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RalfKeymasterSince the last version vorpX comes with a mod for RDR 2 (as well as GTA 5) with the purpose of providing the best possible FullVR experience.
If you just want to play in immersive screen mode, you can disable the mods by renaming the according files in C:\Program Files\Animation Labs\vorpX\plugins
However, you might want to give FullVR with the new mod a try instead. It works a lot better than FullVR did before without the mod. Make sure to reset the profile to default so that everything is set correctly for utilizing the mod fully.
The RDR2/GTAV mods provide:
- Decoupled walk/look
- VR-optimized cameras that get rid of nauseating stuff like head bobbing and forced 3rd person animations (e.g. when mounting a horse)
- GTAV only: VR optimized vehicle first person position and an additional hood cam
- VR-controller optimized FullVR control scheme that lets you move with just the left controller.
- Alternate frame Geometry 3D
- Full positional tracking
- Automated FOV handling
RalfKeymasterThere isn’t a fix 90fps limit, the limit is actually the headset refresh rate. Going above that wouldn’t really make any sense. However, if you happen to have a headset that can handle 120fps, there’s no harm in trying that.
Be aware though that playing games with vorpX can be fairly taxing, so you won’t really be able to play newer, more demanding games at 120fps. So in the end running your headset at 90fps is usually the better option for vorpX.
RalfKeymasterI’ll definitely check whether something similar will be possible for Cyberpunk 2077. Can’t say anything useful in that respect though since I haven’t really done any research yet.
On a sidenote: tinkering with timing functions almost certainly trips off anticheat software. Only use stuff like that in pure single player games without any online component.
RalfKeymasterI can’t really explain it any other way than I did two times above already, sorry. SOME GAMES CAN’T HANDLE SIMULTANEOUS MOUSE AND GAMEPAD INPUT. So whenever vorpX has to emulate a mouse for head tracking, it uses its built in gamepad to mouse/kb mapper in affected games to deal with the matter.
The only alternative to that in affected games would be no gamepad at all. The override is not some useless thing put in place to annoy you, it’s a fairly nifty feature that let’s you use your gamepad in games where otherwise you couldn’t use it together with mouse emulation head tracking at all.
After a successful DirectVR scan head tracking is done by directly accessing the game’s camera rotation in memory (another, even niftier feature), so no mouse emulation is necessary anymore and the override gets disabled, which enables native gamepad input.
Aug 15, 2021 at 2:46pm in reply to: SBS game mirror, for recording 3D gameplay (->generic 3D disp.) #205693
RalfKeymasterThe only way to record both eyes is recording the Oculus mirror window with lens distortion applied, undistorted SBS output is indeed only available in ‘Generic 3D Display’ mode.
You can enable the mirror window from the vorpX menu (requires expert settings to be enabled in the config app). IIRC the Oculus app also lets you enable it.
RalfKeymastervorpX sends keystrokes while the controller override is enabled. That’s the point of the override. Since many games can’t handle simultaneous mouse/gamepad input, vorpX comes with a well featured gamepad to mouse/kb emulator to deal with such games. However, as mentioned above, after running the DirectVR scan vorpX no longer needs to emulate a mouse for head tracking and thus the game’s inability to handle simultaneous mouse/gamepad input is not an issue anymore. Hence the gamepad override gets disabled after the DirectVR scan and the gamepad works natively. the same is true for a lot of other games, including Bioshock.
Can’t really explain it any other way, hope it was understandable this way.
RalfKeymasterGame and headset FOV have to match precisely! for FullVR games, otherwise you’ll experience the distortion you mention while rotating your head. You don’t want to tweak any related settings in games where vorpX handles FOV automatically. Just make sure to follow the instructions shown by vorpX to the word if there are instructions shown and leave everything else at default. Neither any source game nor Cyberpunk show any warping at all with the FOV set right.
For games where vorpX does not support automatic FOV, check the ‘Essential Hints’ and the ‘1-2-3 Game Setup’ guides in the help for additional information.
RalfKeymastervorpX doesn’t touch this setting at all. Skyrim is being played that way for years without anyone ever bringing up such an issue. As mentioned above, I also played it myself many hours. Plus the game actually still is one of my regular test titles. I’d love to tell you something else if I could, but this is not an issue that occurs under normal circumstances.
RalfKeymasterThere is no technical solution, but you can deal with the matter by releasing the forward button whenever you enter a portal. That way you come to a halt on the other side and can reorient if necessary. Works well for the vast majority of portals, except one or the other situation towards the end, where you might want to disable DirectVR temporarily (ALT+B per default).
RalfKeymasterYou can use 4:3 resolutions with a Pimax headset, but that won’t utilize the headset’s huge FOV fully.
RalfKeymasterI don’t think newer versions of the game have a D3D11 path anymore.
RalfKeymasterWith G3D vorpX has to duplicate every render target texture for rendering both eyes. Both vorpX and SteamVR also create additional rendertargets for the headset rendering stage and apparently the Vive Pro has its own compositor which then would add another internal stereo swapchain. At a res that high all of that adds up.
3840×2400 is unreasonably high for G3D in newer (and thus more demanding) games anyway. Try something more modest. I know your headset has a high res and you’d like to utilize that fully, but you won’t get a decent framerate in newer games with G3D anyway when cranking up the res that heigh.
RalfKeymasterThere was a similar report not too long ago, but I couldn’t really wrap my head around the issue. Since Saubnautica doesn’t have an official profile, what’s worth a shot is duplicating the profile in the config app, deleting the original and then assigning the .exe to the newly created copy. With some luck saving will work with the copy.
RalfKeymasterSorry for the inconvenience. No problem using the contact form from here-
Anyway: your key request mail had been replied to a few minutes after you sent it by the registration auto-responder, which only knew the defunct cableone address. I have resent your key manually to the G-Mail address.
Let me know if it still did not reach you.
RalfKeymasterHooking:
Hooking issues certainly aren’t related to the headset.
If you haven’t done so already, please first try to install a hook helper from the ‘Attaching To…’ dialog. That can often resolve hooking problems without getting to the bottom of the matter.
If that doesn’t help, please check for potential conflicts with other programs on your PC. Hooking issues almost always are caused by conflicts with programs that also hook into games. The trouble shooting guide on top of this sub forum has more details on the matter.
Resolution:
For a crisper image you have to run games at higher resolutions. Games run at the resolution set in their graphics/video options, not at your headset resolution. Check the custom resolution section in the vorpX help for a step-by-step guide regarding adding resolutions to your PC that are higher than your monitor allows.
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