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RalfKeymasterThanks for the mirror hint. Guess I’ll auto disable those if possible, at least with G3D, for performance reasons then.
With FS2019 there always was a weird issue where every few seconds it looked as if an older frame was shown again instead of the current one. Never could get to the bottom of that. That’s completely gone with FS2022, both DX11 and DX12. So it should indeed work quite well once the initial loading stutter is gone.
RalfKeymasterThat doesn’t sound good. If you want, you can send me a trouble shoot data archive with some logs and additional system info. No promises, but I’ll take a look at it and let you know if I can see something unusual.
Please create the archive in the config app (trouble shooting page) after trying to launch at least one (better multiple) game(s). Then send the archive via e-mail to support at vorpx com.
RalfKeymasterIf 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. Most importantly the first one (‘Install hok helper’). Installing a hook helper can often help without having to get to the bottom of the matter.
If that does not help, you have to dig deeper. Hooking issues almost always are caused by conflicts with other programs on your PC that also hook into games. The trouble shooting guide on top of this sub forum has more details on that.
if you happen to use a gaming laptop, there are a few extra caveats. Also listed in the trouble shooting guide.
BTW: Probably unrelated, but the Reverb G2 works best with the headset type set to OpenXR in the config app, not SteamVR.
RalfKeymasterLooks suspiciously like some invasive antivirus program preventing the launch of the vorpX control app. If you happen to use anything else than Windows Defender, try to uninstall it, just for testing purposes. Some of the more annoying ones make it quite hard to disable them. Even if you disabled the scanner part, there still might be some other module running. There isn’t any risk involved in the test, Windows Defender will kick in seamlessly.
BTW: There isn’t really any need for third party AV anymore. Windows Defender for all intents and purposes is more than good enough for several years now.
RalfKeymasterMy deepest condolences. A world I happily left behind 10 years ago.
RalfKeymasterSounds as if you never had to manage announcements to a larger crowd, which isn’t exactly the same as talking to a single customer while outlining a joint project.
Also your customers probably pay a tiny, tiny little bit more than $40, almost certainly partially upfront, so it would be fairly odd if you wouldn’t let them know what they actually get for their money later. Provided that’s not mysteriously twice as much in the end as they originally agreed to, as it’s so often the case with IT projects of all kinds. ;)
You on the other hand already got what you paid for, potentially years ago, and now expect detailed information about updates that are provided to you for free entirely on a goodwill basis. Not quite the same thing.
RalfKeymasterNot really sure about the underlying issue, but if readjusting with the gamepad would do the trick, then you should be able to do that by changing the sensitivity of the right stick‘s y-axis. Even when a gamepad is used natively vorpX reduces the y-axis sensitivity of the right stick in FullVR mode to avoid unwanted y-axis movement. Maybe the default is a little bit too low in these particular cases. The according setting can be found on the ‘Input’ page of the menu.
A similar setting exists for VR controllers, so regardless whether you play with controllers or a gamepad, you can always adjust this to your liking.
BTW1: Each button on a VR controller can be mapped to two keys, with the left grip button acting as shift-Button between both mappings. That should suffice to map the vast majority of input schemes to VR controllers.
BTW2: vorpX has a nifty 4×4 gaze based button menu that is highly useful for all sorts of shortcuts. Can be configured in the menu. To use it with VR controllers you currently have to map ‘shift+mousewheel click’ to one of the VR controller buttons, which admittedly is a bit counterintuitive. Once that is done, the menu provides you with 16 gaze based extra ‚buttons‘ that can be used by pressing and holding the controller button you earlier mapped to ‘shift+mousewheel click’.
RalfKeymasterI’ll check Star Citizen on occasion before the next update and let you know *if* I find anything. Since there haven’t been any other reports of this issue so far, for now I consider this an isolated one. Might make sense to reset all graphics settings to default, as well as the vorpX profile. That should always be the first thing to try whenever any issue suddenly occurs that wasn’t there before.
Please also check whether the issue occurs when you switch to SteamVR instead of OpenXR in the vorpX config app.
BTW 1: There is a very in-depth (yet surprisingly entertaining) guide for Star Citizen on YouTube: https://www.youtube.com/watch?v=UrYFcH_kwnE
BTW 2: Please always keep in mind that due to it’s ongoing alpha status the game is not actually supported. Hence the according message on start. I check it occasionally, but can’t really guarantee anything.
RalfKeymasterSeems to have something to do building of shader cache.
That was also my guess. Or maybe asset loading in general. As far as I can tell it should usually go away after a short while. Also not really surprising. Why would they optimize a renderpath that they don’t even offer officially anymore.
As far as your question is concerned: being a software developer yourself, I’m sure you understand why I won’t comment on any questions regarding future development.
RalfKeymasterThe Oculus runtime unfortunately has a tendency to throttle to half the headset refresh rate on its own whenever it thinks that makes sense. When that happens, the vorpX FPS counter (ALT+F) would show 40/40 instead of e.g. 60/80. What such a situation means is that although theoretically the game could run with 60fps, it actually can’t because the Oculus runtime throttled the headset framerate (second number in the vorpX FPS counter) to 40.
You can work around that to a degree by disabling Oculus’ ‘Asynchronous Space Warp’ with CTRL+NUMPAD1 after launching a game. Without ASW the Oculus runtime will throttle less often and the headset framerate is more likely to stay at the full headset refresh rate. That’s what you are accustomed to from using your Vive headset, and that’s also how vorpX is supposed to operate ideally.
RalfKeymasterI’m really sorry, but there isn’t any other answer to your Immersive/FullVR question than the one above. Instead of wanting to convert immersive screen into FullVR, which wouldn’t make any sense at all, focus on getting rid of your stutter, which shouldn’t be there in the first place.
If you experience more stutter with the game in DX11 mode, first please try to reduce graphics details, and if that also doesn’t help, please switch back to the game’s official DX12 renderer.
RalfKeymasterImmersive screen mode is immersive screen mode, FullVR mode is FullVR mode. One shows a screen in front you that you can look around, the other one locks the view to your head motion like a native app. Since this behavior, more or less obviously, is the main difference between both modes, what you wish to do wouldn’t make any sense at all.
Like said above, there shouldn’t be any stuttering under normal circumstances except for the inital, probably shader compilation related, stutter after switching to DX11 and the occasional hiccup when the game loads new data. There isn’t really anything else I can say to help you than what I said above two times already.
If you experience more stutter with the game in DX11 mode, first please try to reduce graphics details, and if that also doesn’t help, please switch back to the game’s official DX12 renderer.
RalfKeymasterI’m afraid I can’t really help you with this issue since I can’t replicate it. Zero stutter/judder here after the initial (potentially shader compilation related) stutter is gone. Not even the annoying FS2019 glitch where it looked as if an older frame was shown occasionally every few seconds.
If you still experience stutter after playing a few minutes, try to lower graphics details. Also make sure to have the game installed on an SSD to minimize potential stutter when the game streams in new data.
If that also doesn’t help, please switch back to the game’s officially supported DX12 renderer.
RalfKeymasterI’m afraid I can’t really help you with this issue since I can’t replicate it. Zero stutter/judder here after the initial (potentially shader compilation related) stutter is gone. Not even the annoying FS2019 glitch where it looked as if an older frame was shown occasionally every few seconds.
If you still experience stutter after playing a few minutes, try to lower graphics details. Also make sure to have the game installed on an SSD to minimize potential stutter when the game streams in new data.
If that also doesn’t help, please switch back to the game’s officially supported DX12 renderer.
RalfKeymasterThe stutter after switching to DX11 is not related to vorpX, it’s related to the game’s DX11 renderer. Probably the game has to compile its shaders for DX11 after switching from DX12 to DX11. Should go away after a little while.
Keep in mind that the game doesn’t officially support DX11 anymore, so they probably didn’t care about any optimizations for the DX11 renderer.
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