onetoo

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Viewing 15 posts - 1 through 15 (of 104 total)
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  • onetoo
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    Factory Reset did not work for me. I performed a clean install of VorpX after manually deleting leftover folders and registry entries. I also uninstalled Meta Horizon Link and only reinstalled it after installing VorpX and getting it to run with Steam Link.

    I added
    sDeviceIniName=SteamVR
    to C:\ProgramData\Animation Labs\vorpX\vorpX.ini, which made VorpX work with Steam Link. This did not work when I tried it before the clean install.

    Switching back to
    sDeviceIniName=oculus
    allowed Meta Horizon Link to function again.

    I also tested OpenXR and Generic3DDisplay in the vorpX.ini file, but both resulted in a side-by-side (SBS) 3D image formatted for VR.

    Selecting devices from the Devices menu in the VorpX Config does not modify the vorpX.ini file or affect which runtime is used. The only method that works is manually switching between the two functional runtime entries in vorpX.ini. I also tried running as administrator, with the same results.

    When using Meta Horizon Link with vorpX and the vorpX.ini is set to SteamVR, the game launches and works in OpenVR, but errors appear that do not occur when using Steam Link.

    Error Box 1: Missing interface
    INTERFACE = SteamSteamVRPrivate002
    CALLER FN = Steam_NotifyMissingInterface()
    APPID = 534380
    TIME = 2026/04/18 – 03:04:58

    Error Box 2: Missing interface
    INTERFACE = SteamSteamVRPrivate001
    CALLER FN = Steam_NotifyMissingInterface()
    APPID = 534380
    TIME = 2026/04/18 – 03:06:59

    Anyway, I got Steam Link working with SteamVR, which was my initial and primary goal.

    onetoo
    Participant

    I spoke too soon. It’s not a workaround. There’s the image is reduced to an oval as if it’s formatted for and it has the gesture instructions in the view. I just got some sleep after seeing the SBS image and didn’t notice. The controller interacts with the game in the background, but doesn’t remove the gesture instructions. Yeah, I hit apply in save dozens of times. I put the .ini back, and the demand for a Quest Link Headset is back when trying to use Generic 3D Display.

    onetoo
    Participant

    Solution: I deleted “C:\ProgramData\Animation Labs\vorpX\Devices\Display\Oculus.ini” and Meta was removed as an option from the device selection list. Now I can see an SBS image without a VR device attached when Generic 3D Display is selected as the device.

    onetoo
    Participant

    I tried to use Generic SBS Display for my projector, and I still get the same message asking for a Quest headset. I uninstalled Meta Horizon Link and I still get the message. Factory resetting the profile for any game didn’t help.

    in reply to: Dying Light 2: Stay Human #223051
    onetoo
    Participant

    Using a narrower resolution noticeably improved clarity in both DX11 and DX12.

    I also discovered another mod on Nexus Mods called “OpenTrack Compatible Head Tracking,” which provides 6DoF head tracking decoupled from aiming. As the name suggests, it requires OpenTrack. I disabled VorpX head tracking to avoid conflicts. It works without conflct with the “Gamepad and Mouse Mixed Input Fix” mod.

    With this setup, I can look around freely without moving the reticle or turning the player. Aiming and turning are handled separately using your preferred input method. However, there are some limitations. If you physically turn around, you will see the player’s body facing the opposite direction.

    The mod’s head tracking worked in SteamVR over Meta Link when OpenTrack input was set to Oculus, but it failed when the input was set to SteamVR.

    in reply to: Dying Light 2: Stay Human #223035
    onetoo
    Participant

    The “Gamepad and Mouse Mixed Input Fix” mod for Dying Light 2 on NexusMods lets me use gamepad input and mouse-based head tracking together without conflicts in DirectX 11. Because DX11 is less demanding on my setup than DX12, I can run a higher resolution and get a clearer image.

    The mod uses a dll, and VorpX shows a friendly warning, but the game is working fine.

    in reply to: Dying Light 2: Stay Human #223032
    onetoo
    Participant

    The one caveat is that headtracking never works at all for me when using DirectVR with DirectX 11, but mouse tracking is a good fallback, though now I don’t need it. DirectVR headtracking worked for me with every successful scan when Dying Light 2 uses DirectX 12 . So maybe you want to look into the issue with DirectX 11, but DirectX 12 solves the problem and it’s stable (used to crash in the past), so yeah, the issue is pretty much settled.

    in reply to: Dying Light 2: Stay Human #223029
    onetoo
    Participant

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>
    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    <p style=”text-shadow: rgb(184, 178, 169) 0px 0px 0px !important; -webkit-text-stroke: 0.2px !important;”>That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    KB&M mapping worked great once I enabled full gamepad override, but I wanted to use the gamepad normally with Analog input. That’s possible now after a successful DirectVR scan.

    in reply to: Dying Light 2: Stay Human #223027
    onetoo
    Participant

    For the most part my problems are solved now. I’m not saying there’s still an issue with FOV or headtracking. I was just sharing what worked for me.

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time. DirectVR works with DX12 so I’m using that now. It just didn’t work with DX11 and I have no desire to map KB&M controls to my Xbox controller. The 3D looks good also and there was never a problem with that. The view doesn’t look warped now with the correct FOV. It didn’t matter how I applied it. It looks good now. Problem solved.

    The only issue left may not be related to VorpX. The game looks bad when moving during the day. It looks good when just looking around.

    in reply to: Dying Light 2: Stay Human #223025
    onetoo
    Participant

    To clarify my previous cryptic post, head tracking still works using DirectVR with DX12, but not with DX11. I had “optimize game settings” enabled, which is why the FOV wasn’t applying. I’ve since changed the FOV manually in the video.scr file, and that works too. I prefer using DirectVR because I can use normal gamepad input. Either way, I have options, and mouse look and KB&M controller mapping work well.

    The same graphical issues that occur when using DX12 also happen with DX11. The image gets pixelated when moving directionally. I’ve disabled VorpX Clarity, DLSS, lowered sharpening, and disabled a bunch of other options. It’s only an issue outdoors during the day, but it makes the game nearly unplayable in those locations.

    in reply to: Dying Light 2: Stay Human #223023
    onetoo
    Participant

    DirectVR scan worked when I switched to DX12, but the graphics are messed up with that mod when moving. Maybe it’s because it’s using raytracing. Things look pretty warped when I don’t use DirectVR.

    in reply to: Dying Light 2: Stay Human #222983
    onetoo
    Participant

    I was able to use an external program called VRCompanion by Ofisare to map the headset to the mouse. It’s a custom version of FreePie that works with the Meta OVR and SteamVR OpenVR runtime. I tried it with OpenTrack, but that didn’t work for the Meta runtime. Maybe Oculus runtime it uses is too out of date.

    I had to disable to VR controller mapping in VorpX for the app to work. I can use VRCompanion to map the rest of the kb+m to the VR controllers. My xbox gamepad worked but I get jerkiness when using it with the mouse based headtracking. It seems the two input types fight for dominance. I’m going try to map headtracking to Analog controls (ViGEm). I don’t expect that to work out too well, but I’ll give it a shot.

    in reply to: Dying Light 2: Stay Human #222981
    onetoo
    Participant

    I have the same issue with DirectVR disabling headtracking in this game. Any solutions found?

    in reply to: Metro Exodus stuck on vorpx splash screen #220906
    onetoo
    Participant

    Exodus worked fine with my 3060ti. I was using a Quest 2. Just turn down some settings.

    in reply to: Bypassing SteamVR and Oculus with Virtual Desktop #219620
    onetoo
    Participant

    OpenXR works with Link\Airlink. The Meta Desktop App should be set to handle OpenXR. Sometimes better than using Oculus,

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