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TheIronWolfParticipant
Is it possible to disable that warning somehow? Ancient game I am playing uses plugins, and vorpx works just fine but warning gets in a way at startup
TheIronWolfParticipantHi Ralf,
First, thank you for the update. Even though you don’t mention it in release notes, with this release I am getting better framerate in rFactor 2.
However, after update, I have a problem with program called JoyToKey. This program allows to map various keyboard/mouse functions to joystick. I have Shift+Scroll Up/Shift+Scroll Down mapped to my steering wheel buttons. However, after update vorpX does not respond to that anymore. In addition, Zoom in/zoom out functionality is not configurable, say I can’t map it to anything else but Shift+Scroll. Any ideas how to fix this? I am speculating here, but it is almost like this functionality depends on installation order (like what app handles input first).
This problem really kills my experience, because my usual workflow is zoom out in menu or during pit menu selection, and zoom in during driving. Now I need to reach for mouse AND keyboard (!!!) to zoom in/out.
Thanks in advance.
TheIronWolfParticipantRalf,
Thank you for the continuous updates.
It would be nice if vorpx preserves the settings (game and tool itself) between updates. Or, it could be an option? Right now, on every update I lose key assignments and game settings.or, is there a file or registry hive I can backup? Thanks
TheIronWolfParticipantCheck Ansynchronous/fluid settings in vorpX, see what you get by flipping.
Note, rF1 (and gtr2) sometimes starts up very slowly, low framerate, I’ve found no workaround other than start it multiple times.Can you share how did you achieve 90fps in rF2? What are your settings?
TheIronWolfParticipantYep, 1280×1440 is one of the res I am trying (yesterday I tried 1080×1215, did not get FPS gain though). I have some suspicion that FPS might not be calculated correctly, because I don’t see much of the visual speed up (smoothness) with lowering the settings, but it might be all asynchronous hacks in Oculus fooling me :)
Here are 2 things to make rF2 look nicer, though. – Use SGSSAA (again, check guide I linked earlier). And, I just discovered, Sharpness setting in vorpx. I bumped it to 2.00 – looks much better. You might want to try Crystal image Aggressive, although I prefer Normal. No way it will be 90FPS with SGSSAA, but again, with all the asynchronous things involved games is playable event at vorpx reported 30FPS.
Good thing rF2 will be getting native support soon, so we hopefully will have higher framerate.
Both eyes don’t render the same, that’s for stereo vision, but again, there serious issues in G3D (mirrors, flashes etc).
TheIronWolfParticipantThanks for the suggestion Ralf. I’ll give it a try. However, while working with UI elements it is usually convenient to zoom to some intermediate position, although I imagine flipping between peek/zoomed in might be convenient sometimes.
Antimicro is open source, so if you’re curious as to how it produces the input code is available. It is better/more intuitive UI compared to JoyToKey. Of course, I understand all this is low pri :) Cheers.
TheIronWolfParticipantYou need to enable mouse look. You can see overall procedure here http://www.nogripracing.com/forum/showthread.php?t=365161
Except that with 17 update windowed mode is no longer necessary, runs full screen fine. Also, 8:9 resolutions work fine now. I do not use any 3D reconstruction – geometry mode does not work nicely and I see no difference between z buffer and no reconstruction.
TheIronWolfParticipantJust wanted to say thank you for the update! V17 is an improvement. I currently run just one game (rFactor2), and after update I no longer need to run game in windowed mode. Also, 8:9 ratio resolution zooms in correctly now (previously had to run 10:9 to avoid seeing borders).
Just curious: did input handling change in this version? Antimicro no longer works with vorpx, and I had to switch to JoyToKey, which I am not fan of.TheIronWolfParticipantActually, joytokey works. Still, it would be nice to be able to map buttons directly in vorpx.
TheIronWolfParticipantRalf,
I haven’t been pressing this thread, as I wasn’t sure where the problem is (with so many things involved). However, after many hours of testing I can say with confidence, problem happens only with vorpX. It never happens with native support games and while running rF2 with traditional monitor.Is there anything I can help to diagnose the problem? Does nvidia driver creates dump or something when it hangs/crashes, so that problem can be diagnosed?
Also, curious, where does output to HMD happens, is it on same thread game renders normally?
Thanks!
TheIronWolfParticipantFor headtracking you need to enable mouse look.
For “3D” you can try Geometry Mode (hit delete to open in game options for vorpx). I personally see no difference between either of modes, and running just Z Buffer mode. But I don’t see 3D in native games either, it might be my vision.
This might help a bit
http://www.nogripracing.com/forum/showthread.php?t=364828TheIronWolfParticipantI would like to second that. After I discovered vorpX, I no longer use my TV or Monitor for my racing simulators. Really nice piece of software. Thank you for your work, Ralf.
TheIronWolfParticipantSee this if still interested: http://www.nogripracing.com/forum/showthread.php?t=364828
TheIronWolfParticipantIt works!!! I will tell you how to turn it on soon – I can’t friggin believe it.
TheIronWolfParticipantI disabled mouse acceleration already, it makes centering stay in place longer. But, thanks for clarification, Ralf. Sounds like this is beyond your control.
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