Ralf

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  • in reply to: Resident Evil 8 THE VILLAGE #203710
    Ralf
    Keymaster

    Just a heads-up that I have it working here.

    There will be a hotfix later today with a little code change that addresses the framerate issue with the retail version of the game and also includes a working Z3D profile.

    The profile will have settings dialed in for both immersive screen and FullVR mode. The latter isn’t perfect due to the low FOV, but I’ll include optional instructions to set things up in a better way with the FOV mod someone mentioned above.

    in reply to: EAC – Email from Support Team #203708
    Ralf
    Keymaster

    The only way to make it work officially would be disabling all 3D functionality and let vorpX act as pure overlay, which doesn’t really make much sense since I’d have to disable pretty much everything with EAC except showing the game in the headset

    Your two options for anticheat games are either finding a way around the anticheat or using the vorpX desktop viewer to play the game windowed/borderless. The latter provides a similar experience to what vorpX could do if it was allowed to hook into EAC games, so you won’t really miss much.

    in reply to: No head tracking in Portal 2 DirectVR Fail #203668
    Ralf
    Keymaster

    Please try a factory reset in the config app. I’m 95% certain that the pre-cached DirectVR values that come with the latest vorpX version should still be valid, so you shouldn’t have to run the scanner normally.

    If the game has been updated and you actually have to run the scanner, try a few times if it fails. Move around a bit if it fails the first time.

    Note that the scanner may not work if you are using/playing mods.

    Ralf
    Keymaster

    Just realized that you said you want to play third person. In that case you will have to disable the DirectVR memory scanner apply in the vorpX menu. DirectVR FOV causes flicker in third person. As an extra safety measure you might also want to disable the weapon hide feature, although that’s probably not required.

    If you want to raise the FOV, you will have to do that manually from the game’s console after disabling the Direct VR memory scanner.

    in reply to: Resident Evil 8 THE VILLAGE #203615
    Ralf
    Keymaster

    Just briefly read through the thread: considering that the demo ran well and the game apparently doesn’t there is a certain chance that the performance issues you are experiencing *may* be caused by some copy protection that dislikes something hooking into the game.

    Just a guess for now since I haven’t checked myself yet, just wanted to mention it. I’ll try as soon as I can and let you know how it goes.

    in reply to: Headset switching out of game #203613
    Ralf
    Keymaster

    I’m not really sure whether I understand the problem, sorry. Would be great if you could provide some additional detail, especially the game(s) you are experiencing this with and the headset you are using.

    I general running games windowed instead of fullscreen is always worth a shot in case of weird input focus issues.

    Ralf
    Keymaster

    The game should run largely flawless normally. Still one of my regular test games, so I’m 100% sure nothing has been broken recently. If you have any mods installed, please try without. Just to see whether maybe a mod causes the issue. Camera mods for example may interfere with vorpX’s DirectVR field of view adjustment, also mods that hook the DirectX pipeline (e.g. ENB) may cause problems.

    Resolution: You can select a quality preset up to 2400p in the vorpX menu, DirectVR page towards the bottom. Whenever vorpX can handle resolution for a game, it shown an according message in the top left corner of the game window.

    in reply to: Resident Evil 8 THE VILLAGE #203609
    Ralf
    Keymaster

    @ all: Just purchased the game and will look into it early next week. I’ll get an official profile ready as soon as possible.

    in reply to: Website technical overhaul #203603
    Ralf
    Keymaster

    The forum software’s default “freshness” time display doesn’t work anymore since for performance reasons pages are served from a static cache now instead of dynamically created from the database each time a page is viewed. The “freshness” value would be the same until someone makes a new post or the cached page gets updated for other reasons.

    Theoretically it would be possible to circumvent that by extracting a freshness value from a timestamp on the client side via JavaScript, but I think my time is better spent elsewhere TBH.

    in reply to: Website technical overhaul #203584
    Ralf
    Keymaster

    Latest post info should now also be available in portrait mode on most phones. For super small displays it might still get hidden, but there probably isn’t any phone out there anymore with a display that small.

    Also notice the nifty new avatar image. ;)

    in reply to: Website technical overhaul #203447
    Ralf
    Keymaster

    In portrait view the phone should display the post metadata that is hidden in landscape view for better readability. Since the site was essentially unusable in portrait mode before, nothing has been taken away.

    in reply to: HELP RESIDENT EVIL 2 FIRST PERSON MOD #203360
    Ralf
    Keymaster

    While I will look into this particular issue with dinput.dll hooks, in general there isn’t much more to say in regard to mods than what is said in the trouble shooting guide: if you experience any issues while you have mods installed for a game, first and foremost try without.

    Particularly mods like this one that hook into DirectX function that vorpX also hooks can cause all sorts of unpredictable problem.

    BTW: No double posts please. Thanks! I have deleted your other post regarding the same matter.

    in reply to: Website technical overhaul #203351
    Ralf
    Keymaster

    I’m experimenting with a new caching plugin currently to minimize the need for dynamic page creation. Can’t promise that things stay as lightning fast as now though. In the past all cache plugins I checked had one or the other issue with more frequently changing content like the forum. In the worst case things will be back to the prior 1-2 secs loading time tomorrow. Looking good for now though, so fingers crossed.

    in reply to: vorpX 21.2.3 Available Now #203348
    Ralf
    Keymaster

    If you want to make your life easier – and as a side effect also mine – uninstall the developer tool. Unless you have really good reason to tinker with unstable developer previews (i.e. unless you are a developer), stick to what Microsoft considers ready for general use.

    Currently vorpX does not handle reprojection as intended when you have the latest developer preview runtime enabled in dev tools. Without the developer preview runtime enabled you may set reprojection to auto, that will enable reprojection with FluidSync. Whether or not that will be the final behavior has not been decided yet though.

    One a sidenote: did I mention that the developer preview runtime is a developer preview runtime? :)

    in reply to: Cannot get Titanfall 2 to attach #203156
    Ralf
    Keymaster

    There is no general problem with hooking the game.

    Hooking issues almost always are conflicts with other programs on your PC. The by far most likely candidate would be some invasive third party AV program. If you use anything else than Windows Defender, consider to remove it for testing purposes. Some more annoying third party AV programs are difficult to disable. Windows Defender kicks in automatically, so there is no risk involved.

    More details regarding other potential hooking conflicts can be found in the trouble shooting guide in the ‘Technical Support’ forum.

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