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  • TheBalt
    Participant

    Hey everyone,

    So I typically use DirectVR when available because it does make my headtracking much smoother and work better overall. In Outer worlds you need to do DirectVR before touching anything on the controller, which I have been doing so far while trying to get this to work right.

    Problem is – this may be unusual, but I like to still have full Y Axis function of the Right Stick even with full headtracking (Basically, I want to be able to use Headtracking + normal controls for looking up & down, as if the game was pancake)

    Problem Im running into is, after doing the DirectVR Scan, it makes my right stick only work on the X Axis, not the Y axis… and I did set the option in controls to “Set y axis use” to 1.0; but when I do that, it tells me I have to reboot the game to ‘turn’ the Y Axis option on under the input settings.

    When I reboot the game, I have to run DirectVR again and basically get stuck in a loop – use DirectVR to get the Headtracking working w/ a controller, then, go to Input and set Y Axis on right stick to 100%, then it tells me to reboot to get it to work; Reboot and do DirectVR to get headtracking to work – then it ‘overwrites’ the Y Axis option, from what I can tell.

    Does anyone have a profile they can share that works with DirectVR + has full Y Axis support for the right control stick?

    Thank you very much for your time, take care!

    Cre8ive
    Participant

    Hi everyone,

    I recently bought VorpX and I am quite happy with it’s capabilities so far. I tried one of my favorite games, ARMA3, which works well using mouse and keyboard. Nevertheless there are two things I can’t stop thinking about:

    1. Using Motion Controllers (i.e Oculus Touch) for aiming: I know this has been discussed a couple of times in this forum and this feature has been deprioritized because for most of the FPS looking and aiming is not decoupled. But not for ARMA 3 – Looking and aiming are already two different types of control so I figured it should be possble, or am I wrong? Is there any update when this feature is on the roadmap

    2. Use Positional Tracking to change stances/leaning: Maybe it is already possible and I just haven’t found the correct setting, but it would be cool if the positional tracking could be connected to the stance/leaning system of Arma 3. I have in mind that in TrackIR/OpenTrack it was possbile but I am not entirely sure. Would appreciate if anybody has some advice how to set this up.

    If those two things would be implemented, ARMA3 would come pretty close to a native VR game with full controller support.

    Curious to hear your opinion.

    Cheers.

    #199846

    In reply to: controller movement

    senoctar
    Participant

    I’ve been having some luck with OVR Toolkit. It’s a SteamVR overlay to display and control windows or desktops in VR games.
    You can add the game’s desktop and adjust it so overlaps the vorpx screen in immersive/cinema modes. Then set it at 5FPS/eco, 0% opacity (with a small hack) and disable touch mode in general settings.
    This is the result I got with The Witcher: https://www.youtube.com/watch?v=rS_eaBgu9PE

    A few words of caution:
    Games meant to be used with a mouse can have small UI elements. If you ever used controllers to point in VirtualDesktop or WMR/SteamVR desktop viewers you know they are not ideal.
    OVR Toolkit is a paid app, I use it for other things and consider this use case a bonus. The experience might not be as expected and future updates might make it unusable since it’s not an intended purpose.

    #199497
    Smoils
    Participant

    Vr games have different solution for people who cant stomach some things, one of popular and effective (based on things Ive read from people) is vignette – reducing player fov with darkness making it like a tunnel vision.

    Ive also had people using vorpx share they couldnt play some games with always run on since flat games dont consider player speed at all.

    Now I’m not asking to have this right away nor have any issues or need of that myself, but I thought its a simple enough thing that has proven itself to be quite effective for some people.

    Basically as I see it – just an overlay (strength of which can be adjusted in settings) that adds dark circle over a screen vorpx renders when player touches left stick or WASD (probably should be adjustable too)

    #199417

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    Since 21.1.1 vorpX automatically adjusts the FOV. It also does that in immersive mode, but will choose a different (probably lower) value in that case. You can apply an +/- 20° offset on the DirectVR page of the vorpX menu.

    Caveat: Only touch this setting in immersive/cinema mode, never in FullVR mode. In FullVR mode the value chosen by vorpX is always precisely calculated to match the headset FOV, so any offset leads to a wrong FOV.

    #199415

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    I don’t have a G2 yet, so I can’t really say currently whether its controllers may need some special treatment. They do look a lot like Oculus Touch controllers though button wise, so trying the Touch preset is worth a shot.

    If that also doesn’t work with the G2 controllers, mouse and keyboard or an actual gamepad are the best available options currently.

    #199411
    panterarosa2
    Participant

    Odd. The error you see is not a genuine vorpX error but an internal Oculus runtime error returned by the runtime when vorpX tries to initialize the headset. Sounds fairly severe. If it wouldn’t work with Cyberpunk, I’d say the Oculus software install is probably broken.

    Since the issue doesn’t occur with Cyberpunk (DX12) but with two DX11 games, maybe something gets in the way when you launch a DX11 game, although that would also be strange at this point of the hooking process. Can’t really suggest anything else than trying to switch between Oculus/SteamVR in the vorpX config app and maybe reinstalling the Oculus software.

    Sorry, but I think that you would need to provide me support as this is a vorpX problem (and it is not on Troubleshooting). As I said, that oculus runtime error will happen just in one 1 case, if I uncheck/check certain checboxes of vorpX configuration that in theory I should not be touching. If I check/uncheck other checkboxes, (for example, default or default but alternative hook) it will just close without error, or just stay saying attaching… or just cinema mode, it depends.

    Moreover, it worked using SteamVR mode, but as I said, with wrong colors.

    I am giving all information that I got. Please give me solutions. I might add a report file, but first tell me any possible solution, and which actions should I record.

    #199319

    In reply to: Update broke input?

    Savant1984
    Participant

    Thanks Raif!

    I wasn’t able to test it on every hotfix, but after the most recent I’ve tried Remnant: From the Ashes and Dark Souls III. VoiceAttack wouldn’t work in either. My Xbox controller (Bluetooth connection) works fine for Remnant. When I try it with Dark Souls III, though, nothing. If I hit Del on the keyboard, I can use the gamepad to navigate the VorpX menu (and make sure that the Oculus Touch controllers are disabled), but when I close the VorpX menu, Dark Souls III stops accepting any inputs at all from anything and I have to CTRL+ALT+DEL my way out.

    #199164
    Ralf
    Keymaster

    That doesn’t sound right, you shouldn’t have to touch the FOV again after setting it once, same for the resolution. Might make sense to try disabling cloud saves for the game in Steam, just in case the changes vorpX applies are overwritten. Although normally that should not be necessary.

    The only setting you might want to change in the vorpX menu if you want is the resolution for better image quality. Do not choose a resolution manually in the game options, instead do so on the DirectVR page of the vorpX menu.

    #199007
    RodriArgCba
    Participant

    Update: Problem fixed

    I deleted re7_config.ini so that the game would re-create it. Now the problem is fixed and reflections work! Seems I might have touched something I shouldn’t have during the update… oh well. If anyone else has this problem, just delete the file once, and you’re good to go.

    Water still missing though :P. Thanks for the help!

    #198858

    In reply to: Cyberpunk 2077

    Ogrescar
    Participant

    It’s not your PC. Everytime it crashes on me, I just go and play something else. I figure a patch down the road or Ralf’s magic touch will fix it sooner or later.

    #198848
    CZiNTrPT
    Participant

    It seems the Gamepad / Touch Controller is fixed now.

    The double “Sensitivity Axis X” is still in

    #198763

    In reply to: Cyberpunk 2077

    Kaaliba
    Participant

    Thanks, @ dborosev!

    I appreciate the thoughts. I’m generally not actually touching SteamVR either, but I am opening the game from Steam. I’ll try to see if launching the game exe file without opening Steam might somehow help.

    Thanks again!

    #198757
    CZiNTrPT
    Participant

    Hi there, just tried playing this game.

    Is it normal that I can’t use the controllers and/or open vorpx menus? Has that something to do with dx12?

    Also there seems to be graphical glitches, it looks kind of like bad vsync. were two slightly different frames are displayed at the same time. sorry, if this is a confusing describtion, will try to think about how to describe it better.

    also in controller setup / oculus touch settings there is a typo. it says right stick axis **X** 2 times instead of X and Y. I saw this while playing titanfall 2, but I assume, it’s the same in every game.

    another bug with titanfall, when you disable oculus touch controllers, the gamepad stops working as well. even after the update & a full firmware reset today.

    sorry, for throwing everything in here together. I didn’t know I had so much to write before starting.

    thanks for your hard work!

    #198694
    Ralf
    Keymaster

    @ Ovo

    You realize the :) behind that remark and my later reply that all suggestions are welcome? Developers are humans too though, and if after adding screen feature over screen feature for several years, there still comes yet another request in that regard, that IS a tiny bit funny.

    You probably consider that post of mine unprofessional, but honestly, in my place you would also have found that funny. And I like to keep a bit of a human touch here every now and then, ‘unprofessional’ or not.

    Don’t take every single word so goddamn serious, especially not if it explitely comes with a :)

Viewing 15 results - 151 through 165 (of 658 total)

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