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Viewing 15 results - 916 through 930 (of 1,171 total)
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  • Ralf
    Keymaster

    The controller as gamepad options are kept simple on purpose. vorpX has far too many options already. Some things have to be kept simple.

    The solution to your request is the method described above. It allows you to map any vorpX hotkeys to the controllers.

    Alternatively you can run DirectVR scans from the vorpX ingame menu, which also works with Touch controllers configured as gamepad.

    OculusRiftRocks
    Participant

    can have, for example press and hold Left and Right thumbstick on touch for 2+ Seconds to scan directVR, this would be very useful as having keyboad shortcuts is not ideal for VR, some games require a new scan on each new start up.

    can have this in the in-game key bindings menu in the control panel, you could also bind anything else in that menu to the touch controller but the real reason for this would be the directVR scan.

    Thanks

    #172820
    dellrifter22
    Participant

    I’ve read that some versions of Piplay have some sort of magnetic calibration setting for the gyros, but I still only use the old 1.1.92 and have never run said calibrations. You say other vr apps work fine though, so maybe it is some conflict with a gamepad or other connected USB device as Ralf mentions.

    Another way to test without positional tracking and directvr in games would be to checkbox “Never change any game settings” in the vorpX Congig.

    ————————————————–
    Side notes from my pimax experience…

    I still use 1.1.92 as it gives a satisfactory image quality without any super-sampling or performance hit. I haven’t personally needed any IPD adjustment (offered in later versions), and therefore have not felt the need to test more recent Piplays. There are a couple minor inconveniences to consider though:

    When I first installed 1.1.92 I got the “Pimax disconnected” loop, but was able to solve that somehow by right clicking piplay in the system tray and setting it to Pimax mode and/or uninstalling/reinstalling it’s drivers in device manager. Now I no longer get this problem.

    By default the display is very dark. There are two settings I must adjust in piplay everytime I plug the pimax:

    -First turn on “Cool colors”.
    -Then enter the max brightness code 10033036 into the debug tool.

    (I could skip these steps and jump directly into steamvr without piplay, but to get desired colors I must do this every session) Also note, piplay will prompt you to reconnect the USB after each step, but I’ve found that unnecessary.

    After each session I unplug the pimax USB to power off it’s display. Otherwise, when my PC is off, the screen stays on – full grey.

    Audio usually gets passed through with vorpX as intended, but if it ever fails, simply set Pimax as the default sound device in windows Playback Devices.

    Due to having only gyro sensors, Pimax4k struggles with drift. Not so severe as you describe, but a very slow panning to one side or the other. to combat this I have dedicated my Q key as recenter hotkey for vorpX. I now subconsciously spam Q every half minute or so as needed. This only applies when playing in immersive/cinema modes, as playing fullvr will center lock the display. For most games however I choose to play immersive cinema to relieve FOV constraints.

    If you want to increase the visual quality/clarity of games in vorpX, learn to use higher custom resolutions rather than antialiasing or supersampling via steamvr. vorpX can handle virtually any resolution you throw at it. In some games I go as high as 4224 x 2640 and still see subtle improvement in the pimax. Sure it’s still downsampling to 1440p input to then be upscaled to 4k by the pimax, but I still see improvement.

    I have created 20+ custom resolutions with Nvidia Control in incremental steps from 1080p to beyond 4k of various aspect ratios. Now I can use which ever works best performance-wise on a game by game basis.

    Also try changing the vorpX ingame setting “Crystal Image” to Aggressive and see how it looks. Sometimes Aggressive looks good, sometimes Normal is better. I also prefer to slide the Sharpness setting all the way up. This will drastically increase clarity from default. Increase the brightness and color saturation as well to improve the duller display of the pimax.

    Anyway, I’m starting to get carried away here. Just wanted to assure you that you can get a decent experience out of vorpX with a pimax4k, even if it can be a bit tricky. Hope you can get the tracking issue sorted. Perhaps the Pimax forums can further help.

    #172816
    samverner
    Participant

    RJK_ that sounds promising. But due to the rotation problem I cannot access the ingame vorpx menu. I can disable head tracking from the vorpx configuration, before I start the game. Head tracking will be disabled but I can run the game and I can access the in-game vorpx menu. But when I look at the headtracking page, it just says headtracking on/off. There’s no option for positional headtracking. I have version 18.1.5 of vorpx installed, perhaps the option was removed?

    If I turn the headtracking on in the in-game menu everything starts spinning again as expected.

    Also on the in-game DirectVR page it says “Head Tracking Rotation: Unavailable” & “Head Tracking Position: Unavailable”

    Disabling head tracking roll from the vorpx configuration does not change anything.

    Ralf, I’m not sure what you meant, I read that post before I bought Vorpx, I tested piplay 1.1.92, 1.2.91, 2.0.7.54 and 3.0.0.71. I start piplay, then steamvr, then vorpx, load the profile, then start the game. I reinstalled piplay, steamvr, nvidia & vorpx multiple times, but vorpx never worked with headtracking.

    Dellrifter22, I’m not sure what’s causing the color issue, it’s not exactly 16 color, but it doesn’t bother me as much as the failing headtracking. The game displays fine on the main monitor though. I have only 1 monitor, connected to the zotac 1080 ti through displayport, the pimax is connected through hdmi and usb 3.0. I have tried using different usb ports (3.1, 2.0) but no change. I use no adapters. Onboard graphics are disabled in uefi. Nvidia settings are set to default. There is an asrock motherboard monitoring program but enabling or disabling it seems to have no influence. No video capturing/streaming. My monitor does have a lower resolution than my pimax in case that influences anything.

    #172757
    MagicMarco
    Participant

    Sounds great, but Steam, or GoG, stopped selling Prey (2007) a while back. I’m having the same problem and tried both my original CD version and a copy ‘obtained’ from the internet. I would buy it if I knew where and that it would work. It’s strange as it works great (only DirectVR Rotational) but FOV is custom ini and is fine, and then randomly (too randomly) it goes bananas and is unplayable.

    #172736
    lipplog
    Participant

    how does re7 work and what do you do to change anything or what is needed? Re7 vr much needed. ps4 only.

    Resident Evil 7 should already work. Like all games with DirectVR support, you boot the game, open the in-game VorpX setttings, and click on the DirectVR option. It should automatically fix the FOV. If the FOV isn’t perfect, that means the developers put a lock on it, and you need a small mod/hack. I’m not home right now, so if activating DirectVR at game startup doesn’t resolve it, let me know.

    #172704
    bzowk
    Participant

    Hey Guys –

    I’m a long time vorpX owner and after reading an article recently, thought I’d try it out in Fallout New Vegas. I installed version 1.4.0.52 from a standalone source (not steam) and ensured vorpX was up to date. I found out that I’d have to perform the first part of the game where you set up your character without vorpX, but that wasn’t a big deal. Once in the game (out of the Doctor’s office), I saved, closed the game, relaunched it with vorpX started, then did a DirectVR scan and it worked great – except for one thing…

    When playing Fallout NV with vorpX, I have no sound at all. When launching the game without vorpX, the sound works great – using vorpX, no go. The rift’s audio works great in other titles.

    Below is what I’ve tried to resolve the issue…
    – Alt-tabbing from Fallout NV and manually setting (Windows) audio device to Oculus Rift
    – Verifying volumes are up in Windows, Fallout NV, & by hitting menu on right Oculus controller in game
    – Verifying game produces sound when launched outside of vorpX
    – Verifying Rift audio works in other titles
    – Rebooting PC / relaunching game
    – Deselecting global vorpX option for “Use built-in audio” (and ensuring Windows audio device was set to Oculus Rift), applying, then relaunching vorpX & game
    – Setting the default audio device in vorpX Config’s Troubleshooting section to the Rift for Fallout NV then relaunching vorpX & game
    – Selecting option to run vorpX as administrator

    That’s all I could think to try so thought I’d post. Any suggestions? Thanks!

    Ralf
    Keymaster

    @ martin: Direct VR scan reliability has nothing to do with the game’s resolution. vorpX sets a resolution with an aspect ratio that is best in terms of performance, overriding that manually is not a good idea unless you are 100% sure it causes a specific issue. You can choose a preferred quality on the DirectVR page of the vorpX menu.

    If the FOV scan doesn’t work reliably on your machine, you can however adjust the FOV manually by following this guide:

    https://www.pcgamer.com/bioshock-infinite-tweaks-let-you-skip-intro-videos-increase-fov-and-adjust-sensitivity/

    @ nieda: advising new users to turn off half of what vorpX can do is an even worse idea than doing that yourself. Please do not make things hard for others even if you insist on making things hard for yourself. Thanks for considering this in the future.

    #172522
    dokk66
    Participant

    After DirectVR scan PipBoy is very close, and upside down. https://ibb.co/ca3jZ7
    Anybody know how to fix it?
    THX

    #172438
    Ralf
    Keymaster

    Doesn’t really seem to be finished yet.

    What you could try is Morroblivion, which uses the Oblivion engine. Provided it works, it would probably not only run a lot better than MGE-XE, but also support DirectVR. Never tried it myself though, so I’m not sure.

    Ralf
    Keymaster

    No dice with the hands/weapon glow so far unfortunately, sorry. I look at it from time to time out of sheer curiosity, but so far just couldn’t wrap my head around it. It shouldn’t be there.

    Raw input is automatically active. It’s used in many newer games for mouse input and brings mouse based head tracking usually quite close to DirectVR latency wise.

    markbradley1982
    Participant

    Thanks for the update Ralf!

    When playing Oblivion standing, the head tracking is 1:1 and I have 360 degree of turning in a room scale style environment similar to New Vegas.

    However there’s one area of my 360 degree worth of turning there the image in my headset flickers/glitches a little bit. If I isolate my head movement to that one spot I can cause it to flicker/glitch by shaking my head. I’m not sure if my explanation makes sense, but you’d be able to eventually see it by standing and turning a full 360 degrees with your body. It’s in one spot always. Recentering or doing another DirectVR scan doesn’t seem to fix the problem.

    The problem doesn’t significantly impact the game play, and the game is still quite playable despite this little glitch though it would be nice if it were removed though I am not sure how realistic that would be especially since DirectVR scans aren’t perfect. The glitch doesn’t show up if you turn with you gamepad rather than physically.

    Overall I still intend to continue to play this game standing and turning a full 360 degrees.

    #172111
    Ralf
    Keymaster

    As far as vorpX is concerned you can adjust the FOV on the DirectVR page of the ingame menu. The auto-calculated FOV is 100% guaranteed pitch perfect though, so changing it will cause warping instead of removing it.

    If any mod you are using overrides the vorpX FOV, there is not much that can be done by vorpX unfortunately. If you suspect that might be the case, try without any mods and/or external FOV fixes you may be using.

    #171975
    borisv13
    Participant

    Is geometry mode right-eye dominant? Is there a way to switch it to left-eye dominant?
    I’m playing Far Car 3, DirectVR enabled. Immersive screen – Geometry 3D.
    My gun does not line up with where the sight/cursor is. It’s like it’s using the wrong eye (I’m left eye dominant).

    #171915

    In reply to: issue with resolution

    ste1214
    Participant

    internal resolution upscale I put back to 1.0 and I changed the resolution on the DirectVR to 1440 which fixed the problem. thanks

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