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Thank you! I played through DX a couple of years ago with Z3D, but a G3D mode would be quite welcome. Thinking of doing a GMDX play-through with this.
I suggest you try the VRGIN unity plugin for the Landmark edition. Brings “native” support to Dear Esther.
I played Dear Esther on the DK2 with vorpx and it was great. This unity plugin with the Landmark Edition is excellent.May 15, 2017 at 5:46pm in reply to: Dishonored FOV failing but works after i talk to a person #128395
I’ve had this issue a lot with Dishonored. The scan seems to be location dependent. Try moving somewhere else on the map and run the scan again. Try reloading an earlier save. Helps if you quicksave often. If you can’t get it working & you have the fov set as Ralf suggests, just go into the vorpx menu and turn directvr off. Head-tracking should be working again. Then play like this for a while and if you want, try driectvr after a couple minutes or after a new area loads.
I’m seeing similar issues with Dishonored. You can always turn DirectVR off and manually tweak FOV etc…, then try running the scan from a different in-game location after some progression. I’ve found the scan has real trouble in certain parts of the game/maps/locations. I had this exact same problem in the same in-game location with vireio when they implemented scanning of memory addresses well over a year ago. May have been 2 years at this point. Wow, time flies.
That doesn’t seem right to me given your CPU & GPU. I had been playing Oblivion recently with a 7700k @ 5ghz & a 1080 and getting solid performance with most settings high, minus AA. I’m using a rift, though.
As recently as a couple of weeks ago, TW3 would always crash when trying to run it with vorpx. I just built a new PC and now it works fine. Not sure if that helps, just that it’s probably not a vorpx-specific issue.
I figured it out. It’s the sharpness setting. I believe the sharpness setting is broken/bugged for some games on this latest version of vorpx. I noticed it when firing up Far Cry 2 and attempting to turn up the sharpness. I immediately closed that out and jumped into SCCT and sure enough, turning sharpness all the way down fixed the issue. I also noticed it on DXHR the other night when switching from G3D to Z3D. I’m not sure if other games are impacted.
Direct VR fully handles all mouse input in some Source engine games where the mouse interferes. The sensitivity for that is fixed in the scanner profile and TBH I really don’t want to add yet another WhateverSensitivity option for these rare cases to the menu that causes more confusion than anything else.
Great thanks, I totally misunderstood. Much appreciated!
Probably another one where I had to override the mouse that I had forgotten.
By the way: next version (later this week) will come with pre-cached Direct VR addresses for all current Steam versions of the Direct VR Source-engine-games so that scans won’t be necessary. That should have been the case already, but due to a glitch it’s not working in the release version.
These precached values are game version dependent, won’t work with other versions than the current Steam versions.
Just for clarity, does that mean in order to be able to adjust mouse sensitivity, we would disable direct VR in the vorpx menu instead of simply just not scanning?
One more quick note, the mouse issue is also present in Dark Messiah of Might & Magic, another Source game.
Same. I believe Ralf is aware, though not sure how wide-spread the issue is.
Thanks Ralf. The good news is Dishonored worked like a dream before Direct VR anyway. I noticed some other reports about this around the web, but it’s just anecdotal at this point. FWIW, I had similar issues with Vireio’s memory scan related to Dishonored. I don’t know if your methods are similar, but that could point to something on my end for sure.
In terms of the mouse issue, Portal 2 works just fine without Direct VR. I just need that fine mouse control. For Dear Esther, I may try standing & using the controllers.
Thanks again for the reply.
Interesting. Have to check it out. Have been looking at it for a while, but the gameplay always seemed a bit slow.
If you’re so inclined, do a search for the sprint mod. I think it gives you a few different speeds that can be toggled with the mouse wheel or number keys. I know there’s a reason for the pacing, but if you’ve already played through & just feel like going for a stroll to revisit some of the sights, there’s no reason to be hamstrung. It’s especially useful for doubling back after heading down a long path to a dead end.Feb 13, 2017 at 7:38pm in reply to: Can I Turn Off vorpX?/I can't play Oficial Oculus Games/Textures disappearing #126065
Doesn’t Vorpx only watch for games that it has .exe files listed for?
Nope, vorpx will try to hook into whatever you’re running, it seems to me. The plus side is discovering woking games that aren’t officially supported. I always disable it when I’m not using it.
Oh excellent, that sounds great. This explains why it appeared not to take effect. I was testing it while using edge peek.
Thanks for the quick reply.