Archives

Homepage Forums Search Search Results for 'portal 2'

Viewing 15 results - 46 through 60 (of 324 total)
  • Author
    Search Results
  • #207805
    CrunchyGlass
    Participant

    Want to add that “OpenXR session init failed” popup will still occur on some apps that used to work (Far Cry 5 / mpc-hc) since roughly the last quarter of November 2021. OpenXR is used by mixed reality portal and SteamVR also confirms OpenXR is being used.

    The only way to run those apps is to set VorpX to use SteamVR.

    Using samsung odyssey wmr headset,

    #207648
    Shortylaforge
    Participant

    I’m getting desperate…

    My HP Reverb G2 seems to be incompatible? I can use the device via Steam VR and Mixed Reality Portal without any problems.

    However, I can’t get any game to display anything at all in the glasses. It always just pops up the attach to… window appears without anything happening. Have also tried the alternative hooking method and the driver. nothing.

    All of course with multiple games, with and without local profiles. The glasses stay black! :(

    #207552
    dellrifter22
    Participant

    I’ve noticed a few times recently where I launch a game to soon discover there is no head roll or tracking – HP Reverb G1 OpenXR. It never seems to happen on a fresh portal boot or first game launch, but sometimes on a 2nd or 3rd game attempt. Rebooting the WMR portal seems to fix it, but I have not experienced this bug prior to Windows/vorpX updates this month.

    Along side this new occurrence, I can no longer play some Ubisoft games in OpenXR. I’ve been playing FC5 and FCNewDawn in OpenXR just fine for a month, but now I get an “OpenXR init failed” for both games. They still work in SteamVR mode, but with less ideal performance. Other games still seem to work fine with OpenXR, including the AC games. Odd.

    #207546

    In reply to: Screen shaking/judder

    Ralf
    Keymaster

    Applying the DirectVR FOV in Portal 2 relies on constantly brute force overriding the game’s FOV in memory. If e.g. some invasive antivirus program slows down the overwrite process with a badly written memory monitor, that might cause some FOV jitter.

    Judging from your description that might be the case here. So if you happen to use any third party antivirus program, consider switching to Windows Defender by removing the third party AV.

    A similar effect may occur if you have a 2-core CPU (unlikely these days), where vorpX can’t occupy a whole core for the FOV override, or if you have a lot of demanding stuff (e.g. video encoding) running in the background.

    #207541

    In reply to: Screen shaking/judder

    duke54
    Participant

    I have the same judder problems in Portal 2 using Full VR mode :(
    I tried all the settings in Vorpx, and graphic settings in Portal 2
    There’s no judder in immersive mode, so how is that different?

    #206838
    romanguro
    Participant

    – Inside (recomended)
    – Little Nightmare 1-2 (recomended)
    – Portal
    – Ori 1-2
    – ABZÛ
    – HOB

    #206445
    Dragon_
    Participant

    alright, so on my initial attempt at using portal 2 in vorpx mode it worked relatively fine, although i had to run the auto scan to set certain settings so I wasn’t zoomed in on things and things being distorted. so i ran the scan and the game closed to main menu and now every time i try starting the game after that first scan, the game instantly hard crashes. curious if anyone else has had or is having similar issues and possible ways to fix it.
    i’m running on lowest possible settings, i have a valve index, my computer has an intel i7 processor, 2070 super, and i think 16 gigs of ram so i know its not an issue with my computer.
    in attempting to fix it i’ve tried restarting vorpx, steam vr, my pc, changing the settings in the menu. nothing keeps it from crashing other than running in theater mode instead of vr mode.

    #206231
    Demuse
    Participant

    I’m trying to play Death Stranding with vorpX cinema mode and my game slows down to an unplayable frame rate over the course of just a few minutes. When I first start it runs smoothly, for the opening cut scene and walking around, but within just a minute or two the frame rate gets slower and slower.

    System specs are RTX3080, Ryzen 9 5900X, 32gb RAM, and I’m only trying 1080p resolution so I think it should run smoothly – I’ve tried windowed and full screen, low and high graphics settings in-game. The fact that it’s smooth for the first few minutes suggests I’m not just under-powered.

    When panning around with the mouse the whole world looks blurry in motion, like a heavy blur camera effect. I’m not sure whether that effect is applied by the game or by vorpX? The second cut scene (that plays after 2 minutes of walking around) starts okay but by the end of that cutscene, the frame rate is single digits and the game is unplayable.

    I tried switching modes between Z-Normal, Z-Adaptive, and No 3D. No 3D runs a bit smoother for a few minutes but starts bogging down too. I have a Reverb G2 and I’ve tried both SteamVR and OpenXR, with the same behaviour.

    When I run the game without vorpX, it’s buttery smooth all the time (as I would expect with an RTX3080). And I have absolutely nothing else running, except vorpX, Steam, and the WMR portal.

    Any ideas? Based on the first 5 minutes, the game looks really cool and I’d love to play it, but I can’t go back to flat screen gaming.

    #205642
    zachariahs
    Participant

    That’s mentioned on the Direct VR page in the vorpX ingame menu. Understand it as a new mean trick of GLaDOS to confuse you. :)

    Seriously: while in other games something more elegant is possible, for Portal 2 Direct VR unfortunately needs to blindly overwrite the camera rotation with its own value, otherwise it jitters heavily. In other words: Direct VR does not take any rotation reset done by the game into account, which happens when you go through a portal. Unfortunately all attempts to reliably circumvent that or alternatively detect a reset by the game and react to it failed so far.

    I will take another stab at that for sure since Portal 2 is such a great game in VR, but I can’t promise whether a solution will be possible.

    Does anyone know if there is a change to this? I only ask as this comment is four years old, was kind of hoping for a resolution!

    fallbalance
    Participant

    I just picked up VorpX — awesome software, seems to work great! One of the first games I tried it with is Portal 2. I’m using this with my 3D DLP projector, using the ‘generic 3d display’ option in settings. Everything seems to work perfectly, except I lost my gun and aiming cursor… I have no accuracy anymore! Then I found this thread, and I see that it was an intentional action for all the VR users. Pardon my ignorance if there is something obvious that I missed, but I can’t find any way to change this… I’m glad everyone here is happy with the change, but in my case I actually would like the option to get back to the ‘gun always showing’ default mode. Thanks for any help!

    #204554

    In reply to: Newbie Issue

    Ralf
    Keymaster

    The basic setup for WMR headsets goes like this:

    1. Open the vorpX config app.
    2. Go to the ‘General’ page
    3. Select ‘OpenXR’ as your headset type
    4. Click ‘Apply and Close’
    5. Open the WMR Portal app to activate the headset.

    You should now see a vorpX tray icon in the area left of the clock in your taskbar. Note the Windows per default hides tray icons after a few swconds. If you can’t see it, click the small up arrow in the taskbar.

    While vorpX is running, it automatically checks for newly launched games, so all you should have to do now is launching the game.

    If vorpX is running but doesn’t hook into games, please check for potential conflicts with programs on your PC that may also hook into games. The trouble shooting guide in the help has more details on that.

    #204382
    takatori
    Participant

    I managed to get Portal and Portal 2 working perfectly — settings uploaded to the Cloud Settings.

    1. Removed all “Launch Options” parameters from Steam game properties
    2. Reset VorpX settings for the games
    3. Set games to 4:3 1600×1200 and enable gamepad controller
    4. Load a game, run memory scan
    5. Set for FullVR, geometry, and adjust scaling.

    … and the flickering seen before is gone.

    #204229
    Ryks
    Participant

    I’m having this same Portal 2 headtracking issue; doesn’t happen in Half-Life, or HL: Episode 1 (not sure about Episode 2); whenever I move my head, a subtle swimmy rotation echoes for a moment, then stops.

    vorpX scanning & settings have no effect…the behavior remains unchanged.

    (This was my first ever Portal 2 session with vorpX, yesterday, 2020-05-20; it directly followed a vorpX update).

    Edit:
    VorpX version 21.2.0.3

    (having an issue with post, re-edit…wanted to add specs)

    CPU
    AMD Ryzen 7 2700x

    GPU
    AMD Radeon 5700xt

    32GB RAM

    HMD
    Valve Index HMD

    Control
    Mouse & Keyboard

    SteamVR Beta 1.17.9

    #204228
    Ryks
    Participant

    I’m having this same Portal 2 headtracking issue; doesn’t happen in Half-Life, or HL: Episode 1 (not sure about Episode 2); whenever I move my head, a subtle swimmy rotation echoes for a moment, then stops.

    vorpX scanning & settings have no effect…the behavior remains unchanged.

    (This was my first ever Portal 2 session with vorpX, yesterday, 2020-05-20; it directly followed a vorpX update).

    Edit:
    VorpX version 21.2.0.3

    #204170
    takatori
    Participant

    In both Portal and Portal 2, but not that I’ve noticed in other HL2 games like Transmissions: Element 120, there is consistent rotational jitter as if I’m wobbling my head side-to-side ±1° every frame.

    If I’m very careful and hold my head perfectly still “just so”, I can get it to stop, but the moment my head moves in the slightest, that side-to-side roll is back.

    If I roll my head sideways on purpose, the scope of the jitter gets proportionally larger; with my head tilted ~45° to the side, the screen shudders back and forth between that 45° angle and the horizontal.

    The weapon also sometimes flickers between being close and slightly further away, but this flicker every second or so and not in sync with the roll flicker, which is consistently frame-to-frame.

    Vive Pro Eye driven by an RTX3090, 90FPS solid showing in FPSVR.

Viewing 15 results - 46 through 60 (of 324 total)

Spread the word. Share this post!