Ralf

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  • in reply to: additional download #199786
    Ralf
    Keymaster

    You can find answers to common questions like this one in the support FAQ.

    in reply to: Mafia 2 no gd3 #199780
    Ralf
    Keymaster

    Which version did you buy? The official Mafia II profile is for the original (DX9) Mafia II. It does not work with the remastered version.

    in reply to: Empyrion Galactic Survival, Unity 2020 game, no 3D #199758
    Ralf
    Keymaster

    Sounds as if Unity 5 profiles just don’t work on the latest 2020 release. I’ll look into that when I come across a game that uses this version, can’t really say much to user profiles though.

    One last thing you could try yourself is checking whether the game maybe has some internal render scaling setting and if so disable that. 3D in Unity 5 games can fail if the render resolution doesn’t match the output resolution, which can happen in fullscreen mode or if the game has some some render scaling option.

    in reply to: Can I play desktop games in 3D sbs .? #199757
    Ralf
    Keymaster

    Certainly possible, but not a priority. Occasionally I spend a bit of time on the 3D display mode though, so adding other output methods *might* happen at some point.

    in reply to: What is Crystal Image exactly? #199727
    Ralf
    Keymaster

    ‘Crystal Image’ combines several things that affect the final headset resolution and the way the game image is sampled in the headset render stage. There shouldn’t really be any need to change it normally. ‘Low’ may be worth a shot in case of performance problems, but typically doesn’t really change much performance wise. ‘Aggressive’ produces a crisper image, but that comes at the cost of added sampling artifacts. So generally it’s best to stick to ‘Normal’.

    in reply to: How to G3D and hit 80+ FPS and High Definition #199726
    Ralf
    Keymaster

    vorpX sets the headset target resolution ‘intelligently’ depending on the game resolution within a defined min/max range, ensuring that it is always high enough to not have a negative impact on image quality whithout – on the other hand – wasting resources in the headset render stage that are better spent rendering the game.

    What’s important to understand here is that changing the headset target resolution does something entirely different in vorpX than it does in native VR games. Native VR games are actually rendered at the headset target resolution while with vorpX games are rendered at the resolution set in the game options. The headset target resolution only comes into play in a second step when vorpX renders the already rendered game image to the headset.

    in reply to: Curious Technical question #199672
    Ralf
    Keymaster

    The way vorpX handles the interaction between game FOV, ImageZoom and other relevant settings is designed to ensure the same values always produce the same result regardless of the headset used. That’s one of those basics where I’m more than 100% certain that they work as they are supposed to, absolutely zero chance that there is anything wrong in that regard.

    I can only assume that either the values you got from the YouTube video or your eyeballing corrections aren’t entirely precise, impossible to say for me which one.

    in reply to: Installation link expired #199664
    Ralf
    Keymaster

    No problem. Unless I misunderstood your question, the pinned FAQ post on top of this sub-forum should have the answer:

    I bought vorpX before but don’t have the web installer anymore.

    Please request a new download link here.

    in reply to: Genshin Impact profile? #199643
    Ralf
    Keymaster

    That’s an unfinished profile, sorry for the confusion. I never even really checked the game so far except for briefly launching it one time, just created a placeholder and then apparently forgot about it. I’ll take a closer look before the next update. As always, no promises though.

    in reply to: Space Engineers does not work in VR #199632
    Ralf
    Keymaster

    BitDefender is your problem. Please make sure to disable it entirely, especially its so called ‘Advanced Threat Protection’, which – rather unadvanced – blocks Windows functions vorpX uses to hook into games.

    If that does not help, try to remove your third party AV software. There is no real need for invasive third party AV on Windows 10. Windows Defender will automatically kick in when you remove it. That’s more than good enough for several years now.

    in reply to: Cyberpunk 2077 #199626
    Ralf
    Keymaster

    You can reset profiles in the config app, either on the local profiles or on the trouble shooting page.

    if you changed the mouse sensitivity, you would to reset it in the game options, vorpX doesn’t change it.

    in reply to: Space Engineers does not work in VR #199620
    Ralf
    Keymaster

    No problem hooking the game here. Only issue I had was that HUD scaling doesn’t work currently, which can happen if a game update also updated a game’s shaders. Will look into that.

    Probably there is something on your PC that causes a conflict when hooking into DX11 games. Did you try to install a hook helper? The attach dialog should offer this option after a minute or so. Hook helpers can resolve many hooking conflicts without having to get to the bottom of the matter.

    If that doesn’t help, please thoroughly check the pinned trouble shooting guide on top of this sub forum. it has more detailed information regarding hooking conflicts.

    in reply to: Far Cry 4 black screen #199607
    Ralf
    Keymaster

    Please download the ‘Far Cry 4 [vorpX]’ profile from the cloud. the infamous black-screen-before-menu issue that this thread was about has been resolved about a week ago with an updated profile. Will be included in the next vorpX update, in the meantime you can grab it from the cloud.

    in reply to: Any way to bypass SteamVR? #199602
    Ralf
    Keymaster

    I’ll definitely experiment with OpenXR sometime in the not too distant future. Wanted to let it mature for a year or so before I do that, now it looks well supported enough. Got to admit though that I’m not overly keen to redo the VR controller stuff for the various controller types supported via SteamVR, so OpenXR will only come if the headset part proves to bring actual advantages over sticking to SteamVR.

    in reply to: Any way to bypass SteamVR? #199596
    Ralf
    Keymaster

    Can’t really say anything else than above (which is already more than what a wise man would have said ;)). Native WMR support is not out of the question, but also not a priority. I always have an eye on the Steam hardware survey data though. Currently WMR usage is at 5.5% and declining, but if the Reverb G2 is able to reverse this trend and leads to a significant increase, native WMR support would become more likely. Can’t promise anything though.

Viewing 15 posts - 1 through 15 (of 7,425 total)