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RalfKeymasterThis game drives me nuts some day… With almost every update they break the HUD shader detection.
You should get a profile database update next time you launch vorpX. If for some reason that fails, you can download the updated profile from the cloud, it’s called ‘The Elder Scrolls Online [vorpX]”.
RalfKeymasterNothing draw distance releated is changed. Just the resolution and the dialog FOV. The game always had fairly severe pop-ins. It only loads a certain amount of ‘grids’ at once, no matter how high you set the draw distance.
There is an .ini setting named ‘uGridsToLoad’ or something similar that allows you to load more grids. Heavily impacts performance and memory consumption though, so be careful. If memory serves right 9 was what I settled for back in the day, beyond that the game supposedly becomes unstable. Probably earlier with mods that add more objects to the scenery.
Jun 5, 2021 at 8:16pm in reply to: Fixing Official Profiles And Your Own With The Shader Authoring Tool #204586
RalfKeymasterClosing this thread, sorry guys. There will be an official way to use the shader tool on official profiles VERY shortly. No need to mess up the database.
Have mercy with me. :) The last thing on earth I need are ‘game XYZ doesn’t work’ support requests from unexperienced users due to messed up profile databases. I understand your wish to tinker with the shader tool on official profiles, but you have no idea how much updating game profiles depends on a fully functional database. What you consider a cool way to apply fixes yourself completely breaks the ability to roll out fixed profiles for me.
RalfKeymasterYou soon will be able to use the shader authoring tool on top of official profiles, shader definitions created that way will be saved as part of the user settings instead of putting them into the base profile as usual. Unlike a full override that way custom shader fixes can be applied to official profiles without breaking the profile update system. Best of both worlds, so to speak.
I started to make some preparations in that respect, but it probably will take until later this summer for the feature to show up in a release build.
RalfKeymasterPlease try with the default Windows cursor setting. That’s probably the issue. Let me know if your problem still occurs afterwards.
RalfKeymastervorpX can capture the actual Windows cursor now in games that use that instead of drawing their own. If you just see a black square the capture routine may have failed, maybe because the cursor has a format not yet supprted by the capture routine.
To check that I need more information. Please create a trouble shoot data archive in the config app after launching the game(s) in question and send that to support at vorpx com.
RalfKeymasterCloud accounts and forum accounts are different. You can create a cloud account directly in the config app.
RalfKeymasterThat is what happens when you set the ‘X-Box Controller Override’ option to ‘Off’ on the ‘Input’ page of the vorpX menu. With that option off the gamepad works natively.
Note that depending on the game you may have to restart it afterwards. Most games check regularlay whether a gamepad gets connected, but some my only do that on start.
RalfKeymasterLike said above you can change/save/restore/download user settings for official profiles at any time.
The main reason why official profiles aren’t fully overridable is that game udates can occasionally break vorpX profiles. When that happens, official profiles get updated as soon as I become aware of the issue and with the next update you automatically have a fixed profile with your user settings still being intact. That would not be possible if you had completely overriden the official profile before, you’d be stuck with the now defunct override. Similarly: downloading an older override profile that no longer works right because a game patch broke 3D or other things in the meantime would break a game that worked before.
Given how often games are updated these days, due to the above full profile overrides would create a fairly brutal mess, many older user setups in the cloud would be entirely worthless by now. Hence profiles are split into two parts: a base profile, mostly with the rather technical stuff like 3D settings etc. This part is overridable for user profiles, but not for official ones. On top of that a user settings part, which is independent from the base profile. This part can always be changed as you please and even stays intact when the underlying base profile gets replaced with an updated version.
I understand that on first sight not having full control may look annoying to you, but this system wasn’t put place to annoy you at all, quite the opposite actually.
May 27, 2021 at 6:14pm in reply to: Can’t right-click vorpx system tray icon if WMR portal is running #204374
RalfKeymasterMight be WMR automatically switching input to the headset. There is an option in the WMR settings where you can set that to manual: click the three dots in the bottom left corner of the WMR Portal window and then go to Settings > Headset Display > Input Switching.
RalfKeymasterThere is a rather unfortunate performance issue with ME2 legendary. Technically the games have been ported from DX9 to DX11 with absolutely zero focus on performance. ME1 already isn’t exactly great, but ME2 is extremely odd. Several times more draw calls per frame than the DX9 version while pretty much looking the same, at least almost. From looking at what happens when a frame renders, I’m almost inclined to think they may have thoroughly read some DX9 to DX11 best-practices-guide and then decided to always do the exact opposite of whatever the guide recommends. ;)
I’d like to check whether I can do something about that before uploading a profile, but as things stand I’d recommend the DX9 version for ME2. For ME1 the visual and gameplay updates are big enough to make the remaster superior, but for ME2 the rather small visual improvements don’t really justify the performance loss IMO. Didn’t check ME3 yet.
RalfKeymasterNot sure about Warframe. There is a user profile for the game, but I can’t really comment on its quality or whether it is still working. Online games are always a bit iffy since tend to get updated fairly regularly, which can break 3D profiles.
Path of Exile doesn’t work currently for the same reason. It was supported originally, but has been taken from the supported games list since a recent patch broke 3D. Hopefully only temporarily, but I didn’t have a chance to look into that yet.
RalfKeymasterNot 100% sure whether I understand what you mean, but if you need a new key, please follow the instructions on top of the license dialog and send an email with your request code to the mail address shown there. This code is required to create your new key.
RalfKeymasterThis can’t be resolved on the forum, sorry. As far as I can tell no mail from you seems to have reached has. Please try the contact form in the support menu above.
RalfKeymastervorpX emulates a mouse for head tracking, hence the game shows the mouse/kb help overlay when you rotate your head.
If you want to set the image zoom value to 1.0 without a zoomed-in image/distortion, you have to use the FOV mod that the original post of this thread is about. The game’s default FOV is not high enough to match the FOV of your headset, hence the image zoom value is set to 0.5. If you just set the zoom to 1.0 without also raising the game’s FOV, the image becomes zoomed in/distorted.
BTW: You can find some general information on FOV for FullVR mode in the ‘Essential Hints Guide’ in the vorpX help. Checking that should help you to understand the matter in a broader sense.
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