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Oct 25, 2021 at 11:09am in reply to: Gamepad unusable with VorpX. Switches to keyboard controls #206941
Ralf
KeymastervorpX has its own gamepad > kb/mouse mapper built in. You can configure it on the input page of the vorpX menu.
Now you may ask yourself, why the heck does a VR app come with a gamepad mapper? Answer: Many games don’t allow simultaneous mouse and gamepad input. So whenever vorpX needs to emulate a mouse for headtracking in an affected game, the gamepad mapper is used to resolve this conflict. The alternative to that would be no gamepad at all (or no head tracking) in affected games.
Ralf
KeymasterI don’t have any experience with the application, sorrry. Judging from a brief look at their website I’d suspect it might be an OpenGL application. A bit older, available on both Mac and PC, makes OpenGL a reasonable assumption.
Try to make a copy of an OpenGL profile in the vorpX config and then assign the application’s .exe to that copy. No guarantee that will do anything, but worth a shot. Good candidates to try are the Quake/Quake II/Quake III/Quake IV profiles.
If you can’t make it work, you can use the vorpX desktop viewer as fallback option. 2D only, but that way you can display the app in the headset without vorpX hooking into it.
Ralf
KeymasterSomething must be different on your system compared to a ‘clean’ Windows install. I’ll check your AV scanner myself on a testbox. Since these programs tend to deeply hook into Windows that’s still my first suspect. From my experience some of the more annoying third party AV applications make it really hard to disable all they do. Sometimes only a uninstall fully gets you rid of them.
On a sidenote: your system doesn’t really get less secure without third party AV, at least not in any way that is relevant for normal usage. Windows Defender has come a long way over the years. For all practical purposes it’s more than good enough.
Ralf
KeymasterSince OpenXR support was added to vorpX earlier this year I can wholeheartedly recommend the Reverb G2 as one of the top headsets for vorpX. WMR over SteamVR was always a bit iffy with vorpX, but with OpenXR WMR headsets work like a charm.
Ralf
KeymasterThe desktop viewer image isn’t mipmapped on purpose since that would make it more blurry, but changing the Clarity setting on the image page of the vorpX menu from low to medium will raise the final headset resolution as well as enable high quality Lanczos instead of bilinear sampling. That should do the trick.
Ralf
KeymasterI practically disobeyed AMD’s recommdations by even letting you configure things in detail. In their developer docs they excplitely ask developers to not make separate controls available. They’d rather see this offered with a single switch under their “Super Resolution” moniker.
Ralf
Keymasterfrom my perspective Vorpx has integrated the sharpening part of FSR whereas lossless scaling has that AND the upscaling tech to boot.
Actually vorpX does all three parts of the FSR technique, not just the two shaders: obviously sharpening and upscaling (vorpX upscales anyway when preparing the image for sending it to the headset, now it can use the Lanczos filter from FSR for that). In addition to these vorpX can do the texture detail hack that is the third part of the full package. The latter is only possible for apps like vorpX that hook deeper into the graphics pipeline since it’s not a post effect shader but done during the actual game rendering.
I also went the extra mile and coded the upscaling algorithm into the image processing that happens anyway instead of just slapping the AMD provided shaders on the game and then resampling the image again later as before, which would have partially negated the prior gain in sharpness.
You can control what is active with the Clarity setting:
Low: Default (bilinear) scaling with FSR sharpening
Medium: FSR scaling with FSR sharpening
High: FSR scaling with FSR sharpening + texture detail enhancementTLDR: No better way to apply FSR for vorpX than using the Clarity setting.
BTW: Generally it’s not really advisable to stack multiple upscaling/sharpening instances on top of each other. Performance considerations aside (each of these operations processes every single pixel of an image several times for one output pixel), these things aren’t some kind of magic that you can do several times without creating visible artifacts.
Ralf
KeymasterNever have seen that error before, seems to be some Windows error message, certainly not something vorpX shows itself. Can’t replicate that here, neither under Windows 10 nor 11. If you by any chance use some invasive third party AV program (i.e. anything else than Windows Defender), pleae try without. A long shot, but not really sure what else to suggest.
Unrelated sidenote: don’t run vorpX as admin unless you need that for hooking into (mostly old) games that reqiure admin rights themselves. There is no other reason to run vorpX as admin than that.
Ralf
KeymasterMasterchief Collection only, and I only checked the CE campaign, which is the one officially supported. With some luck it might also work for other MCC campaigns.
Unfortunately the whole collection is structured in a very unusual way: there is only one overarching executable that loads the actual games as DLL. Makes it somewhat convoluted to load individual settings for each campaign. The vorpX profile system expects one game per .exe, not six… Hence only the CE campaign is fully supported currently.
I didn’t touch the original DX9 Halo profile for the time being and also (obviously) no user profiles.
Ralf
Keymaster21/10/23
vorpX 21.3.1 has been releasedEvery now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:
Improved/Fixed
- Improved: Smarter profile merging during database updates.
- Improved: Minor config app layout modernization.
- Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
- Improved: Revised DXGI hooking.
- Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
- Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
- Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
- Fixed: User shader definitions for official profiles were removed during update.
- Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
- Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
- Fixed: DX12 settings weren’t handled correctly during database updates.
- Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
- Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
- Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
- Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
- Various other small fixes/improvements and some internal refactoring.
Profile Changes/Fixes
- Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
- Metro Exodus: a bunch of additional shadow shaders defined.
- Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
- Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
- Elder Scrolls Online: HUD shader definition fixed for latest game version.
- Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
- Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
Ralf
KeymasterApparently there was a game update a while ago that made the game detection fail due to a changed .exe name. As far as I can tell from a brief five minutes check there luckily haven’t been any changes that break the actual profile.
Grabbing the updated ‘Far Cry 3: Blood Dragon [vorpX]’ profile from the cloud will fix the game detection.
Ralf
KeymasterThat won’t work unfortunately. vorpX applies G3D after the game has clipped the geometry, so you’d look into an empty void when you apply head rotation at that point. Same for large position changes.
BTW: I have done some more work on the fixed profile: for one the weapon wasn’t properly stereoized in G3D, that works now. While I was at it I also added Auto Weapon Hide, so no more gunface in G3D. Make sure to reset the profile to default once if you already downloaded yesterday’s version, otherwise the weapon will stay invisible all the time.
Ralf
KeymasterNot entirely sure if I understand the question. if you mean the original DX9 Halo, then yes. vorpX has a profile for it. Not sure about Halo 2, but worth a shot to check whether there is a user profile in the cloud.
Ralf
KeymasterNot really. Performance wise the difference between 4:3 and narrower custom resolutions typically isn’t that huge. Besides: the game should run at 90fps with decent resolutions anyway. Give it a go, one of the best vorpX first person shooter experiences you can have. Max. DirectVR with all bells and whistles for an almost roomscale experience, even auto weapon hide. Like said above, there isn’t really anything this patch could improve.
Ralf
KeymasterAwesome.
BTW: Incidentally I fixed G3D for the Combat Evolved campaign today, was broken after some recent game update. You can grab the updated profile on the cloud profiles page in the config app.
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