Ralf

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  • in reply to: VorpX wont hook into any game #215063
    Ralf
    Keymaster

    If hooking fails for almost everything, there almost certainly is something getting in the way.

    If you haven’t done so already, please first try the trouble shoot options that pop up in the ‘Attaching To’ dialog after a minute or so.

    If that doesn’t help, you have to dig deeper. The pinned trouble shooting post on top of this sub forum has more details on the matter.

    in reply to: Cyberpunk VR Update Thread #215055
    Ralf
    Keymaster

    Just a heads-up that I have updated the standalone installer with a version that includes the latest Cyber Engine Tweaks build. The mod itself hasn’t changed, so no need to reinstall if you already updated CET manually to restore compatibilty with the latest Cyberpunk update.

    in reply to: Witcher 3 Next Generation Patch #215054
    Ralf
    Keymaster

    Z3D still works. The profiles launches the game with DX11 automatically. The game doesn’t really have a DX12 renderer. It uses a DX11 > DX12 wrapper that clashes with vorpX when it runs in “DX12”-mode.

    in reply to: Low resolution in Witcher 3 #215050
    Ralf
    Keymaster

    Just speculation, but I’m fairly certain that CDPR made some deal with nVidia to push RTX. TW3 doesn’t even have a real DX12 renderer, instead they use a DX11 > 12 wrapper, implemented some RTX effects on top of that and *heavily* downgraded the original shadow look to make RTX stand out at least in some way.

    Doesn’t exactly require an uber brain to guess how something like that may happen… I’m surprised that there is almost no outcry about the whole affair except from one or the other Steam forum thread that noone reads. The gaming related shitstorm machinery went ballistic on less annoying occasions in the past. ;)

    in reply to: Witcher 3 Next Generation Patch #215048
    Ralf
    Keymaster

    The 23.1.0 beta comes with something special for the latest Witcher 3 version. TW3 is now one of the profiles that have been heavily enhanced with a game specific mod programmed in the game’s scripting language. Provides alternate frame 3d, automatic FOV adjustment and auto EdgePeek in cutscenes etc. Reportedly compatible with a first person mod that is available for the game, but I haven’t tried that myself.

    You can download the 23.1.0 beta from the first post of the according thread in this sub forum.

    in reply to: vorpX 23.1.0 BETA #215036
    Ralf
    Keymaster

    Interesting info re DP vs. HDMI, I’ll check that. Not something I could do anything about, but still useful to know. Same for your scaling changes, that’s apparently what Windows does for whatever reason on your machine. Normally I’d expect that only the virtual display’s scaling gets adjusted when it is added. At least that’s what happens here.

    in reply to: Titanfall 2 auto click issue #215026
    Ralf
    Keymaster

    That sounds distinctively weird. First please check whether maybe your motion controllers lie on the desk in a way that their triggers are pressed. VorpX can emulate mouse/gamepad input with motion controllers. Might also make sense to take out their batteries, provided that’s possible.

    If that’s not the issue, disconnect any additional input device (e.g. a flight stick or a steering wheel) that you potentially may have connected to your PC.

    in reply to: Elder Scrolls Online: Right eye black in Geometry #215007
    Ralf
    Keymaster

    That definitely shouldn’t happen. Try to reset all vorpX and TESO settings to default. Also remove your mods if the issue still occurs afterwards. Graphics related mods for example may hook into the same DirectX functions as vorpX and by doing so cause all sorts of havoc.

    in reply to: TESO unstable attaching #215006
    Ralf
    Keymaster

    That sounds severely like something getting in the way when vorpX hooks into the game. Disable *all* tools and utilities you may have running in the background. A lot of tools hook into games similar to vorpX.

    in reply to: Cyberpunk 2077 stand-alone VR mod (flatscreen) #215005
    Ralf
    Keymaster

    The mod uses the Cyber Engine Tweaks modding framework, which will need an update for each new Cyberpunk version. At time of writing this post none is available yet, but in the past that usually only took a day or two:

    https://github.com/yamashi/CyberEngineTweaks/releases/

    in reply to: Old Profiles with BETA #215004
    Ralf
    Keymaster

    Exporting profiles you put some work in to tweak settings to your liking is always useful in case anything goes wrong, you can do that by simply dragging them to your desktop from the config app.

    As far as making them work with the beta there isn’t anything you have to do though, older profiles in the database just work as they did before.

    You can also always reinstall the last official build in case something doesn’t work as expected at all with the beta version.

    in reply to: vorpX 23.1.0 BETA #215003
    Ralf
    Keymaster

    You can simply reinstall the last official release over the beta install.

    To be on the safe side you might want to backup your entire C:\ProgramData\Animation Labs\vorpX folder since there is a certain chance that profiles/settings saved with a newer version don’t fully work as expected with an older version. I take great care to not break older profiles for newer vorpX versions, but guaranteeing that things always fully work the other way around (i.e. newer profiles with older vorpX) is essentially impossible.

    So in case anything unusual happens after downgrading back to the last official release it makes sense to have backup of the original profile database.

    in reply to: Cyberpunk VR Update Thread #215002
    Ralf
    Keymaster

    Cna’t say anything in respect to DLSS 3.0 currently, but CET will definitely need an update to make the mod work again. The official release page is linked below. At time of writing this post no update is available, but usually that only takes a day or two:

    https://github.com/yamashi/CyberEngineTweaks/releases/

    in reply to: vorpX 23.1.0 BETA #214947
    Ralf
    Keymaster

    On the motion controller page of the menu please check the ‘Controller Visualization’ option. Maybe you changed it before.

    in reply to: vorpX 23.1.0 BETA #214926
    Ralf
    Keymaster

    Hooking into a game is still the preferred method, there isn’t really much of a point in using the dektop viewer for games that vorpX can hook into. Hooked into games vorpX can take care of frame pacing instead of VSync.

    If you use the desktop viewer however, you should do so with VSync enabled. When using the desktop viewer without VSync games run as fast as they can, not being synced to anything. Also games must run on the virtual vorpX monitor, when they run on the physical monitor they get synced to the physical monitor.

    You don’t have to care about choosing the right monitor if you use the method recommended above, i.e. switching off the physical monitor after launching the desktop viewer.

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