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markbradley1982
ParticipantChecked this today.
What you see is the intended behaviour. When VR controllers are reported as active and set to keyboard/mouse emulation (which is the default), they override the gamepad setting in the vorpX menu.
If possible without unwanted side effects, I’ll change the way this is handled, otherwise I’ll add an according hint to the vorpX menu that will be shown whenever the above is the case to avoid future confusion.
Understood. However when the VR Vive controllers are reported as active, the keys weren’t just bound to the vive controllers but to my xbox one gamepad too. Was that an intended side effect? I fixed it by disabling Vive controller support since I wasn’t using them.
markbradley1982
ParticipantAlright well I finally managed to fix it. There were 3 different applications all wanting control of my Xbox for Oblivion: joy2key, vorpX, and Oblivion itself. I haven’t changed any settings in Oblivion and it was working perfectly a couple of weeks ago when I last played. But my Oblivion ini file was changed, and I suspect VorpX is handling gamepads differently now too.
1. In my Oblivion ini file the joystick was mysteriously enabled (bUse Joystick=1) while this setting in my previous buttery smooth Oblivion VR game session was disabled (bUse Joystick=0) because I don’t like Oblivion’s native joystick support and normally prefer to give Joy2Key control instead because it is more flexible.
2. I had to turn off Vive controller support (VorpX maps keys to the Vive wand) because it was automatically mapping keys to my Xbox too. I remember having Vive controller support enabled in the past without it automatically mapping keys to my Xbox. Did a recent VorpX update change this behavior?
Now everything is normal and I can use access edgepeek and the VorpX menu with my Xbox too.
Well I guess I’m done with Oblivion for today and will actually play it tomorrow. I really need to play some Rec Room Royale now to unwind from that frustration.
markbradley1982
ParticipantOblivion is completely unplayable right now.
1. I can only bring up the VorpX menu with my Xbox once while ingame and it’ll crash if I bring it up a second time with the xbox controller.
2. There seems to be no way for me to disable my Xbox controller for Oblivion ingame movement in VorpX. I only can seem to be able to disable being able to interact with the VorpX menu with my Xbox controller which I DON’T want to do.
I really wish I could just rollback 1 or 2 updates of VorpX because Oblivion was playing absolutely perfectly before and I didn’t change anything nor install any new mods or anything like that.
markbradley1982
ParticipantUpdate: It does seem to be a VorpX issue. When I start Oblivion without VorpX there is no gamepad support. When I do, Gamepad support works but it’s not ideally mapped and the xbox “menu” button crashes Oblivion.
In the previous version of VorpX, my Xbox gamepad *only* worked for accessing the vorpx menu + edgepeek and had no effect on the game otherwise. I used joy2key for gamepad keymapping.
Now VorpX has a less than ideal mapped default control scheme (at least compared with the Oblivion joy2key profile) and when I press the menu button on my xbox pad, the game crashes. :(
Is it possible to just completely disable this ingame mapping for Oblivion (which seems broken anyway since the menu button causes a crash) but still use the Xbox controller to access the VorpX menu + edgepeek like before?
Also it turns out the crashing I was describing earlier is the game randomly crashing whenever I bring up the VorpX menu. This is so frustrating because the game was perfectly tweaked and buttery smooth. To make things worse is I selected in VorpX to restore to defaults and now the VorpX tweaked custom resolution is gone. How do I reapply to VorpX tweaks into the game?
markbradley1982
ParticipantThanks for the update Ralf!
When playing Oblivion standing, the head tracking is 1:1 and I have 360 degree of turning in a room scale style environment similar to New Vegas.
However there’s one area of my 360 degree worth of turning there the image in my headset flickers/glitches a little bit. If I isolate my head movement to that one spot I can cause it to flicker/glitch by shaking my head. I’m not sure if my explanation makes sense, but you’d be able to eventually see it by standing and turning a full 360 degrees with your body. It’s in one spot always. Recentering or doing another DirectVR scan doesn’t seem to fix the problem.
The problem doesn’t significantly impact the game play, and the game is still quite playable despite this little glitch though it would be nice if it were removed though I am not sure how realistic that would be especially since DirectVR scans aren’t perfect. The glitch doesn’t show up if you turn with you gamepad rather than physically.
Overall I still intend to continue to play this game standing and turning a full 360 degrees.
markbradley1982
ParticipantI just re-checked that for you, but unfortunately have no other answer than the last two times.
Absolutely no way to reproduce your problem. Not with the current Steam version, not with an old CD version. Checked various fires/torches again, indoor as well as outdoor. Fires/torches stay perfectly in place. Maybe try to delete your Oblivion.ini in case there is some setting that has an effect on this.
I can’t suggest anything more specific since the issue simply does not occur here, sorry. In some games it can happen that certain effects don’t behave 100% correctly with pos tracking, but in Oblivion that is not the case here with all vorpX settings at default.
I’m happy to report that I figured out the problem. The torch bug is resolved once I disable anti aliasing, though there is a degradation of image quality due to aliasing that isn’t resolved with super sampling.
Is it possible to fix this so that ingame anti aliasing will work or is there some alternate work around I could try to have anti aliasing?
Even with anti aliasing disabled, the end result is far preferable than the previous torch bug when anti aliasing was enabled.
Also my audio device resets back to my monitor’s speakers instead of to my HTC Vive’s built in USB audio whenever I quit Oblivion. Is this something caused by vorpX due to “use built in audio device” being checked in the VorpX configuration or is it unrelated?
Anyway now the game is fully playable in VR in a standing room scale setup and I am stoked. Hopefully anti aliasing can be made to work in some way, but I can deal with this in the mean time.
markbradley1982
ParticipantAlso the current content build ID for the steam version of Oblivion is 3604
markbradley1982
ParticipantI remember you bringing that up earlier. Only thing I could possibly imagine is that maybe some mod causes the issue. If you use any mod that affects the camera/FOV or fire/effect rendering in any way, try to remove it.
If you are 100% certain that you don’t have any such mod installed, I have no idea what might cause your issue, sorry. Works perfectly fine here for all I fires/torches I checked, with the Steam version as well as an old DVD version.
EdgePeek: sounds also quite odd. Per default briefly tapping the button toggles EdgePeek. Works also fine in Oblivion here, just checked it to be sure. If in doubt, reset the profile to default, maybe you changed gamepad related settings.
I got edgepeek to work correctly by using the “back” button instead on my xbox one controller and I finally managed to bind alt V correctly.
If it helps anything the fires and torches look fine in edgepeek mode. They only get messed up and move with my head movement when I am in “VR mode”. I’m a bit desperate to fix this because it affects other ingame graphics too.
I’m not running any mods with Oblivion. This is a 100% clean install.
As a sort of sanity check have you tested Oblivion recently with the torches?
markbradley1982
ParticipantThanks a ton Ralf! You are seriously doing some amazing work!
markbradley1982
ParticipantIf you just want to watch them, you can use VLC or MPC-HC. The video player profiles have a display option for watching 360° videos/images (image page of the vorpX menu).
If you want to import them as backdrops for cinema mode, you can do that in the vorpX config app (“Cinema Environments”).
Oh nice. Thanks Ralf!
Has anyone tried playing full version of Final Fantast XV yet with VorpX? How is the stability in G3D looking? Does it still crash?
markbradley1982
Participanthere is a picture i made if u want to check it https://phantomroro.deviantart.com/
im gonna make some moreRalf is there anyway to import 360 stereo pictures taken by ansel into VorpX cinema mode?
markbradley1982
Participantyour description of hellblade senua sacrifice makes me want to play it. Is hellblade senua sacrifice in 3D? I thought 3D didn’t work with unreal engine 4 games.
Ohhhh I really hope Ralf can make Final Fantasy XV official and stable in G3D cinema. That would be so insane!
markbradley1982
ParticipantI’ll look into the it in the not too distance future.
Awesome Ralf. You rock! Have you considered having like DLC paid patches for new games that people pay for or at least like a donation box so VorpX fans can chip in?
markbradley1982
ParticipantPlease Ralf, its worth the work!!!!
The Demo with nierautomatica Profile in g3d is awesome and running very well with vorpx!!!
I love this.
After a few minutes, the game is crashing 🙁 in the moment), ive to turn the grafics a bit down or some profile settings are not fitting…
But, try it, the Demo is for free and you can play in g3d immersive screen mode!
Ralf do you think it’s possible to fix this so the FFXV demo doesn’t crash?
Feb 28, 2018 at 3:16am in reply to: Will Vorpx have support for DX12/Vulkan/UE4 in the future ? #171322markbradley1982
ParticipantHello Ralf,
I know you just released some amazing updates lately, we have now a lot of games to play in VR using vorpx and that’s great.
But i am very curious to know about wether or not we can hope for latest API/engines in the future, even if it’s a far future.
As you surely know, more and more games are going to be developped with those engines/API, for example wolfenstein the new colossus is vulkan only game, great game, wish we could play is in VR with vorpx.
And i would gladly pay another full Vorpx price for such support.
Best regards.
I am seconding that I would be willing to pay for Unreal Engine 4 and Vulkan support with an upgrade fee. I would also tell people how awesome it is even if it is just cinema mode since that is amazing in 3D and I’ll be sure to stress how under rated it is. Also if all you can do is Z buffer for Unreal Engine 4 games, that would still be amazing.
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