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  • #171913

    In reply to: issue with resolution

    Ralf
    Keymaster

    The upscale option only works correctly with Geometry 3D, not with Z-Buffer 3D.

    Alternatively to using the upscale option you can select a higher resolution on the DirectVR page of the vorpX ingame menu.

    #171846
    Ralf
    Keymaster

    That option should be used only as a last resort for games that neither have DirectVR head tracking nor mouse based head tracking, true e.g. for many racing games. Games filter gamepad input heavily, so it’s usually quite laggy.

    #171828

    In reply to: KCD mising cut scenes

    Ralf
    Keymaster

    Probably related to DirectVR camera handling. Try to disable DirectVR in cutscenes or don’t run the scanner if that does not help.

    #171780
    Ralf
    Keymaster

    Menus are scalable, DirectVR is supported fully (auto FOV, auto resolution, auto 1:1 head tracking), both G3D and Z3D available, you can play with motion controllers (as gamepad substitute) if you want. As said above there isn’t much more you can expect vorpX wise for a game than what is available here.

    If you used vorpX for the last time in the DK2 days and found it worthwhile then, you will be pleasently surprised about what it can do now, especially for games that are as fully supported as this one.

    #171773
    Ralf
    Keymaster

    You should be able to get around the cutscene glitch by temporarily disabling vorpX’s DirectVR head tracking with a hotkey during cutscenes (or by not actvating it at all and using the default mouse based head tracking instead).

    #171767
    Ralf
    Keymaster

    That’s the way it works, sorry. If both a gamepad and the mouse (simulated by head tracking) are used the game decides for which of the two it wants to display the hints. In many games it switches seemingly randomly between both.

    In games with DirectVR head tracking (e.g. The FarCry games) you can run the Direct VR scanner, afterwards vorpX won’t simulate the mouse anymore for head tracking.

    #171713
    lipplog
    Participant

    Isn’t this game supposed to have DirectVR support? There’s no DirectVR option in my in-game VorpX settings.

    Fiddlestickman
    Participant

    Vorpx has been incredible, and Fallout: New Vegas is a blast. I really like using the positional DirectVR, because when I zoom in I know my gun is centered. The only problem is, I often can’t see the front sight because the back sights block my line of sight.

    Would it be possible to add a setting where one of the eyes is centered and the other is not? That way, when I zoom in, I can close one of my eyes and use the other to aim.

    Thanks for this incredible piece of software. DirectVR in particular is a dream to use.

    #171509
    moxfr
    Participant

    Hello

    Yes, please Ralf… This game is a legend for old hardcore gamers ! ;)

    If we could get some help to get G3D or DirectVR if possible, this game use DX11.

    Vorpx works when i launch VorpX & Battlezone2.exe with Admin rights, but dont have G3D and Game HUD Scale doesnt work.

    We need also some tips about best resolution to use for this game in VR (Rift)

    Maybe we have to use Tridef 3D & VorpX together ? Dont know… I need to try it.

    haints
    Participant

    There have been no changes in this regard. You can still disable The DirectVR FOV in vorpX and use another method. If that does not work anymore, the external fix may be broken due to a GTA V update.

    I don’t think that could be it, One: because I’ve blocked GTA V from updating (I only care about single player+mods) and Two: when I disable Vorpx … the mods work again. When I remove vorpx from the equation, the mods continue to function. Therefore I think something must have changed in vorpx.

    Could the option to disable vorpx FOV/other settings be bugged somehow? Before the recent updates, disabling vorpx FOV meant the other FOV mods would work just fine. Now it makes no difference.

    You can apply a +/-20% offset to the pre-calculated FOV on the DirectVR page of the vorpX menu though if you want.

    Thanks, I did try that, but the effect is not quite the same and I lose quite a bit of FPS with vorpx FOV as opposed to the external options.

    Just keep in mind that FOV for full VR mode is not a matter of taste, there is only right or wrong in this case.

    Yes, and no. I am sure you are setting FOV correctly for the Rift’s FOV. However there is an issue with that and GTA V: If I extend my arm and pretend I’m aiming a pistol, the reality is I can see my entire arm extending out from my body. With vorpx FOV and GTA V, I see mostly my hand/hands and the pistol–in other words, the view is zoomed in a little too close to match what I would see in reality. It’s like I’m holding the gun up right in front of my face instead of extending it to aim.

    Same thing with driving a car. When you are driving in real life you can see your entire arms reaching out to grasp the wheel. In vorpx FOV for GTA V, again you mostly see your hands and a little bit of your arms–which works against the feeling of immersion–of actually being present in the game world. It’s like you’re hunched up against the wheel while driving.

    I’m sure there are other metrics in which the FOV you’ve set is the correct one–I’m just saying there is more than one way to be “correct” in this instance, even if some of those ways are in conflict with each other. And of course, they involve different trade offs.

    BTW: Please post such things in the “Technical Support” sub-forum to help keeping the forum in an at least halfway structured state. Thanks! In the future I will move more posts without further notice.

    Sorry about that, Ralf. I’ll be more careful to post in the correct forum in the future.

    #171363
    dborosev
    Participant

    Also, that file remains unchanged. It still says 75. But I can modify that fov value, and save it, and it will stay saved that way. But VorpX is not updating that file by the looks of it.

    And no “Field of View: modified game setting” at the top of the directvr page. Just rotation: success, FOV unavailable, head position unavailable.

    Should be noted that I can go into the attributes file and set the fov to 96 manually, and it seems to make the game much better. But VorpX isn’t doing this on its own.

    Ralf
    Keymaster

    There have been no changes in this regard. You can still disable The DirectVR FOV in vorpX and use another method. If that does not work anymore, the external fix may be broken due to a GTA V update.

    You can apply a +/-20% offset to the pre-calculated FOV on the DirectVR page of the vorpX menu though if you want.

    Just keep in mind that FOV for full VR mode is not a matter of taste, there is only right or wrong in this case. You might want to achieve a special effect with another FOV, hence the option to apply the manual offset, but there is only one correct FOV and that’s the one that is pre-calculated. Everything else will cause image distortion.

    BTW: Please post such things in the “Technical Support” sub-forum to help keeping the forum in an at least halfway structured state. Thanks! In the future I will move more posts without further notice.

    #171341
    dborosev
    Participant

    Just installed the latest patch for VorpX today. Never tried KCD in full VR so I thought I’d try it out. (I pretty much always stick with Cinema.)
    Anyways, I set it to Full VR, ran the DirectVR scan a few times, and it was in Full VR alright, but very skewed and zoomed in. What could I be missing? It succeeded in the scan. I can try it again after re-loading.
    It also said FOV not found, and something else not found at the top of the DirectVR page. Don’t know what this means.

    EDIT: Tried again, and no luck.

    #171338
    Ralf
    Keymaster

    You can choose a preferred resolution on the DirectVR page of the vorpX menu and also apply an upscale multiplier there (image page).

    ENB mods can cause a conflict since they hook into DirectX like vorpX. There is an ENB injector available on the ENB website, that is probably your best bet.

    #171284
    neaumusic
    Participant

    Hello, I have an issue when using DirectVR where the virtual screen is about 1/8 screen too high, and 1/5 screen too far to the right. It’s relatively subtle, but makes the games unplayable (tried Skyrim and Chivalry Medieval Warfare).

    The easiest repro is to zoom all the way out with Shift+Zoom and notice the screen is just literally not centered.

    Since the screen is fixed to goggles / camera position, I’m perpetually looking at a skewed plane and there’s no way to get it “flat” and un-tilted (very frustrating and headache-inducing). I’ve tried Alt+Space in lots of places, and successfully ran the “scan” with Alt+L, but nothing has fixed it, and I’m giving up for the night. I don’t have an issue with regular SteamVR games so I know it’s not the headset / mounting on my head. VorpX is attaching the virtual screen in an off-center position!!

    Any help is appreciated
    -James

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