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  • Author
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  • Senan
    Participant

    I Just started playing Skyrim again after about a year or so and my FOV part of the scan is failing every time. The game is currently unplayable without the proper setting and the manual option in the Vorpx menu is greyed out so I can’t alter it. I never had an issue with the DirectVR before so I’m confused what changed.

    Any help is appreciated.

    #219442
    theflashig
    Participant

    Hello everyone,

    every works fine except one thing: Looking down unarmed.
    When doing it, the vr view flickers and also it changes to poster view for a moment.
    It happens with headtracking on/off and with vr-controller or normal controller/keyboard input.
    But when holding a weapon (also melee) or with the opened options menu, the problem doesn’t occur.

    What setting could be here the problem?(config below)
    Bug or conflicts between headtracking and input?

    I couldnt find any similar topic.
    I appreciate the help and thanks to devs for this awesome mod!

    Here the configs:
    [Image]
    fImageZoom=0.850000
    fUiScale=0.675000
    fUiScaleHorizontal=1.000000
    fUiStereoOffset=0.565000
    fEdgePeekScaleMin=0.660000
    fEdgePeekStereoMultiplier=0.500000
    iImageBackground=0
    iAspectRatioCorrection=1
    fImageSharpness=0.500000
    fImageGameGamma=0.840000
    fImageGameSaturation=1.010000
    iImageInputGeometryType=0
    iImageInputStereoType=0
    bImageInputStereoFlip=False
    iImageInputSurroundFovH=360
    iImageInputSurroundFovV=180
    bImageInputSurroundGuessParams=False
    iGameDisplayMode=1
    iVirtualScreenScene=100
    fVirtualScreenHtMultiplier=0.000000
    fVirtualScreenDistanceOffset=0.000000
    fVirtualScreenCurvature=1.000000
    bVirtualScreenCurvedVertical=False
    fVirtualScreenBrightness=1.000000
    fVirtualScreenEnvBrightness=1.000000
    fVirtualScreenEncGamma=1.000000
    fVirtualScreenEnvSaturation=1.000000
    iVirtualScreenAspect=0
    iVirtualScreenAntialias=4
    fImmersiveScreenHtMultiplier=0.500000
    fImmersiveScreenDistanceOffset=0.400000
    iDirectModeRenderQuality=3
    bDirectModePresentOrigImage=False
    iDirectModeThreadSync=2
    bVirtualScreenMode=False
    bVirtualScreenLockHeadTracking=True
    bEdgePeekDisableStereo=False
    iEdgePeekBackground=0
    fImageAmbienceBrightness=1.000000
    fImmersiveScreenCurvature=1.000000
    bImmersiveScreenCurvedVertical=False
    iImmersiveScreenBackground=10
    iImmersiveScreenEdgePeekBackground=10
    iDirectModeRenderAsyncModeNew=0
    fVirtualScreenPitch=0.000000
    fImmersiveScreenPitch=0.000000
    bEdgePeekLockVertically=True
    fVirtualScreenScale=1.000000
    fImmersiveScreenScale=1.000000
    iImageRenderQuality=0
    fTextureDetailEnhance=1.000000
    fImageSharpnessV2=1.000000

    [General]
    sVersion=23.1.0
    bSkipStartRoom=False

    [Input]
    fHtSensitivity=0.250000
    bHtInvertX=False
    bHtInvertY=False
    bHtPosTrackingEnable=True
    bHtPosTrackingOverrideLock=False
    fHtPosTrackingUserMultiplier=1.000000
    fHtG3DLatencyEnhancement=0.000000
    bHtCrouchJumpEnabled=False
    fHtCrouchPosYThreshold=-0.100000
    fHtCrouchVelocityThreshold=0.700000
    iHtCrouchKey=162
    bHtCrouchCrouchKeyIsToggle=False
    fHtJumpPosYThreshold=0.050000
    fHtJumpVelocityThreshold=1.000000
    iHtJumpKey=32
    bMouseDisableAcceleration=False
    bMouseHandleCursor=False
    bMouseForceVorpCursor=False
    bKeyBlockAlt=True
    bKeyBlockEdgePeek=True
    bKeyBlockVorpX Menu=True
    iXiOverride=0
    iXiOverrideDirectVR=0
    bXiOverridePartLeftStick=False
    bXiOverridePartRightStick=False
    bXiOverridePartButtons=False
    iXiHtControllerNum=0
    iXiHtMode=0
    fXiHtDeadzoneCorrection=0.000000
    fXiHtSensitivityX=1.000000
    fXiHtSensitivityY=1.000000
    fGpadSensitivityLeftX=0.150000
    fGpadSensitivityLeftY=0.150000
    fGpadSensitivityRightX=0.500000
    fGpadSensitivityRightY=0.050000
    fGpadDeadzoneLeft=0.200000
    fGpadDeadzoneRight=0.200000
    iGpadWalkRunKey=160
    bGpadWalkRunInvert=False
    bGpadWalkRunIsToggle=False
    fGpadThumbStickCurve=2
    iGpadVorpXButtonMode=2
    iGpadVorpXButtonBind1=1
    iGpadVorpXButtonBind2=0
    iGpadKeycode0=69
    iGpadKeycode1=70
    iGpadKeycode2=82
    iGpadKeycode3=32
    iGpadKeycode4=71
    iGpadKeycode5=77
    iGpadKeycode6=2
    iGpadKeycode7=1
    iGpadKeycode8=38
    iGpadKeycode9=40
    iGpadKeycode10=37
    iGpadKeycode11=39
    iGpadKeycode12=162
    iGpadKeycode13=81
    iGpadKeycode14=27
    iGpadKeycode15=9
    iVhkKeycode0=27
    sVhkVisText0=ESC
    iVhkKeycode1=116
    sVhkVisText1=QSave
    iVhkKeycode2=120
    sVhkVisText2=QLoad
    iVhkKeycode3=77
    sVhkVisText3=M
    iVhkKeycode4=49
    sVhkVisText4=1
    iVhkKeycode5=50
    sVhkVisText5=2
    iVhkKeycode6=51
    sVhkVisText6=3
    iVhkKeycode7=73
    sVhkVisText7=I
    iVhkKeycode8=52
    sVhkVisText8=4
    iVhkKeycode9=53
    sVhkVisText9=5
    iVhkKeycode10=54
    sVhkVisText10=6
    iVhkKeycode11=0
    sVhkVisText11=
    iVhkKeycode12=55
    sVhkVisText12=7
    iVhkKeycode13=56
    sVhkVisText13=8
    iVhkKeycode14=57
    sVhkVisText14=9
    iVhkKeycode15=48
    sVhkVisText15=0
    iVrhcControllerMode=0
    iVrhcTrackPadModeLeft=2
    iVrhcTrackPadModeRight=1
    fVrhcDeadzoneMouse=0.100000
    fVrhcDeadzoneKeys=0.300000
    bVrhcAllowLeftStickShift=True
    bVrhcShiftSwapLeft=False
    bVrhcShiftSwapRight=False
    iVrhcKbmStickModeLeft=1
    fVrhcSensitivityLeftX=0.250000
    fVrhcSensitivityLeftY=0.250000
    fVrhcSensitivityRightX=0.250000
    fVrhcSensitivityRightY=0.070000
    iVrhcExtraKeyLeftGamepadDefault=0
    iVrhcExtraKeyRightGamepadDefault=3
    iVrhcControllerVisType=1
    iVrcKeycode0=1
    iVrcKeycode1=2
    iVrcKeycode2=87
    iVrcKeycode3=83
    iVrcKeycode4=65
    iVrcKeycode5=68
    iVrcKeycode6=69
    iVrcKeycode7=67
    iVrcKeycode8=82
    iVrcKeycode9=70
    iVrcKeycode10=71
    iVrcKeycode11=32
    iVrcKeycode12=27
    iVrcKeycode13=9
    iVrcKeycode14=160
    iVrcKeycode15=162
    iVrcKeycode16=38
    iVrcKeycode17=40
    iVrcKeycode18=37
    iVrcKeycode19=39
    iVrcKeycode20=136
    iVrcKeycode21=137
    iVrcKeycode22=49
    iVrcKeycode23=50
    iVrcKeycode24=51
    iVrcKeycode25=52
    iVrcKeycode26=69
    iVrcKeycode27=81
    iVrcKeycode28=82
    iVrcKeycode29=32
    iVrcKeycode30=0
    iVrcKeycode31=0
    iVrcKeycode32=0
    iVrcKeycode33=0
    iVrcKeycode34=0
    iVrcKeycode35=0
    fGpadNativeSensitivityRightYFullVR=0.600000
    fGpadNativeSensitivityRightYCinema=1.000000
    bHtEnable=True
    bHtRollEnable=True
    bHtOtEnable=False
    bHtOtSupportsPosition=True
    bHtOtSupportsRoll=True
    bHtOtDisableMouseYawPitch=True
    bVrhcGesturesEnabled=False
    bVrhcGestureGeneralEnabled=True
    bVrhcGestureCombatEnabled=True
    fVrhcGestureSteeringSensitivity=1.000000

    [DirectVR]
    bDvrEnable=True
    bDvrForceGameHelperFov=False
    fDvrFovWorldOffset=20.000000
    fDvrFovPlayerOffset=0.000000
    bDvrLockLookPitch=True
    bDvrPositionEnable=True
    bDvrUseCache=False
    bDvrUseMod=True
    iDvrModCameraMode=0
    fDvr3dMult=1.000000

    [GameHelper]
    bGhChangeSettings=True
    bGhChangeResolution=True
    bGhChangeFov=False
    bGhChangeFovRT=True

    [D3D12]
    i3DCreateMethod=0
    fSeparationNormal=0.620000
    fFocOffsetNormal=0.040000
    fSeparationComplex=1.000000
    fFocOffsetComplex=0.000000
    bUseDOFComplex=True
    fZMultF=0.500000

    #219421
    oculusquest369
    Participant

    Hi… after update 2.11 and 2.12 the game is unplayable with lots of stutters. If I disable CONNECTION MODE the stutters go away, but the option to enable DIRECTVR disappear, only Z-normal and Z-adaptive is active.
    I have the last CET. Tested with pimax and pico 4.
    In flat screen is fine.
    I used Vorpx and CyberpunkVR the same story. Any idea? Thanks

    #219418
    bravekat
    Participant

    For CP2077 2.12, I had to update CET modding framework for directVR 3D to work. I am using stand alone version of vorpx CP2077.

    #219380
    Ralf
    Keymaster

    Huh? There are profiles for all Metro games except for the Exodus DX12 version, which for the most part was an nVidia marketing stunt with marginally improved lighting at the cost of performance anyway.

    BTW1: All Metro proflies come with DirectVR (“in-engine”) head tracking, automated FOV setup and various VR related tweaks. Also games like these are perfect for motion controller gestures (requires vorpX 24.1.0). Good luck finding any of that that elsewhere.

    BTW2: IIRC the original DX9 versions of the first two games also perform better than their DX11 counterparts, which obviously is highly important for VR. So whether the enhanced edition builds are the better choice is quite debatable.

    #219345
    Ralf
    Keymaster

    Still working here (Steam version). Both 3D and DirectVR tracking.

    If you encounter issues like broken 3D or a wrong camera field of view, please reset the game’s graphics options to default and double check whether you maybe accidentally disabled automatic game settings in vorpX. Often vorpX auto-adjusts settings that are vital for 3D to work correctly.

    #219175
    Ralf
    Keymaster

    Please stop spamming the forum with the same question over and over again. You don’t get better answers by posting the same thing half a dozen times. I have deleted your other posts.

    Both options mentioned in my reply above unock the Y-axis, depending on whether the game has DirectVR headtracking or not. If you still have an issue with your Y-axis after applying the hint(s) above, your issue is not caused by vorpX.

    On a sidenote: Looking up and down with your head only is typically what you want, so think twice before you disable this feature when it is available. All native VR games work that way. Keeps the horizon in VR in sync with the real world horizon.

    #219007
    ceedj
    Participant

    Seems the program (normal vorpx) can’t/won’t re-apply the Z-Normal setting on a new session. I flip it to DirectVR and back, presto, the UI looks smoother when, well, looking. Moving the camera with the mouse is very smooth, but using the right stick is a little jittery. Just the camera moving I mean, controls seem fine otherwise. It’s probably a game limitation.

    It would be nice if we could keep the UI in place while still being able to adjust elements, but I understand if it’s related to the way you hook into the UI and make it work with tracking and such; it seems very similar in GTA: SA. I did play around with turning small things on and off like the head tracking, but then it becomes a game of pick your poison: ghosty UI or ghosty main screen. I’m sure it’s all a very delicate dance behind the scenes.

    Anyway, I am pretty much sorted at this point, so thanks, and again, really nice job with this!

    #218796

    In reply to: Fallout New Vegas

    Ralf
    Keymaster

    The underlying issue here is that the game can’t handle simultanous mouse and gamepad input. Since vorpX per default emulates a mouse for head tracking it has to convert your gamepad input to mouse/keyboard input to deal with this issue.

    There is an very easy method to improve things though in this case:

    Make sure to run the DirectVR scanner as suggested by the instructions shown in the top/left corner of the game window. After a sucessful scan vorpX can directly access the game camera for head tracking and doesn’t have to use mouse emulation more. It will then automatically disable the gamepad override and you can use your gamepad natively.

    #218764
    romandesign
    Participant

    Interesting, I tried a few FOV settings and nothing worked, then I reset the game to what I had before and it worked perfectly. I’m not sure why it didn’t work right away with this FOV. Maybe because of some other settings I edited in the stock profile. It’s basically empty, so I had to set up everything from scratch: gestures, some key maps, and other settings – because it’s not possible to override a stock profile with my own, only to change its settimgs. So maybe something else affected this.

    DirectVR Scan still doesn’t work. Sometimes it fails, but usually it reports “success” but then the head tracking is not working at all.

    #218516
    usn09derek
    Participant

    I can’t make sense of the desktops resolution vs the game.

    Any desktop resolution of 1440p caused Fallout NV to crash when running directvr scan.

    I switched it to:

    1920 x 1080 landscape, 100%

    This looked great and directvr scan worked!

    Now I boot up the game and it’s a mess of pixels and I can’t figure out why. Vorpx auto resolution is off.

    I’ve tried 4:3, 16:9/10 and most every combination possible and all of them look like a psvr1 game. Resolution is set to great.

    #218446

    In reply to: Halo MCC questions

    Ralf
    Keymaster

    Sounds like the game can’t handle simultaneous gamepad and mouse input. Without DirectVR head tracking, which only works for Halo 1, vorpX emulates a mouse.

    To deal with that vorpX comes with a decently feature rich gamepad > mouse/kb mapper built in. You can enable it with the ‘X-Box Gamepad Override’ option on the input page of the menu.

    If you’re lucky, a partial override of the sticks will suffice. If not, you probably have to adjust some button mappings.

    #218038
    Destroy
    Participant

    Yeah, lowering ALL settings to Med netted me ~40fps game. People must run at complete blur vision potato settings to get 50fps or better.

    There is an eye rendering issue I’m seeing. Both in CP mod and VorpX beta.
    One eye gets stuck when using DirectVR, both eyes work ok in Z3D. If I change Headset Sync to Favor Latency the stuck eye will work but is horribly lagged behind the other eye that is running at the fast normal frame rate. Same performance and issue using OpenXR and SteamVR. This is on HP G2 btw.

    #217919
    Stryker_66
    Participant

    There isn’t unless I am missing something. Two views are correct with DirectVR but it’s either internal or over the hood. If I switch to either Z-Normal or Adaptive, it then gives three views.

    1.) Internal
    2.) Third Person Close (entire vehicle is displayed)
    3.) Third Person even further out

    These three states are what is default from what I can tell. In any case, I am certain that DirectVR only gives two views in which one is over the hood. Seems to be locked off by DirectVR in this case.

    #217894
    Ralf
    Keymaster

    @ gtuf1:

    Glad you got it sorted. And thanks for the kind words!

    @ tjonbrown1:

    That’s a feature (a fairly nifty one, I might add). Usually VR games don’t let you look up/down with the controller at all to make sure your VR horizon always stays in sync with your real world horizon. This feature does both: let’s you use the controller to look up/down, but still keeps the horizon in sync.

    You can disable this behavior on the DirectVR page of the settings menu, but you really don’t want to. Trust me. ;)

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