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  • #213334
    matteo39
    Participant

    with vr mod, i have 1) directvr 2) z-normal (not g3d in options)

    with normal vorpx, i have z-normal (and z-adaptive) (and not g3d in options)

    #213258
    kosu
    Participant

    Try the free mod from VorpX, it has directVR. Works better for me.
    Mod VR settings: DirectVR and Ultra.
    Cyberpunk 20770 settings:
    scaling the resolution: turn everything off only FidelityFX sharpness on

    Works okay with my RTX 3070, good graphics but not perfectly smooth

    #212936
    drowhunter
    Participant

    Alright, discovered one CPU hog on my OS, after eliminating it can run DirectVR! Looks impressive. I think “Immersive Screen mode” is more comfortable to me compared to full VR mode after all, esp when driving. Still cool as heck.

    what was the hog, if you don’t mind me asking?

    @Ralf ..And Patch 1.6 just went live…Will our Mod still work (I know it’s asking a lot)

    I also came here to necro this thread to find out. I suppose I could just play and find out , but then I’d have to waste 100GB backing up my current version to try.

    #212918
    Objectionne
    Participant

    To further support the idea that the issue is network latency and not framerate, I tried lowering the bitrate of the Air Link connection to 10mbps and it improved the latency greatly, although still not perfect.

    For those who aren’t famiilar with Air Link, lowering the bitrate means you get a much worse image quality for the benefit of experiencing lower latency. Since the latency improved when I lowered the bitrate that’s a pretty strong indicator that the issue lies with the network connection between the PC and the VR headset. I just don’t understand how DirectVR could possibly be affecting the network connection, but it’s pretty clear that it is.

    #212917
    Objectionne
    Participant

    Hello, I recently started using Vorpx. I’m using a Meta Quest 2 and connecting to my PC wirelessly via Air Link. I’m finding that after performing a DirectVR scan in any game I immediately begin seeing high latency afterwards. By high latency I mean that I the game begins stuttery and when I look around by moving my head I see black in the parts of the screen that hadn’t already been rendered and it takes about two or three seconds to catch up and render.

    I believe that this is high latency – in terms of the connection between PC and headset – because the FPS counter still shows 120fps even while experiencing this. The game I’ve tried are older, low spec games like Half-Life 2, Portal and Oblivion. My specs are:

    GeForce RTX 3060
    Ryzen 5600x
    32GB RAM

    I understand that DirectVR as well as using VR in general can hit performance but I’d still expect my PC to very comfortably be able to run games like Half-Life 2 and Oblivion and the FPS counter backs me up on that.

    Ordinarily I don’t have latency issues while using Air Link. I’m running on an 867Mbps local network with both the VR headset and PC close to the router and I’m able to play native VR games using Air Link with a fixed 200mbps bit rate and don’t have any issues with latency or image quality. This issue only occurs while using vorpx and only while using DirectVR.

    Does anybody have any ideas for what the issue could be and how I might resolve it? Thank you in advance.

    #212768
    Ralf
    Keymaster

    That’s weird. vorpX does make a few changes to the config file, but they (obviously) shouldn’t prevent the game from launching. Would be great if you could send me your vorpX-adjusted config files so I could check whether I can replicate the issue here.

    Please browse to [Documents]\My Games\FarmingSimulator2022. The files vorpX adjusts are game.xml, gameSettings.xml and inputBinding.xml. Please send these (after vorpX changed them!) as an e-mail attachment to support at vorpx com.

    What you can try yourself is disabling automatic resolution handling on the DirectVR page of the vorpX menu. With a bit of luck that resolves the issue. Let me know if it does.

    As a very last resort you can disable automatic settings changes there altogether. Only do that as a very last resort though. Some of the changes vorpX applies are vital for the profile to work as intended.

    #212745
    Ralf
    Keymaster

    The mod idea sounds good, I’ll explore how much effort that would take.

    The workaround I described above works well though for most portals and for the ones where the glitch makes the game too difficult you can temporarily disable DirectVR:

    you can deal with the matter by releasing the forward button whenever you enter a portal. That way you come to a halt on the other side and can reorient if necessary. Works well for the vast majority of portals, except one or the other situation towards the end, where you might want to disable DirectVR temporarily (ALT+B per default).

    Ralf
    Keymaster

    The DirectVR memory scan is only available in some games (indicated in the top/left corner of the game window if supported).

    However, if you are 100% sure that the game handles simultaneous controller and mouse input correctly, you can simply disable the ‘X-Box Gamepad Override’ option on the input page of the menu. If you don’t experience any input weirdness afterwards (e.g. head tracking dropouts, gamepad movement stutter or similarly odd things) all is well and the game in question does indeed correctly handle mouse and gamepad at the same time.

    BTW: the built-in gamepad to mouse/kb mapper that makes it possible to use your gamepad together with mouse based head tracking even in games that can’t handle both simultaneously is a fairly feature rich program in itself, the mapping can be fully configured to your liking (also on the input page of the menu).

    #212740
    Ralf
    Keymaster

    The mod idea sounds good, I’ll explore how much effort that would take.

    The workaround I described above works well though for most portals and for the ones where the glitch makes the game too difficult you can temporarily disable DirectVR:

    you can deal with the matter by releasing the forward button whenever you enter a portal. That way you come to a halt on the other side and can reorient if necessary. Works well for the vast majority of portals, except one or the other situation towards the end, where you might want to disable DirectVR temporarily (ALT+B per default).

    SotiCoto
    Participant

    I’ve been trying to play Dragon’s Dogma with VorpX, using my Xbone controller as usual… but VorpX was interfering with the controls, and there was nothing in the game settings that allowed me to play as normal with the Xbone controller (VorpX keeps trying to make it emulate keyboard keys and screws up all the assignments)…
    SO I searched for info on how to get it to work… and there was some stuff about “DirectVR Scan” and running that should allegedly make the controller work properly… except I have no idea whatsoever what this “DirectVR Scan” thing is, nor how to run it, and there doesn’t seem to be any available info anywhere on how to run the damned thing.

    So… help?!

    I mean VorpX doesn’t need to interfere with my Xbone Controller settings for Dragon’s Dogma since that game allows simultaneous controller and mouse input…

    #212630
    Ralf
    Keymaster

    There isn’t really any benefit in switching to the enhanced edition just for the sake of its marginally better RTX effects, especially considering how great the original version already looks. The regular Metro Exodus profile supports both G3D and various advanced DirectVR features that you couldn’t even add to your own custom profile if you wanted to invest the time and effort required for that. As far as vorpX is concerned the enhanced edition is pretty much a ‘dehanced’ edition. ;)

    #212612
    Ralf
    Keymaster

    You can disable DirectVR with a hotkey temporarily in such cases (default ALT+B),

    The menu option is on the DirectVR page of the menu, you can flip between pages with the arrow buttons in the top/left corner of the menu or the shoulder buttons on your gamepad/motion controllers.

    You don’t really want to disable DirectVR for good though. If available for a game, DirectVR modules improve the experience a lot, e.g. by enabling better head tracking, automatic FOV setup and so on. Use the temporary hotkey switch instead if necessary.

    BTW1: Many hotkeys can be used in two ways: either with “hold/release” if you only need the function for a few secs. Or with short keypresses for toggling the according function on/off.

    BTW2: A list of useful hotkeys (including a way to change them to your liking) can be found in the config app.

    slipgatekid
    Participant

    Howdy, after a bunch of effort playing with VorpX settings I finally started playing Dishonored the other day. It wasn’t long before I reached a cutscene in which there was supposed to be a dialogue menu to make a selection from. The dialogue menu was not there and so I was stuck in the cutscene. After some searching I found an older video that said to fix this problem all you have to do is disable DirectVR from the VorpX in game menu and then the dialogue would appear. Unfortunately I can’t seem to find this switch which was probably removed in a new version. Does anyone know of a similar fix to this game? I was really looking forward to giving this a go! Thanks much for your help.

    #212606
    dRaiser
    Participant

    Alright, discovered one CPU hog on my OS, after eliminating it can run DirectVR! Looks impressive. I think “Immersive Screen mode” is more comfortable to me compared to full VR mode after all, esp when driving. Still cool as heck.

    Ralf
    Keymaster

    Most of you who know me a bit probably noticed already that contrary to how „good“ advertising works I don’t really like to promise the moon, so just to keep expectations in check a bit:

    1. This would only with with G3D profiles except for games with positional tracking via game specific DirectVR magic.
    2. When done via G3D moving the camera over larger distances causes visual glitches in games with more complex deferred renderers.
    3. May mess up mouse/gamepad rotation in some games.
    4. Head/face geometry will probably flicker in occasionally when the camera is moved inside/in front of the head.

    That said: I will definitely check whether it works well enough in a variety of games and depending on how much of an actual issue the points above turn out to be actually, decide whether it‘s worth it or not.

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