vintager

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 43 total)
  • Author
    Posts
  • in reply to: vorpX 25.1.2 Available Now #222304
    vintager
    Participant

    What do I need to do to enable headset-powered mouselook in Desktop Viewer?

    in reply to: vorpX 25.1.2 Available Now #222259
    vintager
    Participant

    Mouselook still doesn’t work for me in the Desktop Viewer. Am I doing something incorrectly?

    in reply to: vorpX 25.1.2 Available Now #222142
    vintager
    Participant

    Massive thanks for the Desktop Viewer fix, Ralf!

    in reply to: casque wmr et windows 11 #222081
    vintager
    Participant

    so I managed to make reverb g2 work with windows 11 thanks to “oasis”; but I couldn’t make the controllers appear; too bad; and I managed to make vorpx work with it: I mustn’t touch the headset, I start vorpx and not steamvr; I start the game and it works;

    Reverb 2 has a built-in Bluetooth station, and the controllers pair directly with it; Oasis cannot use it, so you need either a Bluetooth-capable motherboard or a separate Bluetooth station and pair the controllers in Windows (there’s a button under the batteries that puts them in the “discovery” mode). If you decide to uninstall the Oasis, you’ll need to un-pair the controllers in Windows and use the dedicated Reverb utility to re-pair them with the headset (using the same button).

    Oasis is currently in a very raw state (e.g., Riven has a lot of glitches and often crashes), so I uninstalled it for now. It does work with Vorpx, but e.g. Indy crashes on my PC whenever opened alongside SteamVR. Thank God Vorpx doesn’t require SteamVR and can work with OpenXR …

    in reply to: Indiana jones #222076
    vintager
    Participant

    Okay, I figured it out. Indy won’t hook if there’s a local profile. If there’s no local profile, it’ll launch in a rudimentary “unsupported” VR mode (no stereo, but you’ll have head tracking).

    Go to Local Profiles, search for thegreatcircle.exe and remove it. Do this before every launch.

    in reply to: Indiana jones #222042
    vintager
    Participant

    Thank you! Would be great if you could fix head tracking –> mouse look in the Desktop Viewer then :) Thank you in advance!

    in reply to: Indiana jones #222040
    vintager
    Participant

    I thought too it had to do with vorpX coming first / having enough time to hook before the game starts! Is there any way to give it more time?

    in reply to: Indiana jones #222038
    vintager
    Participant

    Thank you so much in advance–would be great to see it fixed! Fingers crossed.

    In the meantime, I tried launching Indy raw (without any profile), and twice, Vorpx hooked! It displays a screen saying smth like, “Looks like there’s no profile for this game, but you can try running it in unsupported mode.” It works beautifully afterwards, with head tracking, etc.

    But most of the time, it fails to hook (helpers, admin rights and alternative methods do not help). Any idea why this could be?

    in reply to: Indiana jones #222036
    vintager
    Participant

    Any chance we can get head tracking working in Desktop Viewer? It doesn’t translate into mouse movements.

    in reply to: Indiana jones #222034
    vintager
    Participant

    Thank you! With the new version, luka’s Indy profile doesn’t hook at all–but if you open the Desktop Viewer and start the game from there, it opens in Full VR mode! No stereo, of course, but that’s to be expected. The problem is, the Desktop Viewer kinda crashes, and the monitor remains in sleep mode, so you can’t exit & restart the game if needed.

    But since Indy works (sans stereo), how does one go about creating a proper profile? It’s Vulkan, etc.

    in reply to: Indiana jones #222032
    vintager
    Participant

    Guys, how do you make it work? All I see with Luka’ profile is a black screen …

    in reply to: Head Tracking #219749
    vintager
    Participant

    Yep, head tracking in Desktop Viewer seems broken. Can’t tell if it’s a recent problem, though.

    Ralf, can you please answer the question above (“Did you test headtracking in desktop viewer? Is it working for you? Can you move the mouse cursor with your head?”)? Or at least explain how to “use mouse emulation head tracking”?

    Thanks!

    in reply to: Cyberpunk WMR Controller Mapping #208666
    vintager
    Participant

    I do understand the technical hurdles–I used to be a 3D engine developer back in the aughts (C++/OpenGL, started when there were no shaders at all, then worked with the horrible ARB_fragment_program extension, then GLSL, etc.), and like I said, I certainly appreciate your work & support. I just never cut you any slack because, hey, Vorpx costs 40 bucks :) And something that works well in a car or a plane game isn’t necessarily the brightest idea for a walking person simulator, regardless of how big of a technical achievement it represents.

    I think you would be in a much better position if you made it clear:

    –what this VR mod is and isn’t;
    –more importantly, how it’s different from vanilla Vorpx.

    As it stands now, if I were someone who’d never tried Vorpx before and installed the mod, I would play it for 5 minutes, uninstall the cr*p out of it, and never touch anything Vorpx again. If you clarify, however, that the mod is meant to be played sitting in a chair and turning around with a joystick, and that the VR aspect of it is that you can tilt your head slightly to the side–AND that vanilla Vorpx allows you to turn with your whole body–that would clear up a lot of confusion.

    You could also market the mod as a disabled person simulator (not joking), but it could be interpreted as an affront by a lot of people.

    in reply to: Cyberpunk WMR Controller Mapping #208664
    vintager
    Participant

    No, I apologize for the blunt language in the previous post, I was just afraid this “feature” will stay as the only option in Vorpx’s next version. As long as I can turn it off, I’m fine.

    Listen, Ralf, I really appreciate all the support, but I shouldn’t be the one telling you that anything, _anything_ you do in VR that “bypasses” your own body as an interface is immersion-breaking. You look where your head is pointed. You walk where your body is pointed (well, actually, where your primary motion controller is pointed, but it’s aligned with the body most of the time, so…). These are the basic rules.

    It’s bad enough we have to walk with the help of a joystick (and I always prefer to use Natural Locomotion whenever the game allows it); turning your body with one is unheard of. I mean, maybe that’s how people played at the dawn of the VR age, with the Rift’s DK1 or whatever, but these times are behind us now.

    I can’t describe these vaunted “6DOF” of the Cyberpunk mod as anything else but a flying armchair simulator. It’s completely and utterly immersion-breaking.

    in reply to: Cyberpunk WMR Controller Mapping #208662
    vintager
    Participant

    I’ve no idea what this mod is, Ralf, because there’s no concrete information anywhere (apart from a few youtube statements saying it’s “Vorpx on acid”).

    > You should maintain your forward direction though
    This isn’t acceptable, and inferior to the simple mouselook emulation of the “normal” Vorpx. I’m in VR, I’m not here to turn my body with a joystick, for chrissakes. How can I switch this “feature” off? Can it be switched off?

Viewing 15 posts - 1 through 15 (of 43 total)

Spread the word. Share this post!