Ralf

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  • in reply to: Headset nicht gefunden, #223102
    Ralf
    Keymaster

    Klingt, als hättest Du entweder die Meta Horizon Link PC-App gar nicht installiert oder Horizon Link in der Quest nicht gestartet.

    https://www.meta.com/de-de/help/quest/1517439565442928/

    Außerdem muss Horizon Link in der Quest gestartet sein, damit die PC-App die Quest verwenden kann.

    in reply to: Headset nicht gefunden, #223100
    Ralf
    Keymaster

    Falls Du eine halbwegs sinvolle Antwort haben möchtest, müsstest Du ein klein wenig mehr Information liefern:

    1. Um was für ein Headset handelt es sich?
    2. Grobe System-Specs: CPU/GPU, Windows-Version, Laptop ja/nein etc.
    3. Was genau heißt ‘alles ausprobiert’?

    in reply to: Programming Shift Functions on Motion Controller #223096
    Ralf
    Keymaster

    Make sure you run the DirectVR scanner as indicated by vorpX. Once the scanner ran successfully, you can use your motion controllers in gamepad mode (should be the profile default).

    The kb/mouse emulation before running the scanner is only necessary because the game doesn’t support simultaneous mouse/gamepad input and vorpX needs to emulate a mouse for head tracking.. After running the scanner vorpX accesses the game camera directly for head tracking, which provides better head tracking and also let’s you use motion controllers as gamepad since vorpX doesn’t have to simulate a mouse anymore for head tracking.

    That aside shift mappings work fine here. Just in case: If you use some third party VR runtime to send the image to the headset, try Meta Link to check whether maybe the runtime is the culprit.

    in reply to: Starfield HUD no longer floats #223086
    Ralf
    Keymaster

    Thanks for the heads-up. That can happen after game updates whenever the update changes shaders. Fixed right away, you should receive a profile database update next time you launch vorpX. If not, you can manually download the updated profile in the config app.

    Let me know whenever you encounter something like this. Can’t promise it will always get fixed *that fast* though.

    in reply to: Baldur’s Gate 3 setup (help a newb, please) #223081
    Ralf
    Keymaster

    That’s an inherent side effect of how Z3D works. Instead of rendering everything twice like G3D, it shifts pixels of the final image to the left and right based on how far a away from the camera they are. That leaves some ‘holes’ in the image, which are then filled with neighboring pixels. Those are the halos you noticed.

    You can play around a bit with the 3D-Strength and (after clicking the ‘More Z3D Settings’-button) the advanced Z3D options to check whether you find a balance that fits you better than the default, but there is no way to get rid of the effect entirely. The stronger the 3D with Z3D the more pronounced these halos become.

    in reply to: ds9 the fallen #223078
    Ralf
    Keymaster

    I didn’t really have to do anything. Works with default hooking for me. Just in case: the profile expects the main .exe to be named DS9.exe.

    Ralf
    Keymaster

    Super weird. Can’t really suggest anything, sorry.

    Please try a factory reset (config app > trouble shooting), which will reset everything to default. Afterwards select ‘Generic 3D’ again and hit ‘Apply’ or ‘Apply & Close’.

    in reply to: ds9 the fallen #223074
    Ralf
    Keymaster

    Should work with the game’s OpenGL renderer. In the game’s video configuration dialog make sure to check ‘Show non-certified devices’, otherwise you can’t select OpenGL.

    Caveat 1: 3D is disabled per default in the profile. To get 3D switch ‘3D-Reconstruction’ to ‘Geometry’ in the vorpX menu.

    Caveat 2: for reasons I neither recall nor documented unfortunately I made the game’s profile hidden in the profile database. So there might be some issue with it. A (super-brief) test a few minutes ago looked fine on first sight though.

    in reply to: Baldur’s Gate 3 setup (help a newb, please) #223072
    Ralf
    Keymaster

    Z3D is the preferred method here. G3D works in principle, but personally I considered it too glitchy when I made the profile. Just left it available for those who don’t mind.

    Ralf
    Keymaster

    That’s the weirdest issue I heard of in a while. Never got this one before. Please double check whether maybe you just didn’t hit the ‘Apply’ or ‘Apply & Close’-button after selecting ‘Generic 3D Display’. Sounds like the most likely cause for this issue.

    Anyway, glad you found a workaround. Goes without saying though that deleting files from the vorpX program folder is not exactly something I’d recommend. May mess up things severely.

    in reply to: Dying Light 2: Stay Human #223033
    Ralf
    Keymaster

    …that under certain unlucky circumstances vorpX may occasionally think the scanner succeeded although it actually didn’t. That was what you experienced when you first described your issue. If that happens again, simply don’t run the scanner. No need for external apps to deal with that.

    in reply to: Dying Light 2: Stay Human #223031
    Ralf
    Keymaster

    Right, guess that settles it then. Once the scan succeeds, vorpX directly manipulates the game’s camera in memory for head tracking and thus does no mouse emulation anymore. It should disable the override automatically in that case.

    The only remaining caveat it that under certain unlucky circumstances vorpX may occasionally think the scanner succeeded although it actually didn’t. That was what you experienced when you first described your issue. If that happens again, simply don’t run the scanner. No need for external apps to deal with that.

    in reply to: Dying Light 2: Stay Human #223028
    Ralf
    Keymaster

    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

    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.

    Letting you use your gamepad together with mouse based head tracking in games that have this issue is the sole reason why the gamepad override exists in the first place.

    in reply to: Dying Light 2: Stay Human #223026
    Ralf
    Keymaster

    I guess I don’t really get your problem, sorry.

    1. For the FOV to be correct “Optimize game settings” MUST be on, you really should never disable that under normal circumstances. It’s often vital, sometimes even for working 3D.
    2. To solve your head tracking issue simply do not run the scanner after launch. When you don’t run the scanner vorpX automatically uses its built in head tracking to mouse mapping.

    If you experience something else, reset the profile to default. If that also doesn’t help, try a factory reset.

    in reply to: Dying Light 2: Stay Human #223024
    Ralf
    Keymaster

    You can/should leave DirectVR enabled, so that vorpX still can adjust the FOV in the config file. Just don’t run the scanner after launching the game. The memory scanner only affects head tracking, not the FOV. In some games it does, but not in this one. The sacnner always says what is affects, in thsi case that’s only camera rotation.

    You can simply not run the scanner while letting vorpX still adjust the FOV in the config file. That way vorpX’s head tracking to mouse emulation is used for tracking, while DirectVR still handles the FOV.

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