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  • Chishtie
    Participant

    There are games like Space Engineers that have separate HUDs for keyboard/mouse and gamepads. And they switch automatically whenever one is touched. I’ve disabled head tracking and VR controllers. And when I use any key on gamepad, game switches to gamepad HUD only to switch back to keyboard/mouse HUD in a sec.

    I also tried the games normally without VorpX, and it behaves properly. So my question is what can I do to make sure game stays in gaempad mode with VorpX?

    #218225
    WeeGee9000
    Participant

    Every time I use the ALT, CTRL or SHIFT key combinations in Arma 3, they tend to bug and the game “toggles” them irreversibly.
    Is there any fix for this?

    #217980
    Ralph
    Participant

    To play Assassin’s Creed Mirage with Vorpx, please follow these steps:

    1. Install the Vorpx Beta and the Vorpx (DX10,11,12) hook helper if prompted. Before installing the Vorpx hook helper, make sure to rename any existing “dxgi.dll” file in the Game Folder of Assassin’s Creed Mirage to “d3d12.dll.”

    Import my user profile Assassin’s Creed Mirage (VR-Punk) in the cloud section of the vorpx-config-tool to your local profiles section in vorpx.

    Make sure, that all “game”.exe files of Assassin’s Creed Mirage are associated with my profile in the local profile section.

    2. Resolution

    In most cases, your GPU driver will automatically suggest a suitable resolution for Assassin’s Creed Mirage.

    For the best gaming experience, I recommend the following resolution settings:

    Aspect Ratio: 16:10
    Resolution: 3456×2160

    Optionally, you can use Vorpx’s virtual monitor:

    1. Right-click on the Vorpx-config-tool icon in the tray and open configure
    2. Navigate to the ‘Virtual Monitor’ in the Vorpx Beta GUI.
    3. Create a custom resolution, such as 3456×2160 or 3840×2400.
    4. Minimize it to the tray again.
    5. Right-click on the Vorpx-config-tool icon in the tray.
    6. In the menu that appears, select the option to enable the virtual monitor manually.

    Now, open the Windows System settings and go to the display and resolution settings:

    You will see a list of two or more monitors. Look for the Vorpx virtual monitor; it should offer the 16:10 resolution you created, such as 3840×2400, select the Vorpx virtual monitor and change the resolution to your custom 16:10 setting.

    3. Game settings

    You can find your game settings in the following location:

    %USERPROFILE%\Documents\Assassin’s Creed Mirage\ACMirage.ini

    After making changes, ensure the file remains write-protected; this is necessary for proper functioning (!)

    In the INI file, you can adjust various settings, including language, graphics, input, and more to suit your preferences. Feel free to customize your game settings as needed

    Motion Blur, Depth of Field and Film Grain have to be deactivated. I recommend to use DLSS in combination with Adaptive Quality to 60 FPS.

    One of the most interesting settings is:

    FOVScale=2.13000

    This Super Third-Person FOV allows you to zoom very high in the Cinema Screen in your Headset while maintaining a reasonable distance from your player character

    My game settings are looking like this, but feel free to customize it for your needs, Assassin’s Creed Mirage allows many different settings and still works well in vorpx.

    [Language]
    Client=de-DE
    Text=en-US
    Sound=en-US
    Subtitles=en-US
    [Graphics]
    AdapterVendorID=4318
    AdapterDeviceID=8712
    MonitorDesc=
    DisplayIndex=0
    WindowPosX=0
    WindowPosY=0
    FullscreenWidth=3456
    FullscreenHeight=2160
    WindowedWidth=3456
    WindowedHeight=2160
    WindowMaximised=0
    RefreshRate=0
    WindowMode=1
    VSyncMode=0
    MaxFPS=50
    IsFpsLimitEnabled=0
    PixelDensity=1.00000
    LastUsedFullscreenMode=1
    KeepStandardAspect=0
    HDREnabled=0
    Freesync2Enabled=0
    UpsampleType=0
    UpsampleQualityMode=0
    UpsampleSharpenStrength=0.60000
    UpsampleUseSharpen=1
    AdaptiveQuality=3
    Antialiasing=2
    Bloom=1
    Character=2
    CharacterTexture=2
    Cloud=3
    Clutter=3
    CrowdDensity=0
    Culling=0
    DOF=2
    Environment=4
    Fog=2
    Lighting=0
    MotionBlur=1
    Rain=3
    Reflection=1
    Shadow=4
    SSAO=3
    Terrain=1
    Tessellation=3
    Texture=4
    TextureFiltering=2
    Water=2
    [LightingDevices]
    Config=[{“id”:”MSI MysticLight SDK”,”enabled”:true,”config”:{“ip”:”localhost”,”port”:1462,”ambientPort”:14621,”authToken”:””}}]
    Enabled=0
    [Input]
    InputSourcesSelectorMode=0
    ActiveSourceIndex=2
    [Options]
    Controller Feedback=4294967295
    WideAspectStretchedHUDMode=1
    KeyboardHighlightingMode=dynamic
    FOVScale=2.13000
    AutoFOV=0
    LockCursorToTheWindow=0
    AlwaysShowCursor=0
    LODDissolve=1
    [Startup]
    StickyKeys=2
    ToggleKeys=2
    FilterKeys=2

    Because you have to restart the game many times to make changes to the settings and the vorpx profile, i recommend you to skip the intro videos

    Delete or rename the video files

    Go to <path-to-game>\videos\.

    – Rename, move or delete ANVIL_Logo.webm, Intel_Logo.webm, AC15th_Logo.webm and
    UbisoftLogo.webm.

    Go to <path-to-game>\videos\en\, or the folder that corresponds to the currently set text language in game.

    – Rename, move or delete Epilepsy.webm, PC_WarningSaving.webm, and
    warning_disclaimer.webm.

    #217959

    In reply to: Scorpion Disfigured

    CyberJ
    Participant

    @RJK_ I realize this is a 5 year old post but Wonder if you can help me with something.

    In the game options it has “Enable Console”, …
    Is this a dev console or something else ?
    If it is a dev console, would you happen to know the key to open it ?

    I have tried all the conventional keys (tilde, etc).
    I have also checked in the *.cfg files, there are key binding in there but nothing related to console.

    #217915
    smartin
    Participant

    i think image quality is great when following the guide for the profile. i just cant get controller AND headtracking working at the same time.
    and mapping all keys while wearing the headset is too much hassle for me.
    so i am hooked on starfield VR but cant play it :)

    #217874
    romandesign
    Participant

    motion controllers gamepad, override OFF

    OK, but that combination still gave me the same result: junk key command sent by VorpX.

    As a side effect, if VorpX and real gamepad would work simultaneously, as a single unit, it would create a very undesirable side effect: head movement would fight with gamepad/joystick control of the ship. I did see that effect, while still having the opening map bug.

    I will retest simulating the gamepad with override off again, just to make sure, of course. Will try tomorrow. But it would actually be very logical if VorpX could just do keyboard/mouse, without touching any gamepad, and won’t fire keystrokes when the gamepad’s buttons are pressed, provided it’s in keyboard/mouse mode with override set to off. The the game would take care of keyboard/gamepad coexistance and priority. It’s the current behaviour that seems illogical. I just wanted to be clear that you understand the problem. Obviously, only you know if there is a good reason for VorpX acting that way and if that could be fixed or not. I’m just saying what I see and what it looks like from the user perspective. So my apologies for repeating myself.

    #217832
    romandesign
    Participant

    What I found is a workaround for a definite bug:

    it might happen because of the new update v1.7.33 ?

    No, it was the same before the update, I wrote about it before.

    It also works now with override=off. The key part was clearing all gamepad button assignments. I think it’s definitely a VorpX bug: with gamepad override=off it should not use those gamepad key mapping at any time, but it still does, on releasing the real gamepad button the override still happened, at least for the RB, but possibly on all of them. I think it still happens, because the icons change to square keys on all gamepad button presses – they change to round icons when gamepad axes are used, but any button changes them back. That tells me that VorpX is still trying to use keyboard mappings for gamepad buttons, and only fails because all mappings are now blank. Definitely something for Ralf to look at. It should not behave this way…

    #217827
    romandesign
    Participant

    Ralf, I’m still having this weird problem with the gamepad interaction. I tried 2 different software gamepad emulators, and I tried a real X360 gamepad! I tried VorpX controllers in keyboard/mouse mode and in the gamepad mod. With full or partial gamepad override and with override off. With in-game setting of control takeover on and off. What happens is that in the starship when piloting, if you hold RB (Right Bumper) to use thrusters, the moment you release it – the map opens every time! In the middle of the flight. Press it again – it closes. But it’s not mapped to a map! It makes the flight almost impossible – not with thrusters, which are very important (you can’t use them until you unlock Pilot skill – 1st tier). Because of the way the game works, it shows keyboard key symbols if you use the keyboard, and controller button symbols when you use the gamepad, I think it has something to do with how VorpX is not actually emulating the gamepad! Because when I use the actual gamepad sticks (or its emulator) I see the round buttons (gamepad mode), but the moment I press any button on the gamepad, or use the controllers – it changes to square keyboard icons. So I think VorpX is not actually acting as a gamepad, despite the fact that I set it to gamepad mod, saved, and restarted the game. Looks like in the VorpX menu the gamepad buttons are still mapped to keys, right? Can it work as a true gamepad instead, and coexist with a real gamepad? Or if not – it should not glitch into keyboard mode once a real gamepad button is pressed.

    Any idea how it can be fixed? It’s driving me crazy!

    So, once again, my goal is to use a motion controller as a gamepad when walking, but a real gamepad (or joysticks via gamepad emulation) for flying. Both at the same time. The game has a great override setting, which is normally on (I tested it off too): when it senses the gamepad it overrides the keyboard and vice versa. So in theory, when I use a gamepad the controllers should not generate any input. But when I click a gamepad button, I see the game icons glitch between round gamepad/square key icons very fast, so it must mean that the VorpX is still generating key input when the keypad is pressed. How to avoid it?

    #217595
    romandesign
    Participant

    The motion controller stuff alone will almost certainly make this the closest-to-native-VR way of playing the game.

    I modified Alpha v0.2 profile locally to include gestures and it works beautifully!
    Also added more quick menu mappings and changed/added key mapping on controllers to include more of the necessary keys, and shortcuts for map and inventory.
    Would there be a way to merge my control mapping and gestures with the official profile somehow, when it’s added? Like copying a few lines to XML file or something? I just bought VorpX few days ago so I’m unfamiliar with how the profiles work.

    As most of the time with larger first person titles you can shortly expect a profile with lots of settings automation and all the extra bells and whistles I can muster,

    Would it be possible to include a mappable shortcut for temporarily disabling “mouse look” headtracking? There is a specific problem with Starfield in the way the game controls are implemented: it can support keyboard/mouse AND gamepad but not at the same time! Any input from one TAKES OVER all controls. During FPS shooter mode everything is OK as VorpX just emulates the head tracking as a mouse and VR controllers as a keyboard. But there is a problem when you get to spaceship piloting: steering with head tracking is horrible, just as bad as it sounds. So you’d want to use a gamepad (or in my case – joystick/hotas/pedals mounted to the motion seat I built and mapped through the X360 gamepad emulator), and it works fine, but the problem is that you have to keep your head absolutely still! And this is virtually impossible as you naturally tend to follow the target with your look. The game tracks it as using a mouse and cancels all gamepad controls, using your head movement instead. Often just when you are ready to shoot – your ship veers to a completely wrong direction. It’s extremely disorienting and inconvenient. If mouselook can be easily paused in space, that problem could be solved.

    I also read that it is possible to look around in the cockpit by holding Q key or “change view” controller button, but I didn’t test it yet. Though it sounds like this would cancel the ship control and is used just for a quick lookaround. So the best would still be a head-tracking pause function. Maybe it already exists and I just haven’t found it yet?

    Important note: It’s actually important that VorpX emulates the keyboard/mouse and not the controller, because it’s not just me – any simmer would like to use the joystick for spaceship piloting. Bethesda already made a huge mistake of not supporting joysticks, but that is solvable through the X360CE emulator. But it means the gamepad should remain free from VorpX so it can be used for piloting.

    On a side note: it would be nice if the little square labels on the controller buttons could actually reflect functions and not just key names, somewhat like key menus, or show both functions and keys. There are many keys (normal+shift) and it’s difficult to remember all their functions. If VorpX uses images, maybe at least include a small library of common assignable labels used in games that can be specified like “map”, “inventory”, “grenade”, “crouch”, “weapons”, “menu” , “camera”, “zoom” etc.

    #217583

    In reply to: Starfield profile?

    cole00
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    I read most of this and I’m new to vorpx, just got it working with ESO. With ESO I had to disable dlss because it blacked out the right lens on my quest 2. Also iirc I had to set it to use the integrated graphics instead of my dedicated graphics card for ESO but in the quoted text he uses his GPU. Was I doing something wrong with setup for ESO?

    I only tried it on ESO so I could get a feel for it for when I get starfield but due to not using the dedicated graphics card the graphics weren’t that great. Will it be the same situation for star field? Thanks guys for reading 😁

    #217529

    In reply to: Starfield profile?

    Ralph
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXT Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. Funny thing is that sometimes they are there, and then they disappear – same view, but where top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent, but extremely annoying. Another thing about it is that farther objects looks nice, but my own hands and a weapon is atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult, because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. Image is fine, but 3D part is extremely blocky. Same with weapons, they don’t looks smoothly 3D, instead it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly 90 turn in game when I turn my head 90. It’s slightly weid to interact with stuff that way, but not too bad. But the 0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. The, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and it would force you to shoot down sights. So controls are as goos as can be expected. However most ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    #217527
    romandesign
    Participant

    OK, for those interested, here’s my experience with VorpX + Starfield so far:

    – Alpha 0.2 profile works, as long as you remove the brackets from the FOV settings.
    – Full VR is amazing! I see no perspective distortions now, everything looks great! Very immersive.
    – Head Tracking works well, but on Reverb G2 it’s very sensitive. I get micro jitters literally from blood pulsing in my veins! Not sure how it can be rectified, but it’s annoying. The effect is that when I’m walking or looking around – everything is fine, but when I’m standing still, I get these micro jitters
    – FPS is good so far, but I only went through the first take-off. I’m on 7950X3D CPU and RTX 4090 GPU, so literally the fastest gaming PC currently available. It feels fluid with motion reprojection enabled and holding at 45FPS. I will try disabling Motion Reprojection and see if it can push 90FPS at all times, but chances are it can’t, so MR should stay enabled. This is with DLSS mod and 2880×2884 resolution. I have all settings on HIGH, the rest as recommended by the profile.
    – Resolution: surprisingly sharp. I’m using OpenXR Toolkit’s CAS sharpening at 100%, but any sharpening should be OK. It’s actually much better than I expected. I might try to increase resolution if FPS holds in big cities etc. but I’d be happy if I can use this resolution. It allows me to appreciate the graphics that really looks very nice.
    – 3D. This is my biggest disappointment so far. When it works, it looks quite well. Not as good as real VR, but close. The problem is I have all kinds of random wobbles, pixelated square wobbles on top of the screen, and just random wobbles all around. They disappear if I disable 3D. The funny thing is that sometimes they are there, and then they disappear – the same view, but where the top 1/4 of the view was wobbling in little squares like crazy it’s suddenly just perfect. I can’t understand what’s causing it, because it’s intermittent but extremely annoying. Another thing about it is that farther objects look nice, but my own hands and a weapon are atrocious. It’s so bad that I can’t see the bullet count on a pistol and aiming down sights is very difficult because all shapes are distorted and randomly squished. Hands look like Minecraft blocks instead of… well… hands. The image is fine, but the 3D part is extremely blocky. Same with weapons, they don’t look smoothly 3D, instead, it’s like a series of blocks that don’t match geometry at all. Horrible. I hope it can somehow be improved. I will try disabling Motion Reprojection, and DLSS, to see if it’s related. But I suspect both are necessary for smooth FPS even with my hardware.
    – Controls: Most controls are quite nice and usable. Head tracking works well – it’s exactly a 90-degree turn in the game when I turn my head 90 degrees. It’s slightly weird to interact with stuff that way, but not too bad. But the v0.2 profile doesn’t have any gestures programmed. They work though, if I add them manually. Then, with aiming down sights gesture, aiming with my head is not that bad, as I move my hands with my head anyway, when aiming, just like with a real weapon in the shooting range. Shooting from the hip still feels weird, but not too bad. Down sights is better. Maybe removing the reticle completely from the HUD would be a good idea – more immersive and realistic – it would force you to shoot down sights. So controls are as good as can be expected. However many ship controls are missing, there is no way to redistribute energy to systems, no missile fire etc. The keys that the game notified me about are not on the controllers. Head tracking doesn’t work for looking around cockpit – instead it steers the ship! Very confusing. But it can be overridden by a thumbstick, as long as my head isn’t moving. I’ll have to see if I can figure it out. Possibly I’m going to program my joystick/hotas to emulate a 360 controller for ships, and then map buttons to controller buttons. But looks like I’ll have to stair forward all the time while piloting, or head tracking will steer the ship.
    – mouse pointer is blocked at the bottom and can’t get to the bottom menu buttons, using both head or mouse.

    Overall, it definitely a great deal more immersive than a 2D screen. I’m not going back, for sure. Worth the price. I just hope I can get rid of those 3D wobbles… They ruin half the fun.

    Malsyste
    Participant

    I’m trying to play red dead redemption 2 but the profile keeps messing with my key bindings.
    i cant even walk properly in game, all WASD keys pretty much make me go forward.

    Is there a way to get a vorpx profile to stop altering key bindings?

    #217410
    Malsyste
    Participant

    Not sure how this works but when posting this, there was a message about it being spam and it hasnt posted so trying it here. Will delete if first one posts.

    I’m trying to play red dead with index goggles and KB/M.
    Game runs fine without Vorpx but when I play with it hooked, it overides my keyboard bindings.
    Mainly WASD is the issue, it forces tank control on the horse no matter the perspective I have enabled. No matter the camera control relativity I have enabled in game too.

    What’s worse, is it that still persists after I dismount and go on foot. Though at this point its not really tank controls anymore, but instead all 4 WASD keys make me go forward. ASD however seems like its using its respective ASD together with W, as if when I press A its like the game is fighting over A and W. If I press S its fighting between S and W and W always wins, and I always go forward.

    In addition I think certain keys Iv rebound seem to also have the new AND old bound action.

    What is the extra overlay of button function and how do I remove it?

    I disable the vorpx from changing setting both in vorpx game menu as well as the Windows Vorpx Control app and nothing has changed. Iv defaulted the in game buttons, set everything to horse relative movement. What else? this is currently unplayable.

    Malsyste
    Participant

    I’m trying to play red dead with index goggles and KB/M.
    Game runs fine without Vorpx but when I play with it hooked, it overides my keyboard bindings.
    Mainly WASD is the issue, it forces tank control on the horse no matter the perspective I have enabled. No matter the camera control relativity I have enabled in game too.

    What’s worse, is it that still persists after I dismount and go on foot. Though at this point its not really tank controls anymore, but instead all 4 WASD keys make me go forward. ASD however seems like its using its respective ASD together with W, as if when I press A its like the game is fighting over A and W. If I press S its fighting between S and W and W always wins, and I always go forward.

    In addition I think certain keys Iv rebound seem to also have the new AND old bound action.

    What is the extra overlay of button function and how do I remove it?

    I disable the vorpx from changing setting both in vorpx game menu as well as the Windows Vorpx Control app and nothing has changed. Iv defaulted the in game buttons, set everything to horse relative movement. What else? this is currently unplayable.

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