Archives

Homepage Forums Search Search Results for 'touch'

Viewing 15 results - 316 through 330 (of 658 total)
  • Author
    Search Results
  • #184524
    Ralf
    Keymaster

    The only thing I can imagine is that maybe you used a profile where vorpX disables mouse acceleration, but couldn’t switch it back on afterwards due to a crash. Since that is a system wide setting, it would change permanently in that case.

    You can check whether mouse acceleration is enabled following these steps (assuming Windows 10):

    1. Click the start button
    2. type ‘mouse’ (without quotes)
    3. Open the mouse settings
    4. Click on ‘Additional Mouse Options’
    5. Go to the ‘Mouse Pointer’ tab
    6. Make sure ‘Enhance pointer precision’ is checked.

    That’s the only thing vorpX potentially changes in regard to the mouse and normally it switches the setting back to its original state when you exit a game. But in case of a crash that may have failed.

    To be on the safe side you can change vorpX’s behavior in this regard in the menu (input page). Setting ‘Disable Mouse Accelaration’ to ‘Off’ prevents vorpX from touching the setting at all. For older games (like FEAR) diabling mouse accelaration can be highly useful though in regard to better head tracking.

    #184407
    Ralf
    Keymaster

    1) You can switch the controller mode to gamepad emulation in the vorpX menu (Touch Controller page). Be aware though that in some games gamepad and mouse (may be required for vorpX’s head tracking) can’t be used at the same time.

    2) Not in vorpX but many games allow that when you use the VR controllers in gamepad mode.

    3) Use the vorpX sharpening. It’s applied at the best possible time in the rendering pipeline.

    4) Can’t remember the specific case, but running games windowed is generally a good idea in case of issues in fullscreen mode.

    5) In many G3D games you can disable shadows on the image page of the vorpX menu if they are too glitchy. Also keeping the 3D-Strength within a sensible range (close to default) helps.

    6) Can’t really answer that since I have never used one them. Generelly I would recommend to keep the number of tools running in the background as low as possible, ideally zero.

    Hope that answers your questions.

    Ralf
    Keymaster

    Glad you could solve it.

    You can navigate/use the menu with the left touch controller. Left trigger is a button click. Just checked it with the Rift S controllers since I wasn’t entirely sure anymore myself.

    BTW: I would be very careful with your rather aggressive firewall add-on. I wouldn’t be totally surprised if it even blocks internal communication between two apps if they use a network protocol. vorpX doesn’t, but others may.

    jjensson
    Participant

    Good news, Ralf! On a fresh Win10 install Desktop Viewer runs fine, even with the gamma loader and custom ICC profile (vorpX required a new install key, though :). No problems with crazy head tracking either. And, even though i did not test it yet, probably the init errors are gone as well.

    Looks like i’m gonna trash this installation and use the new one, and re-install all my software carefully, one by one, with frequent vorpX checks and system backups.

    This is all very strange, because i know what i’m doing with my Windows, and usually don’t have problems like this.

    BTW, is there a possibility to use the Touch controllers to click into the vorpX “in-game” menu? I can move the cursor with the thumbsticks and the shortcuts seem to work, but the emulated mouse buttons don’t “click” on the menu buttons.

    rustysalter
    Participant

    With such things there always is a bit of a chicken and egg problem. It’s a difficult decision to spend time on support for devices without a large enough userbase while there is other work to do that benefits more vorpX users.

    I certainly see some potential for using Cybershoes with vorpX though. If they happen to ship their own software that can map shoe movement to WASD for example (not unlikely), you would even be able to use Cybershoes with vorpX right away.

    With Leap Motion things are a bit more complicated. Supporting that in a meaningful way would require quite a bit of R&D work as we would have to figure out what makes sense in the context of vorpX (actually first if anything makes sense at all). The only answer I can give you at this point is that Leap Motion is a very interesting VR accessory for sure and certainly will be looked into if/when there starts to be broader demand.

    Leap motion gesture capture keybind conversion should be a standalone application or script, as the above game is not launched in steamVR. This leads me to believe leap motiom integration should be easy based on your above comment

    With regards to the chicken and egg problem, Pimax has a Leap motion hand controller they are working on releasing with a wider range of hand tracking. Foot movement and hand tracking with gesture based input is the way forward for VR, and I think if it’s integrated into Vorpx that’s it will bring a greater awareness to full immersive VR.

    Cybershoes has a standalone program called the Cybermanager (but it doesn’t convert WASD, it seems thats done automatically in SteamVR games); but they’re interested in Vorpx support according to their kickstarter so I would get in touch with them at, they will probably send you free shoes.

    #184248
    lipplog
    Participant

    Does anyone can play with GTAV Vr mod but with kb & mouse, instead of touch controllers? With this mod I have really good headtracking, but I prefer play with kb&m. With default in-game first person camera it’s difficult to play long time because of moving animations. Maybe somebody know how to play without those animations?

    Keyboard and mouse controls should work find.

    TheBalt
    Participant

    Hey everyone, i got a question im sure has been brought up before but i just havent been able to find a topic about it, not sure what wording they may have used to ask, so, please bear with me if im repeating something.

    So my most fun Vorpx experience was Dark Souls 3 in VR with a CheatEngine mod to play in First person view – this made locking onto enemies impossible cause the camera would shift like crazy cause it was a hack to get into first person (you could still see your weapon clearly and your arms as well, so was cool immersion factor there)

    Anyways, Dark Souls 3 for VR you basically HAD TO play a fast character that can kill without locking on, so what happened was, as i played, i was basically ‘aiming’ my sword swings with my actual head + joystick on controller to hit enemies. Aiming sword swings with the direction youre looking in can actually be quite satisfying :P lol

    Okay, so, head aiming is cool and i ‘get it’ as to how Vorpx makes this work, basically simulates our heads as a mouse with data via Oculus and then written to make our heads into the ‘mouse’.

    So my question comes down to something about Vorpx that i think could really send it over the top, but just not sure what the roadblocks would be to do it

    So our data is also being intercepted by our rift sensors + oculus touch controllers.. is there anyway to turn that data into ‘mouse control’ so that in a game like say, Kingdom Come, you are actually aiming your bow with your Oculus touch controller, like you would in a native Oculus game.

    I understand the most likely problem here will likely be that we cant be receiving that many mouse inputs and making it into a functioning product.. Youd have your head + joystick on touch control + aiming the controller at the screen all relegated to simply ‘mouse movement’. Im assuming thats the roadblock here to stop us from doing that.

    But what i wanted to offer as a middle ground is maybe a ‘toggle’ option to ‘disable’ our analog stick mouse actions and allow us to stand and ‘aim’ like an actual VR game, even in these older ones. Maybe have to toggle both head movement and joystick control to make it work, but if it was as simple as like clicking in a Grip Button on the controller, then it transfers all ‘mouse movement’ for that moment to your controller being aimed at the screen, like duck hunt or modern games, then release the grip as soon as you want full control back.

    I know running and gunning is fun but was wondering if there was any sort of workaround here cause like im playing kingdom come and i WISH i was able to point my touch controllers and aim at the enemies with my actual touch controller.. just didnt know if this was possible or not and wanted to bring it up.

    Thanks for all your hard work, Ralf and team, this product has been absolutely fantastic for me. I do not regret a dime i spent to get this program, so thank you very much for that… just wanted to offer a suggestion that im not sure is possible or not, but damn, if we could actually aim like native VR apps, it would be fantastic. Im not talking about moving gun models around and stuff and doing full conversions of the game, just letting us point our controller and shoot, since that data has to exist somewhere and maybe it could be transferred to mouse movement, or something else you crazy geniuses think of to do it :P

    Take care, and thanks again for VorpX, its been a real blast playing thru games with this

    #183915
    dmi3ich
    Participant

    Does anyone can play with GTAV Vr mod but with kb & mouse, instead of touch controllers? With this mod I have really good headtracking, but I prefer play with kb&m. With default in-game first person camera it’s difficult to play long time because of moving animations. Maybe somebody know how to play without those animations?

    #183905
    _Sinity
    Participant

    In case anyone got it to work with Touch controllers: could you provide more information? OS version, GTA version, VorpX version, GTAVR version, openvr_api.dll version(date created?), scripthookv version, exact VorpX & GTAVR config…

    #182982

    Topic: Spellforce 2

    in forum User Profiles
    RJK_
    Participant

    Spellforce 2 (Gold) (G3D)

    Game has nice S3D, but the avatars in the menu appear very much at wrong depth, unfortunately there was no chance to change that, so we have to live with it. The profile a has kind of “fixed settings”, so touching 3D strength or focal offset may ruin your 3D.

    – Optimized for Cinema Modes
    – Changing 3D strength or focal offset not recommended
    – Profile available at the cloud

    Note: This profile has not been tested with Demons of the Past and Faith in Destiny, so these games may not work with this profile.

    #182936

    In reply to: Snap Turning

    maxBr
    Participant

    Snap turning (custom / 90 degrees) would be a great addition. Just played HL2 using rift & touch and I experienced a bit of motion sickness for the first time in two years I have the Rift.

    #180863
    rtoast
    Participant

    Ive just run in to this same issue anyone find a solution? Im thinking the mod maybe relies somewhat on vorpx’s implementation of the motion controller support but maybe a recent update broke it by creating some kind of conflict.

    The reason i suspect such is the case is because i tried disabling vorpx touch/vive support in the in game menu but it kills the mod’s motion controls as well…

    Not expecting Ralf to look into this since he has no hand in the mods development but it does explicitly require Vorpx so hopefully the mod itself gets updated because full VR motion controls/gun manipulation sounds like the holy grail (well after g3d is achieved) but sadly i missed the boat on the window of time that it was working

    #180814
    Ralf
    Keymaster

    You can move it so close that it practically fills your entire view. Personally I would prefer to play W3 that way, but there also in no harm in trying the first person mod. Just wanted to mention that ‘Full VR’ for W3 involves a bit of extra work.

    Touch: vorpX reserves one key as shift key on the touch controllers, so you basically have two mappings. The button mappings are shown ingame on the rendered controllers, so that’s quite intuitive to use.

    #180813
    jjensson
    Participant

    Thanks, Ralf, for all the info.

    But, can i change the distance to this “immersive screen”? If it’s too far away, i would lose resolution, and the immersion suffers, right?

    And can the touch controllers really replace an XBox controller, when they have less keys?

    jjensson
    Participant

    Hey guys! Since i want to play vorpX supported games standing, i can’t use mouse & keyboard sadly.

    I never touched a console controller yet – you can call me a controller virgin. :)

    So what do you experienced guys recommend buying? Steam controller? XBOne controller? I want to be able to use many keys (for RPG games) and at the same time it should work for old games too.

    The PS4 controller with the nice trackpad seems out of the question, because of compatibility issues.

Viewing 15 results - 316 through 330 (of 658 total)

Spread the word. Share this post!