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Nov 29, 2020 at 12:44pm #198107
In reply to: Far Cry 4 black screen
vintager
ParticipantHere’s what I wrote:
Hi Ralf! Thank you for responding (if not solving the issue), I greatly admire your work. Vorpx is a wonderful tool.
Forget the DirectVR scan, I’ve only mentioned it because I thought it might help you debug the problem.
First of all, most people here are running the Steam version. If it’s not too much trouble, would there be any chance of you testing Vorpx on that version? If the integration only works for the Origin one, it’s okay, the game’s on sale right now and I don’t mind spending another 15 bucks–however, I want to know if it’ll work first.
Meanwhile, I think I’ve figured out what the root of the problem is.
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1. If the Steam version is launched with Vorpx trying to inject itself from the start, the injector messes up with the loading process somehow; this is evidenced by the fact the loading with Vorpx enabled takes 3-4 minutes as opposed to the normal ~20 seconds without it.
2. More specifically, Vorpx seems to prevent the game from connecting to the Ubisoft servers. After displaying the FC4 logo and trying to “log in,” the main window goes unresponsive while the headset switches to pitch black.
3. After a prolonged period of time, the main window comes back and spews out a message saying it can’t connect to the FC4 servers. After that, it’s possible to start the game offline in Windows, but the headset never recovers.
4. The only way to prevent this is to pause the Watcher and resume it after the loading finishes and the Ubisoft logo appears; however, in that case, the injection itself doesn’t proceed properly, and G3D remains disabled.
I would really appreciate your support here. I only bought FC4 to play it with Vorpx–I’ve got no other use for a 2014 FPS.
Nov 29, 2020 at 10:46am #198103In reply to: Far Cry 4 black screen
Ralf
KeymasterJust checked this for you again (UPlay version). Can’t really suggest anything more than earlier in this thread already. Best thing to avoid the occsional black screen issue before the main menu is running the game windowed.
As far as the DirectVR scan is concerned, it should be pretty reliable in FC4, but of course the disclaimer that is shown during each scan also applies here: short version: auto scanning through a game’s memory in search for a single camera rotation/position address is a fairly complex matter and there always is a chance for failure.
If the scanner “thinks” it succeeded, but in fact didn’t, head tracking would get disabled. Worth a shot to try again from a different start position/angle. If that also doesn’t succeed, you can disable applying the menory scanned tracking on the DirectVR page of the ingame menu to go back to mouse based tracking.
Nov 29, 2020 at 10:25am #198102In reply to: Far Cry 4 black screen
vintager
ParticipantOh, and I forgot to mention–launching DirectVR scan while in-game disables the head tracking altogether.
Nov 9, 2020 at 9:45pm #197780Ralf
KeymasterOn a general note: when you want to play the latest, graphically intense games with G3D, cranking everything up to the max and choosing super high resolutions isn’t the best approach usually. The right balance between graphics fidelity and framerate is important for a good experience.
That said: you will certainly enjoy a 3080 (and upcoming similar GPUs) with vorpX. With G3D at fairly high 2240×1680 and default ingame graphics settings I get solid 50-70 fps in a typical location in KCD (checked around ‘Neuhof’). At the start location where you can look quite far above a village with people etc. still 40+, so all in all pretty much perfect for playing with smooth 45fps using FluidSync. Z3D provides super solid 90, of course.
That is with rendering to the headset and all DirectVR bells and whistles including a higher FOV, which (oviously) causes a higher workload than rendering with the game’s default FOV. For reference: raw vorpX stereo 3D performance (side by side image on desktop and default game FOV) is about 25% higher at the same resolution.
Nov 9, 2020 at 9:21am #197765Ralf
KeymasterI have a 3080 here since a little while. Even got it for the original price, just had to wait a month after ordering directly on launch day… Great GPU, I’d wait until the current price gouging stops though.
Overall personal impression: great for vorpX, largely overkill for monitor gaming.
That said: there is no simple one-size-fits-all answer to your question. A 3080 can improve framerate tremendously over a 1080 Ti whenever the GPU is the limiting factor, which is the case in many more graphically demanding (read: newer AAA) games with G3D. However, games can also be CPU limited. That can be the case e.g. for less demanding/older games, engines with unusually high draw call counts or some FullVR games where vorpX raises the camera field of view way above a game’s default to match the FOV of your headset. In a CPU limitied scenario framerate wouldn’t improve, instead you’d have more leeway for higher resolutions and/or maxed out detail settings, which is also nice.
On a sidenote: if you get numbers that low in Kingdom Come Deliverance with your rig, you either overdid it with graphics details/resolution or something is severely off. With a reasonable resolution (1200p selected on the DirectVR page of the vorpX menu) the game should run at 45fps without much of a problem on a 1080Ti using G3D.
Nov 7, 2020 at 10:58am #197735Ralf
KeymasterOthers are using VD with vorpX in SteamVR mode on a regular basis, so this is not some general issue. I’ll try myself on occasion and see whether I can replicate your problem somehow, but this is the first time I hear something like this since the Quest was released 1.5 years ago. vorpX uses SteamVR just as any other SteamVR app, there is no reason on vorpX’s end that could/would prevent VD from capturing SteamVR with vorpX.
Alternatively you could use vorpX in ‘Generic 3D-Display’ mode, which displays a side-by-side stereo image that you can stream via VD. That would disable all VR specific vorpX functionality, most importantly head tracking and everything DirectVR related, but otherwise might be a suitable workaround for your issue.
Link is still the best option though, not sure whether I would want to tolerate 30ms of extra latency, that’s a lot. I think there is some tweak that allows you to raise the resolution Link uses for streaming, so that’s something you could look into. Also a good USB 3 cable might yield better results than a USB 2 cable, although that’s just a guess.
Nov 5, 2020 at 8:13pm #197708In reply to: Outer Worlds, head rotation multiplier >1.0?
Ralf
KeymasterWorks perfectly fine here, sorry. Also no other reports like this at all. The scanner figures out where the game stores the camera rotation in memory and then overwrites these values with the head tracking data. provided the scan succeeded there is no margin for error in that regard.
FOV is handled via DirectVR too, but in this case via an ini tweak. In this particular game you have to set a 16:9 res though for that to work (as suggested by the message shown in the top left corner of the game window).
Nov 5, 2020 at 6:06pm #197704In reply to: Outer Worlds, head rotation multiplier >1.0?
Ralf
KeymasterThere is no sensitivity to change when the memory scan succeeded. After a successful memory scan vorpX writes the head tracking rotation data directly into the game’s camera rotation memory values. This is always perfectly 1:1 without the need for tweaking. That’s actually the point of DirectVR head tracking (plus the lower latency).
Nov 4, 2020 at 10:45am #197684In reply to: Outer Worlds, head rotation multiplier >1.0?
Ralf
KeymasterWith mouse emulation head rotation is relative to your mouse sensitivity. If you already maxed out the vorpX setting, raise the mouse sensitivity in the game options. With default game mouse sensitivity it should be correct normally per default.
The game also hat DirectVR head tracking though, which is what you should use if available for a game. Just run the memory scanner, afterwards you have perfect 1:1 head tracking, also lower latency than with the mouse emulation method.
Nov 3, 2020 at 3:21am #197673In reply to: Vorpx problem
Ralf
KeymasterPlease check the ‘Essential Hints Guide’ and the ‘Quickstart Guide’ in the vorpX help. They explain the basics and should answer most of your questions.
Also please make sure to read any messages vorpX may display in the top left corner of the game window and in the headset. For Borderlands 2 for example you should see a message about running the DirectVR memory scanner after entering a level, which will take care of the field of view (“zoomed in”) automatically in this case.
Oct 30, 2020 at 3:06pm #197606erised
ParticipantGreetings,
Ever since I started using Vorpx 3 years ago I’ve had a relatively minor issue when using Vorpx headtracking. Honestly I just got used to it over time but I’d figure I’d give a shot at fixing it now that I am looking to refine my VR Experiences.
Issue Description:
The issue is that whenever I turn 360 degrees with headtracking on, there appears to be 1 degree that causes a screen stutter. Just for a moment and it passes as soon as I rotate past that 1 out of 360 degrees. This stutter angle appears to stay consistent for either an entire session of Vorpx in a given game or potentially during a play “Area” (I.e resets after reloading save or going through loading screen.) Any time I rotate to that angle it stutters and the image shifts about 5 degrees for a split second and then re-aligns properly.
Headset: Oculus CV1 with 2 sensor 360 degree setup
Details:
-This issue occurs with and without directvr rotation on.
-Occurs in every game I use VorpX headtracking with
-Doesn’t occur when I disable Vorpx Headtracking and use:
1) my mouse to spin 360 degrees
2) A python script to turn my Oculus into a mouse.I don’t have any issues with native VR games such as Skyrim VR, Fallout VR, Superhot etc. If I use Virtual Desktop with my oculus to mouse headtracking script above I do not have this issue. Seems to be specifically related to Vorpx headtracking.
One additional tidbit is that when I use an AutoOculus Touch script that turns my oculus touch into a mouse, I run into a very similar issue at the exact same degree. I will gladly post the scripts I use for this and headtracking to mouse if that will help.
Any assistance would be greatly appreciated!
Thanks
JamesOct 15, 2020 at 5:58pm #197315In reply to: issue with direct VR games.
steph12
Participantthanks Ralf for your time and answers, i greatly appreciate :)
i just disabled positional tracking in vorpx menu to avoid having it scanned with directvr and now the issue i had is gone, rotation & fov success all the time, and default positional tracking like you said is good enough, i play seated so it’s fine now, i could still play standing but i’m a bit lazy :p
i know you worked hard countless hours on profiles and vorpx itself, and i truly appreciate all the work you are doing :)
cheers !
Oct 15, 2020 at 1:27pm #197306In reply to: issue with direct VR games.
steph12
Participantthanks for checking Ralf :)
here’s the vorpx.log for bioshock
INF: VorpControl: Starting (32bit, version 20.3.1).
INF: VorpControl: Starting elevated (32bit, version 20.3.1).
INF: VorpControl: Starting elevated (64bit, version 20.3.1).
INF: vorpControl: Profile database update aborted. (local: 20.3.0|112, remote: 0.0.0|-1)INF: ********************************************************************
INF: App: Attaching to bioshock.exe, pid:1072 (32bit)
INF: App: cmd: “D:\steamapps dd1\steamapps\common\Bioshock\Builds\Release\bioshock.exe” -dx9
INF: App: vorpX version: vorpX 20.3.1, build time: Aug 13 2020 | 18:58:42
INF: App: max. supported profile version: 20.3.0
INF: App: Authoring mode: 0
INF: MemScanManager: Created
INF: ProgSettings: Versions: system: 19.2.1, user: 20.3.0
INF: GameHelper: Instance created
INF: App: BaseInit: crash handler set, previous handler stored.
INF: Hook Base: Installing base init hooks single-threaded
INF: D3D9 Base: Installing main hook (functions)
INF: D3D10 Base: Installing Main Hook
INF: DXGI Base: Installing Main Hook
INF: XInput Base: Checking Main Hook
INF: XInput Base: Hooking xinput1_3.dll
INF: DirectInput Base: Checking Main DirectInput Hook
INF: DirectInput Base: DirectInput not detected, hooking delayed
INF: DirectInput Base: Checking Main DirectInput8 Hook
INF: DirectInput Base: DirectInput 8 detected.
INF: HookBase: Installing system hooks
INF: HookBase: Installing mouse hook
INF: VorpControl Injector: Injecting Bioshock.exe, pid:1072, mode:1, method:2
INF: VorpControl Injector: DLL injected: Bioshock.exe
INF: vorpControl: Starting process life thread: proc id: 1072, hook count: 1
INF: AudioHelper: Audio device not changed, is already: Index HMD
INF: D3D9 Interface: CreateDevice
INF: App: Profile GUID: 03E8912A-7F46-4282-945E-42F45B81F38C (official)
INF: High Performance Counter Frequency: 10000000
INF: VorpSetting: /: 0.007000
INF: VorpSetting: /: Cabin Condensed
INF: VorpSetting: /: Cabin Condensed
INF: VorpSetting: /: Arial
INF: VorpSetting: /: Wingdings
INF: VorpSetting: /: 547
INF: VorpSetting: /: 803
INF: VorpSetting: General/sDeviceIniName: SteamVR
INF: VorpSetting: Display/iAdapterIndex: -2
INF: VorpSetting: Display/bDisableDWM: false
INF: VorpSetting: GUI/bShowAdvancedParameters: true
INF: VorpSetting: GUI/bShowPosTrackingNotification: true
INF: VorpSetting: GUI/bShowStartMessage: true
INF: VorpSetting: GUI/bHideUnimportantNotifications: false
INF: VorpSetting: GUI/iGuiTexWidth: 2048
INF: VorpSetting: GUI/iGuiTexHeight: 2048
INF: VorpSetting: GUI/bShowWatermark: true
INF: VorpSetting: Audio/iAudioMode: 0
INF: VorpSetting: Input/fHtRecenterDistance: 0.800000
INF: VorpSetting: Input/iMouseWheelShift: 0
INF: VorpSetting: Input/iMouseWheelAlt: 0
INF: VorpSetting: Hooking/iHookThreadMode: 0
INF: VorpSetting: Hooking/iHookStyleDX9: 1
INF: VorpSetting: Hooking/iHookStyleDX12: 0
INF: VorpSetting: Hooking/bOverlayBlock: true
INF: VorpSetting: Hooking/sOverlays32: GameOverlayRenderer.dll##IGO32.dll##overlay.dll##overlay_mediator_x32_Release.dll
INF: VorpSetting: Hooking/sOverlays64: GameOverlayRenderer64.dll##igo64.dll##overlay64.dll##overlay_mediator_x64_Release.dll
INF: VorpSetting: Authoring/sAuthorCode: 0
INF: VorpSetting: Authoring/bShaderAuthoring: false
INF: VorpSetting: Authoring/sNppPath:
INF: VorpSetting: Authoring/sAuthorDataPath:
INF: VorpSetting: Authoring/bDumpShaders: false
INF: VorpSetting: Authoring/bDumpShaderBinary: false
INF: VorpSetting: Authoring/bCreateAdditionalHashes: false
INF: VorpSetting: Authoring/iAllShadersTimeRangeMs: 5000
INF: VorpSetting: Dev/bForceWindowed: false
INF: VorpSetting: Misc/bTsDisableDX9GrabberScan: false
INF: VorpSetting: Misc/bGhDisallowSettingsChanges: false
INF: VorpSetting: Misc/sSrvMonitorNamesOculus: MONITOR\NVDD
INF: VorpSetting: KeyMappings/iKeyMenu: 46
INF: VorpSetting: KeyMappings/iKeyEdgePeek: 4
INF: VorpSetting: KeyMappings/iKeyVRHotkeys: 260
INF: VorpSetting: KeyMappings/iKeyReset: 813
INF: VorpSetting: KeyMappings/iKeyCursor: 835
INF: VorpSetting: KeyMappings/iKeyStereoDisable: 856
INF: VorpSetting: KeyMappings/iKeyFovAdjust: 854
INF: VorpSetting: KeyMappings/iKeyCenterPosTracking: 800
INF: VorpSetting: KeyMappings/iKeyCenterGamepad: 544
INF: VorpSetting: KeyMappings/iKeyInfoOverlay: 838
INF: VorpSetting: KeyMappings/iKeyMagnifier: 4
INF: VorpSetting: KeyMappings/iKeyG3DZ3DSwitch: 843
INF: VorpSetting: KeyMappings/iKeyDvrScan: 844
INF: VorpSetting: KeyMappings/iKeyDvrEnable: 834
INF: VorpSetting: /: 770
INF: VorpSetting: /: 846
INF: VorpSetting: /: 857
INF: VorpSetting: /: 956
INF: VorpSetting: /: 845
INF: DeviceSetting: Hardware/sProductName: SteamVR
INF: DeviceSetting: Hardware/sFriendlyName: SteamVR (Index, Vive, WMR, Pimax etc.)
INF: DeviceSetting: Hardware/sManufacturer: SteamVR
INF: DeviceSetting: Hardware/sModelNumber:
INF: DeviceSetting: Hardware/iType: 50
INF: DeviceSetting: Hardware/bAllowDisplayClone: false
INF: DeviceSetting: Hardware/iDesiredFps: 90
INF: DeviceSetting: Hardware/iPerformanceWarnFps: 0
INF: DeviceSetting: Hardware/iRecommendedGameResX: 1920
INF: DeviceSetting: Hardware/iRecommendedGameResY: 1080
INF: DeviceSetting: Hardware/fDisplayCamFovV: 95.000000
INF: DeviceSetting: Hardware/fPhysicalScreenWidth: 125.769997
INF: DeviceSetting: Hardware/iScreenResX: 1920
INF: DeviceSetting: Hardware/iScreenResY: 1080
INF: DeviceSetting: Hardware/fScreenAspect: 1.777778
INF: DeviceSetting: Hardware/fChromAberrationStrengthRed: 0.000000
INF: DeviceSetting: Hardware/fChromAberrationStrengthBlue: 0.000000
INF: DeviceSetting: Hardware/fMinColor: 0.000000
INF: DeviceSetting: Hardware/fIPDDefault: 64.000000
INF: DeviceSetting: Hardware/iRollMode: 1
INF: DeviceSetting: Hardware/fLensDist0C1: 1.000000
INF: DeviceSetting: Hardware/fLensDist0C2: 0.000000
INF: DeviceSetting: Hardware/fLensDist0C3: 0.000000
INF: DeviceSetting: Hardware/fLensDist0C4: 0.000000
INF: DeviceSetting: Hardware/fLensDist0Scale: 1.000000
INF: DeviceSetting: Hardware/bVerticalShiftEnable: false
INF: DeviceSetting: Hardware/bDmNewDirectModeAllow: true
INF: DeviceSetting: Hardware/bDmFluidSyncAllow: true
INF: DeviceSetting: Hardware/fDmGammaCorrection: 1.000000
INF: DeviceSetting: Hardware/iHtType: 50
INF: DeviceSetting: Hardware/bHasDeviceAudio: true
INF: DeviceSetting: Hardware/sAudioSearchNames: Index HMD|HTC-VIVE|Rift Audio|Rift S
INF: DeviceSetting: User/iStereoDisplayMode: 4
INF: DeviceSetting: User/iAnaglyphMode: 2
INF: DeviceSetting: User/iRenderMode: 10
INF: DeviceSetting: User/iTimewarpMode: 1
INF: DeviceSetting: User/iPrediction: 1
INF: DeviceSetting: User/fVignetteScale: 1.000000
INF: DeviceSetting: User/fUserIPD: 64.000000
INF: DeviceSetting: User/fVerticalShiftLeft: 0.000000
INF: DeviceSetting: User/fVerticalShiftRight: 0.000000
INF: DeviceSetting: User/bChromaticAberrationCorrection: true
INF: DeviceSetting: User/bMinimumColor: false
INF: DeviceSetting: User/bEnableDeviceAudio: true
INF: DeviceSetting: User/iDmBufferGrabberSyncDX11: 0
INF: DeviceSetting: User/iDmBufferGrabberSyncDX12: 1
INF: DeviceSetting: User/bDmNewDirectModeEnable: true
INF: DeviceSetting: User/iDmFluidSyncMode: 3
INF: DeviceSetting: User/bDmAllowWaitForDmmRender: false
INF: DeviceSetting: User/bVrApiMotionSmoothing: false
INF: DeviceSetting: User/iVrhcControllerType: 3
INF: DeviceSetting: User/bVrhcbSwapButtonsBYEnable: true
INF: TrackerSetting: Hardware/sProductName: OpenVRTracker
INF: TrackerSetting: Hardware/sFriendlyName: OpenVR Tracker
INF: TrackerSetting: Hardware/sManufacturer: OpenVR
INF: TrackerSetting: Hardware/sModelNumber:
INF: TrackerSetting: Hardware/iType: 50
INF: TrackerSetting: Hardware/bHtHasPosTracking: true
INF: TrackerSetting: Hardware/iHtAxisIndexX: 0
INF: TrackerSetting: Hardware/iHtAxisIndexY: 1
INF: TrackerSetting: Hardware/iHtAxisIndexZ: 2
INF: TrackerSetting: Hardware/fHtAxisMultX: -1.000000
INF: TrackerSetting: Hardware/fHtAxisMultY: -1.000000
INF: TrackerSetting: Hardware/fHtAxisMultZ: -1.000000
INF: TrackerSetting: User/bHtEnable: true
INF: TrackerSetting: User/bHtRollEnable: true
INF: OpenVRDevice: Initializing device
INF: TrackerOpenVR: Init
INF: DXGI Base: CreateDXGIFactory1
INF: DXGI Base: Installing secondary hooks 1
INF: DXGI Base: Installing secondary hooks 2
WRN: DXGI Base: Hooking swapchain methods with unknown API (UNDEFINED), using DX11
INF: DXGI SwapChainHelper: Installing secondary hooks 4
INF: DXGI SwapChainHelper: Installing secondary hooks 5
INF: DXGI SwapChainHelper: Installing secondary hooks 6
INF: DXGI Base: Installing secondary hooks 3
WRN: Hook: Source module mismatch (dxgi_QueryInterfaceDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
WRN: Hook: Source module mismatch (dxgi_GetParentDevice), expected: C:\Windows\SYSTEM32\dxgi.dll, actual: C:\Windows\SYSTEM32\d3d11.dll
INF: DXGI Base: CreateDXGIFactory1
INF: OpenVRDevice: Init succeeded, HMD found: Valve Index (tracker: lighthouse)
INF: OpenVRDevice: Runtime Path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR
INF: OpenVRDevice: API DLL Path: C:\Program Files (x86)\Animation Labs\vorpX\Devices\OpenVR\win32\vpenvr_api.dll
INF: OpenVRDevice: Render target size: 1848×2052
INF: OpenVRDevice: Render target AR: 0.900585
INF: OpenVRDevice: Desired game AR: 0.900585
INF: OpenVRDevice: Desired framerate: 119.999992
INF: OpenVRDevice: FOV: 109.416176
INF: OpenVRDevice: IPD: 0.061139
INF: OpenVRDevice: Zoom multiplier: 0.786344
INF: AudioHelper: Audio device not changed, is already: Index HMD
INF: ExtraSetting: EnvImageMap/:
INF: ExtraSetting: /: 1.000000
INF: ExtraSetting: MouseDisableAxisY/: false
INF: ExtraSetting: VrhcSwapHands/: false
INF: ExtraSetting: GhResolutionQuality/: 1
INF: ExtraSetting: DmThreadSyncBeta/: 0
INF: MemScan Manager: Initialized
INF: Hook Base: Installing hooked init hooks single-threaded
INF: XInput Base: Checking loaded XInput versions.
INF: DirectInput Base: Checking Main DirectInput Hook
INF: DirectInput Base: DirectInput not detected, hooking delayed
INF: Mouse/Keyboard Base: Installing Main Hook
INF: Sound Manager: Initialized, audio mode: 0
INF: App: Graphics API changed: DX9
INF: ProgSettings: Versions: system: 19.2.1, user: 20.3.0
INF: G3DSettings: Loading settings (19.2.1)
INF: ProgSetting User: General/sVersion: 20.3.0
INF: ProgSetting User: Image/fImageZoom: 1.000000
INF: ProgSetting User: Image/fUiScale: 0.400000
INF: ProgSetting User: Image/fUiScaleHorizontal: 1.000000
INF: ProgSetting User: Image/fUiStereoOffset: 0.750000
INF: ProgSetting User: Image/fEdgePeekScaleMin: 0.600000
INF: ProgSetting User: Image/fEdgePeekStereoMultiplier: 1.000000
INF: ProgSetting User: Image/iEdgePeekBackground: 10
INF: ProgSetting User: Image/iImageBackground: 0
INF: ProgSetting User: Image/fImageAmbienceBrightness: 1.000000
INF: ProgSetting User: Image/iAspectRatioCorrection: 1
INF: ProgSetting User: Image/fImageSharpness: 0.000000
INF: ProgSetting User: Image/fImageGameGamma: 1.000000
INF: ProgSetting User: Image/fImageGameSaturation: 1.000000
INF: ProgSetting User: Image/iImageInputGeometryType: 0
INF: ProgSetting User: Image/iImageInputStereoType: 0
INF: ProgSetting User: Image/bImageInputStereoFlip: false
INF: ProgSetting User: Image/iImageInputSurroundFovH: 360
INF: ProgSetting User: Image/iImageInputSurroundFovV: 180
INF: ProgSetting User: Image/bImageInputSurroundGuessParams: false
INF: ProgSetting User: Image/iGameDisplayMode: 1
INF: ProgSetting User: Image/iVirtualScreenScene: 100
INF: ProgSetting User: Image/fVirtualScreenHtMultiplier: 0.000000
INF: ProgSetting User: Image/fVirtualScreenDistanceOffset: 0.000000
INF: ProgSetting User: Image/fVirtualScreenScale: 1.000000
INF: ProgSetting User: Image/fVirtualScreenPitch: 0.000000
INF: ProgSetting User: Image/fVirtualScreenCurvature: 1.000000
INF: ProgSetting User: Image/bVirtualScreenCurvedVertical: true
INF: ProgSetting User: Image/fVirtualScreenBrightness: 1.000000
INF: ProgSetting User: Image/fVirtualScreenEnvBrightness: 1.000000
INF: ProgSetting User: Image/fVirtualScreenEncGamma: 1.000000
INF: ProgSetting User: Image/fVirtualScreenEnvSaturation: 1.000000
INF: ProgSetting User: Image/iVirtualScreenAspect: 0
INF: ProgSetting User: Image/iVirtualScreenAntialias: 4
INF: ProgSetting User: Image/fImmersiveScreenHtMultiplier: 0.500000
INF: ProgSetting User: Image/fImmersiveScreenDistanceOffset: 0.000000
INF: ProgSetting User: Image/fImmersiveScreenScale: 1.000000
INF: ProgSetting User: Image/fImmersiveScreenPitch: 0.000000
INF: ProgSetting User: Image/fImmersiveScreenCurvature: 1.000000
INF: ProgSetting User: Image/bImmersiveScreenCurvedVertical: false
INF: ProgSetting User: Image/iImmersiveScreenBackground: 10
INF: ProgSetting User: Image/iImmersiveScreenEdgePeekBackground: 10
INF: ProgSetting User: Image/iDirectModeRenderQuality: 1
INF: ProgSetting User: Image/iDirectModeRenderAsyncModeNew: 0
INF: ProgSetting User: Image/bDirectModePresentOrigImage: false
INF: ProgSetting User: Image/bVirtualScreenMode: false
INF: ProgSetting User: Image/bVirtualScreenLockHeadTracking: true
INF: ProgSetting User: Image/bEdgePeekDisableStereo: false
INF: ProgSetting User: Input/fHtSensitivity: 0.310000
INF: ProgSetting User: Input/bHtInvertX: false
INF: ProgSetting User: Input/bHtInvertY: false
INF: ProgSetting User: Input/bHtPosTrackingEnable: true
INF: ProgSetting User: Input/bHtPosTrackingOverrideLock: false
INF: ProgSetting User: Input/fHtPosTrackingUserMultiplier: 1.000000
INF: ProgSetting User: Input/fHtG3DLatencyEnhancement: 0.000000
INF: ProgSetting User: Input/bHtCrouchJumpEnabled: false
INF: ProgSetting User: Input/fHtCrouchPosYThreshold: -0.100000
INF: ProgSetting User: Input/fHtCrouchVelocityThreshold: 0.700000
INF: ProgSetting User: Input/iHtCrouchKey: 162
INF: ProgSetting User: Input/bHtCrouchCrouchKeyIsToggle: false
INF: ProgSetting User: Input/fHtJumpPosYThreshold: 0.050000
INF: ProgSetting User: Input/fHtJumpVelocityThreshold: 1.000000
INF: ProgSetting User: Input/iHtJumpKey: 32
INF: ProgSetting User: DirectVR/bDvrEnable: true
INF: ProgSetting User: DirectVR/bDvrForceGameHelperFov: false
INF: ProgSetting User: DirectVR/fDvrFovWorldOffset: 0.000000
INF: ProgSetting User: DirectVR/fDvrFovPlayerOffset: 0.000000
INF: ProgSetting User: DirectVR/bDvrLockLookPitch: false
INF: ProgSetting User: DirectVR/bDvrPositionEnable: true
INF: ProgSetting User: DirectVR/bDvrUseCache: false
INF: ProgSetting User: GameHelper/bGhChangeSettings: false
INF: ProgSetting User: GameHelper/bGhChangeResolution: true
INF: ProgSetting User: GameHelper/bGhChangeFov: true
INF: ProgSetting User: GameHelper/bGhChangeFovRT: true
INF: ProgSetting User: Input/bMouseDisableAcceleration: false
INF: ProgSetting User: Input/bMouseHandleCursor: true
INF: ProgSetting User: Input/bMouseForceVorpCursor: false
INF: ProgSetting User: Input/bKeyBlockAlt: true
INF: ProgSetting User: Input/bKeyBlockEdgePeek: true
INF: ProgSetting User: Input/bKeyBlockVorpX Menu: true
INF: ProgSetting User: Input/iXiOverride: 0
INF: ProgSetting User: Input/iXiOverrideDirectVR: 0
INF: ProgSetting User: Input/bXiOverridePartLeftStick: false
INF: ProgSetting User: Input/bXiOverridePartRightStick: false
INF: ProgSetting User: Input/bXiOverridePartButtons: false
INF: ProgSetting User: Input/iXiHtControllerNum: 0
INF: ProgSetting User: Input/iXiHtMode: 1
INF: ProgSetting User: Input/fXiHtDeadzoneCorrection: 0.000000
INF: ProgSetting User: Input/fXiHtSensitivityX: 1.000000
INF: ProgSetting User: Input/fXiHtSensitivityY: 1.000000
INF: ProgSetting User: Input/fGpadSensitivityLeftX: 0.150000
INF: ProgSetting User: Input/fGpadSensitivityLeftY: 0.150000
INF: ProgSetting User: Input/fGpadSensitivityRightX: 0.050000
INF: ProgSetting User: Input/fGpadSensitivityRightY: 0.010000
INF: ProgSetting User: Input/fGpadDeadzoneLeft: 0.200000
INF: ProgSetting User: Input/fGpadDeadzoneRight: 0.200000
INF: ProgSetting User: Input/iGpadWalkRunKey: 162
INF: ProgSetting User: Input/bGpadWalkRunInvert: false
INF: ProgSetting User: Input/bGpadWalkRunIsToggle: true
INF: ProgSetting User: Input/fGpadThumbStickCurve: 2
INF: ProgSetting User: Input/iGpadVorpXButtonMode: 1
INF: ProgSetting User: Input/iGpadVorpXButtonBind1: 1
INF: ProgSetting User: Input/iGpadVorpXButtonBind2: 2
INF: ProgSetting User: Input/fGpadNativeSensitivityRightYFullVR: 0.300000
INF: ProgSetting User: Input/fGpadNativeSensitivityRightYCinema: 1.000000
INF: ProgSetting User: Input/iGpadKeycode0: 69
INF: ProgSetting User: Input/iGpadKeycode1: 70
INF: ProgSetting User: Input/iGpadKeycode2: 82
INF: ProgSetting User: Input/iGpadKeycode3: 32
INF: ProgSetting User: Input/iGpadKeycode4: 71
INF: ProgSetting User: Input/iGpadKeycode5: 77
INF: ProgSetting User: Input/iGpadKeycode6: 2
INF: ProgSetting User: Input/iGpadKeycode7: 1
INF: ProgSetting User: Input/iGpadKeycode8: 38
INF: ProgSetting User: Input/iGpadKeycode9: 40
INF: ProgSetting User: Input/iGpadKeycode10: 37
INF: ProgSetting User: Input/iGpadKeycode11: 39
INF: ProgSetting User: Input/iGpadKeycode12: 67
INF: ProgSetting User: Input/iGpadKeycode13: 81
INF: ProgSetting User: Input/iGpadKeycode14: 27
INF: ProgSetting User: Input/iGpadKeycode15: 9
INF: ProgSetting User: Input/iVhkKeycode0: 27
INF: ProgSetting User: Input/sVhkVisText0: ESC
INF: ProgSetting User: Input/iVhkKeycode1: 116
INF: ProgSetting User: Input/sVhkVisText1: QSave
INF: ProgSetting User: Input/iVhkKeycode2: 120
INF: ProgSetting User: Input/sVhkVisText2: QLoad
INF: ProgSetting User: Input/iVhkKeycode3: 77
INF: ProgSetting User: Input/sVhkVisText3: M
INF: ProgSetting User: Input/iVhkKeycode4: 49
INF: ProgSetting User: Input/sVhkVisText4: 1
INF: ProgSetting User: Input/iVhkKeycode5: 50
INF: ProgSetting User: Input/sVhkVisText5: 2
INF: ProgSetting User: Input/iVhkKeycode6: 51
INF: ProgSetting User: Input/sVhkVisText6: 3
INF: ProgSetting User: Input/iVhkKeycode7: 73
INF: ProgSetting User: Input/sVhkVisText7: I
INF: ProgSetting User: Input/iVhkKeycode8: 52
INF: ProgSetting User: Input/sVhkVisText8: 4
INF: ProgSetting User: Input/iVhkKeycode9: 53
INF: ProgSetting User: Input/sVhkVisText9: 5
INF: ProgSetting User: Input/iVhkKeycode10: 54
INF: ProgSetting User: Input/sVhkVisText10: 6
INF: ProgSetting User: Input/iVhkKeycode11: 0
INF: ProgSetting User: Input/sVhkVisText11:
INF: ProgSetting User: Input/iVhkKeycode12: 55
INF: ProgSetting User: Input/sVhkVisText12: 7
INF: ProgSetting User: Input/iVhkKeycode13: 56
INF: ProgSetting User: Input/sVhkVisText13: 8
INF: ProgSetting User: Input/iVhkKeycode14: 57
INF: ProgSetting User: Input/sVhkVisText14: 9
INF: ProgSetting User: Input/iVhkKeycode15: 48
INF: ProgSetting User: Input/sVhkVisText15: 0
INF: ProgSetting User: Input/iVrhcControllerMode: 1
INF: ProgSetting User: Input/iVrhcTrackPadModeLeft: 2
INF: ProgSetting User: Input/iVrhcTrackPadModeRight: 1
INF: ProgSetting User: Input/fVrhcDeadzoneMouse: 0.100000
INF: ProgSetting User: Input/fVrhcDeadzoneKeys: 0.300000
INF: ProgSetting User: Input/bVrhcAllowLeftStickShift: true
INF: ProgSetting User: Input/bVrhcShiftSwapLeft: false
INF: ProgSetting User: Input/bVrhcShiftSwapRight: false
INF: ProgSetting User: Input/iVrhcKbmStickModeLeft: 1
INF: ProgSetting User: Input/fVrhcSensitivityLeftX: 0.250000
INF: ProgSetting User: Input/fVrhcSensitivityLeftY: 0.250000
INF: ProgSetting User: Input/fVrhcSensitivityRightX: 0.250000
INF: ProgSetting User: Input/fVrhcSensitivityRightY: 0.070000
INF: ProgSetting User: Input/iVrhcExtraKeyLeftGamepadDefault: 0
INF: ProgSetting User: Input/iVrhcExtraKeyRightGamepadDefault: 3
INF: ProgSetting User: Input/iVrhcControllerVisType: 1
INF: ProgSetting User: Input/iVrcKeycode0: 1
INF: ProgSetting User: Input/iVrcKeycode1: 2
INF: ProgSetting User: Input/iVrcKeycode2: 87
INF: ProgSetting User: Input/iVrcKeycode3: 83
INF: ProgSetting User: Input/iVrcKeycode4: 65
INF: ProgSetting User: Input/iVrcKeycode5: 68
INF: ProgSetting User: Input/iVrcKeycode6: 69
INF: ProgSetting User: Input/iVrcKeycode7: 67
INF: ProgSetting User: Input/iVrcKeycode8: 82
INF: ProgSetting User: Input/iVrcKeycode9: 70
INF: ProgSetting User: Input/iVrcKeycode10: 71
INF: ProgSetting User: Input/iVrcKeycode11: 32
INF: ProgSetting User: Input/iVrcKeycode12: 27
INF: ProgSetting User: Input/iVrcKeycode13: 9
INF: ProgSetting User: Input/iVrcKeycode14: 160
INF: ProgSetting User: Input/iVrcKeycode15: 162
INF: ProgSetting User: Input/iVrcKeycode16: 38
INF: ProgSetting User: Input/iVrcKeycode17: 40
INF: ProgSetting User: Input/iVrcKeycode18: 37
INF: ProgSetting User: Input/iVrcKeycode19: 39
INF: ProgSetting User: Input/iVrcKeycode20: 136
INF: ProgSetting User: Input/iVrcKeycode21: 137
INF: ProgSetting User: Input/iVrcKeycode22: 49
INF: ProgSetting User: Input/iVrcKeycode23: 50
INF: ProgSetting User: Input/iVrcKeycode24: 51
INF: ProgSetting User: Input/iVrcKeycode25: 52
INF: ProgSetting User: Input/iVrcKeycode26: 69
INF: ProgSetting User: Input/iVrcKeycode27: 81
INF: ProgSetting User: Input/iVrcKeycode28: 82
INF: ProgSetting User: Input/iVrcKeycode29: 32
INF: ProgSetting User: Input/iVrcKeycode30: 0
INF: ProgSetting User: Input/iVrcKeycode31: 0
INF: ProgSetting User: Input/iVrcKeycode32: 0
INF: ProgSetting User: Input/iVrcKeycode33: 0
INF: ProgSetting User: Input/iVrcKeycode34: 0
INF: ProgSetting User: Input/iVrcKeycode35: 0
INF: ProgSetting User: D3D9/i3DCreateMethod: 3
INF: ProgSetting User: D3D9/fSeparationNormal: 1.000000
INF: ProgSetting User: D3D9/fFocOffsetNormal: 0.030000
INF: ProgSetting User: D3D9/fSeparationComplex: 1.000000
INF: ProgSetting User: D3D9/fFocOffsetComplex: 0.000000
INF: ProgSetting User: D3D9/bUseDOFComplex: true
INF: ProgSetting User: D3D9/fZMultF: 0.500000
INF: ProgSetting User: D3D9/fSeparationG3D: 1.000000
INF: ProgSetting User: D3D9/fFocOffsetG3D: 0.000000
INF: ProgSetting User: D3D9/fG3DFovEnhance: 0.000000
INF: ProgSetting User: D3D9/fG3DCamHeightModifier: 0.000000
INF: ProgSetting User: D3D9/iG3DMainEye: 0
INF: ProgSetting User: D3D9/fPlayerModelOffsetY: 0.000000
INF: ProgSetting User: D3D9/fPlayerModelOffsetZ: 0.000000
INF: ProgSetting User: D3D9/iG3DShadowTreatment: 4
INF: ProgSetting User: D3D9/fRtsTargetScale: 1.000000
INF: DirectModeManager: Render target resize requested.
INF: D3D9 ShaderSwapper: Instance created
INF: D3D9 ShaderSwapper: shader path: C:\ProgramData\Animation Labs\vorpX\Cache\shr\03E8912A-7F46-4282-945E-42F45B81F38C\
INF: ShaderParser not available.
INF: D3D9 Manager: Initializing device (frame: 0)
INF: D3D9 Manager: Buffer Resolution: 1920×1440, Format: X8R8G8B8, MSAA: false
INF: Display Adapter Description: NVIDIA GeForce GTX 1080
INF: Display Adapter Device Name: \\.\DISPLAY1
INF: Display Adapter Driver: nvldumd.dll
INF: Display Adapter Driver WHQL: 0
INF: Nvidia Driver Version: 45671, r456_61
INF: Available GPU Memory: 4054MB
INF: D3D9 BufferGrabber initialized. Grab mode: 1
INF: D3D9 ShaderManager: shaders created
INF: UIRendererDX9: Initialized
INF: D3D9 GameRenderer: Initialized
INF: ProgState: UpdatePostFrame first time.
INF: Hook Base: Installing first frame hooks single-threaded
INF: XInput Base: Checking loaded XInput versions.
INF: DirectInput Base: Checking Main DirectInput Hook
INF: DirectInput Base: DirectInput not detected, hooking delayed
INF: UI Manager: Initialized
INF: Keyboard: Init
INF: Input Manager: Initialized
INF: ProgState: First Time Init 1
INF: TrackerOpenVR: Init
INF: OpenVRDirectModeManager: base initialized, mode: extra thread
INF: DXGI Base: CreateDXGIFactory1
INF: DXGI Base: CreateDXGIFactory1
INF: DirectModeManager: headset render target size reduced (unecessarily large): 2772×3078 > 2593×2880
INF: DirectModeManager: headset render target size final: 2593×2880
INF: OpenVRDirectModeManager: renderer initialized.
INF: UIRendererDX11: Initialized
INF: Engine3D: Scene Initialized: 13
INF: RendererDX11: Initialized (2593×2880). Multisampling off.
INF: VR Controller Manager: Init: no controllers found
INF: OpenVR Controller Manager: Initialized
INF: MemScanManger: cache readiness: r:f p:f f:f
INF: SettingsUI: Init
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
WRN: vorpScan: Position scan failed. Possible values found: 0
INF: vorpScan: Exiting.
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
WRN: vorpScan: Position scan failed. Possible values found: 0
INF: vorpScan: Exiting.
INF: MemScan Manager: 1 invalid pointer(s): r:1 p:0 f:0
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
INF: vorpScan: Position scan succeeded.
INF: vorpScan: Exiting.
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
WRN: vorpScan: Position scan failed. Possible values found: 0
INF: vorpScan: Exiting.
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
WRN: vorpScan: Position scan failed. Possible values found: 0
INF: vorpScan: Exiting.
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
WRN: vorpScan: Position scan failed. Possible values found: 0
INF: vorpScan: Exiting.
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
INF: vorpScan: Position scan succeeded.
INF: vorpScan: Exiting.
INF: vorpScan: Starting to scan host: bioshock.exe
INF: vorpScan: Rotation scan succeeded.
INF: vorpScan: FOV scan succeeded.
WRN: vorpScan: Position scan failed. Possible values found: 0
INF: vorpScan: Exiting.
INF: D3D9 Manager: Releasing
INF: UIRendererDX9: Released
INF: D3D9 Manager: Released
INF: Main: Detaching from bioshock.exe
INF: Main: Graceful Exit
INF: UI Manager: Released
INF: Gamepad Manager: Released
INF: Keyboard: Release
INF: Input Manager: Released
INF: OpenVR Controller Manager: Released
INF: DirectModeManager: Releasing
INF: TrackerOpenVR: Release
INF: OpenVRDirectModeManager: Released
INF: TrackerOpenVR: Release
INF: OpenVRDevice: Released
INF: Sound Manager: Released
INF: Resource Manager: Released
INF: D3D9 Base: Removing Main Hook
INF: D3D10 Base: Removing Main Hook
INF: DXGI SwapChainHelper: SwapChain method hooks removed.
INF: XInput Base: Removing Main Hook
INF: DirectInput Base: Removing Main Hook
INF: Mouse/Keyboard Base: Removing Main Hook
INF: HookBase: Removing system hooks
INF: HookBase: Removing mouse hook
INF: MemScan Manager: Released
INF: MemScanManager: Destroyed
INF: GameHelper: Destroyed
INF: App: Released
INF: Main: Graceful Exit SuccessINF: vorpControl: Audio device reset to: Index HMD (NVIDIA High Definition Audio)
INF: vorpControl: Exiting process life thread: Bioshock.exe, 1072i have this issue with all directVr games.
i’ll try to see if i can fix it myself if not well i’ll just live with it i guess.
Oct 15, 2020 at 11:21am #197305In reply to: issue with direct VR games.
Ralf
KeymasterThe base stations don’t affect the memory scanner.
Probably the scanner is just a bit more picky in the level you are currently in. Just checked it at the beginning, works perfectly fine here. You really don’t have to care much about the position scan in ACM, rotation and FOV are the important ones. DirectVR position gives a little bit more leeway in regard to walking around, but otherwise the default positional tracking is perfectly fine in ACM, well suited for playing standing in place.
Oct 15, 2020 at 9:45am #197303In reply to: issue with direct VR games.
steph12
Participantthanks for answer Ralf :)
what i dont understand is why directVR was working perfectly fine like 2 years ago on my computer but now fails at least the positional scanning part since about 1 year now, i changed some part of my computer recently but that still happened on my previous hardware which i had since 2016.
what i noticed is when positional scanning is at work, i can see a brief rectangle on and off in the middle of the screen very briefly like if something was messing with the scanning.
directVr is so brillant, i’d really like to find a fix for this.
i’ll post some of vorpx log later if you could check it when you’ll have some time that’d be greatly appreciated :)
just a quick question, one of my htc vive base station died some months ago so i bought a new one, but this one even so it’s a V1 base station has less led than the original one, could it be the culprit ?
i have zero issue playing roomscale native vr games but maybe that could still bring issue with vorpx ? or maybe base stations have nothing to do with this issue ?
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Greetings,
Ever since I started using Vorpx 3 years ago I’ve had a relatively minor issue when using Vorpx headtracking. Honestly I just got used to it over time but I’d figure I’d give a shot at fixing it now that I am looking to refine my VR Experiences.
Issue Description:
The issue is that whenever I turn 360 degrees with headtracking on, there appears to be 1 degree that causes a screen stutter. Just for a moment and it passes as soon as I rotate past that 1 out of 360 degrees. This stutter angle appears to stay consistent for either an entire session of Vorpx in a given game or potentially during a play “Area” (I.e resets after reloading save or going through loading screen.) Any time I rotate to that angle it stutters and the image shifts about 5 degrees for a split second and then re-aligns properly.
Headset: Oculus CV1 with 2 sensor 360 degree setup
Details:
-This issue occurs with and without directvr rotation on.
-Occurs in every game I use VorpX headtracking with
-Doesn’t occur when I disable Vorpx Headtracking and use:
1) my mouse to spin 360 degrees
2) A python script to turn my Oculus into a mouse.I don’t have any issues with native VR games such as Skyrim VR, Fallout VR, Superhot etc. If I use Virtual Desktop with my oculus to mouse headtracking script above I do not have this issue. Seems to be specifically related to Vorpx headtracking.
One additional tidbit is that when I use an AutoOculus Touch script that turns my oculus touch into a mouse, I run into a very similar issue at the exact same degree. I will gladly post the scripts I use for this and headtracking to mouse if that will help.
Any assistance would be greatly appreciated!
Thanks
James