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RalfKeymasterAdding shaders is fairly straight forward. You can flip through all currently used shaders in the ‘Add Shaders’ group to find an offending shader, various methods to visualize the currently selected one can be selected with the ‘Test Visualization’ option.
Once you found a shader that you want to disable or treat otherwise you click the ‘Add To Active’ button and then define what vorpX should do with that particular shader below using the ‘Modifier’ option. There are quite a few options that will sound like gibberish without basic knowledge of what shaders actually are and do, but basic stuff like disabling an offending shader is easy without really knowing any of that.
RalfKeymastervorpX comes with a mod for closer integration with the game since 21.2.1 and thus loads ScriptHook. If ScriptHook complains about an update being necessary, please simply install it normally in the game folder.
If you don’t use any other mods, you can alternativeley copy just the updated ScriptHookV.dll to C:\Program Files (x86)\Animation Labs\vorpX\Plugins. vorpX looks for the ScriptHook dll in that folder if it is not already loaded on start.
RalfKeymasterPlease try to reset both the vorpX profile and the game’s graphics settings to default. Also please check whether you maybe accidentally disabled automatic settings in the config app. vorpX has to adjust some settings for the game to work correctly.
Aug 26, 2021 at 1:17pm in reply to: Shader authoring refuses to save and resets each launch of a game #205858
RalfKeymasterReally sorry about this guys. Couldn’t replicate the issue last time I tried, but I’ll check again with the profile mentioned above.
Aug 26, 2021 at 1:16pm in reply to: loading vpenvr_api.dll failed this is a sever problem please reinstall vorpx #205857
RalfKeymasterSounds as if the Oculus PC sofware is not installed. That’s a requirement for vorpX to work with your Quest. If you already have it installed, please reinstall in case the install is broken somehow.
To install the Oculus software, go to https://www.oculus.com/setup/ and download the Oculus Link software.
RalfKeymasterThe profile is 2D only on purpose, 3D in Arx Libertatis only worked with the original alternate frame G3D OpenGL implementation in vorpX years ago, couldn’t make it work glitch free with the current proper single frame G3D implementation unfortunately. There are a handful or so profiles in the local profiles list that work in a similar fashion.
If you want to double check whether a game in the local profiles list is actually supposed to have 3D, use the supported games list.
RalfKeymasterSounds like a mod conflict then. If you haven’t done so already, please try to remove any other GTA 5 mod you may have installed.
RalfKeymasterThat’s the option luka2099 meant. The generic 3D warning is not affected by it though. However, the message fades away after two or three minutes automatically, so you don’t really have to walk to your PC and disable it manually.
RalfKeymasterMost of those modern AA methods indeed aren’t exactly great for VR. Good old MSAA rules. vorpX comes with its shown sharpening filter, which is the better choice compared to apply sharpening with ReShade since it gets applied later in the process at the headset resolution instead of at game res.
If you can afford it performance wise for a specific game, no AA but high resolutions (i.e. supersampling) might also be worth a try. Although with modern games and G3D that’s usually not a viable option.
RalfKeymaster@ LuigiChoolis
Try to reset the game’s graphics setting do default and see whether that helps. vorpX might fail to get the right depth buffer depending on some effect settings.
@ Tobias
Since you get the same issue with both games, there probably is something getting in the way.
First please check whether you have any mods installed. If so, remove all of them. If that is not the issue, try to disable EVERYTHING that can show an overlay in games and thus might interfere with vorpX, e.g. any kind of GPU/CPU utility, chat programs etc.
RalfKeymasterCould you provide more detailed information about what does not work for you in FullVR mode?
Just checked the game for you, but couldn’t find anything unusual. With everything set to default vorpX automatically adjusts the FOV. All you, all you really have to do is choosing a resolution quality in the vorpX menu (DirectVR page) that looks decent without costing too much performance.
RalfKeymasterTry to run it windowed, there seems to be an issue with the Prepare To Die edition in fullscreen mode.
I’ll take a (brief) closer look at that, but won’t waste too much time on it, the Prepare To Die edition is hugely inferior to the remaster due to its 30fps cap. The remaster will fully work again with the next vorpX version.
RalfKeymasterThere isn’t really anything to tweak besides potentially setting a higher (4:3) resolution for better image quality, everything else is handled automatically by vorpX’s DirectVR functionality.
Re the unusual start procedure with SteamVR:
You have to launch the game without SteamVR running, that’s a unique issue with HL2. Normally vorpX should show an according hint if SteamVR is already running on launch.
With SteamVR running on launch the game tries to initialize the SteamVR runtime for whatever reason, causing a conflict with vorpX. Simply launching the game without SteamVR running solves the issue. SteamVR auto-launches when vorpX initializes it during its init process.
RalfKeymasterThe game is Z3D only, Not all games have G3D.
Configuring it for FullVR should be fairly easy unless you happen to have disabled automated settings. vorpX sets the FOV automatically under normal circumstances, all you really have to do is choosing a resolution quality in the vorpX menu (DirectVR page) thatlooks decent without costing too much performance.
Not sure re your issue with switching to cinema mode. Try to reset the profile to default first. If you already have tweaked a lot, settings might be messed up. Shouldn’t really affect the switch to cinema mode, but who knows.
RalfKeymasterThat happens because vorpX emulates a mouse for head tracking in CP2007. When you play with a gamepad the game gets confused whether a gamepad or mouse/kb is used und thus switches between the both help overlays. A handful of games let’s you pick the help overlay to display manually, but I don’t think CP2077 is among them.
The only way to avoid that in case of CP2077 would be to enable the gamepad override in the vorpX menu and then configure vorpX’s gamepad > mouse/kb emulator to your liking. Normally that’s just meant for games that can’t handle simultaneous mouse and gamepad input at all though, so my recommendation would be to live with the glitch instead. If possible, native gamepad input is always preferable.
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