Ralf

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Viewing 15 posts - 1 through 15 (of 8,953 total)
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  • Ralf
    Keymaster

    Try to empty the DirectVR cache on the DirectVR page of the vorpX menu and then re-run the scanner. That should help with issues like that in DirectVR games.

    in reply to: Quest 2 ‘Oculus Headset Not Found’ #211000
    Ralf
    Keymaster

    Try to switch the headset type in the vorpX config app. Normally ‘Oculus’ should work best, but OpenXR will work just as well (provided it’s enabled in the Oculus PC app). ‘SteamVR’ will also work with Oculus/Meta headsets, but should be tried last since introduces SteamVR as an unnecessary extra layer.

    in reply to: Need some more help #210969
    Ralf
    Keymaster

    Please follow the instructions in the ScriptHook message regarding installing the latest version. That should solve the issue.

    Ralf
    Keymaster

    Try with TrackIR head tracking enabled. vorpX can utilize head tracking data to emulate TrackIR. The info box in the top/left corner of the game window has detailed instructions.

    in reply to: Cyberpunk VR Update Thread #210966
    Ralf
    Keymaster

    Awesome. Thanks for the info.

    in reply to: FiveM #210965
    Ralf
    Keymaster

    First please try to update the ScriptHook modding library. It recently got broken by a game update: http://www.dev-c.com/gtav/scripthookv/

    If you use other mods, copy it normally to the game folder. If you only use vorpX and no other mods, you can alternatively just copy ScriptHookV.dll to C:\Program Files (x86)\Animation Labs\vorpX\Plugins. vorpX loads it from there if it’s not in the game folder.

    If that does not help:

    Try without the dedicated mod portion that comes with vorpX since last summer. Not sure, but I could imagine that it’s not compatible with FiveM. Of course the would disable all the good stuff that the mod provides (better G3D, VR compatible FOV, decoupled walk/look, optimized cameras etc.), but with some luck it *might* at least allow you to play FiveM in immersive screen/cinema mode.

    The mod portion of the profile can be disabled by renaming/removing vpxGTAV.dll from the vorpX plugins folder mentioned above.

    in reply to: Your new favorite YouTube Channel is here #210964
    Ralf
    Keymaster

    The next vorpX update is planned for early June. That will have the user definable gestures as its main new feature.

    in reply to: AMD FSR 2.0 #210963
    Ralf
    Keymaster

    FSR 2.0 has to be implemented by game developers directly, it’s a lot more complex to add to a game than FSR 1.0. It’s better because unlike the first version it’s not “just” a post effect (+ a mipmapping hack) that utilizes image data. Instead it relies on 3d motion vector and occlusion data that isn’t available unless it gets created by the game engine. Trying to use the technique without this data is pretty much pointless, it’s the most important ingredient.

    in reply to: Farming Simulator 22 VR Help #210918
    Ralf
    Keymaster

    Please follow the instructions in the top left corner of the game window. you have to enable TrackIR in the game options as well as in the vorpX menu.

    in reply to: Sable (5 out of 5) #210915
    Ralf
    Keymaster

    Depends on the game. I think most games on Game Pass are normal Win32-programs and can be hooked fine, but a good portion is unfortunately compiled as Windows Store (UWP) app, which among other things means they are encapsulated in a ‘safe’ container that prevents vorpX from being able to hook them without some serious hacking.

    Luckily MS seems to more or less ditch the whole UWP-approach, wasn’t exactly the huge success among developers they hoped it would be. So there is at least some hope that in the future less and less games on Game Pass will use it.

    in reply to: Virtual desktop vs Oculus Air Link #210912
    Ralf
    Keymaster

    Personally I’d always recommend to stick to Link/AirLink, which under normal circumstances works at least as well as any third party streaming method. Adding an extra tool into the processing chain also adds a potential source of extra problems. Better to avoid that whenever possible.

    If for some reason you still want/have to use VD, you have to make sure that vorpX is set to SteamVR mode in the config app. VD can’t handle the Oculus/Meta-runtime calls, it only works with SteamVR.

    in reply to: Cyberpunk VR Update Thread #210910
    Ralf
    Keymaster

    All good. Thanks for caring! Hope you are well too.

    in reply to: applying my setting to play my games in vr #210902
    Ralf
    Keymaster

    Please follow the instructions in the dialog that pops up and send an e-mail with your request code to the mail address shown there. You’ll get your key shortly afterwards normally.

    in reply to: Cyberpunk VR Update Thread #210901
    Ralf
    Keymaster

    I haven’t forgotten about your photo mode wish. That’s just not a top priority currently, sorry. :( There are lots of things requiring attention when you maintain a project as huge as vorpX. The main goal of the mod is/was to make the game playable in VR with motion controller gestures, which works perfectly fine already. If/when time permits, I’ll check whether the photo mode issue is easily fixable and will do so if that’s the case.

    in reply to: Intergrated graphics confusion #210872
    Ralf
    Keymaster

    With the default Geometry 3D method performance drops to about half (actually a bit less) of your 2D performance since evrything has to be drawn twice, once for each eye. A mobile 2060, which is even slower than a desktop 2060, probably is not enough for Geometry 3D at VR friendly framerates in newer games.

    Try to reduce graphics details and/or switch to Z3D in the vorpX menu. Z3D doesn’t look as natural, but is a lot faster since it only renders each frame once an then applies 3D as a post process effect afterwards.

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