Homepage › Forums › General vorpX Discussion › vorpX 23.1.0 BETA
- This topic has 310 replies, 52 voices, and was last updated Dec 23, 2023 6:28pm by Ralf.
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Dec 27, 2022 at 11:33pm #214350luka2099Participant
Wow the new release is awesome! the gesture function, makes it really good.
I would like an explanation of the various parameters if it were possible, because what is written in the menu as information is not very clear.
I find the dx12 hookup improved, even if some games I have to start them with openxr rather than with steamvr, while others the opposite.with titanfall 2 i had to remove the hide weapon function to have a nice effect with the rifle gesture,
in Forza Horizon 5 instead, the steering wheel gesture works well, I need to figure out how to best adjust the sensitivity of the steering. the problem is that the sensitivity of gestures creates some problems. Let me explain, it doesn’t take much to lose the “signal” of the steering wheel gesture. a suggestion could be the possibility to activate the gesture with a key, for example the left grip. so that beyond the position of the hands, the gesture of the steering wheel starts. I hope I was clear .
Dec 27, 2022 at 11:44pm #214351VRified GamesParticipantthank you :)
Dec 29, 2022 at 3:48am #214377RalphParticipantI was very concerned about vorpx, and am so relieved about this beta release. Vorpx has a future and that is so important for myself that you can’t even imagine that. Without vorpx my gaming hobby will die !
I hope that the release of Starfield, The last of Us and the Cyberpunk DLC will relieve me in the same way, and will vorp the gaming industrie to the good old times !
Dec 29, 2022 at 4:18pm #214403RalfKeymaster@luka: Thanks! Recentering head tracking (alt+space or in the vorpX menu) may help with the steering gesture if it loses track occasionally.
Dec 29, 2022 at 5:15pm #214404luka2099Participant@luka: Thanks! Recentering head tracking (alt+space or in the vorpX menu) may help with the steering gesture if it loses track occasionally.
Yes! With this advice , work better !
Jan 7, 2023 at 2:10am #214555dborosevParticipantInteresting to see where this goes.
Jan 8, 2023 at 5:15am #214564RalphParticipantI hope 2023 will be a good vorpx year even for gamepad gamer ! What gamepad vorpx user need are a new bunch of official vorpx profiles !
But I wish the native vr gamer the success with this new vorpx update !
Jan 15, 2023 at 11:34am #214710dellrifter22ParticipantAny chance you could sneak a small adjustment to the authoring tool for testing in the beta?
The Stereo 3D Multiplier shader modifier currently works great for decreasing 3D strength for selected shaders, but there are times when I need to increase the the 3D strength beyond the default. Some games have arm and weapon models very flat looking, compared to the game world behind, and it is very eye straining.
This is probably due to the low fov set for first-person viewmodels, and I realize that simply increasing their 3D strength might not translate perfectly for natural 3D, but I think it could be better than nothing in these cases.
Of course a full fov and positional override of the viewmodels like you did with Titanfall 2 would be best, but if at the very least you could allow the current multiplier to go higher, I would like to try it out.
Jan 20, 2023 at 9:56am #214758RalfKeymasterI’ll add an extra shader type for weapons and viewmodel stuff instead. That’s a better solution since it would allow to disable the shader definition if both viewmodel shader definitions and auto weapon hide are enabled in a profile. Might prove useful once I finally get the UI for the weapon hide ready…
Technically the viewmodel shader type actually exists already, was added for future use ages ago. It just doesn’t do anything currently, hence it can’t be selected in the UI. Shouldn’t take too long to make it change the stereo separation instead of doing nothing, so that will definitely make into the next beta.
Edit:
Better idea: Why not use the viewmodel shader definition as a manual flag for the auto weapon hide feature. Not quite sure whether that will work out, but I’ll try that first and if it doesn’t work out, it will be handled as described above.
Jan 20, 2023 at 3:50pm #214760dellrifter22ParticipantGreat! Assuming the auto weapon hide feature set includes stereo separation.
If it can also adjust position like Titanfall 2 – even better.
Thanks for getting this in.
Jan 20, 2023 at 3:58pm #214762RalfKeymasterProvided this actually works as planned, you’ll be able to tweak the perceived weapon scale with the ‘Weapon FOV’ and the ‘Weapon 3D-Strength’ settings in the menu, just like in games that currently have weapon hide functionality.
Jan 20, 2023 at 4:58pm #214763RalfKeymasterWorks beautifully, at least technically. Not sure how many games actually use different shaders for rendering the view model, so this might be of limited use, but since it only took a few hours to implement, I’d consider it worth it anyway.
In the long run a decent authoring UI for the automatic viewmodel detection might make more sense. I haven’t forgotten about that, there are just so many other things…
Jan 22, 2023 at 4:18pm #214796VRified GamesParticipantBeatibg up school kids,with the BETA Gesture System in Bully 1st person VR
Jan 24, 2023 at 10:50am #214833RalfKeymasterJust a heads-up that there will be a new beta on Thursday, in case you are wondering what happened to the ‘this weekend’-release that I mentioned in another thread ten days or so ago. Bringing the virtual monitor stuff to a point that I consider release-worthy (as always) took somewhat longer than I thought it would originally.
Jan 24, 2023 at 7:10pm #214856mr_spongeworthyParticipantReally looking forward to this Ralf. I’ve been resisting the urge to play with the Beta so far, but maybe I’ll bite the bullet on this next beta version and give it a whirl. Thank you.
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