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OgrescarParticipantDo you have dx11 selected in game options for sottr?
You probably need to turn off dlss in F1.
OgrescarParticipantRTX 3080? For those of us no so fortunate, your 50 fps translates to about 20-25.
OgrescarParticipantSorry to have gone on and on about this. I’ve got the info I need – wasn’t looking for more answers, just stating that Oculus can override the audio the same as SteamVR.
Oct 25, 2020 at 5:08pm in reply to: Star Wars: Knights of the Old Republic not hooking! HELP! #197517
OgrescarParticipantYeah, in the Nvidia control panel there is a selection for OpenGL rendering GPU, which needs to be set to the GPU your headset is plugged into.
Don’t really understand how that differs from setting your preferred graphics processor, but both need to be set for openGL games.
OgrescarParticipantThere is actually a switch in the Oculus app to select whether it uses the headset for audio or uses Windows system settings. I don’t know what impact this has on vorpx, if any at all, but in the early days of owning my Rift I found the switch to be unreliable and actually had the sound coming both through the headset and to my default audio device at times, which is why I disabled the Oculus Audio Manager. It may have been fixed in a subsequent software update or may have been a case of SteamVR trying to set the audio to something other than what the Rift wanted. I viewed it as just another of many pieces of software fighting for control of audio devices.
OgrescarParticipantI avoid using SteamVR whenever possible so whatever you need to do there isn’t going to bother me. Now if I could just make the Oculus runtime stop popping up a message that my headset has no audio…
Oct 24, 2020 at 11:09pm in reply to: Star Wars: Knights of the Old Republic not hooking! HELP! #197504
OgrescarParticipantI had a similar problem with all directx9 games starting on the wrong gpu, despite my power settings and windows graphics settings. In your case it might be different versions of opengl. I eventually fixed it, but not before I’d wiped and re-installed all nvidia components. If your on Windows 10, it may have been caused by a recent security update to graphics components.
OgrescarParticipantThis is not likely to be an issue for me now that I understand that vorpx stores the default audio device on startup and returns it to that default if an error occurs. The problem is that Windows 10 makes your default a moving target and I was expecting vorpx to follow that target. Live and learn.
OgrescarParticipantThank you. I know that Windows 10 is switching my default audio when I go to far away from my computer or the signal is lost for some reason, and sometimes for no apparent reason at all other than Microsoft’s general hatred of bluetooth devices. It would be nice if it switched it back but when possible, but so far that hasn’t happened. I’ve already installed a tray app that gives me a hotkey to switch it back, but that only works with about half the games I play, and sometimes my audio gets switched in-game for no apparent reason. I was to the point where I couldn’t figure out who was switching it and why, which led me to looking at vorpx troubleshooting logs.
I would suggest that you consider putting an audio device selector into vorpx to eliminate the doubt, but everyone and his/her mother wants to control my audio already, so I’ll not go there. As far as the error handling in vorpx, I understand why it’s needed if your audio is mapped to an hmd, but the sound quality of my Rift is a joke, which is why I got the bluetooth headphones in the first place.
OgrescarParticipantIf I go to troubleshooting in the vorpx config app and set the default audio device I do not run into problems. If I use control panel to set the default I wind up with my audio being remapped.
Perhaps it’s a timing issue relative to whether I set the default before or after I started vorpx, or perhaps the geniuses at Microsoft decided that if there’s a blip in the bluetooth device to reset it so as to protect me from my own ignorance.
I don’t want vorpx messing with my audio, ever, under any circumstances. I’ve already disabled the Oculus virtual sound manager, the Virtual Desktop sound device, the BigScreen sound device, set SteamVR not to jack with it, have my onboard audio disabled in my bios, and I’m still getting it remapped.
The workaround is to use use the vorpx config app to set the default so there’s no confusion. I forget to do that sometimes simply because it’s a step I shouldn’t have to take.
OgrescarParticipantI’ve got it disabled there too. The only clue I have is the vorpx troubleshooting log, which says it remapped the audio, despite the vorpx config options.
It’s annoying, but whatever. I’m convinced the app is buggy in that regard but I can live with it.
OgrescarParticipantI’ve got “Use built in audio device” unchecked for both SteamVR and Oculus in the vorpx config. It remaps anyway when the game is shutdown, and I have to manually change it back again. Windows 10 may be reporting the wrong default – it can’t seem to distinguish between default audio device and default communication device – but vorpx shouldn’t be changing it at all with those checkboxes unchecked, if I understand correctly.
Oct 23, 2020 at 10:02pm in reply to: Can anyone get final fantasy xiii to attach with vorpx? any profile? #197463
OgrescarParticipantSome other profiles that will do Z3D are Mortal Combat X and Thief [2014]. One of those may provide better control over the 3D strength. The SoulCaliburVI profile on the cloud does a fairly decent G3D, but some HUD elements only appear in one eye – may be possible to fix with the shader authoring tool.
All of these require dgVoodoo and the game doesn’t like to be hex-edited so just ignore the warning from vorpx.
Oct 23, 2020 at 6:18am in reply to: Can anyone get final fantasy xiii to attach with vorpx? any profile? #197453
OgrescarParticipantI will elaborate on my less-than-verbose reply. Warcraft III is one of the few profiles that will attach to this game, but it does not do 3D reconstruction. I don’t know why the one in the cloud doesn’t work, but it will not attach unless you have dgVoodoo is the games folder, and even then it does not do 3D reconstruction. In fact, many of the profiles will attach once dgVoodoo is in place, but I only found one that would do 3D reconstruction (until I stopped looking, that is).
So, here’s how to get Z3D (no G3D, sorry). Put the dgVooDoo dll in the game folder (don’t hex edit the executable – it doesn’t work), create a copy of the Bioshock Infinite profile, and assign it to the game. When you launch the game, vorpx will bitterly complain about the d3d9.dll in the game folder and call you bad names – ignore it. Once the game has been hooked, change the z-normal or z-adaptive strength to about .20 to .25 to avoid artifacts.
Anyway, this is what worked for me, but it was just one of many experiments. There may be better profiles or a better way – I don’t have plans of replaying the game again so haven’t looked any further.
OgrescarParticipantI tried that with the dolphin profile in the past and it didn’t work, in my case. I think the dolphin profiles expects full sbs whereas reshade splits the display area in half. I just saw half of one side overlapped with half of the other side. Perhaps it would work if you could set a games aspect ratio to 32:9, or whatever it is that the dolphin profile expects. Or maybe there are separation/convergence settings in the dolphin profile that I overlooked.
But there’s also issues with the mouse and cursor – you only have half your screen to work in but the game doesn’t know that. Reshade kinda compensates for that, but I can’t really comment on usability – never explored that far.
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