Thanks!
I have also reported those problems to the author of the most popular animation-based mod framework. He, it turns out, also has a Vive and VorpX and he could be able to see if the problems I have are because of problems with my setup or not and if there are possibilities to fix some of them on the modding side.
You can see one of the problems I’m talking about in an un-modded Skyrim. Activate the forge or start chopping wood or any other situation where the camera shows the player character model while it is in animation and you will see it rotates as you move your head. In my setup this happens when DirectVR is on, but not when it is off.
I was wondering if VorpX can read signals from the game in some way. Skyrim is extremely moddable and it should be possible to automatically send some kind of signal to turn some features on and off. If there are any kind of signals VorpX can see.
I really don’t know what I should do with you, sorry. Listen, the game renders the image like it normally would. Games know nothing about the asymmetric camera of your headset. Then vorpX in a second render process sends the image to the headset, which is where the asymmetrical view comes into play and is considered perfectly fine.
Maybe it’s difficult to understand for you what that means or why it happens. If that is case, please just believe me when I actually take the time to explain something technical to you. Thanks. What you say does not get more true by repeating it.
Re DirectVR: Please read the hint screen that is shown during each scan. The answer to your question is shown every time you run a scan. I hope it’s understandable that I won’t explain it to you personally again.
The slightly asymmetrical view of both Rift and Vive is taken into account very precisely.
That’s not true. I have to recenter my headset about half a meter below my normal position, so that both black bands on top and bottom in the virtual cinema are of the same size.
I wonder why you are not able to reproduce this with your Vive headset. VR mode is not centered, by a large margin. I bet this is one of the reasons, why there is so much hate for VorpX on the reddit sub. VR mode still feels off, even with DirectVR and perfect FoV / aspect / resolution / rotation / position settings.
On another note:
DirectVR position scan did work today all the time.
All scans failed, when a bouncer was nearby shaking the screen.
Great question. I want to play in cinema mode with optimal settings and without the need for endless fiddling. DirectVR gets to those optimal settings immediately. When in cinema, I like to zoom as close to the screen for immersion but still have full visible access to the screen.
Is there an option to use a kb shortcut to enable/disable DirectVR in the game?
It seems DirectVR creates problems in Skyrim when the player character is involved in animations or when free camera is enabled. More specifically the player character model rotates in sync with the players head. Additionally if the position tracking is enabled with DirectVR on there is no head rotation tracking in a free camera mode. There is a big group of very popular Skyrim mods that can’t be used with DirectVR at the moment.
I don’t know if this is because of the way DirctVR works and if it is fixable or not. For now a shortcut to enable/disable it would be very useful. Thanks!
The current system of sharing settings is good, but it’s only half the equation. If there was a method for users to create their own 3D support for games they’d like to experience in VR, there would be fewer games on the wish list and more people getting involved in spreading the awesomeness that is VR. I have experience with 3D design as well as coding and memory manipulation, going as far as to converting 3rd person games to first person, and there are so many more games I’d like to see with VR support.
Side note: DirectVR is a great step towards near-native VR gameplay.
AnonymousInactive
Why would you want to use DirectVR in the cinema? As far as I understand it the whole purpose of DirectVR is adjusting field of view and head tracking for full vr mode.
The problem at raffle square isn’t a crash per-se; the UI fails to display, and the keys fail to respond, you’re basically stuck staring at the stage with the music going. I got past that part by reloading the game w/o activating DirectVR, then once the first few enemies were taken care of I reenabled it.
The problem with Bioshock Infinite isn’t cutscene related as much as it is “eventual crash” related. I had a savegame set right after the raffle square scene, where you first get the possession upgrade. The game systematically crashes around the first turret that sits right behind the possession upgrade machine. The time it runs for varies a bit but the crashes are similar. Sometimes I make it a bit past the turret, sometimes I barely walk 3 seconds after closing the possession upgrade video, and kaboom.
Tested with Oculus & VIVE, same results on both.
I didn’t have time until now to play after the latest update. But now it is completely impossible for me to have the rotation tracking working with DirectVR. Before the update if I disabled the position tracking the scan was always successful. Now it never works. It does say Success but there is no rotation tracking.
With or without DirectVR now there is an audio problem – when you face a NPC their voice sounds like coming from several rooms away. To be able to hear them I need to turn my head so my ear is pointing to them.
Both those problems appeared after the last update, it was working nice before that.
I restarted the game, the PC several times, even reinstalled VoprX and did the optimization again – nothing helps.
Also it would recenter and show me the red message randomly without me moving at all. Any ideas what in the last update that can cause those problems?
Skyrim does not have positional Direct VR, it has rotation and FOV covered by DirectVR. You can always see what scans are available for a game on the scanner screen and the Direct VR page of the vorpX ingame menu.
If you use anything else than Windows Defender, try to disable your virus scanner. Some scanners may monitor memory in a way that interferes. Also make sure not to touch the mouse during the scan.
Apart from that: it might help to change the location or load another savegame, but unfortunately memory scanning operations like the one done by Direct VR aren’t 100% reliable by nature. Hence the message that is shown in this regard during each scan.
Hey,
I have some problems with Portal 2. Whenever i play it with DirectVR, I am way to big. In the VorpX configuation menu there is a “height modifier”, but i can only set it to “-2.0” (which is way too little). The next problem is: When Wheatley wakes me up, i’m not in my chamber anymore. I am outside, below the chamber.
What can i do to fix this?
Same exact problem, but with Skyrim SE. No problem before latest patch. Looking at another thread, appears to be problem across many experiences but doesn’t rear it’s head until about 20-30 minutes so I can see why this might have been missed in release testing.
The problem is that in about 20 minutes, it starts flickering to SteamVR home (like if loading was happening). Does this for maybe another 5 minutes and then total blackness. Volume and game are still running but you can’t see anything.
Perhaps it’s related to directVR use only.
One of the purposes of Direct VR is to overwrite the games’ fov, so that’s surely it. But can’t say more than that since I wasn’t playing with DirectVR.
I had a problem where the fov would constantly reset in the old version of Vorpx, though. The fov mod that I listed in my guide fixed that problem.
Hey- yeah I found your page, very handy.
Incredible what change a few hours makes. I’ve gotten basically all my problems sorted. Even the pipboy is alright- in non-edgepeek it sticks to the top-left, but in edgepeek it’s perfectly fine.
One last issue though. Something seems to be overwriting my FOV setting, and I suspect it’s DirectVR. Any thoughts on that?
When you’re taking another stab at portal 2 could you check if in directvr the “up/down locked” works, ie. you can’t use the mouse to look up/down but use tracking instead (can’t lookup the exact term used in the menus). Now even if you turn it off it still stays on.
In other games I can turn it off and it works but with portal it doesn’t seem to work. I only recently got vorpx so I could be doing something wrong configuration wise.
At the moment I play without direct vr and set the FOV in the game manually. I would prefer to play with direct vr setting the FOV because portal resets the FOV after each level.