-
AuthorSearch Results
-
May 11, 2021 at 5:08pm #203931
In reply to: Resident Evil 8 THE VILLAGE
VRanParticipantYes, that is the issue. I have been Reloading the default, trying back and forth. Not touching anything other then small things like screen size. Still, giving me this issue. I am set to be on Control type C in the game control settings. It is really weird. But yeah, I am in the default profile
May 11, 2021 at 4:49pm #203929In reply to: Resident Evil 8 THE VILLAGE
VRanParticipant@Ralf no, I did not change any of these settings. The only thing I turned off was the visibility of the touch controllers that were shown sitting in mid air.
May 11, 2021 at 4:01pm #203924In reply to: Resident Evil 8 THE VILLAGE
VRanParticipantThank you @Ralf I will play using the touch controllers, it works the best. It seems like it has the mouse/keyboard binding and has no weird issues with the head movement. Thanks for this :)
May 11, 2021 at 3:12pm #203921In reply to: Resident Evil 8 THE VILLAGE
VRanParticipantThank you @Ralf It is weird that you can’t play the video, it works for me, anyway. Yeah, I dont usually mess around with the binding and leave them as is. And it is set to be mouse/Keyboard mode for the touch controllers.
I will check the button bindings and see. It is very interesting to fix and to know how and what in case someone has the same issue and asks me about it on my YT channel.May 11, 2021 at 1:56pm #203915In reply to: Resident Evil 8 THE VILLAGE
VRanParticipant@Ralf I am going to restart the game using the touch controllers (tested it yesterday and getting used to it), it just bothers me that the walk binding is causing this, I am not sure what i need to assign to the Gamepad for walking to be the same as the touch controller to avoid the frame lock (https://drive.google.com/file/d/1HZX-l7QjXGyDLl6qxYE7LzjGO2IQlsIy/view?usp=sharing). Both use the L.Stick, The aim zoom seems like it locks and then goes to the R.Stick instead of the head when playing with the Gamepad. Mouse and/or touch controllers dont have these issues. I checked with friends and seems like its only on my side for some reason…
May 10, 2021 at 7:38pm #203877In reply to: Resident Evil 8 THE VILLAGE
VRanParticipant@Ralf, here is something interesting.
Since there are a couple of people here like @luka2099 and @DuigO that have a major drop of frame rate after several minutes of gameplay. I just tested it with AirLink. It does work for me with no frame drop (unless I get a reason for losing rate like having a swarm of flies in the frame), I have played for about 20 minutes now.
One interesting thing I found was, I tried using the touch controllers this time and when playing I didnt get the weird dragging of the frame when I look sideways while walking like I do get with the Gamepad (which I find very annoying :( ). It is smooth sailing on the Quest2 with Touch controllers.
Another interesting I found was, and when I aim while holding down the LB on the touch controller the aim goes to where I am looking at (best way possible!) instead of when I was using the gamepad, when I hold LB on it, it locks the aim and I need to maneuver the aim with the right stick…What do you think could be a solution for that?
May 10, 2021 at 5:22pm #203870In reply to: Help with making resident evil 7 better please
RalfKeymasterJust do it in the order I posted above and leave the FOV hack running while you play the game.
The controller can be hidden on the VR controller page of the vorpX menu, should be called “Oculus Touch Options” in your case.
You can find a step-by-step guide regarding custom resolutions in the vorpX help. The help can be accessed from the config app.
May 9, 2021 at 1:44am #203750In reply to: Resident Evil 8 THE VILLAGE
VRanParticipantThe head tracking is calibrated for the default mouse sensitivity in the game options. With default mouse sensitivity 90° head rotation are precisely 90° ingame camara rotation. So the easiest way to get things right is resetting the game’s mouse sensitivity to default.
Cool, I never touch the mouse sensitivity it is always default. I also turn Yes the cancel mouse acceleration option in vorpX.
Ok, Ill go back in and see what’s best :)May 8, 2021 at 8:05pm #203725In reply to: Resident Evil 8 THE VILLAGE
VRanParticipantIt works perfectly Ralf, Amazing frame rate and head tracking is a delight! thank you!
One question… For some reason, the Hide Touch controller option is not available with the profile… Only gives me option to show as hands or controllers
May 7, 2021 at 10:06pm #203648In reply to: Fallout 4 causes “flashy” glitches. Is there a fix?
HalloMolliParticipantHey Ralf,
I am sorry to say but this is a fresh install (no mods, no enb etc. whatsoever) and it only happens in Fallout 4 (all of my other games run very well). I have not touched modding in this game and on this rig anyway. And it happens on a new save as well. Well, I created a short video so you can see for yourself what I mean (since it’s the same within the headset) –> https://youtu.be/llzv9scEicw
Thanks for the hint with the preset, though. I didn’t even know something like this existed. But at this point F4 is unfortunately unplayable for me. Hm.
Edit: I noticed something: If I play in first person then this happens significantly less. So vorpx (or the game?) reacts to “mousemovement” + 3rd person with “flashes”. Without vorpx there is no problem at all.
Apr 28, 2021 at 4:22pm #202271In reply to: No m/k/gamepad/wand controls in horizon zero dawn
RalfKeymastervorpX handles XBox gamepad input. I’m not really sure how a PS5 gamepad works on Windows, but if you can play the game with a gamepad normally, I would expect that to just work with vorpX too.
The gamepad to mouse/kb emulation can be found on the Input Settings page of the vorpX ingame menu. It gets enabled when you set XBox Gamepad Override to anything else than ‘None’. Button mappings can also be configured from there. For that to work vorpX will have to be able to detect your gamepad as X-Box gamepad.
Not sure why the Touch controllers wouldn’t work TBH, per default they should be set to keyboard/mouse emulation mode. Can you see them in the headset after launching the game? You may have to press a button before they show up.
Apr 25, 2021 at 5:02pm #202178In reply to: Quest 2, Vorpx and TimeWarp
erisedParticipantThanks for the prompt response Ralf – this makes perfect sense. The bottleneck here being the encoding, data transfer and decoding process. The spacewarp being more pronounced the longer this process takes the quest and hence why it would be worse in more graphically intense games.
Alas this makes me quite disappointed. Most of my VR gaming is through Vorpx and coming from a CV1 the Quest 2 is a downgrade in overall experience for graphically intense games although a step up for less graphically intense games. The Q2 really is a jack of all trades headset and although it can do everything, it definitely is a step back in some ways and full vr vorpx is one of those step backs it seems :(.
I would consider another VR headset but the biggest things holding me back are
1) Controller and headset scripting. Using autooculus touch and python scripting it is very easy for me (a coding rookie) to script motion based actions into vorpx games. So for example in Metro Exodus, squeezing my grip button plus raising my right controller to 20 degrees brings up my characters gun and letting go of the grip button drops the gun to the low position. Also headset tracking for real life crouching and jumping translating to Vorpx jumping/crouching.
Ralf have you considered adding such actions to Vorpx? I’ve seen head crouching but I couldn’t get it to work. These actions go a long way to making Vorpx games more engaging and immersive, now that I have experienced them I cannot go back.
2) VR Cables. Proprietary cables are infuriating. I had to replace my CV1 because the cable was toast and it cost 150-200 dollars for a used one. One of the big draws of the quest is that if my pulley system kinks and wrecks my USB 3.0 cable then I just need to spend 15 bucks on a new one. Plus I can have one cable routed full time through my pulley system and one routed to my chair for flight sims.
Here’s hoping the Q2 pro or Q3 comes with a displayport so the Quest line can truly live up to all of its potential.
Apr 21, 2021 at 5:05pm #202046In reply to: Profiles demand
adzterParticipant“I still wonder what makes people so hooked with those multiplayer-only titles”
Well, I mostly play multiplayer titles exclusively. I think I’ve finished 3 single player games in my whole life.
To each their own, of course. But I’ve always leaned towards a ‘quick fix’ game.
I like COD/Halo etc. because they’re five minute matches, and you know who won and then you do it again. It helps that I have a group of around a dozen of us that have gotten together for lan nights since way back when we had 2 xboxes and 2 projectors and would play 4v4 system link. We eventually all got our own consoles and online meant we could play more. So when you have a team of guys online regularly, it’s a fun, competitive vibe.As far as Battle Royale goes… I friggin love it. It’s so challenging, so when you win, it’s a buzz. I loved Fortnite when it first came out. But then, it was controller players only. No bots. And no ‘quick build’ setup on the controller. So people only built basic ramps etc for some cover.
Now you’re cross-playing pc players on kb/mouse, and it’s anything but a straight up gunfight. I’m not interested in having a ‘build a battle’.I thought Blackout (the first Call Of Duty Battle Royale) was awesome. We played it exclusively (ie. didn’t touch the team death match modes for the first time ever). But again, it was fair. Console only.
I can’t stand Warzone, though. This obsession with crossplay has ruined console games. I have to play against people with a faster, more accurate input method. And to combat that, suddenly my aim assist (which used to be just that) feels like it’s aiming for me half the time. Not to mention it’s the first time ever in the history of console I’ve ever encountered cheaters.
Whereas Apex Legends is my go to for BR now. You’re only matched with console players. The aim assist is subtle. The time to kill is long, so you actually have a proper exchange in a gunfight.So, yeah… some people love to jump on with pals and play to compete. We play everything though. Racing games. Rocket League. Sports. Old school games like Bomberman and Worms. Whatever gets you screaming at each other. :)
But 3d and VR definitely has definitely got me playing more single player stuff. Just coz it’s so immersive, though. I’d love to, and probably prefer be able to play against pals in VR, or even just in 3D on a virtual cinema screen. It’s a shame most of them won’t work because of anti cheat.
Apr 18, 2021 at 11:11pm #201950In reply to: Bioshock Infinite FOV oddities
RalfKeymasterPlease, please do not touch any zoom related settings for the game. It‘s one of those games with really outstanding DirectVR support. You actually don‘t have to touch any settings at all aside from following the instructions regarding the game’s FOV slider and choosing a resolution preset in the vorpX menu that fits your PCs performance.
Please reset the profile to default and let vorpX do its thing. It knows damn well what it does in Bioshock Infinite.
Apr 14, 2021 at 8:18pm #201864
tauronuxParticipantIt seems like this will be a headache for more games. Metro Redux, LL and Exodus are affected also. I didn’t pay attention to it and just played through the first two games with mouse and keyboard. But now i’m going to play Exodus for my very first time and really want to make XBOX One game pad working. So let me elaborate first …
The game is working with the controller without a problem on flatscreen without VorpX. Once i start it with VorpX attached, the in-game prompts are showing keyboard prompts instead of controller ones. This would be not an issue on it’s own, but sometimes the game refuses to register gamepad inputs.
For example – the very first door in the game which you need to open to progress further .. when i stop ahead of the doors, it shows me to press E on the keyboard. Alternative controller key is X. The game refuses to register the controller input UNTIL i hold left stick in a direction. Then and only then the prompt on the HUD changes to X and i’m able to open the door. You could say, this is a workaround and it should be fine … UNTIL you encounter a QTE just few moments later and the game won’t register your input and you’re killed. This is not an annoyance anymore but it effectively stops the player from progressing through the game.
Ralf, you said that after the DirectVR scanner is done, the gamepad-to-mouse/keyboard should be turned off automatically and it should be OK. I made sure to have the autosettings feature turned ON right from the start. Started a new game and Head Tracking worked out of the box even without the scan. HUD was showing keyboard prompts.
Now i did a scan which was unsuccessfull. So i repeated it a few times without luck. I decided to continue just to learn the head tracking stopped working AND the HUD prompts were showing controller’s buttons.
So i restarted the game and the same happened as before – head tracking is working but the game shows keyboard prompts. So i tried the Scan again and this time it was successful. But the head-tracking stopped working again and the HUD prompts were showing the controller’s buttons.
Restarted the game again just to find out, the controller is not working in the game at all, but when i press DEL to show VorpX menu, it does work inside that menu.
So i restarted it again and i’m back to “normal” (headtracking works with keyboard prompts, until i do a scan after which the HT stops working and the prompts are showing controller buttons).
I also tried turning off HT while it was working. I have the Reverb G2 controllers turned off, tried changing them from Auto to Oculus Touch. But i can’t seem to find a way to keep working HT while having the game showing controller buttons instead of keyboard ones.
Now i’m really out of ideas how to proceed.
-
AuthorSearch Results
