Archives

Homepage Forums Search Search Results for 'touch'

Viewing 15 results - 301 through 315 (of 658 total)
  • Author
    Search Results
  • #186047
    Ralf
    Keymaster

    You can either switch off the controllers physically if possible so that vorpX doesn’t detect them in the first place or alternatively set the ‘Controller Visualization’ to ‘None’ in the vorpX menu. The settings page is named differently depending on your headset, e.g. ‘Oculus Touch Settings’, ‘Vive Controller Settings’.

    #185948
    Ralf
    Keymaster

    19/07/19
    vorpX 19.2.2 has been released.

    This is a maintenance release, it’s most important change is support for Index and Windows Mixed Reality controllers, including full keyboard/gamepad mapping ingame visualization and (alternatively) animated hands.

    • SteamVR input redone. Now uses the (not so) new VRInput() system.
    • Valve Index controller support
    • Windows Mixed Reality controller support
    • Oculus Touch support in SteamVR mode
    • Fallout 76 Geometry 3D fixed (was broken with latest game version).
    • Correct hand/weapon scale for Skyrim/Skyrim SE
    • Positional tracking improvements
    • Unity 5 base profile fixed.
    • OpenVR (SteamVR) library updated to 1.4.18
    • Various minor fixes and improvements.
    #185778
    Ralf
    Keymaster

    You can try a new profile from the cloud with yet again changed z-buffer heuristics. Works for me regardless of display mode and with two different save games. This was definitely the last time I touched this game though, sorry. If it doesn’t work for you, there is nothing I can do anymore.

    This is one of the games that seemingly randomly switch depth buffer textures. Unfortunately it is not possible to track such changes 100% reliably under all circumstances.

    #185751
    Ralf
    Keymaster

    vorpX 19.2.2 will be released towards the end of next week, probably July 19. While this is just a maintenance release it will come with a few noteworthy changes:

    • SteamVR input redone. Now uses the (not so) new VRInput() system.
    • Valve Index controller support
    • Oculus Touch support in SteamVR mode
    • Fallout 76 Geometry 3D fixed (doesn’t work currently with the most recent game version).
    • Correct hand/weapon scale for Skyrim/Skyrim SE
    • Positional tracking improvements (thanks to Lathander for insisting that something may not be quite right under some circumstances)
    • Unity 5 base profile fixed.
    • Various other profile fixes.
    #185695
    Ralf
    Keymaster

    I had some issue with crackling audio with the Rift S a while ago which could be resolved by reducing its volume below 100% and restarting Windows.

    If that doesn’t help and you suspect vorpX’s audio switching causes your problem, try to uncheck ‘Use built-in audio device’ in the vorpX config app. With this option disabled vorpX doesn’t touch anything audio related anymore.

    marcob
    Participant

    Hi! I have bad experience with kat walk mini. It does not have any keyboard mode whatsoever and we are stuck with their software that sucks. There is , as far as i know, no way to run kat vr without going though their kat vr software. I have kind of complained about it but with no result. The same issue will probably be with their kat loco hardware solution, unless they make it work independently from their software and unless they nake their keyboard mode work as standalone.

    Please let’s keep in touch and maybe complain together with them so we can get a better product for the high price we paid. Thanks

    I have been so upset to katvr mini that i have been lookikg myself in locomotion methods for both vr and not vr. I have come up with my own DIY method for walking in games , using hardwarea dn software from different vendors and combining them together

    I can use this diy locomotion method for any non vr pc game and non vr console game. I can use it in vr, only for those games that have controller / keyboard input enabled (for example skyrim)

    I can use the katvr platform, if i want, in conjunction with my diy shoes, but i prefer to have some sort of roomscale feeling and walk and run in place too, when i want, i can do that with my shoes and sensors

    Ralf
    Keymaster

    Touch controllers are only handled in Oculus mode curretnly. I’ll have to revisit the SteamVR controller code shortly anyway though to add Index controller support. Since the Index controllers are rather similar to Touch (plus a bit of extra stuff), re-using their logic for Touch controllers in SteamVR mode probably won’t be not too hard. No promises, but I’ll see what I can do.

    BTW: You can do the same with ALVR. Not sure whether there are any advantages over using VD if you already have that, but might be worth to check anyway,

    #185233

    In reply to: Async Problem

    Ralf
    Keymaster

    I’ll check whether there maybe is some bug. The normal behavior is the one described above. I could imagine though that the switching itself briefly changes the runtime’s mind about whether to throttle or not so to speak, which would explain what you see.

    You really shouldn’t touch the async setting for what you want. Async Redering on, Fluid Sync off is what you want. Unless the headset runtime decides to throttle that results in 90fps for the headset rendering thread with a variable framerate (or ideally also 90fps) for the game. I can’t really do much more than trying to explain in an understandable way what the option does. Sorry if I failed to do that properly.

    #185220
    moadepth
    Participant

    Hello, yesterday i tried Watch Dogs, it starts into G3D but has alot of shader problems ,wanted to take a look at it with the shader tool VorpX provides but Vorpx states offical profiles are not allowed to be touched create a copy from this profile and assingn the .exe to it. If i try this VorpX says, exe assigned to a other profile. Is there a way out of this ?

    #185119
    moadepth
    Participant

    My only Tennis game i own, actually it was dead, rottin on some usb hdd, not touched for a long time ;) 3d effect is a little decent but in the cutscenes its poppin, therefore i mananged to push the FOV to the max looks crazy having the whole court in sight. Tested on I7 4790k & Gtx 1080 @ 2160p inversive +blk background all maxed runs smooth.

    #184829

    Topic: Eagle Lander 3D

    in forum User Profiles
    RJK_
    Participant

    Eagle Lander 3D (G3D)

    Even Eagle Lander VR is in the pipe i decided to make a profile for VorpX. This gave me the unimportantly personal satisfaction been virtually a small part of science and space exploration. WOW!

    – Download the (free?) Lander here
    – Tested on Win7*64 with version EL3DSetup215rcF set to XP mode.
    – Lander is quite unstable, if you mess too much with the settings VorpX may crash. If you get lost delete Eagle.ini and restart confirguration, default settings should always work
    – Use Full screen (Note:lander window always looks windowed)
    – Dont touch VorpX menu while game is loading
    – Cinema modes recommened
    – Profile available at the cloud

    #184738
    fable09
    Participant

    Mordhau Geometry 3D profile by [High Fov] works well

    However, I ‘m wondering why I cant move the mouse cursor to the edge of the screen while in VR mode ? Its like 20 % of screen is untouchable and the cursor navigation is inaccurate

    #184702
    Ralf
    Keymaster

    I can’t really answer that question, sorry. The game is not even officially supported, I never tried it myself.

    What I would have suggested is disabling ‘Use built-in audio device’, but apparently you tried that yourself already. That’s the only thing I can imagine to affect your issue. With that option disabled vorpX does not touch audio devices at all.

    SteamVR has a similar setting in its option menu (Settings > Audio), might make sense to check that one too.

    #184605
    Ralf
    Keymaster

    The game’s FOV setting only affects the actual world FOV, not the HUD.

    You should be able to scale the HUD on the image page of the vorpX menu. However, if vorpX can’t scale the HUD in a game, use the EdgePeek function for looking at the screen corners. Also useful for cutscenes/menu screens. EdgePeek can be enabled by clicking the middle mouse button or the left gamepad stick.

    Touch controllers can be used either as keyboard/mouse or gamepad, in kb/mouse mode you can freely map them in the vorpX menu.

    #184583
    Muskoka1847
    Participant

    I tried changing the in game hud size in the vorpx menus which allowed it to fit in the screen, but the hud was then way to small to look at, be usable.

    Also, I’d like to use the Rifts touch controllers, but it seems it’s not mapped for what’s required in this game?

    It’s also automatically switching me to 3rd person view as soon as I step out of the pod, can you not stay in 1st person view?

Viewing 15 results - 301 through 315 (of 658 total)

Spread the word. Share this post!