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dellrifter22ParticipantThe “vr man” with question mark is the ‘new’ start room — there to display necessary hints pertaining to the profile you are launching. If it’s the first time launching that particular profile, it asks you to arrow through a page or two of brief instruction, followed by an E press to confirm. Subsequent launches only ask for an E press to confirm and continue.
So try pressing the right arrow key a few times (bottom of keyboard), followed by E key to progress past the start room.
An option to turn off the start room for subsequent launches might be appreciated by daily users, but I do understand how it is helpful and necessary for new users and new profiles.
dellrifter22ParticipantCorrect, some anti cheat protections like Easy Anti Cheat and BattleEye block vorpX injection.
To solve the problem, you need to turn off or disable BattleEye. You can do this in the launcher for both ArmA games.
Unfortunately, you won’t be able to play on any servers that are running BattleEye, so your multiplayer selection may be very limited. You can filter out the BattleEye servers in the search browser to join one without. Or stick to single player missions.
dellrifter22ParticipantI rebound vorpX cursor to U and restarted vorpX. The cursor toggled with U as expected and the key override setting had no effect either way.
The C key however still won’t work with the menu override on — at least as a short press. It worked as a long press in AC Odyssey for loot scanning, but as a toggle it won’t work. I can’t bind C to anything in the 3 games I tested (no input detected) until I turn the menu override off. Override off and C works as expected.
I don’t have C bound to anything in the vorpX config other than default Alt + C for cursor. Only custom bindings I have for config are:
recenter = Shift + Q
edgepeek = Pad+
enable stereo = Pad-
switch G3D/Z3D = Pad*
dellrifter22ParticipantI’ve had to set vorpX menu key override to NO in a few games recently to get functionality of my C key. Reporting in case this was left in from dev mode or something. Didn’t happen before 25.1.1.
dellrifter22ParticipantThanks. Yeah, it had been 6+ years since I last touched a Pimax also. Might have some dust haha.
They’ve come a ways though, and gaining some traction in the sim market. The Super seemed to be the best option of this years headset lineup. I took the gamble to see if it could enhance my vorpX gaming.
So far I’m pleased with the visual upgrade, just need better framerates. I am overdue for a cpu/GPU upgrade though, which will be coming soon. An openxr boost would be the icing on the cake if possible.
If not, or it’s too much a headache, I’ll understand. If it’s an easy fix, great.
dellrifter22ParticipantPimaxPlay now has it’s own implementation of openXR they call Pimax OpenXR, which is a derivative of the indie developed PimaxXR app. From what I understand, they collaborated with the guy to get a version of his project into PimaxPlay, as a seamless integration. how exactly they differ I don’t exactly know, only that some claim the original PimaxXR still preforms a bit better.
PimaxPlay has a toggle to set your preferred openXR runtime, and tells you which one is currently active (Steam/Pimax/PimaxXR).
I tested all 3 with vorpX 24.1, but the only one that hooked properly was the Steam openXR wrapper, and was more sluggish than SteamVR proper, as you said.
I have since tested in 25.1, and Steam’s runtime didn’t seem as bad, but perhaps because vorpX redirected it like you said.
Sorry the answer is messy, but yes, Pimax has some sort of separate runtime to circumvent Steam. That is the whole point of it.
dellrifter22ParticipantI can see someone has posted a user profile for this game on the vorpX cloud.
Open the vorpX config app and choose the Cloud profiles page. There you can create a login to import profiles. search for “Wuchang” in the top field and you will see a profile from Anatolij you can import and try. It should be automatically assigned to the game’s exe file and launch with the game, but you can double check.
All Unreal 5 games use a -Win64-Shipping.exe.
dellrifter22ParticipantI too have recenlty moved to a Pimax Crystal Super. Great Z3D image quality, but heavy to run with steamVR. I’m already missing openXR haha.
PimaxPlay now has a built in OpenXR functionality that works with flight sims, but when I try it with vorpX openXR, it doesn’t quite catch. I can see vorpX hooking and hear the game audio, but the image just fades to a frozen wallpaper of the Pimax home, until I close the game.
If one of these days, Ralf, you have an hour or two to investigate this (in the off chance it’s a simple renaming fix or something), I too would be grateful.
dellrifter22ParticipantI had to turn off the headset auto activation setting in the Virtual Monitor config to prevent the Desktop Viewer from auto recentering every 5 seconds. I don’t know if this is intended behavior for detection, but it affected both headsets I tested. I don’t recall this happening in 24.1.
I like being able to navigate my desktop and launch games from the viewer, but it very rarely resumes after I close a game. I assume it is meant to resume, right?
I do feel a slight performance improvement in games I tested though. Nice work.
dellrifter22ParticipantWould it be possible to allow us a greater minimum range for Edgepeek scale in fullVR mode?
Bringing it all the way down to 0.40 in my new Crystal hmd still feels too large and uncomfortably close. Maybe it’s because max image zoom in this hmd allows up to 1.47 that 40% is still too big?
It would be nice to have it a further half the size and twice as far away, to feel more like I am used to with other headsets.
dellrifter22ParticipantWith the extreme resolutions you are mentioning, I think only the virtual monitor can reach, although it might currently be limited to 4860p max in the vorpX app.
Are you turning off your physical monitor when playing? Or rather, does vorpX turn off your monitor? This is how you know the virtual monitor is active.
If your physical monitor is active for playing, you may be limited to its capability.
In my experience, standard 2D games can only be set to render as high as your monitor can accept. In the case of my physical 1440p monitor, 2880p is the highest custom resolution test it can pass and create. Therefore 2880p is the highest in game resolution I can select in game.
If I want to go higher, I must use vorpX’s virtual monitor instead. I use the vorpX app to create and save the custom resolution I want for the virtual monitor, then select that resolution within the game’s settings.
It’s important to note that you must have these custom resolutions created for a game to be able to recognize and display them. You test and create these in Nvidia Control Panel for your physical monitor, or the vorpX config app for the virtual monitor.
Forgive me if you already knew all this. I only mention this on the chance you are skipping something. like editing a game’s ini resolution without first creating the monitor custom res to match.
It’s the in game selected resolution that matters, not the SteamVR slider.
And don’t use the Desktop Viewer (not to be confused with the Virtual Monitor) for games, always better to hook in with vorpX the intended way. Even for 2D play. The viewer is just capturing the desktop, performs worse, and looks pixilated.
dellrifter22ParticipantI could not get it to hook with any dx12 profile or hooking method either. Game stalls on launch until vorpX is closed.
dellrifter22ParticipantOh it has sounded fun for a long time. Trouble is the online BattleEye aspect of the game. Anti cheat blocks injectors like vorpX. But if you can find or make a server without BattleEye enabled, and play in dx11 mode if that’s possible, you might be able to create a working profile.
Otherwise, if it’s now dx12 only like Arma Reforger, you would only be able to play in Z3D, by cloning a profile from RDR2 or Resident Evil Village.
dellrifter22ParticipantDang, it’s Vulkan only.
I was hoping this would be a fun first person game in vr.
dellrifter22ParticipantP.s. Don’t install a Hook Helper for this profile. It caused my game to always crash at “compiling shaders”. Delete or rename the dxgi.dll if a Hook Helper was created.
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