolution calculation can yield a wrong result on game start, and thus the restart message is shown again although prior everything has been set up correctly. If all looks fine, you can ignore the message. If you still encounter the same issue after the next vorpX update, let me now.
BTW: Play the original Bioshock with vorpX, not the remaster. The slightly higer res textures aren’t worth it considering the better DirectVR support of the original Bioshock’s vorpX profile.
The DirectVR memory scanner is a beast with two dozen arcane per game parameters that sometimes I don’t even remember all in detail myself. To configure it in an efficient manner you’d need a level of knowledge not too far away from the level you’d need to create the FOV patch you mentioned above yourself. There may or may not be some kind of user friendly UI for it at some point.Would definetely be a nice thing to have, but I have no concrete plans in that regard currently.
One line answer to your question: most mods won’t interfere, but some may.
A little more detailed: DirectVR may change the FOV in various ways, e.g. with its memory scanner or by adjusting .ini files. If for example you install a mod that overrides a game’s normal camera, that would make DirectVR fail, regardless of the mehod it uses in this particular game. Also mods that heavily change a game’s memory layout can cause problems for the DirectVR memory scanner in some games. Long story short: you have to check whether a specific mod causes a problem or not, there is no general answer.
Rule of thumb: best avoid mods that affect the camera or add graphics effects with vorpX. Most other types of mods (texture-/mesh replacements, gameplay tweaks, additional quests and so on) are probably safe to use.
Outer Worlds should already work perfectly fine in FullVR mode except for some slight distortion caused by the game’s vertically asymmetric view frustum, i.e. the center of the view is not exactly at half the screen height. Fairly unusual for a monitor game (actually it’s the only game I’m aware of doing that). Accounting for this glitch requires a little code change, which the next vorpX version will do.
Hey everybody
I’ve been modding games and tweaking ini files for a while now not related to vorpx but I thought I’d use my obsession on a new platform, haha.
My main question is: does directVR still work with mods? I mean if we can push the fov beyond the default can directVR understand that my fov is higher now and I can zoom the image? Should I turn off directVR when doing things like this? (I’m scared I’ll miss out on other goodies if I just turn it off for the game.) I don’t know if there are actual algorithms in place or just safety values. Also I can’t change anything in the directVR menu, there are no resolution options or fov options. Maybe just for this game.
What I’m really trying to do for now is make The Outer Worlds FullVR properly fullscreen. It looks like someone made a widescreen mod @ gamingpcwiki (If we can post links, I’ll link it). I think keeping the game in 16:9 makes it hard anyway, but a fov boost could work.
Honestly It really sucks that we can’t see what directVR is exactly doing and edit as we please but I’m sure the creator of Vorpx doesn’t want people messing up their games badly… Is there a profile opener or something, maybe make it read only?
Please DO NOT change any settings in the vorpX menu, you probably messed up the settings. The profile is set up for correct FullVR playing out of the box. Reset the profile to default in the vorpX config and then just follow the instructions shown in the top left corner of the game window. Don’t change anything else.
There isan’t really anything else I can suggest, sorry. With default settings the game works perfectly fine. All you have to do is setting a 4:3 resolution and running the DirectVR scanner.
I‘m not really sure whether I understand the issue correctly, but Black Mesa should work just fine in FullVR mode.
General Oculus Link setup:
1. Connect your Quest with an USB cable to your PC.
2. Select Oculus as the headset type in the vorpX config app.
3. Enable Oculus Link in your Quest headset.
Running the game:
1. Reset the profile to default in the config app (local profile or trouble shooting page) to make sure everything is dialed in as it is supposed to.
2. Check the hint shown in the top left corner of the game window: all you have to do is setting a 4:3 resolution (e.g. 1600×1200 or 1920×1440) and run the DirectVR scanner after entering a game level.
BTW: If you don‘t have these resolutions on your PC, check the custom resolutions section in the vorpX help. It has a step-by-step guide that explains how to add resolutions that your monitor cannot display normally.
I played with the settings and turning off ‘Tracking prediction’ fixed the judder issues I was having. Is there any way to reset all of the settings to default? I’ve played around with them a lot and now I know to turn off ‘Tracking prediction’ I want the other values back the way they were.
As for G3D, the game (Sekiro) boots in G3D as it’s a DirectVR game and it defaults to this. I just tried it again and have the same issue, the right eye screen is black. I can still see the VorpX menu through the right lens, and the scenery around the screen in Immersive and Cinema Mode, but the screen itself is black. After tweaking all of the settings nothing fixes this so I’m a bit lost on this one!
Thanks so much for your help so far Ralf it’s appreciated.
And I still haven’t checked your profiles for the ones that might be worth adding DirectVR…
BTW: I have implemented the start message editing for user profiles last week that I mentioned earlier. Beginning with the next vorpX version you’ll be able to add instructions that are shown on each game start instead of just in the config app. If no dedicated start message is defined, the profile description will be shown instead, so you won’t have to revisit older profiles.
There is an option on the DirectVR page of the vorpX menu that allows to swtich off the vertical view lock with DirectVR. Unless it somehow breaks the game, I’d recommend to leave it on though, practically all native VR games work this way because it is more comfortable.
Hey everyone,
So I typically use DirectVR when available because it does make my headtracking much smoother and work better overall. In Outer worlds you need to do DirectVR before touching anything on the controller, which I have been doing so far while trying to get this to work right.
Problem is – this may be unusual, but I like to still have full Y Axis function of the Right Stick even with full headtracking (Basically, I want to be able to use Headtracking + normal controls for looking up & down, as if the game was pancake)
Problem Im running into is, after doing the DirectVR Scan, it makes my right stick only work on the X Axis, not the Y axis… and I did set the option in controls to “Set y axis use” to 1.0; but when I do that, it tells me I have to reboot the game to ‘turn’ the Y Axis option on under the input settings.
When I reboot the game, I have to run DirectVR again and basically get stuck in a loop – use DirectVR to get the Headtracking working w/ a controller, then, go to Input and set Y Axis on right stick to 100%, then it tells me to reboot to get it to work; Reboot and do DirectVR to get headtracking to work – then it ‘overwrites’ the Y Axis option, from what I can tell.
Does anyone have a profile they can share that works with DirectVR + has full Y Axis support for the right control stick?
Thank you very much for your time, take care!
So does either 1 or 2 have directvr ?
When you change the ImageZoom value, you should see a message in both games that recommends to restart the game. After doing so the field of view will be corrrect again. In both games vorpX handles FOV by chnging the game’s .ini file, which requires a restart.
I’d recommend to leave the zoom at the default value though. The default zoom value corresponds to the FOV that Oculus uses for their headsets. You can use the full Index FOV instead, but then you have to run games at higher resolutions to maintain the same image sharpness. The higher FOV itself and a higher resolution both cost performance. Oculus did a pretty good job at figuring out an FOV that is high enough without sacrificing too much performance, that’s what you get with image zoom at default.
The mouse y-axis lock can be disabled on the DirectVR page of the vorpX ingame menu.
Since 21.1.1 vorpX automatically adjusts the FOV. It also does that in immersive mode, but will choose a different (probably lower) value in that case. You can apply an +/- 20° offset on the DirectVR page of the vorpX menu.
Caveat: Only touch this setting in immersive/cinema mode, never in FullVR mode. In FullVR mode the value chosen by vorpX is always precisely calculated to match the headset FOV, so any offset leads to a wrong FOV.