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AuthorSearch Results
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Aug 30, 2020 at 11:54pm #196785
Topic: Crysis Touch Control setup
in forum Game Hints and Settings
mstmorseParticipantSo I got Crysis and Crysis Warhead running on Vorpx after some trial and error. Can’t wait to play more. Does anyone have a good configuration for the touch controls they can share? I’ve always been a console gamer so mapping and getting it set up like using a keyboard is making me pull out the few strands of hair I have. Any suggestions to make it easier or a listing of your configuration?
Aug 28, 2020 at 8:17pm #196761
RalfKeymasterNo native VR app/game I am aware of has an option to change the world scale at all and if there are some it‘s highly unlikely that their adjustment range is as large as it is with vorpX
You can change the scale within an extremely wide margin using the „3D-Strength/Scale“ option, far wider than necessary. Since typically at 1.0 official profiles provide natural world scale (or are at least very close to it), the provided range from 0.2 to 5.0 is usually the equivalent of being anything from a 40cm dwarf to a 10m giant.
Typically there shouldn‘t be much reason to touch this setting though. At least for official profiles base parameters are dialed in so that the default 1.0 you see in the menu usually means natural scale.
Aug 24, 2020 at 7:11pm #196708Topic: Oculus Touch mouse control?
in forum Technical Support
MadMinstrelParticipantI’m trying to play Mass Effect 2 with the Touch controllers. By default the game controls the mouse with the right stick. While this is ok for just walking around, it is obviously no good for aiming. This may be a silly question, but I’m a total noob, so please bear with me. How do I configure vorpx to use the right controller’s positional/rotational tracking for aiming and generally moving the mouse?
Also, while I’m at it, Mass Effect 2’s HUD elements appear at an odd depth that clashes with what’s behind them. Is there any way to fix this?
Aug 16, 2020 at 8:43am #196598In reply to: How you setup Skyboxes and other stuff
RalfKeymasterI’ll consider giving you more control about this with a little screen shifting trick, i.e. changing the depth of the screen relative to the game. No promises, but I’ll do some experiments.
The S3D effect to the game however should always be applied as it is currently. There is no difference between FullVR and screen modes in that regard. In VR the max distance between the left and right representation of a scene element should be the IPD for comfort reasons. vorpX ensures that unless you change the focal offset, hence that should not be touched under normal circumstances. At least it should never be set to negative values, which would create situations where your eyes have to diverge to focus something.
BTW 1: If it’s a Unity game, you may experience the effect I mentioned in my last mail yesterday, i.e. multiple shaders affecting the same object since first things are drawn to an intermediate render target and then this intermediate target is drawn to the screen with another shader. You would have to handle both these shaders with the shader authoring tool.
BTW 2: I have removed your comments from the other thread. That was about increasing stereo depth. While related it’s not really strictly about the same thing.
Aug 15, 2020 at 3:42pm #196570In reply to: How you setup Skyboxes and other stuff
RalfKeymasterDon’t use the focal offset for something like that, in fact it usually should not be touched at all except for very rare special cases. Please reset it to 0.0.
You can move skyboxes to infinity by browsing through shaders with the shader authoring tool and then either setting the according vertex/pixel shader to ‘Don’t Transform’ or alternatively applying a 3d-strength multiplier close to 0.0. The latter option is especially useful if there are different shaders for e.g. clouds and the actual sky color, allowing you to define the clouds as being slightly closer.
A brief introduction to the shader authoring tool can be found in the help under ‘User Profiles’.
Aug 15, 2020 at 1:52pm #196568In reply to: Recommended Specs??
theguruParticipantOnly if the spec is right…I myself have a rig lets be honest is quite low in the order of things we have RTX 2080’s and soon RTX 3080’s gen 10 intels and then look at my spec lol..I get it doesn’t have to be super Spec’d and with mine yes everything runs ok..but with an overhead that this could take it might be touch and go if it works without any lag or problems
I want it trust me but it’s money could be wasted…
Aug 15, 2020 at 11:47am #196566In reply to: Recommended Specs??
theguruParticipantI’m still on the fence about this I’m surprised that there isnt a demo of some sort because potentially I could purchase and if it doesn’t work how it should or wanted it to I’m stuck with a bit of software that I paid quite a bit of money for..
Even if you cut out most of the code and just have 1 setting, always internet connected, online activation and time limited even just a couple of mins just so people get an idea of it is for them..I get digital piracy is a massive concern for all..but having a massively cut down version, with programmed limitations will get round the issue..
That would make a purchase for me and for others who are in the fence who want to at least try it..because to be fair it is expensive that could potentially not work depending on there setup.
Also with FPS games, oculus touch controllers can you aim and shoot with the controllers?? For example moving your arm to the person you want to shoot and then fire 🔥 lol . So in other words emulating mouse for aiming..
Aug 14, 2020 at 4:14am #196546Topic: Gamepad/Xbox Controller Issues
in forum Technical Support
WittParticipantIt seems like gamepad controls like the xbox controller get messed with within games running Vorpx. I went into RDR2 today after the hooking fix and it was like a button is continually pressed when nothing is being touched.
The radar kept cycling through the various options, I think you have to press down on the D-pad and A or X to make that happen. As another example, going into the menus, the selected menu option would continually switch to another selection even though I didn’t touch the controller.
I’ve had issues in other games as well. Not sure how to fix this or why Vorpx needs to fiddle with controls.
Aug 7, 2020 at 7:24pm #196416In reply to: Assassin Creed Odissey not hooking after Patch
species_580ParticipantI can confirm that both hook methods are working here for me too.
While I, on the other hand, can absolutely confirm that AC:O is NOT working anymore with VorpX.
It loads normally, but as soon as I touch a controller the game crashes and shows the “Waiting…” notification, and that is it.
No fix for this, it’s just not working.Aug 6, 2020 at 8:34pm #196406In reply to: Ralf: HP Reverb G2?
RalfKeymasterJust saw your question regarding controllers: not sure, but apparently their layout largely resembles Oculus Touch now. Since vorpX has a dedicated SteamVR setup for Touch with some luck that will work until I add something for WMR gen 2 controllers specificallly.
Aug 5, 2020 at 5:30pm #196379
marvinthedogParticipantHuyzer,
Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.
I notice the same thing in Tomb Raider (2013).
I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.
So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.
So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.
(Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)
Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.
can you talk about the reasoning behind the number changes you make
Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.
One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).
The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.
The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.
In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).
Guide for Dead Space in immersive screen mode:
So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.
This value works in conjunction with all the other settings I have in VorpX and in the game, which are:
In-game resolution: 1920 x 1080
In VorpX main settings:
Play Style: Immersive Screen Mode
Expand the Immersive Screen Settings:
Screen Distance Offset: 1.00
Screen Curvature: 0
Screen Curved Verical: 0
Background: Ambience
Expand 3D Stereo Settings:
3D Reconstruction: Geometry
3D-Strength/Scale: 1.00
3D FOV Enhancement: 0
Focal Offset: 0Widescreen Fixer:
And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.
With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.
Summary about the ipdOffset:
In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.
Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.
I hope you will find this valuable :-)
Aug 4, 2020 at 7:54am #196364
RalfKeymasterJust a heads-up that raising the headset IPD beyond your actual IPD will cause severe discomfort pretty fast. Diverging your eyes is highly unnatural and never occurs in normal life. With the right headset IPD correctly functioning VR apps (vorpX included) ensure that your eyes never diverge.
The strength of the 3D effect is adjusted by changing the virtual ‘camera’ distance, not the physical screen/image distance. The goal in VR however should typically be realistic depth/scale. Usually that’s the case at default. As far as official profiles are concerned there rarely should be the need to tweak anything in this regard.
If you still want to experiment with 3D-strength/scale for some reason, use the according option in the vorpX menu, not the focal offset expert setting. With the focal offset expert setting, just like with a headset IPD above your actual IPD, you can easily make your eyes diverge, so better don’t touch that at all.
Jul 22, 2020 at 5:58pm #196119In reply to: is there trial version here?
RalfKeymasterVR controllers can be used to emulate either mouse and keyboard or an X-Box game pad. This does apply to common PC VR controllers (Oculus Touch, Vive Wands, Index controllers, WMR controllers).
Jul 15, 2020 at 2:16am #196009In reply to: Opinions on valve index?
slydog43ParticipantI have a few different and multiple HMDS. I love how the Index looks (I mean how VR looks with the Index), love the comfort, BUT hate the controllers. Luckily I have not had any reliability with the Knuckle controllers, but really love how the Oculus Touch controller feel and work. Rift-S not as good as OG Rift Touch controllers, but very similar. Hope this helps. (I would update to the Rift-S from the OG Rift, I did that day 1, and only bought another for a different room setup a few months back. I actually use the Quest the most, and lots of Virtual Desktop over 5G in main play space, works great (Many comfort mods on Quest)
See pic for my Main Rig setup and How I use Fishing poles to switch between HMD’s, I think really cool.
My Main Rig SetupYou will have to zoom in towards the bottom to see the HMD’s.
Jul 13, 2020 at 10:34am #195986In reply to: Kingdom come:deliverance
cercataParticipantMy main issue with the game was than when on horse, the camera recentered automatically, and this caused a weird “stuttering”. My workarround was touching the right stick every 5 secs, but I have found this that could fix that problem:
“wh_horse_CameraCentering = 0 – Add the line in the user.cfg and the camera centering while riding is gone.”
I have yet to try it, I’ll update this post when tested
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AuthorSearch Results
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Search Results
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Topic: Crysis Touch Control setup
So I got Crysis and Crysis Warhead running on Vorpx after some trial and error. Can’t wait to play more. Does anyone have a good configuration for the touch controls they can share? I’ve always been a console gamer so mapping and getting it set up like using a keyboard is making me pull out the few strands of hair I have. Any suggestions to make it easier or a listing of your configuration?
Topic: Oculus Touch mouse control?
I’m trying to play Mass Effect 2 with the Touch controllers. By default the game controls the mouse with the right stick. While this is ok for just walking around, it is obviously no good for aiming. This may be a silly question, but I’m a total noob, so please bear with me. How do I configure vorpx to use the right controller’s positional/rotational tracking for aiming and generally moving the mouse?
Also, while I’m at it, Mass Effect 2’s HUD elements appear at an odd depth that clashes with what’s behind them. Is there any way to fix this?
It seems like gamepad controls like the xbox controller get messed with within games running Vorpx. I went into RDR2 today after the hooking fix and it was like a button is continually pressed when nothing is being touched.
The radar kept cycling through the various options, I think you have to press down on the D-pad and A or X to make that happen. As another example, going into the menus, the selected menu option would continually switch to another selection even though I didn’t touch the controller.
I’ve had issues in other games as well. Not sure how to fix this or why Vorpx needs to fiddle with controls.
