Ralf

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Viewing 15 posts - 1,981 through 1,995 (of 10,066 total)
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  • in reply to: Skyrim SE xbox360 controller disconnecting #205606
    Ralf
    Keymaster

    Never heard of anything like that before, sorry. The main point of the DirectVR scan is enabling 1:1 headtracking via accessing memory addresses, so after sucessfully running the DirectVR scan vorpX doesn’t have to emulate a mouse anymore and auto disables the gamepad override, which prior to the scan is necessary since the game can’t handle simultaneous mouse and gamepad input. When the override gets disabled after the scan, the game’s native gamepad handling kicks in. Played many hours of Skyrim myself that way.

    You can see also see that in vorpX menu. While before running the scan the override is enabled, after a successful scan the setting is named slightly differently and should show ‘Off’.

    The only two settings in the vorpX menu you’ll ever want to touch for Skyrim (DX9 as well SE) are the resolution quality on the DirectVR page and optionally the sharpening amount.

    in reply to: Skyrim SE xbox360 controller disconnecting #205595
    Ralf
    Keymaster

    Please reset the profile to default.

    The controller works natively after running the DirectVR scan and the scan requires the override to be enabled. In general it’s unwise to change the controller override when it is enabled per default in an official profile. It is never enabled without reason.

    in reply to: Metro Exodus no longer works after game update. #205579
    Ralf
    Keymaster

    Thanks for the heads-up. Will look into the issue for the next vorpX version.

    For the Epic store version there is a workaround: renaming EOSOVH-Win64-Shipping.dll in C:\Program Files (x86)\Epic Games\Launcher\Portal\Extras\Overlay will help.

    CAVEAT: Renaming the overlay DLL might break other Epic store games, so whenever you encounter any issue after renaming the DLL, check whether that issue also occurs with the overlay DLL.

    in reply to: Error 3023 LibOVRRT #205577
    Ralf
    Keymaster

    Please follow the suggestion in the error message and switch to SteamVR (or alternatively OpenXR in newer vorpX versions). You can do that on the ‘General’ page in the vorpX config app under ‘Device Selection’

    in reply to: Red Dead Redemption 2 not loading after Update #205575
    Ralf
    Keymaster

    Since it’s working here and so far there also have been no other reports like this since the last game update, I don’t really have anything than else the default hooking issue reply:

    Isolated hooking issues almost always are a conflict with some other program that also hooks into games and creates a conflict with vorpX. Typical candidates are e.g. invasive third party antivirus programs, GPU/CPU toools and generally everything that can show an overlay over games.

    The pinned trouble shooting guide on top of this sub-forum has more details on the matter.

    in reply to: HTC Vive Pro 2 – Vorpx not working properly #205571
    Ralf
    Keymaster

    If you found that the culprit is setting a resolution above 3456×2160, there isn’t really anything else I can suggest than going for something more reasonable. That should be enough for a crisp and decent looking image in any game anyway. Unfortunately I can’t get a Vive Pro 2 because of a single isolated and largely academic issue report related to setting resolutions that are too high for practical use in most cases anyway. Hope that is somehow understandable.

    BTW: 4K resolutions will be too much for good performance in newer games with G3D. Keep in mind that you not only need a good looking image in VR but also a decent framerate.

    in reply to: Mouse control #205562
    Ralf
    Keymaster

    Setting the head tracking sensitivity to 0.0 should do the trick.

    in reply to: Red Dead Redemption 2 not loading after Update #205561
    Ralf
    Keymaster

    Still works for me. Latest update is the one from about three weeks ago as far as I’m aware. At least I didn’t receive another one when I checked the game today.

    In general it makes sense to run the games windowed. There is an occasional crash that I think goes away entirely when running the game windowed. Shows an ‘GFX memory’ error normally though, so it might be unrelated to your issue.

    in reply to: HTC Vive Pro 2 – Vorpx not working properly #205560
    Ralf
    Keymaster

    Might be a GPU memory related issue then. With 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.

    in reply to: WMR Reverb G2 Full Vr mode zooms out to infinity #205548
    Ralf
    Keymaster

    I’m afraid I don’t really understand the issue. With a G2 there shouldn’t be any need to tinker with the vorpX or game gamma setting in F1 2020.

    If you happen to have a HDR monitor and HDR is enabled in the game options, disable that. HDR would only work on your mnoitor, but look off color/gamma wise in the headset. As far as I’m aware there there aren’t any HDR capable headsets yet, the G2 certainly isn’t.

    Best reset all graphics settings to default.

    in reply to: HTC Vive Pro 2 – Vorpx not working properly #205547
    Ralf
    Keymaster

    Like said earlier I get back to you via mail if I find something unusual in the logs. On first sight there wasn’t anything unfortunately, no obvious error message.

    I don’t have a Vive Pro 2 unfortunately, and so far you are the only one reporting an issue with it. Whether that is because the headset is uncommon or whether it’s an individual issue related to your setup is impossible to tell at this point. I’ll keep an eye on the matter. If more reports like yours come in, I’ll get a Vive Pro 2 to check it myself directly.

    For the time being all I can really recommend is sticking to your WMR headset if that works fine.

    in reply to: Red dead redemption 2 crash on load #205538
    Ralf
    Keymaster

    No double posts, please. I have removed your other post regarding the same issue. Thanks for your understanding.

    Can’t replicate this here, but I’ll take a closer look. please use a gamepad instead for the time being. Be aware that gamepad movement works a bit differently compared to playing the game on a monitor to allow movement with just the left stick. Instead of strafing you can turn with the left stick.

    in reply to: wmr and openxr issues #205527
    Ralf
    Keymaster

    You have to make sure that WMR is set as your OpenXR runtime. The WMR portal should display a warning message on launch if that isn’t the case.

    If you are sure WMR is your OpenXR runtime and it still doesn’t work for some reason, there isn’t really much else to recommend than using SteamVR instead.

    in reply to: HTC Vive Pro 2 – Vorpx not working properly #205525
    Ralf
    Keymaster

    Because the second logfile you sent still was a log file with Afterburner and all your other background tasks running. Your log files are of no use for me in regard to checking for other issues while there are potentially interfering programs running unfortunately.

    in reply to: HTC Vive Pro 2 – Vorpx not working properly #205522
    Ralf
    Keymaster

    Doesn’t matter whether the Lenovo headset works with the other apps running.

    As suggested above please disable everything that doesn’t belong to Windows. If the issue still occurs afterwards, please resend a trouble shoot data archive without the other apps running. Your log files are of no use for me in regard to checking for other issues while there are potentially interfering programs running unfortunately.

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