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BentoFoxParticipant
When that happens VorpX likely did not hook correctly.
You can try a few times more (and maybe restart your PC …) to see if it “magically starts working”.If it doesn’t, make sure:
– you have no conflicting software running (shader mods, other Rift Enablers, some antivirus, supposedly TeamViewer, external launchers …)
– VorpX is actually enabled (and the watcher is ENABLED)
– VorpX is set to use “System Settings” for viewing mode
– No Oculus Profile is Selected
– The Rift is in Extended Mode, as primary monitor, in Portrait mode orientationYou can also try to right click your little VorpX icon and select “Create Game Shortcut” or something like that. Then navigate to the .exe of the game and start via that new shortcut on your desktop.
Other than that… I don’t know… For me, some stuff simply doesn’t work that works for others (Space Engineers Q_Q).
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Do you get a VorpX Menu when you press “DEL” in game? If so, that’s a good sign. Try setting the mode in that menu from “Rift” to “Rift SBS”, then set the resolution of the game to HALF the screen (948×1080 I believe). That’ll force the game to render half the image – and VorpX gives you the other half.BentoFoxParticipantBut Vincent, you already finished your Internship – and didn’t even touch the Arma2 I gifted you on steam ages ago! (JK, just to entertain myself as my buddy’s name’s Vincent)
Why do you need stereoscopic Arma3 for an internship…?
Also – the 3D will work as soon as “that bug” Ralf mentioned is fixed. VorpX doesn’t hook properly into Arma3, so all the fancy shader stuff isn’t working.
Once it hooks the right parts of the game again everything should work smooth(er).BentoFoxParticipantI just quickly flew over the text here…
Is the game you’re trying out ARMA 3?
Arma 3 doesn’t work with VorpX atm (despite it saying it’s compatible), it doesn’t hook correctly. The steps you’ve taken to “force it to work” are the right -and only- ones for the game (atm).BentoFoxParticipantAnd how Compatible ‘Compatible’ is :p
BentoFoxParticipantAlright, I tried it out.
The menu and everything is alright – as it seems this is because of the “detectedAdapterID = 1”. Thanks for that :)Mouse cursor still doesn’t work though (because VorpX gets it wrong :p) so I had to navigate with Tab again.
Arms seem extremely long now, not super near, which is because of the FOV settings though.What I don’t get tho is… why use VorpX at this point for this game?
The only advantage this gives in Arma 3 now is fixing the ChromaticAbberation.
Edgepeek is useless because you have to disable VorpX’ headtracking (because it always emulates the mouse, too, with no setting to disable that behaviour).The “one image” fix seems to be final now tho – that can be achieved via “detectedAdapterSetting = 1” :) great
BentoFoxParticipantHeya, I’ll try it later and let you know~
But whether 2D/3D and with FOV change wasn’t really my concern with VorpX – the main problems are that:
1st. VorpX fucks up the main menu big time
2nd. VorpX fucks up the mouse cursor (meaning you have to use TAB and arrow keys to navigate the Arma3 menu)
3rd. VorpX zooms in quite a bit (quite a huge bit – in every game)But like I said, I’ll try it with your exact settings later and report back :)
BentoFoxParticipantI found out how to use Arma3 with the DK2 temporarily … :)
– DISABLE VorpX (pause watcher or close the software)
– Run OpenTrack
– Set Arma3 to 948×1080 Pixels
– Make Rift Primary Monitor
– Restart Arma3… and you’re able to play Arma 3
– without EXTREME ZOOM from VorpX
– with a working mouse cursor (VorpX seems to fuck up mouse controls in 2/5 games I’ve tried)
– without messed up HUD/GUI
:D
obviously you won’t have the 3D effect in the game then, it’ll be 2D … but with VorpX that doesn’t currently work either anyway, so we might just as well play the game without the bugs VorpX currently causes in Arma3Hope it helps anyone :)
@ Ralf: Faster, Harder, Ralfer! *cracks whip*BentoFoxParticipantHmm, did you do anything special to get Space Engineers to work with VorpX?
For me, when I start Space Engineers via steam with VorpX running (and watching) – the game starts on the Rift, but as a normal monitor.
Its -one- image and there is no VorpX menu.I tried making a shortcut for SpaceEngineers.exe (both 64 and 32 bit) via VorpX but executing that as administrator – same effect as starting via steam.
Other games, such as Skyrim, work just fine with VorpX and it “hooks” right into it.
My Space Engineers is vanilla shader wise; I only have some workshop models in the game.—-
My Issue in short:
– game starts on the oculus, but VorpX doesn’t hook/inject into it (no VorpX Menu)BentoFoxParticipantMake sure that the Oculus Rift is set to EXTENDED MODE (not Direct Mode).
When having done that, make sure that VorpX is running, indicated by the little info-bar icon.
Also make sure that when you right click that icon, it says “Pause Watcher” (meaning that it’s currently turned on).With all that done, start the game on the right monitor (the oculus monitor) and you should be good to go. :) It works for me at least
BentoFoxParticipantIts a profile for a separate program called “XPadder”.
Its a programme that lets you map custom functions and key-presses to controllers, giving you much more functionality than native keybinding would.[post shortened by admin]
BentoFoxParticipantAlso a good find, thanks for the post, bcozier!
I tried a similar program that was freeware yesterday, also one that let you “quickly switch” between Primary/Secondary.
What I think “hotkey launching games” lacks is… there’s sometimes a launcher or something which comes up – on the rift – which still needs to be navigated D:
I’d really love to see more support added for the “Direct Mode” so we don’t have to fiddle around with extended monitors so much :p (and people can see what you see on another monitor)
BentoFoxParticipantOdd, I’ve really been using it for many years on different machines with different setups (all windows though). Not once have I had a problem with any games :o
What does happen though, is that, depending on your settings, it will resize screens when a connection is being established.
On a side note though, I never noticed TeamViewer having any “drivers”?BentoFoxParticipantBentoFoxParticipantXPadder Profile for the Wireless XBOX Controller (MS Drivers !) for SKYRIM:
– You can WALK (touch Left Stick gently < 40%), RUN (touch >40%, <90%) and SPRINT (touch >90%)
– all 8 Favourite Keys available
– item management control mode available
– lots of free, unassigned buttons that you can assign depending on your needs / mods.https://dl.dropboxusercontent.com/u/49628318/Skyrim_VR.xpadderprofile
Keybindings:
<strong>Basics</strong>: LTrigger = (RMB) Attack Left RTrigger = (LMB) Attack Right RB = (Z) Shout/Power Select = (MMB) <em>VorpX Edge Peek</em> LB + Select = (Shift+MMB) <em>VorpX VR Menu</em> Start = (ESC) Main Menu A = (E) Use / Hold to Grab B = (TAB) Compass Menu X = (R) Ready Weapon/Close Dialog Y = (SPACE) Jump / Lock Target LStickButton = (CTRL) Sneak LStickMove = (ALT/SHIFT + WASD) Moving RStickMove = Mouse Movement <strong>Favourites:</strong> (Directions given are on DPAD) ◄ = (1) ▲ = (2) ► = (3) ▼ = (4) LB + ◄ = (5) LB + ▲ = (6) LB + ► = (7) LB + ▼ = (8) LB + RStickButton = (Q) Favourites Menu <strong>Misc:</strong> RStickButton + RStick-Up/Down = Zoom In/Out (3rd Person) RStickButton + DPad-Up/Down = Increase/Decrease Item Slider by 1 Step RStickButton + Dpad-Left/Right = Set Item Slider to 1 / Max
BentoFoxParticipantI just tried the Stick thing again – it seems to be an issue with the lack of Deadzones (releasing the stick doesn’t put it back right in the center).
With the original MS driver you cannot define deadzones however, so this is a problem.
I Tried putting the sensitivity for the left stick way down, but that didn’t help.Any chance that deadzones could be implemented in a future or nightly update? :)
You’re really quick at responding btw~ -
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