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  • #197289
    steph12
    Participant

    hello Ralf.

    for some months now i have troubles gettings directVR games full working.

    usually 2 first scanner pass but positional tracking always fail, well when it actually pass the positional tracking doesnt work at all just like if it was disabled, or my headtracking doesnt work anymore.

    for alien colonial marines for example.
    1 scan (rotation) ok
    2 scan (fov) ok
    3 scan (positional) fail = basic positional tracking still works + headtracking.
    but glitches with fov switching on and off all of a sudden.

    sometimes still with alien colonial marines

    1 scan (rotation) ok
    2 scan (fov) ok
    3 scan (positional) ok = no headtracking at all or headtracking but no positional tracking at all.

    i can repeat this in all directVR games, fresh install, no mods, antivirus disabled, every extra softwares disabled, tried unplugging every extra usb hardware i have, unplugged my second monitor, still no luck.

    so basically even if scan 3 fails i have full direct VR + some sort of positional tracking (i know it’s strange right) but it resets every time i enter a new zone or load a save.

    strange enough, i remember years ago everything was working great.

    i’m at lost here but i have a question, and sorry for being noob about tech stuff but are you 100% sure that base 1 htc vive stations still works perfectly fine with direct VR scanner code despite all the updates you did, do you still check this when you update vorpx ? maybe base stations have nothing to do with my issue but i have no idea what is causing this.

    this is the only issue i have with vorpx right now and i’d love to find a way to fix it so any help would be greatly appreciated :)

    cheers.

    #197191
    Ralf
    Keymaster

    Huh? The only time vorpX would ever touch the system wide mouse acceleration is when it is set to off in a profile for better head tracking. vorpX on exit would then switch it back to the original state. I’ll check whether there is something wrong with that all of a sudden, but that doesn’t sound overly likely. The related code hasn’t been touched in years.

    BTW: Forcing the global mouse acceleration off via vorpX isn’t necessary for most newer games. Only makes sense for older games that use the standard Windows mouse input pipeline. Most newer games use the raw input API and aren’t affected by the system wide mouse acceleration. Games may have their own though. Profiles with DirectVR auto settings handle that automatically whenever possible, but in non DirectVR games any potential mouse acceleration setting should best be turned off for consistent mouse based head tracking.

    #197187

    In reply to: Grounded

    Ralf
    Keymaster

    Can’t remember currently whether that’s the case for Grounded, but if vorpX can do it, let it do its thing and just select a preferred quality on the DirectVR page of the vorpX menu. VorpX will then figure out a resolution that works best depending on various settings, e.g. whether you play in FullVR or immersive screen/cinema mode.

    Whenever this is possible for a game, there is an according message in the top left corner of the game window on start. To get the most out of this feature, check the Custom Resolutions section in the help.

    If there is no such message, the general rule of thumb is 4:3 for FullVR, 16:9 or 16:10 for immersive screen/cinema. Ideally 1440p or better, depending on what your PC can handle without sacrificing too much performance.

    Ralf
    Keymaster

    Understandable, that’s just not was the profile is made for. It’s one of the profiles that provide an as-close-as-possible to native VR experience without having to configure anything at all. Typically you just start the game (maybe raise the resolution), run the scanner and everything works.

    If you want something entirely else than that, that’s possible for sure, but you are a bit more on your own in that case and you (obviously) will have to disable DirectVR for the game. Although honestly that would be a real shame here – and many other cases. Pretty much means throwing away half of what vorpX can do.

    Ralf
    Keymaster

    I see, that’s probably related to the FOV being applied via the memory scanner, which might not work right in third person. Since FOV sits on a memory location that stays the same between game starts, it’s pre-cached and active without running the scanner. You can turn off DirectVR FOV on the DirectVR page of the vorpX menu if you want to play in third person.

    Just curious: why would you want to play in third person? DirectVR is great in FO4, even providing positional tracking.

    #197043
    Ralf
    Keymaster

    I’d strongly recommend to leave that as it is, it ensures that your view always is centered vertically. If you still want to change it, you can do that on the DirectVR page of the vorpX menu. In addition to that you might have to adjust the right stick y-sensitivity on the Input page to your liking.

    Keep in mind though that the feature hugely improves comfort, which is why all native VR games work that way. Think twice (or better thrice :)) before you disable it.

    #197009

    In reply to: Grounded

    Ralf
    Keymaster

    Update: The Game Pass version uses DX12 now while the Steam version is still DX11. I uploaded a profile with DX12 support to the cloud.

    Caveat: Unfortunately the DirectVR FOV and tweaks also don’t work currently for the Game Pass version, which can’t be fixed with a profile update. For the time being please select a 4:3 resolution (e.g. 1920×1440 or 1600×1200) and set the game’s FOV to 112. With a 4:3 res that’s the right value in this case.

    The next vorpX will come with working auto FOV for the Game Pass version.

    #197003
    Ralf
    Keymaster

    @ frommdog: The profile for the game has full DirectVR support of the highest possible level, all you need to do is running the DirectVR memory scanner, i.e. press a button, after entering the game world. vorpX takes care of everything else. No need to tweak anything except potentially adjusting resolution/detail settings depending on your PC’s performance.

    #196917
    Ralf
    Keymaster

    You don’t need to import any settings for Portal 2, the default profile comes with full DirectVR support out of the box. Best to reset the profile to default in the config app if you already downloaded settings from the cloud.

    No need to tweak anything besides setting the resolution to a 4:3 res as suggested by the vorpX start message, 1920×1440 will look great. If you don’t have this resolution on your PC, you might be able to add it as a custom resolution. Check the ‘Custom Resolutions’ section in the vorpX help for detailed instructions in that regard.

    #196897
    cercata
    Participant

    The tracking is not good, it’s not as smooth as when we have DirectVR tracking.
    And it’s totally non related to VorpX, because I have tryed with Virtual Desktop, and I have the same kind of “shaking”.

    Anyway, I’m really anxious to play this on VR, but I would prefer Ralft not expending time on this game, since it’s gona have official Support, so he can focus on games that don’t have VR support announced.

    #196889
    Ralf
    Keymaster

    The profile now has automated FOV handling, there is no need to tweak it manually anymore. For FullVR mode the FOV is adjusted precisely to fit your headset FOV, in screen modes a reasonable value is chosen.

    If for some reason you to want to change the defaults, you can apply an offset on the DirectVR page of the vorpX menu. No need to do that though.

    #196806
    mstmorse
    Participant

    Trying to get DirectVR in Crysis 1. Have set it up to launch in dx9 mode and running, but DirectVR still not an option. Is the Crysis64.exe still the profile that should attach and if not, could this be the issue?

    #196805
    Ralf
    Keymaster

    I have no experience with such a setup, so take that with a little grain of salt, but I’m pretty sure that won’t work, at least not the normal way, as that would require your headset to be connected to the cloud PC.

    In a more limited way you should be able use vorpX’s ‘Generic Headset’ and ‘Generic 3D Display’ modes, which show the final image on the desktop, together with some stereo viewer app on your local machine. There won’t be any head tracking without additional software that way though, also several DirectVR functions aren’t available in these modes and on top of that the cloud PC latency (lag) would probably ruin the experience anyway.

    Theoretically it’s possible to create a client/server solution (similar to using ALVR or Virtual Desktop with vorpX locally), but I don’t think any of these can handle your use case currently. Also the latency issue would remain, of course.

    TLDR: vorpX (and VR In general) with a cloud PC won’t really work, at least not as one would expect it to work.

    #196760
    Smoils
    Participant

    I assume it might cause discomfort in directvr mode (or not) but playing some 1p games with head tracking when Im just looking at the screen especially in low res tiny head movements cause 1 pixel jumps on screen, it very irritating, even a bit sickening.

    Ive tried to toggle all kinds of things in head tracking options but none fixed the issue, I often have to switch off head tracking completely since even low HT values cause it or play with overdone fov, which seems to lessen the unpleasant part of the effect.

    If there was a setting to ignore tiny movements of the head and passing it as mouse input within vorpx it might become useful in some cases. I assume doing something about mouse sensivity or smoothing might fix issue too, but if you are playing using mouse you want specific way for it to behave, problem here is only in head tracking sending tiny mouse inputs and it should be solved within that part.

    Maybe settings could be how much pixels HT should ignore sending as mouse movement its really the tiny amount so vorpx classic sliders of 0-5 would probably do the trick.

    #196753
    Ralf
    Keymaster

    VorpX handles the FOV automatically and while doing so honors the limit that can be set in the options menu. I‘ll check whether raising it above the game‘s official limit works without unwanted side effects. Provided that‘s the case I‘ll change the DirectVR FOV calculation for the next update.

Viewing 15 results - 391 through 405 (of 1,166 total)

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