Hi Ralf, thank you for responding on Sunday–you can be sure I’ve tried all the config variations. The only two things Vorpx does really is change the FOV and change the AA mode in case it’s anything other than “2.” I didn’t change the FOV, and I tried both “2” and “4” for the AA, with the FPS being abysmal in both cases and the bloom layer “standing out.”
In case of NFS Rivals, I didn’t touch the config at all.
I understand this exists, it’s this function that instituted what I’d like added. I’m wanting an actual keyboard graphic overlay that we can pin to our physical keyboard (like a couple of productivity apps do). For most games, having the hornets is enough. But occasionally, especially for rarely used keys in key heavy games (especially ones that might ask you to type something). You simply just want to know where the keyboard is exactly. You can learn where keys are from a touch for starting position, but you then need to relearn it from wasd position, or others.
A quick glance of the physical keyboard solves this easily.
I’m not sure if there’s a dedicate suggestions Forum/Post? I can’t seem to see it so I’ll put it here and hope it’s not too ‘in the way’.
Now obviously many games can be played with touch controllers (or equivalent) or a gamepad and you just can intuit these very quickly. However, for slightly more complicated games (and ones where you’re used to using mouse+keyboard like FPS) it can be a bit of a pain remembering exactly where certain keys are if you don’t touch-type (and even if you do since you do not play an FPS with indexes on f and j!).
I was wondering what the interest/possibility would be in in some sort of keyboard overlay you can pin in view?
I don’t know exactly how the tracking works (if it uses 6df or just 3 if not in full VR mode) but having a simple graphical overlay you could manually map to the location of your keyboard (since most have a set layout) would be a godsend early on in a new game. Not necessarily visible all the time, but a similar combination to show it translucent like the hotkeys.
Apologies if this sounds too niche (or a little insane), but the idea came to me and I’d rather share it and be laughed at than not said anything at all :)
@ dborosev: Again a game that switches the depth buffer occasionally. Tracking these changes worked fine for me here except for one cutscene. I skipped the tutorial area though. I’ll play a bit more later and keep an eye on it, but from the part I played (starting outside the city in my case until after the first mission in the city) I’m fairly certain depth extraction should be largely stable.
Depth is a lot stronger than in most other Z3D profiles though to make it work better in interiors, so there will be a bit more noticable shimmer around objects. Don’t touch any 3D related settings, i.e. use ‘Z-Normal’ and don’t crank 3D up beyond the default, default in this case means already about three times more stereo separation than the maximum would be in other Z3D profiles. If in doubt, reset the profile to default in the config app.
You can use the Touch controllers either as X-Box gamepad or emulate mouse and keyboard with them, can be changed on the VR controller page of the vorpX menu. The kb/mouse mode is freely configurable.
There is one caveat in regard to the gamepad mode: some games can not handle mouse and gamepad input at the same time. So whenever vorpX emulates a mouse for headtracking, native gamepad emulation is not an optien due to the restriction imposed by affected games. To be on the safe side in this regard you can simply always use the controllers in keyboard/mouse emulation mode (should be the default). Use the gamepad mode only if the game in question doesn’t have a problem with simultaneous mause/gamepad input.
Thanks, disabling touch controllers completely worked. It works but there are some artifacts in the cockpit views, but pretty cool. Can I ask again why did you think of using the RE7 profile?
Greetings,
Ever since I started using Vorpx 3 years ago I’ve had a relatively minor issue when using Vorpx headtracking. Honestly I just got used to it over time but I’d figure I’d give a shot at fixing it now that I am looking to refine my VR Experiences.
Issue Description:
The issue is that whenever I turn 360 degrees with headtracking on, there appears to be 1 degree that causes a screen stutter. Just for a moment and it passes as soon as I rotate past that 1 out of 360 degrees. This stutter angle appears to stay consistent for either an entire session of Vorpx in a given game or potentially during a play “Area” (I.e resets after reloading save or going through loading screen.) Any time I rotate to that angle it stutters and the image shifts about 5 degrees for a split second and then re-aligns properly.
Headset: Oculus CV1 with 2 sensor 360 degree setup
Details:
-This issue occurs with and without directvr rotation on.
-Occurs in every game I use VorpX headtracking with
-Doesn’t occur when I disable Vorpx Headtracking and use:
1) my mouse to spin 360 degrees
2) A python script to turn my Oculus into a mouse.
I don’t have any issues with native VR games such as Skyrim VR, Fallout VR, Superhot etc. If I use Virtual Desktop with my oculus to mouse headtracking script above I do not have this issue. Seems to be specifically related to Vorpx headtracking.
One additional tidbit is that when I use an AutoOculus Touch script that turns my oculus touch into a mouse, I run into a very similar issue at the exact same degree. I will gladly post the scripts I use for this and headtracking to mouse if that will help.
Any assistance would be greatly appreciated!
Thanks
James
you can adjust them in a menu you bring with “del” button and press “ok&save” to keep your modifications saved, if its just fov you are after and vorpx keeps resetting fov adjustments you did you can disable automatic game settings changing by vorpx in vorpx menu window from tray.
I havent tried cod games myself, but Ive seen people mention 3rd party mod to adjust fov, you probably are missing that one, vorpx has some hacky fov enchantments but usually its better not to touch them since game might not even render objects in increased fov area.
The memory scanner provides perfect 1:1, low latency head tracking at the touch of a button and adjusts the FOV exactly to the FOV of your headset. Turning it off pretty much is disabling vorpX’s best features for FullVR mode. Might make more sense to check whether you have some mod installed that messes with FOV and/or head tracking instead. Any camera related mod for example will likely interfere. Also be aware that the FOV adjustment is meant for first person FullVR gaming.
If you need the alternative hooking method for any Bethesda RPG, there definitely is something on your machine that interferes with hooking, that should not be the case. Not necessary since the alternative method does the trick, but if you want to get to the bottom of the issue, please check the pinned trouble shooting guide on top of this sub forum for more detailed information on the matter.
I thought that might have been the problem too but I did set the controller type to gamepad as I was playing. Do the touch controllers still have input if you set to gamepad?
Not really. Just a guess, but are you by any chance playing with your Touch controllers? If so, you might have pressed the right grip button inadvertantly, which would make vorpX switch to/from EdgePeek mode.
Is there any way to disable Edgepeak or Shift on the VR Controller? I am using AutoOculus Touch for some special controller functionality and need to use the grip button for aim down sight, mouse aim tracking etc.
Currently I am working around this by disabling controllers in Vorpx altogether and using an alternative but I’d rather use the built in functionality as it is much easier.
I managed to get it to work a few days ago on the Quest through SteamVR (SteamVR setting + Touch controllers on the VorpX config app), but it’s a bit choppy even on lowest settings. I assume it has something to do with the locked framerate the game forces (if anyone thinks it could be something else, let me know).
When I try to use the Oculus + Touch controllers setting then the app hangs immediately after starting.
Huh? The only time vorpX would ever touch the system wide mouse acceleration is when it is set to off in a profile for better head tracking. vorpX on exit would then switch it back to the original state. I’ll check whether there is something wrong with that all of a sudden, but that doesn’t sound overly likely. The related code hasn’t been touched in years.
BTW: Forcing the global mouse acceleration off via vorpX isn’t necessary for most newer games. Only makes sense for older games that use the standard Windows mouse input pipeline. Most newer games use the raw input API and aren’t affected by the system wide mouse acceleration. Games may have their own though. Profiles with DirectVR auto settings handle that automatically whenever possible, but in non DirectVR games any potential mouse acceleration setting should best be turned off for consistent mouse based head tracking.
I uninstalled both avira AV and malwarebytes, I will test that what you suggesteted.
I will keep you in touch ;o)