Dying Light 2: Stay Human

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  • #223024
    Ralf
    Keymaster

    You can/should leave DirectVR enabled, so that vorpX still can adjust the FOV in the config file. Just don’t run the scanner after launching the game. The memory scanner only affects head tracking, not the FOV. In some games it does, but not in this one. The sacnner always says what is affects, in thsi case that’s only camera rotation.

    You can simply not run the scanner while letting vorpX still adjust the FOV in the config file. That way vorpX’s head tracking to mouse emulation is used for tracking, while DirectVR still handles the FOV.

    #223025
    onetoo
    Participant

    To clarify my previous cryptic post, head tracking still works using DirectVR with DX12, but not with DX11. I had “optimize game settings” enabled, which is why the FOV wasn’t applying. I’ve since changed the FOV manually in the video.scr file, and that works too. I prefer using DirectVR because I can use normal gamepad input. Either way, I have options, and mouse look and KB&M controller mapping work well.

    The same graphical issues that occur when using DX12 also happen with DX11. The image gets pixelated when moving directionally. I’ve disabled VorpX Clarity, DLSS, lowered sharpening, and disabled a bunch of other options. It’s only an issue outdoors during the day, but it makes the game nearly unplayable in those locations.

    #223026
    Ralf
    Keymaster

    I guess I don’t really get your problem, sorry.

    1. For the FOV to be correct “Optimize game settings” MUST be on, you really should never disable that under normal circumstances. It’s often vital, sometimes even for working 3D.
    2. To solve your head tracking issue simply do not run the scanner after launch. When you don’t run the scanner vorpX automatically uses its built in head tracking to mouse mapping.

    If you experience something else, reset the profile to default. If that also doesn’t help, try a factory reset.

    #223027
    onetoo
    Participant

    For the most part my problems are solved now. I’m not saying there’s still an issue with FOV or headtracking. I was just sharing what worked for me.

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time. DirectVR works with DX12 so I’m using that now. It just didn’t work with DX11 and I have no desire to map KB&M controls to my Xbox controller. The 3D looks good also and there was never a problem with that. The view doesn’t look warped now with the correct FOV. It didn’t matter how I applied it. It looks good now. Problem solved.

    The only issue left may not be related to VorpX. The game looks bad when moving during the day. It looks good when just looking around.

    #223028
    Ralf
    Keymaster

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    Letting you use your gamepad together with mouse based head tracking in games that have this issue is the sole reason why the gamepad override exists in the first place.

    #223029
    onetoo
    Participant

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>
    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    KB&M mapping worked great once I enabled full gamepad override, but I wanted to use the gamepad normally with Analog input. That’s possible now after a successful DirectVR scan.

    #223031
    Ralf
    Keymaster

    Right, guess that settles it then. Once the scan succeeds, vorpX directly manipulates the game’s camera in memory for head tracking and thus does no mouse emulation anymore. It should disable the override automatically in that case.

    The only remaining caveat it that under certain unlucky circumstances vorpX may occasionally think the scanner succeeded although it actually didn’t. That was what you experienced when you first described your issue. If that happens again, simply don’t run the scanner. No need for external apps to deal with that.

    #223032
    onetoo
    Participant

    The one caveat is that headtracking never works at all for me when using DirectVR with DirectX 11, but mouse tracking is a good fallback, though now I don’t need it. DirectVR headtracking worked for me with every successful scan when Dying Light 2 uses DirectX 12 . So maybe you want to look into the issue with DirectX 11, but DirectX 12 solves the problem and it’s stable (used to crash in the past), so yeah, the issue is pretty much settled.

    #223033
    Ralf
    Keymaster

    …that under certain unlucky circumstances vorpX may occasionally think the scanner succeeded although it actually didn’t. That was what you experienced when you first described your issue. If that happens again, simply don’t run the scanner. No need for external apps to deal with that.

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