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  • Feltyham
    Participant

    Hello,

    I have version 21.3.3 of the Vorpx software which claims to support motion controls – and following various videos showing how to access the settings.

    My Oculus Touch settings within Vorpx when a game is launched has no options for motion controls at all. I follow the menu screens but it appears Vorpx does not support the Meta Quest 2 touch controllers past button mapping.

    I am trying to configure both Fallout 3 and Cyberpunk to include the gestures (which are included in version 21.3.3) however I have no options in my menus for configuring gestures at all.

    If required, I can make a video showing what I see on my end, following guides, etc – I do not have the same menu options.

    I followed the post here but couldn’t get the same options:

    vorpX 22.1.0 Preview: Motion Controller Gestures

    #215953

    In reply to: Possible features?

    Koriebonx
    Participant

    I know, I’ve been using the beta and the motion controls are a really nice touch.

    I’ve been making profiles of games and adding in motion controls or config for m&k use so each game feels more native.

    However playing Mirrors edge, I turn the crouh /jump on… the jump works but not the crouching. Also if controls represent game pad some motions controls dont work as intended. But if controllers are k&m they seem to work well.

    If I can get crouching working I can then add it to most games

    #215911
    irev
    Participant

    Hi all,
    I’m having some issues with cyberpunk and hoping you can help!

    so I purchased Vorpx as I want to try it out on other games and first I want to play cyberpunk however I’m having issues in which my oculus touch controls do not work in game yet I can see them floating infront of me with the mapped buttons etc

    Im using a Quest 2 and AirLink to my PC, I’ve got the vorpx settings set to Oculus Rift in device selection. My GPU is a Radeon 6800

    When I open the game it does launch and appears to look VR (ish) but I notice when I hop into a car its totally flat again and when I jump out back to VR , the VR doesnt quite look right.

    as another test I opened up ABZU and found it did not quite look right either.

    P.S Im using the GOG version of Cyberpunk

    #215688

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    For stuff like the pipboy little gestures like the wrist flip are perfect. Currently there is only an inwards flip, but at least up will come shortly in addition to that for two more possible actions. Not sure whether down/outwards make much sense for even more, feels a bit weird for my taste, but I guess it can‘t hurt. Also there will definitely be a backpack (inventory) gesture shortly.

    I played a whole lot of Fallout 3, which is one of my alltime favorites, with motion controllers years ago, long before gestures. With Touch controllers admittedly, but Index shouldn‘t feel too different. Really boils down to getting used to it, you weren’t born with a gamepad in your hands either. Afterwards it’s truly human being with free hands (motion controllers) vs. squirrel nibbling nuts (gamepad). And that is without gestures. Add aiming down sights, throwing grenades etc. to that. I think you get the picture. Leave your comfort zone, pays off. I’m notorious for saying ‘can’t promise anything’ here fairly often, in this regard I can say the opposite with confidence. :)

    Can‘t really imagine how vorpX might affect your VSync issue while not hooked into a game, but I‘ll double check that, of course.

    #215535

    In reply to: vorpX 23.1.0 BETA

    Ralf
    Keymaster

    A little teaser for those who wanted some customization when using the virtual monitor. As a ‘normal’ user you won’t have to touch these settings at all since the virtual monitor comes with a huge list of resolutions predefined, but the tinkerers among you can now add even more. In a fairly easy and well thought out way, I might add, that doesn’t require more knowledge than having heard of things like ‘4K’ or ’16:9′, which probably almost everyone has.

    On a sidenote: a highly curved 32:9 desktop that surrounds your head clearly isn’t what vorpX is primarily made for, but it *almost* makes working in VR have some actual advantages over a real (even ultrawide) monitor setup. Tried that for quite a while yesterday.

    Uh, and I added gestures to Aliens: Colonial Marines yesterday. One of the games that all of a sudden start to feel almost like a native VR game by adding a bunch of motion controller gestures. If you never touched the game because it had a somewhat bumpy start when it came out, try it with the next vorpX beta and motion controls. Straight forward sci-fi shooter that works very well in VR. Can be played standing with full 6DOF tracking, but even seated it’s almost uncanny how much a few basic gestures can add to immersion.

    #215368
    slydog43
    Participant

    I found profiles again with the new beta. Awesome times again with Bioshock 1&2. They seem to play very well with DirectVR scan, I love that tech!

    I am having trouble with Duke Nukem Forever though, I can’t seem to move either with keyboard, touch controls, or even keyboard. Any ideas on that one? Thanks

    #215024
    avi12
    Participant

    For some reason, when I’m in Titanfall 2, VorpX constantly spams the LMB button, even when I don’t touch the mouse

    Additional info:
    I launch Titanfall 2 from Steam while Origin is active (it won’t let me launch from EA Play)
    I’m in the latest version of Windows 10 Pro

    Spinelli
    Participant

    The first time I started rFactor 1 with VorpX, the game was in a true VR style rather than a monitor in front of you. Also, the head-movement worked in every dimension. The VorpX’s tips for the game says to go into the VorpX menu and enable TrackIR, so I did. When I did that, the view started spinning and zooming/moving and going crazy. I exited the game.

    Upon restarting the game, the view was stable again. When I turned TrackIR on in VorpX settings, the view this time stayed stable instead of going crazy which doesn’t make sense to me – how can it act completely different one time compared to the next when I didn’t change any settings? Anyways, now a new problem occured. The game now looks like it’s on a screen in front of me rather than true VR mode. The VorpX settings say it’s in true VR mode though. I even changed it to cinema mode (or ambience or whatever it’s called) and then set it back to true VR mode but it still looks like there’s a screen in front of me. So I exited the game again.

    Upon restarting the game, the screen-in-front-of-me issue did not resolve itself but then I also noticed a 2nd issue. My left/right (yaw) head movements now don’t turn relative to the game/screen anymore. My head’s up/down (pitch) movements still move relative to the screen but not my left/right (yaw) anymore. So I selected the reset to default option in the VorpX settings but the 2 problems (left/right yaw and not being in trueVR mode) issues still exist. What happened?

    It’s like every time I start the game, it behaves differently even when I don’t touch any settings. What in the world is going on?

    #213952
    TheLastStarfighter
    Participant

    Hey man, seeing as you’re a Star Wars fan, how about playing Xwing Alliance with the VR mod. Would like someone to explain how to set it up and a window into the Tie Fighter TC. I haven’t touched it in a couple years and completely forgotten about how to get it setup.

    Also I believe there’s a couple PSP Star Wars games, I know at least one of the Battlefronts work in VR but covering some of that would be great. Anything Star Wars related… I wasn’t a huge fan of fallen order apart from the VR. What about Knights of the old republic 1 and 2 and the MMORPG?

    #213486
    mr_spongeworthy
    Participant

    Hey Ralf; I’m currently trying to prep a clean install of Cyberpunk for a *full* play-through (which I’ve never actually done yet – I decided to patiently wait out all the updates and bug fixes etc. Looks like, with v1.6 we are in a ‘reasonably final’ state – let’s hope!)

    I’ve played with your stand-alone version of your mod for CP2077, but generally went back to playing it the usual way, as that lets me switch easily between my HMD and my 3D Display, as desired, with almost zero settings fiddling.

    I generally run in full eye-candy mode, forgoing full VR for a high-detail experience with RT. In the past (I don’t think I’ve even touched Cyberpunk for 6 months now) I never have *any* problems with RT being turned on, but in my early testing, hooking vorpX to CP2077 the usual way (not the stand-alone mod,) I’m seeing all kinds of image-warping and other issues, which go away once I turn RT off. This is a new behavior I never noticed in the past, and may have something to do with CP adding new RT effect it did not previously have?

    Is there any way to fix this? Start the game and just move through as quickly as possible until you are given the quest to steal the car right at the beginning. Once you get to the underground garage where the car is located look around. You’ll need to move all around the scene and look around as well; you’ll probably see what I’m talking about.

    #213236

    In reply to: Removing 90 FPS limit?

    Ralf
    Keymaster

    First keep in mind that rendering stuff in stereo 3d, especially Geometry 3D, is a lot more demanding than rendering on your monitor, so if e.g. a game runs with 100FPS on your monitor, it will run at about half of that with G3D since everything has to be drawn twice.

    That said:

    Please check whether your headset is actually set to operate at 120FPS in the SteamVR settings. if that is the case, check the “Direct Mode FluidSync” option in the vorpX menu. Depending on the headset and the game the franmerate may be capped to make sure the GPU is harder to overload.

    A word of caution: typically you don’t want to touch any of the headset sync options at all, usually the defaults are what is known to work best for a given headset. There is no harm in trying though. E.g. for some older games that you know for certain can reach 120FPS easily without causing the CPU/GPU to stall, it’s worth a shot to force FluidSync to ‘Off’ even for headsets where vorpX enables it per default.

    #213030
    malstrom82
    Participant

    w11, 3080TI, i9-9900KF CPU @ 3.60GHz, 32gb ram, hp reverb g2.

    vorpX config default, tried both the official fs22 profile and mathisp21 (has been better).
    in-game settings various.

    basic issues: either game crashes before loading the intro (in these cases usually the game wont start even with vorpX paused), or freezes/crashes a few seconds after launching a map (in these cases other maps might work, and game seems to work with vorpX paused/not used). (not otherwise entirely sure when/what causes the respective situations..). or works fine for god knows what reason, until i touch anything in terms of updates..

    #212750
    lycansshadow
    Participant

    I dont think it’s a hooking issue as it boots up fine with vorpx active. But if you restart the game as it prompts “vorpx has reconfigured the game. Game may require a restart” it will crash on the first loading screen into menu straight to desktop with no error. And even restarting the computer and disabling vorpx the game will not go past the first loading screen. Unless of course you reset the game configuration file to before vorpx touched it

    perkel
    Participant

    I am trying to play Monster Hunter World game and everything works great until motion controls lose tracking or something and suddenly my xbox pad now seems to be rebinded as keyboard so if i press triangle instead of attack i get space.

    VorpX then gives me hint to switch off motion controls in vorpx menu but when i do that nothing happens and there is still above issue.

    Is there a way for VORPX to leave my Xbox pad alone ? I don’t want VORPX to ever touch my pad again as this is not the first time when it tries to rebind my gamepad to keyboard for some reason.

    #211067

    In reply to: Final Fantasy XIV

    Reevethelion
    Participant

    Finally figured it out !!!

    If, like me, you are NOT using steam to launch FFXIV, add FFXIV launcher to Steam (Games -> Add Non-steam games to my library).

    Make sure your controller is recognized by Steam.

    Once that is done, start VorpX. In the configuration menu, deactivate “Try to block known games overlay”. The controller should now work in game.
    In game, open the VorpX menu and deactivate the oculus touch and the gamepad override options to ensure nothing interacts/messes with the controller or the mouse

    But WAIT, we can push it further!

    If you have AutoHotKey, copy this script to a .ahk file
    f1::Click Down Right ;Press F1 to hold the right mouse button down
    f2::Click Up Right ;F2 to release the right mouse button

    Start the script, and once in VorpX, go fullVR (G3D) and activates FFXIV’s first person view (press R3 on PS controller or Home button on keyboard I think). Press F1 and it’ll do the same as maintaining right click down, allowing you to move the camera with your head.

    This pretty much renders your mouse unusable, but if you play with a controller, that should be irrelevant. The game has a surprisingly vast amount of options that can be keybound.

    Adjust FOV to your liking (I found that reducing it to minimum provided the best experience for me)

    BUT WAIT, there is more!

    We can also install GShade to make the game even prettier!

    When installing GShade, make sure to select Alternative DirectX Mode (d3d*.dll) and not “Normal Mode”. The default normal mode will use dxgi.dll to inject itself, overriding your FFXIV-vorpx hook and making you unable to use both at the same time. This method bypasses that issue.

    Find some good gshade preset you like and voila!

Viewing 15 results - 46 through 60 (of 658 total)

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