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I have just bought VorpX and every time when head tracking is turned on, random input to the head tracking is made so it spins like crazy (even when my headset lays on the ground). It seems as everything else works fine – vorpx logo is visible, even headtracking moves mouse/gamepad correctly, other options works as well.
I literally can’t see screen nor in-game menu (can anyone just show me how it looks like, when turned on? So I can perhaps gropingly reduce sensitivity), although to be honest I don’t believe it’s the case, since it doesn’t seem to be correlated with tracking of Oculus Sensors.
I have Oculus Rift, also using SteamVR, Win10, GPU: GeForce 1060M, MSI notebook, if that makes any difference I have Steam Controller as well, although tried with Controller turned off
Anyone knows, what could cause it?
What I have already tried:
– Clean installation of drivers (no Experience) (installed couple days ago)
– The game on which I have tried was Witcher 3, Kindgdom Come, Syberia 3, Half Life 2, Age of Empires HD (in the last one I have noticed that head tracking transfers all vectors to the game, but still random ones, as view has moved to random location in the map)
– running game directly from within the installation directory and with Galaxy Client turned off
– run Oculus and Steam VR in VorpX
– Forcibly closed all background applications that I could and uninstalled whatever I could including MSI overlay
– Antivirus switched off
– Anti-Aliasing in Oculus settings
– Overlay in Oculus settings (tuned off, but also double checked if turning on happens to help)
– Steam VR, GOG Galaxy turned on and off, also if one of those works seprately
– even tried in windows (10) settings – mouse pointer speed reduction and increased precision setting turned on and offVorpx settings checked, each time I have changed a setting, I tried turning Head tracking in in-game menu (Oculus Rift device hookup):
– alternative hooking method
– tries of blocking game overlays
– running as an admin
– no optimization of game settings
– head tracking roll
In-game settings (it only works, when I first turn the head tracking off, modify certain setup and then try to turn on head tracking – spins every time, no matter what I have tried):
Main Settings:
– Play Style – all settings available
– Head tracking multiplier set to 0.01 (and the same for other PLay Styles)
– Device Selection Oculus Rift/SteamVRImage Settings:
– Crystal image (all settings)
Display Settings:
– Direct Mode Async Render (all)
– Direct Mode FluidSync
– Direct Mode GPU Sync (all)
– Tracking Prediction
– Edge Peek Disable Stereo
– Edge Peek Scale (min/max)
Head Tracking Settings:
– As I can’t see anything after turning Head Tracking On, I don’t know if there are any settings inside, except of course turn head tracking on and off
Oculus Touch Settings
– controller mode (all)
Input Settings:
– Disable Mouse Acceleration
– Try Pitch
– Lock Cursor (min/max)
– vorpx menu
– edge peek key override
– alt key override
– head tracking as gamepad (all)As I’ve been using VorpX, I’ve really enjoyed using the Oculus Touch controllers and have come to realize how useful the Mode Shift button is for being able to bind a lot of keys to the controllers. I started wondering if it would be possible to add more mode shifts based on the controller’s location in 3D space?
If you held your controller down at your right waist, you could have one set of mappings and another set when you hold the controller over your right shoulder. If you had left and right waist and left and right shoulder regions, you could mimic the weapon swapping behavior of RoboRecall in just about any FPS by mapping the trigger to the number key that switches to the different weapons in each region.
If you had a region that was out in front of your body, you could bind the trigger to the “interact” key in most games so you could actually reach forward to open doors and push buttons. While it obviously wouldn’t be as accurate as the motion controls of a native VR game, I think it could increase immersion in a lot of games.
In games like Fallout, you could assign the trigger to holster your weapon when your hand is at your right waist and bring up the pipboy on your left waist, for instance.
I don’t know if VorpX even has the controller location data to do something like this, but I just thought I’d mention it.
Hi, does anyone know the best way to go about using Vorpx exclusively for it’s fantastic Oculus Touch rebind feature? Specifically, I’m playing The Surge and it looks great on my 70″ Sony Z9D HDR 4K @ 120 Hz/90 FPS…but I’d love to be sitting on the couch playing with the Touch controllers VS my lapboard and several peripherals. Vorpx’s unused video overhead drops my frame rate significantly.
Well, if someone thinks of something or the lowest vid performance method that enables the use of the rebinding feature, please let me know.
Thanks!
Just wondering for those of you who play any MMORPG’s in 3D with Vorpx, don’t you find it really hard to control your character skills efficiently when you can’t see the keyboard? Seems to me like it would wind up being a major hassle unless you had an MMO mouse. I haven’t tried any MMO’s yet but I’m about to check out WOW, luckily I have a Razer Naga Trinity so I can customize the buttons as well as use a totally different programmable button layout for MMO’s, MOBA’s or FPS etc..
So there’s a suggestion as well if any of you struggle with the controls trying to play MMORPG’s through Vorpx or have been hesitant to do so for this reason. Get your self an MMO mouse and you’ll be fixed right up for playing your favorite MMORPG in 3D without having to look at the keyboard. You can feel your way around to the ctrl, alt & shift keys easily enough for your alternate settings and anything else you can map to your mouse buttons or should be accessible by clicking the on screen menu’s instead of using keyboard shortcuts.
I’d recommend the Naga or Naga trinity mainly because the buttons are all set at different angles so you once you get used to the feel of them under your thumb, you have a better sense of what button you’re touching by feel. As far a I know only the Razer Naga and the Logitech G600 have buttons like that.
********************************************************************************** Apologies if this was a double post but I posted once already and though it shows under freshness that I had posted something, I don’t see it showing up in the forum or on my topics started list in my profile so I have made a second attempt at posting. It seems that if I make any attempt to edit after initially posting it does not edit, loads the post reply page but then my post disappears from the forum altogether?? Weird **********************************************************************************Topic: Head-locked Cinema Mode?
When I watch 3D movies in Skybox VR on Android, (Daydream or Gear VR) they have a mode that will lock the screen to always be in front of your eyes no matter where you turn your head. You can use the touchpad on the Android VR controller to zoom in and out. I always like to zoom it so that I can see the entire screen at once without cutting off the left or right end.
I’d like to get an experience similar to that with games in VorpX. I want to be able to see the entire screen, headlocked, just with stereoscopic 3D effects added.
Looking at the modes available, there’s a Cinema mode, but it’s not headlocked and it’s just a little bit too zoomed in to where I can’t quite see the entire screen at once. Then there’s immersive VR mode, which on the game I tried (Middle Earth Shadow of Mordor) is headlocked, which is good, but cuts off parts of the screen, only showing the middle, which is literally unplayable.
There’s a vorpX control for zooming (shift + mousewheel) but it doesn’t stay zoomed the way I set it. It goes back to default as soon as I let go. I want the screen to be headlocked, with stereoscopic 3D, be able to zoom and then stay zoomed! How can I set it up that way?
This isn’t a question about just the one game I don’t think. I think this is a general vorpX question.
