Ralf

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Viewing 15 posts - 181 through 195 (of 10,063 total)
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  • in reply to: Quest 3 low anchor #221532
    Ralf
    Keymaster

    The Quest, like most headsets, uses its screen in an asymmetric way, i.e. more pixels are rendered below the eye than above to accomodate human vison that focuses more on things on the ground than above. The idea behind that is to have more pixels available where it counts (below).

    Displaying a normally rendered game (meaning same amount of pixels above and below the camera center here) on your Quest with the viewpoint correctly aligned to your eyes leads to the observed effect unless you cut off pixels at the top of the image. If you want you can do that in most games by raising the ‘ImageZoom’ value to its max. Might be capped in some games though for one or the other reason, e.g. if a game doesn’t allow to set its FOV high enough.

    in reply to: Vorpx sometimes closes when I start a game #221503
    Ralf
    Keymaster

    Random vorpControl crashes when launching vorpX or games should be gone in the next release. Until then switching back to the regular build instead of using 24.1.0 should also help if the issue is too annoying on your machine.

    in reply to: Vorpx Key Helper for Tombraier Legend #221387
    Ralf
    Keymaster

    There are two ways to deal with such annoyances directly in vorpX.

    1. Setting the EdgePeek 3D-multiplier to 0 in the profile settings. That way switching to EdgePeek, which makes sense for using menus anyway, will take care of misaligned HUD/menu elements.
    2. Temporarily disabling 3D with ALT+X (configurable in the config app).

    Both methods *should* always do the trick. If not let me know.

    in reply to: Does VorpX support Half-Width SBS? #221372
    Ralf
    Keymaster

    vorpX renders both eyes at full size and then scales the result down horizontically. So under normal circumstaces you get half-res SBS images with 2×1 supersampling, i.e. considerably better than rendering directly at half width.

    in reply to: Force Farming Sim 2025 to start in DX11? #221363
    Ralf
    Keymaster

    As long as you are here you might have noticed that – on principle and for good reason(s) – questions regarding development don’t get answered at all (or at least almost never) since many, many years. Won’t change, sorry.

    in reply to: They’ve probably asked this many times already: #221359
    Ralf
    Keymaster

    Ingame only. And before you ask :) : duplicating the entire input binding UI in the config app is extremely unlikely to happen, sorry in advance.

    in reply to: Vorpx window not displaying properly #221358
    Ralf
    Keymaster

    @ queenvik:

    Your link requires a login, so unfortunately I can’t check it. What window do you mean? If it’s the config app, check the compatibility settings of the .exe properties dialog (right click on the ‘Configure vorpX’ desktop shortcut > Properties > Compatiblity). Make sure to 1. NOT enable any compatiblity mode. 2. Use the default High-DPI settings.

    in reply to: Force Farming Sim 2025 to start in DX11? #221356
    Ralf
    Keymaster

    As far as I’m aware the DX11 option has been removed from the 2025 edition, it’s DX12 only now.

    in reply to: New Vegas Motion Control Mod #221276
    Ralf
    Keymaster

    Awesome!

    in reply to: about Gamepad Emulated Headtracking #221275
    Ralf
    Keymaster

    No need for OpenTrack to do that. Can be enabled and configured in the vorpX menu directly by turning off the ‘X-Box Gamepad Override’ option and then enabling ‘Head Tracking as Gamepad’. Afterwards a few related secondary options appear in the menu, which may have to be adjusted per game.

    Caveat: games usually filter gamepad input quite heavily, which makes head tracking emulating a gamepad feel quite laggy. General rule head tracking wise is: DirectVR or TrackIR head tracking (if available) > mouse emulation head tracking > gamepad emulation head tracking. So don’t use gamepad emulation head tracking unless absolutely necessary.

    in reply to: Cyberpunk VR Update Thread #221239
    Ralf
    Keymaster

    Please make sure that your CP2077 controls are also set to default and you do dont use any tool/mod that affects input. Under normal circumstances everything is preconfigured correctly out of the box.

    in reply to: Cyberpunk VR Update Thread #221237
    Ralf
    Keymaster

    Just leave everything input related at default, should be ‘Gamepad’ in case of CP2077. Do not tinker with these settings.

    Everything except potentially the resolution and depending on the headset and your PC’s performance *maybe* the headset sync options is preconfigured as it should be.

    in reply to: Cyberpunk VR Update Thread #221231
    Ralf
    Keymaster

    Please reinstall the mod to ensure that all settings are set to their defaults. Also reset your Cyberpunk input settings to default. Per default the steering gestures work like analog sticks on a gamepad.

    in reply to: Gamepad Not working #221127
    Ralf
    Keymaster

    When the override is enabled in a profile then usually because – as you suggested yourself – to allow mouse based head tracking in games that are unable to handle simultaneous gamepad and mouse input. That’s the point of the built-in gamepad to kb/mouse wrapper. I.e. that’s a feature not something you would want to disable.

    in reply to: Cyberpunk VR Update Thread #221082
    Ralf
    Keymaster

    2025/01/27

    A new update is available that includes the Cyber Engine Tweaks modding framework for CP2077 2.21. No other changes.

Viewing 15 posts - 181 through 195 (of 10,063 total)

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