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dellrifter22ParticipantI noticed this when switching between my rift and Pimax4k a lot, which is why I formerly uploaded duplicates of many profiles. It made me wonder what WMR and Vive see when using those profiles. So yes, it would be nice if there could be parity across the headsets, which I’m sure was intended from the start.
I always use under 1.0 to improve resolution, fov, and cut waste. So looks like I have some work to do :). It’s fun to revisit profiles anyway. I imagine they could still be improved.
A few questions/thoughts then:
1. I know we can reupload originals, but any copies made are uploaded as unique. Is there a way for us to remove old profiles?
2. Not sure I have all the originals after some vorpX reinstalls. I’m guessing downloading our own to reupload again wouldn’t replace either. Correct?
3. I also wonder if displaying the upload date would be useful. We see which vorpX version it was based from, but often custom profiles are copied from older ones and those numbers don’t always express how current the profile was uploaded/tested. I know we can write the date in description, but not many will do that.
4. We’ve mentioned before the cloud timeout bug that requires an app restart. I think this is why we see so many blank profile descriptions on there. People take more than 3 minutes to write, then they press upload and assume it went through. I learned long ago to copy everything and check for resubmit. This may be worth fixing.
5. Lastly and less importantly: A way to view profile descriptions localy. I wonder if there can’t be a small link or button on the Local Profiles page that can open a popup (error message) box displaying profile description data of the selected profile. This way you don’t need to worry about where to place it in the app structure, and users won’t need to log in and search the cloud again. Though I still think a page in the delete key menu for notes would be cool, I understand you try to keep it minimal.
Just ideas of course. Thanks for sharing your findings.
dellrifter22ParticipantNa, can’t you see his big brown conductors beard?
dellrifter22ParticipantThat’s fine Ralf. Hope I wasn’t coming across as insistent, but merely speculative. And I know you don’t like to often tell us what’s coming in fear it can’t be fulfilled, but it’s nice to know the kind of things your trying out that may or may not be coming down the pipe.
The only hinted at projects I can recall from this year involve possible EAC compatibility, advanced community shader tools, and official profile unlocking. But I realize they may not all be top priority, and something else might be taking your attention entirely, including new supported profiles. Reguardless, it’s useful to hear brief updates from time to time, to understand what’s in progress and what’s further out.
Now that we know profiles unlocking is probably further away than expected, we can rest easy our anticipation for now and focus on other things. Plenty of games still to try out. Our stockpile of custom profiles for new games is ever growing.
Man, I’m sounding like some investor. Ha, I’ll stop now. You know we just get excited.
dellrifter22ParticipantI wondered if that were the case. Well at least I can manage it for myself now with the shader tool, so thanks again for that. Have to leave it up to the individual to do the same I guess.
That “Request advanced profile authoring key” button in config app, does that work? I’m guessing it allows access to the shader tool for official profiles. Is that a universal key, or is it a request per profile?
Any chance that key unlocks the exe remove button? ;)
Edit: Oh, just realized that Request button is only present on custom profiles.
Well, in theory, once the exe lock is removed, we should be able to author our own copy of official profiles. And then I can hide any HUD in sight :)
dellrifter22ParticipantIf I could make a small request to help improve user profiles: ability for user to hide the HUD layer, similar to Shadow Treatment.
For many profiles I’ve been working on lately, I want to provide the option to hide crosshairs and other intrusive HUD elements. I’ve been assigning these to Shadow Treatment lately for this purpose, but the drawback being no HUD adjustment sliders.
Instead of adding another HUD treatment box, I’d propose making the HUD depth slider read as OFF when either maximized/minimized (with red warning message), and the HUD layer is now hidden. This would suffice.
If you would allow another HUD box however, It could be nice to have a 3 stage one similar to Shadow Treatment. And allow shader authors to assign ON, Partial, and OFF states – useful for hiding only crosshair or minimap, instead of hiding entire HUD/menu layer. A hotkey toggle would make it even better, but I know buttons are so few.
Please take this as a suggestion only if you think it would be useful for general users who don’t want to mess with the shader tool to hide HUD layers. Or maybe it’s only me who can’t stand having it always in my face :) .
Jul 15, 2019 at 6:30pm in reply to: VorpX keeps crashing after the loading screen for outlast #185824
dellrifter22ParticipantWhen you rename the exe, the Outlast profile is no longer triggered. VorpX attempts to auto hook any unassigned directx app that starts running, even though it isn’t sure how to handle it.
This means it probably is displaying in your headset, but without any 3D options nor proper view settings.
I tested my old steam copy of Outlast just now. I can confirm that alt tabbing at any time wont let me back in, just black window. A brief skim through the steam forums says many people encounter this.
My game seems to launch the logo screens in windowed mode, but then auto switches to fullscreen for the menu screen. It’s possible this is in part because I have game resolution set lower than my monitor’s native resolution. Unsure.
As long as I’m not clicking outside the load window or alt tabbing, I can load in and play as intended.
Maybe load in without vorpX and make sure the game is set to fullscreen first. Or if that dosn’t work, change it to windowed first. Trying your native resolution or one lower maybe also. Try not to tab out or click anywhere.
And as always, make sure you’re not running any side apps like fraps or afterburner, or programs that record or use overlays in game.
dellrifter22ParticipantYes, thanks Ralf for the heads-up and the quick fixes lately.
dellrifter22ParticipantJust tested my DE:MD and it’s working fine. I can switch between G3D and Z3D no problem, both work.
I recall there being an issue needing to play exclusive fullscreen mode to get z-buffer working though. So try that again and the other tricks you mentioned in the post from last year here.
For what it’s worth: my brief test was using exclusive fullscreen mode, with Temp AA on, using my native 2560×1440. I switched to 4k to see if that broke anything, but it still worked Z3D.
I think the profile works great and should remain. In fact I was pleasantly surprised to see geometry added recently – considering it was Z3D only even before Ralf felt it not worthwhile to spend more time on it. I’m glad though, it’s working nicely on my new card.
dellrifter22ParticipantDoes the game crash even without vorpX?
Also, it’s a good idea to launch a game just installed once without vorpX, so it can complete setup.
Just skimmed the steam forums and there are lots of people with “crash on startup” problems. Fix propositions ranging from uninstalling certain windows media codecs, to defaulting the ini if you tweaked fov or resolution there, or checking your cpu is supported. Go have a look.
Might have something to do with the intro video.
I booted my re7 in vorpX just now to see, and it’s working as normal.
Hope you can get it sorted. re7’s a pretty neat experience.
dellrifter22ParticipantWait, are you playing from the Microsoft Store? If so that might be your problem. See thread about Sea of Thieves, mentioning store protection blocking vorpX.
I noticed Astroneer was part of Xbox PC game pass so I signed up for $1 to try it out, but I guess my older 1803 windows version won’t let me install this and some other games.
So I installed Ori Definitive instead to test. VorpX wouldn’t even attempt to attach until I acquired rights to the WindowsApps folder to find it’s own version of Ori’s exe. Once I added that to vorpX, it now attempts to attach, but ultimately fails. Now I’m uncertain if it’s a dx12 issue (I don’t know how to check or change with the Store luancher), or if the store DRM is preventing the hook.
Perhaps Ralf can chime in to let us know if any further testing has been done with recent Microsoft Store, or if it is still a no go for vorpX – in which case I would need to cancel my game pass immediately ;) .
I noticed several vorpX games listed on the pass already. Might be a worthwhile investment if it does work with vorpX.
dellrifter22ParticipantI keep forgetting to mention that Prologue mission 1 (riding in the truck) will have poor FOV, but look fine afterward. So no need to change any settings.
Hope you enjoy when you get around to it. Let me know what you think of the cinema fullscreen mode. I think I will continue to use this for future 8k profiles.
dellrifter22ParticipantSeems to be working now. Thanks Ralf.
dellrifter22ParticipantRalf, I just sent an email to vorpX support with attached Profiles.vpd that is crashing my config app.
If you get a minute to see if it’s fixable that would be great. I hope to salvage many hours of profile work stored in it. Thanks.
dellrifter22ParticipantPimax8K profile added for Homefront, using cinema fullscreen with additional shader fixes.
For this version:
– set FOV Changer to 103 Automatic mode
– set game to dx11 mode
– use a 16:9 resolution (2560×1440) for correct sights
– turn off Ambient Occlusion in game settings*try with Pimax Normal FOV, or switch to Small if edge culling too bothersome
dellrifter22ParticipantOK, so there is now a Pimax8k version of this profile on the cloud to try. I’ve set it default to cinema fullscreen as I feel this is how it looks best, and fixed some additional shader bugs.
For this version:
– set FOV Changer to 99
– use a 16:9 resolution of 2560×1440 or greater
– Pimax Small FOV recommended to hide most edge culling*HUD is now adjustable, but doing so will off center holo sights
*G3D Shadow Treatment to Auto can reveal crosshair for acog scopesSee what you think. 8K profiles for other Medal of Honor games soon to follow.
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