Ogrescar

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  • in reply to: vorpX Control is already running #219472
    Ogrescar
    Participant

    This issue has existed for a long time. It is annoying, especially the part where it requires you to acknowledge the message with a mouse click. I’m like, “I don’t care if Vorpx was already running or not, just run it, okay?” It is not fixed in version 24.1.0.

    Whatever. It’s a minor annoyance from an otherwise fantastic product. Ralf will fix it sooner or later, or not at all. If the “not at all” option comes to fruition, just ignore it and say “Thank you Ralf for enhancing the quality of my life” over and over again until it becomes an automatic response. :)

    in reply to: vorpX 23.1.0 BETA #218327
    Ogrescar
    Participant

    Hmm. Well, I checked the service control panel and the service wasn’t running, nor was vorpcontrol.exe.

    Not a real issue with me, I’m not interested in the gestures at this point but thought the virtual desktop looked pretty cool.

    in reply to: vorpX 23.1.0 BETA #218289
    Ogrescar
    Participant

    I tried installing the beta but the vorpx service won’t start. The vorpx log contains the following:

    INF: VorpControl: Starting (32bit, version 23.1.0).
    INF: VorpControl: Starting elevated (32bit, version 23.1.0).
    INF: vorpControl: Processing cmd switch: -startService
    INF: WinHelper::ServiceStart: Service start pending…
    INF: WinHelper::ServiceStart: Service started successfully.
    ERR: PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPIIIIIIIIIIIIIIIIIIIII

    I obviously don’t know that error means but fyi. Back to the old version.

    in reply to: Quest3+vorpX+3080 OK for non-native VR games? #218286
    Ogrescar
    Participant

    I disagree. Get the cable, not the overpriced one from Oculus, there are plenty of compatible cables to choose from. Airlink is laggy and doesn’t have enough bandwidth to play some games at a decent resolution – a 3Gb cable can carry 2-3 times more data, and that’s assuming you don’t have conflicting wifi signals in the area.

    in reply to: vorpX 21.3.5 Available Now #216865
    Ogrescar
    Participant

    Absolutely awesome job Ralf. TYVM.

    in reply to: Skyrim SE xbox360 controller disconnecting #205699
    Ogrescar
    Participant

    I just tried this on a new game with full override on the controller. It took four scans and 2 restarts before it actually put the controller into native mode, regardless of whether the scan succeeded (Icons/Prompts didn’t change and opening the console I could see keystrokes still being sent). And the rotation is not working.

    If I disable the override in vorpx, it still requires the scans. It shouldnt take a bunch of scans and restarts to make it actually work. It should just put you into native mode and bypass directvr altogether.

    in reply to: Skyrim SE xbox360 controller disconnecting #205698
    Ogrescar
    Participant

    The only real implementation issue that I see is that disabling the gamepad override does actually disable it, which is what brought me here in the first place. If I run a DirectVR scan and then disable the gamepad override everything works okay (minus head tracking rotation), but requiring the scan first is counter-intuitive. Not performing the scan leads to a situation in which it apparently switches on/off the override based on directvr data, which may not exist.

    As far as head-tracking rotation, it’s great when it works, but I’ve seen it invert numerous times and switching the invert on/off in vorpx doesn’t appear to do anything. On one occasion it rotated the camera (or the world) 90 degrees. So, I disabled the override and found that it only made things worse.

    If it was vorpx sending the keystrokes, then it was doing so regardless of whether the override was disabled or not.

    in reply to: Skyrim SE xbox360 controller disconnecting #205689
    Ogrescar
    Participant

    Well, at this point I feel like a total idiot. My initial assessment was correct – it was the Oculus Client messing things up, not Vorpx. I realized this after the problem occurred again last night and I tried to repair it with the game console, which failed miserably because it was already gamepad-enabled.

    For some reason the Oculus client was hiding the controller and sending keystrokes and mouse inputs (sounds a bit far-fetched on the keystrokes, but I opened up the console, moved the left stick around, and saw it fill up with WASD’s). I checked some other games (Bioshock Infinite for example) and they also had the same problem, while other’s didn’t (Borderlands 3 and Witcher 3). Even some native VR apps had this problem, whereas Virtual Desktop was unscathed.

    Anyway, I had to re-install the Oculus software 3 times and re-pair the controller a gazillion times before it took, so I’ll be getting a new hmd soon. If you’ve got any recommendations for anything that doesn’t have Oculus or Facebook written on it…

    So…I was really having fun in Skyrim – I’d lost interest in the game before Vorpx, but now I’m back at it again. Vorpx was what I got my headset for, I just didn’t realize it at the time, so thank you very much (I found that with few exceptions that native VR games are {expletive deleted}, IMO).

    in reply to: Skyrim SE xbox360 controller disconnecting #205672
    Ogrescar
    Participant

    Whatever directvr is doing, it has the effect of setting bGamepadEnable to false in SkyrimPrefs.ini. That’s not native support, it’s the opposite, and a controller that was once working fine suddenly becomes useless in the middle of the game. All of your input prompts get changed from xbox icons to keyboard prompts even though the keyboard is disabled, controller buttons no longer work or are remapped to different functions, and the mouse cursor is suddenly back even though the mouse input is disabled.

    I’ve renamed vorpscan64.exe, and tried the steamvr client instead of oculus, and while both attempts worked initially, the controller still gets remapped sooner or later.

    I’ll use my Virtual Desktop workaround if you aren’t going to fix the buggy implementation – I get better fps at the cost of image quality, but that’s better than trying to play the game with the limited controller support that vorpx keeps insisting on, when it should just leave things alone. Disabling the gamepad override in vorpx should actually disable it.

    No one (except you maybe) plays Skyrim with a controller in the emulated keyboard mode you call native. It is a horrendously bad, default configuration. Maybe I can find a mod that will undo the stuff that vorpx is doing – I dunno.

    in reply to: Skyrim SE xbox360 controller disconnecting #205605
    Ogrescar
    Participant

    I reset the profile, did a directVR scan, and insured that the override was enabled. The net result of that is it goes into the emulated mouse/kb mode that I was complaining about. That is NOT native gamepad support; it is a mode where it recognizes that a gamepad is plugged in and provides limited support, but to get true controller support bGamepadEnable must be set in SkyrimPrefs.ini. The difference in functionality is fairly obvious – when set, the game will no longer accept keyboard input at all (except for the console key) and the controller map is enabled.

    I can work around the issue by setting vorpx to output to the generic display and using Virtual Desktop to send it to the headset. I don’t want to do that because there’s a small impact on image quality and fps, but apparently what vorpx thinks is native controller support is not really native support at all, and I don’t see why it can’t just pass things through without interfering.

    On the topic of DirectVR, it always ends with fov success and rotation success or failed. I can set the fov with a console command and rotation will never work when the gamepad is truly enabled because there’s no mouse control, so a directVR scan is rather pointless.

    in reply to: VorpControl64.dat crashing #204874
    Ogrescar
    Participant

    I was going to send you a troubleshooting zip file but the crash hasn’t occurred in the past day or so I’m guessing that it was something in my environment. I updated my c++ redists for an unrelated reason, perhaps that fixed the crashing – no way to know for certain.

    in reply to: VorpControl64.dat crashing #204785
    Ogrescar
    Participant

    I don’t have any av other than defender. The crashes appear to occur when I start a game. It doesn’t stop the hooking from occurring and vorcontrol64.dat starts back up immediately. Maybe the watcher isn’t getting suspended after the hook occurs?? Anyway, it isn’t an anti-virus thing and doesn’t appear to have any impact, other than putting entries in the event log.

    in reply to: vorpX 21.2.3 Available Now #204745
    Ogrescar
    Participant

    Well, as it turns out, Riva Statistics tuner was interfering, even with the OSD turned off. It hadn’t been an issue before with SkyrimSE, but shutting it off appears to have fixed the problem.

    in reply to: vorpX 21.2.3 Available Now #204743
    Ogrescar
    Participant

    Well removing that dll didn’t fix the problem, not permanently, it was just coincidental. Vorpx will occasionally attach to SkyrimSE, but most of the time it ends with the hook helper dialog popping up.
    The log file says not hooking swapchain due to VORPX_DXGI_SWAPCHAIN_HOOK_MODE_METHODS_ONLY setting.

    Anyway, I was playing the game last night and after this update it won’t hook. I’ve tried toggling fullscreen, different resolutions, SteamVR instead of Oculus and it hooked a couple of times but without a consistent pattern.

    in reply to: vorpX 21.2.3 Available Now #204742
    Ogrescar
    Participant

    Nice update. I had to remove a file named “-dxgi.dll” from my Skyrim game folder because apparently vorpx doesn’t like that name, even though it’s harmless since I renamed it, and is a left over of when I was playing Skyrim on my desktop. And I know that my dinput.dll is actually a dll loader but the new warning is nice, I guess.

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