Ralf

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Viewing 15 posts - 1,621 through 1,635 (of 10,005 total)
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  • in reply to: Fallout 4 F4SE & NMM #207803
    Ralf
    Keymaster

    Please follow the suggestion in the message and check whether your issue still occurs when you remove the d3d11.dll. It almost certainly hooks into the same D3D functions as vorpX and may cause a conflict by doing so.

    in reply to: AMD Smart Memory Access SAM problems #207799
    Ralf
    Keymaster

    Not sure how that would affect vorpX in any way, but if you can resolve the issue by disabling SAM, please leave it off. I’ll check later whether I can replicate the issue. Thanks for the heads-up!

    in reply to: Fallout 4 F4SE & NMM #207798
    Ralf
    Keymaster

    Difficult to say anything specific without knowing what the warnings say. Please try again and let my know what *exactly* the warnings say. Full text please, not just ‘some warning about whatever…’. :)

    in reply to: Arma 3 mouse cursor alignment #207797
    Ralf
    Keymaster

    Keys stay valid until you change vital hardware or reinstall Windows. You can avoid having to wait for a new key when you just reinstall vorpX by keeping the key e-mail.

    in reply to: WMR Headsets Require SteamVR Runtime? #207789
    Ralf
    Keymaster

    You have to make sure that WMR is your default OpenXR runtime. The WMR portal should display an according warning message if that is not the case.

    If your ensured WMR is your OpenXR runtime and the issue still occurs, something is wrong. Difficult to tell what, but in that case simply stick to SteamVR as a workaround.

    in reply to: Vorpx 16GB or 32GB Ram ? #207778
    Ralf
    Keymaster

    Pretty much what Jey123456 says with one exception: in games with DirectVR memory scanner support vorpX temporarily may require significantly more system RAM during a scanner run. How much depends on how much of a game’s RAM has to be scanned.

    Unless you have an awful lot of stuff running in the background that consumes huge amounts of RAM, 16GB will still suffice under all circumstances.

    Ralf
    Keymaster

    For technical reasons cloud accounts and your forum account are not the same.

    You have to create an extra account for the cloud profiles in the vorpX config app.

    in reply to: It just doesn’t work #207771
    Ralf
    Keymaster

    Windows Defender will work just fine. If you can’t make it work, please create a trouble shoot data archive in the config app (‘Trouble Shooting’ page) and send that to support at vorpx com. Can’t say anything more useful without more specific information.

    in reply to: Farming Simulator 22 issues #207770
    Ralf
    Keymaster

    The setting is on the ‘Head Tracking’ page of the vorpX menu.

    in reply to: Arma 3 mouse cursor alignment #207727
    Ralf
    Keymaster

    It‘s always a bit difficult to reply in a meaningful way to ‚I didn‘t change anything, things just stopped working.‘-posts. So please excuse that I only have a more general answer: If you haven’t done so already, please try to reset both the game options and the vorpX profile to default. That should get you back to a state from before the issue started to occur.

    In case of issues in regard to using menus, also switching to EdgePeek mode (mousewheel click) sometimes help. If a profile comes with a scalable HUD that may occasionally cause issues with mouse coordinates, specifically whenever the mouse cursor can‘t also be scaled for one or the other reason. This particulur issue can be resolved by using menus in EdgePeek mode.

    As far as I’m aware Arma 3 also is moddable, so if you happen to have installed any mods recently, please also try whether the issue occurs without mods.

    in reply to: Wolfenstein TNO + Gamepad issues (head tracking) #207725
    Ralf
    Keymaster

    Unless I misunderstand that either, 2. was answered above, I think. You disable the override by switching the ‚X-Box Gamepad Override’ setting off. Like said above vorpX either overrides gamepads or not. The only thing that affects this behavior is turning the override on/off in the menu.

    As far as the origin of your original issue is concerned, I can’t really say much unfortunately. If “suddenly” something changed without you changing this setting, there must have been something unrelated to vorpX that changed. E.g. gamepad input being disabled in the game options.

    The only thing I can really recommend is resetting both the game options to default as well as the vorpX profile (respectively deleting and re-downloading it in this case, since it’s not an official one).

    in reply to: Wolfenstein TNO + Gamepad issues (head tracking) #207723
    Ralf
    Keymaster

    I’m sorry. But either I don’t really understand your original question or you don’t understand my replies. Honestly not sure which of the two it is. :)

    vorpX doesn’t change any game files or anything when you enable the override. So getting back to how you had thing before enabling it, is easy: you just disable the override.

    However, there are only two options as far as mouse based head tracking and gamepads are concerned:

    1. A game works fine with both gamepad and mouse input at the same time: if that is the case, you can leave the X-Box Gamepad Overide disabled since mouse based head tracking doesn’t cause a conflict.

    2. A game can’t handle simultaneous mouse and gamepad input: in that case mouse based head tracking will cause a conflict and you need the X-Box Gamepad Overide to use a gamepad together with head tracking.

    There is no way to get native gamepad input and mouse based head tracking when a game can’t handle simultaneous mouse and gamepad input. The whole point of the gamepad override is dealing with such a conflict.

    in reply to: Wolfenstein TNO + Gamepad issues (head tracking) #207715
    Ralf
    Keymaster

    Natively gamepad input usually handles walk/run in an analog way, i.e. there is no hard switch between walking and running, instead you become gradually faster when moving the stick forward. With the override walk/run (obviously) works like keyboard walk/run with two distinct velocities.

    Not necessarily a bad thing in VR btw, at least if you are sensitive to VR sickness. Gradual velocity changes (acceleration) can be fairly sickness inducing when your body isn’t actually accelerating since your brain receives mismatching input from your eyes and your vestibular system.

    in reply to: screen flickering hp reverb #207713
    Ralf
    Keymaster

    No idea sorry. If Star Citizen still works with vorpX after their next update, which will supposedly add an anticheat system, and thus might lock out vorpX, I’ll check whether I can somehow replicate your problem.

    in reply to: Arma 3 mouse cursor alignment #207711
    Ralf
    Keymaster

    You aren’t the only one with weekends. ;) Thanks for your patience.

    Sounds as if you might be running the game windowed with a resolution larger than your monitor res. In such a case the mouse can’t reach the bottom of the window.

    To resolve that you have the following options:

    1. Run the game fullscreen
    2. Switch your desktop to a higer res so that the window is fully visible
    3. Use a gamepad instead of your mouse.

    In regard to options 1. and 2. please also check the ‘Custom Resolutions’ section in the vorpX help.

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