AnonymousInactive
Thanks for the response, Ralf! I see your point. It could be a coincidence that SLI stopped working with voprx right after that update, I cannot exclude this. There were some updates in steamvr, Windows, and NVIDIA drivers. I use the vive, by the way.
As you said, the setting that you mentioned was already the safest. I also checked more games, and see that the problem occurs with all of them, except dishonored 2, for which I use the cloud profile. There is no 3D with that profile for some reason, but SLI does not cause the flicker problem.
I would like to check an older version of vorpx, but I don’t know how to get it. Could you help? The last version before the DirectVR would be good to try. I think it was 16.2.1
AnonymousInactive
Since one of the last releases (I think the first release with DirectVR) SLI started to cause problems with vorpx, namely flickering, in games that worked fine with vorpx+SLI before. It was discussed previously on the forum that vorpx is agnostic to SLI, but apparently this is not true anymore. Is there a chance that voprx will become “agnostic to SLI” again? Or are there some settings that can fix the issue?
When I do the scan for DirectVR I am noticing the head roll is offset at an angle. When I exit the game or even use the screen peak, it is fine. Today I was trying this with Aliens Colonial Marines but believe I’ve seen it for other games and think DirectVR is doing it. Any advice to correct this?
Thanks!
I notice this on all Source engine games still. Left 4 Dead 2 – for example – in DirectVR works great, but I’m still getting the annoying flicker. It looks like one odd frame here and there of the weapon / hands view shifts, then repositions itself. Every few seconds. I’m going to experiment with some settings now and see what I can find.
Thank rdtg, I tried it quickly and it worked. The only problems were the Orange/Blue crosshair was offset down. That can be replaced with a less obvious white one by type in the console “hud_quickinfo 0”. The gun itself isn’t 3D or very noticeable like in DirectVR, but the flickering is gone and everything else looks fine. I think this is the way to play unless the game profile gets reworked or works differently (perhaps like you suggest).
BTW: Generally I prefer DirectVR as it looked better with the gun, and had success with Aliens Colonial Marines.
Hey cornfzd :D
Try this:
Start up Portal 2
Open the console and bind the command: cl_fov 120 to a key like ‘X’
example: bind “X” “cl_fov 120”
Now, go ahead and load into your game, but do *NOT* run DirectVR.
Simply set the 3d to geometry 3d and tweak the 3D settings to your liking. I also do not recommend changing any FOV settings in the VorpX menu, just use the key you bound in the console. :)
This part is optional if you wanna use a controller, but once you have the 3D strength to your liking, scroll over to your gamepad settings, go ahead and pick a button on your controller to assign to the key for the FOV change as you will need to press it on every new level that loads (pretty sure you can set up an autoexec script for portal 2 somewhere but I haven’t looked into it yet)
You can assign it to a button on your oculus touch too if you want.
There you go! :)
Head tracking should turn on by default in g3d mode on Portal 2
This completely eliminates flickering and for me, even fixed the sideways portal issue! :D
I no longer turn sideways when going through a portal although sometimes (very rarely) the camera just flickers when going through. :)
However, as with directvr, this does have the jumping through a portal glitch that can leave you staring at the ceiling or floor. Easy fix tho, just pause the game, look down and center the view. :P
Enjoy
EDIT: Oh! one last thing! I also highly recommend, using vorpx to bind ALT+SPACE to a button on your controller ;) This helps when you have to jump through those pesky floor portals ^^
EDIT 2: To VorpX programmers: Would it not be easier to have VorpX just run the console commands sv_cheats 1 + cl_fov 120 + sv_cheats 0 every so often? That would eliminate any memory writing issues with the FOV as the game then completely handles that. It also eliminates objects disappearing in your peripheral as it modifies the correct FOV values. I figured out the whole controller thing and I understand that with DirectVR, but I have no AV software, its a clean install of Windows. I even disabled Defender but with directvr get tons of flickering. Using this console command instead of writing over it in memory would completely eliminate any flickering (on any resolution) :) and this applies to any source games
I don’t think any Vorpx game support independent head an weapon movement. Just try and get used to it. I don’t really think about it. My thumb just correct automatically when I turn my head. I stealthed most of the game, so it wasn’t a big issue, since I didn’t use weapons that much.
I played in G3D VR with full headtracking. I didn’t use DirectVr since it was too unstable and it couldn’t always complete the scan, but I used it for a reference when setting up manual mode, so I got really close. I also turned off the dynamic shadows through the .ini files and I set the image zoom to 0.70 and fov to 90, which helped with the aliasing and image quality and weirdly also made the player height seem more natural.
GTA V has independent movement and head tracking with a Mod via VorpX.
Well, I’ve found a way around it that works quite well! :)
I simply use the console to set the games FOV at around 120
Then I bind the command to set the fov to a specific key (say X)
Bind that to my controller using the vorpx menu and enable head tracking. And with g3d on by default, it works wonderfully. I don’t need to use directvr at all anymore with Portal 2, and I’ve noticed by manually setting the FOV in the console, there is absolutely no camera flicker.
Edit: On that note, it helps to set head tracking only for camera up/down. In doing this, the game is also completely playable using the Oculus Touch controllers ^_^
I don’t think any Vorpx game support independent head an weapon movement. Just try and get used to it. I don’t really think about it. My thumb just correct automatically when I turn my head. I stealthed most of the game, so it wasn’t a big issue, since I didn’t use weapons that much.
I played in G3D VR with full headtracking. I didn’t use DirectVr since it was too unstable and it couldn’t always complete the scan, but I used it for a reference when setting up manual mode, so I got really close. I also turned off the dynamic shadows through the .ini files and I set the image zoom to 0.70 and fov to 90, which helped with the aliasing and image quality and weirdly also made the player height seem more natural.
The resolution that VorpX sets is too low – 1280×1024. The resolution I ended up using is 1920×1440. You will need to set it up in the control panel of your GPU. For Skyrim (Oldrim) you don’t need to do that – when you start the game press Del to open the control panel and find the option Internal resolution upscale and set it to 2.
I have also set Skyrim to run in a windowed mode so Windows won’t change my desktop resolution every time I play.
If you experience problems with the head rotation tracking be sure you have run DirectVR. Also be sure the game runs at 45 fps or close to that. Try some of the Adaptive 3D modes (instead of Geometry) to see if it feels more fluid.
The HUD is a HUD is a HUD. I for one am quite happy it doesn’t rotate together with the in-game world. It is actually way better to play without it. At least for Skyrim – I have completely disabled it and it helps with the immersion/presence a lot.
Pressing the middle mouse button while in the game will zoom-out and show it like on a screen. Then pressing it again will put you back in the game. It is an easy and fast way to deal with the HUD when you can’t see it clearly in full VR mode.
No problem. Happy to help out. I’ll send over the Save Games and instructions of how to replicate. Anything else let me know. From some limited testing I don’t think the crashes are DirectVR related (as they occur even when a scan has not been run / using mouse emulation), but they do seem to be VorpX related as they dont occur when not hooked.
2. Bioshock 2
I’m puzzled. On my machine (Win10) the DirectVR hack of “Bioshock 2” crashed every 10 minutes, it was unplayable. I had to play it in normal Vorpx mode. I found the gameplay very annoying, repetitive and pointless. It was a struggle to finish the game.
“Bioshock 3” works well in DirectVR, but has some issues with shadows, lighting and in-game videos not showing. You will miss some facets of the story without even noticing.
My personal list:
Since I’ve never expected a true, native VR experience from VorpX, I mostly enjoyed the 3D cinema mode. I still have to reset my headset way below my normal head position, because Ralf doesn’t seem to be able to deal with or even acknowledge this bug, but whatever: It works. No longer neck stiffness from looking above all the time.
That said I had lots of fun in “Dragon Age 1”, “Dragon Age 2”, “Dragon Age: Inquisition”, “Resident Evil Revelations”, “Gothic 3”, “The Witcher 3”, “Brothers: A Tale of Two Sons”, “Bioshock 1”.
Hi all,
First time post but I’ve had VorpX for a while now.
Anyway, I’m this close to having a perfect Skyrim VR setup but to keep the frames up constantly I need it running in Z-Normal or Adaptive. However, only Geometry works.
It’s hard to explain but the entire bottom and the entire right side (about a third of the screen) is unviewable, it’s just a mess of lines. I can see colour move as I move but what’s there is just a constant blur. What I can see of the screen looks and runs great, but the bottom and right don’t. I can switch back to Geometry. reset and it has the full screen back but then also the performance hit that comes with it…
I’ve set it up the normal way, DirectVR works, hooking isn’t an issue, it’s just an blur on the bottom of the screen…
Any advice on what could be causing this? Any other info, I can provide it.
vorpX 17.2.2 has been released. Please note that this is just a fix for the critical issue mentioned below. The next regular version is not quite ready yet, hence this hotfix which had to be released ASAP.
- Mouse emulation head tracking could fail on some systems
If you didn’t experience this issue, the update does not bring any changes for you.
Imagine a very happy smile when sawing the update starting in the client, only to convert it to a sad face because it was only a fix
:( only a fix…ok then..
I was just thinking of DirectVR support to Dying Light VR, Killing Floor 2, etc. :P
I could confirm that not only it works, but also that it works amazing, with DirectVR supported, I´ve been enjoying it …. a lot!
And that was my main reason to buy VorpX (in between other amazing games)