Ralf

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Viewing 15 posts - 2,356 through 2,370 (of 10,066 total)
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  • Ralf
    Keymaster

    Bioshock would have been included if I hadn‘t encountered some glitches introduced by the feature during testing. Will take a closer look at that after the update has been released. Didn‘t want to delay it any further.

    Ralf
    Keymaster

    Below is the list list of games that this feature will be enabled for in vorpX 21.2.0 (release tomorrow).

    Tweakable options include the feature mode (off/auto hide/size and position only/always hidden), the auto hide timeout, the position of the weapon in 3d space, and weapon FOV and 3D-Strength for tweaking its size. Shouldn’t really be necessary to tweak anything though. Each profile has carefully chosen individual defaults that work just fine.

    Games for the first release:

    – Half-Life 2 (+episodes)
    – Portal 2
    – Black Mesa Source
    – Titanfall 2
    – Fallout 4
    – Crysis
    – Skyrim Special Edition
    – Aliens: Colonial Marines

    More games will follow shortly, I’m fairly confident that adding the feature will be possible for about 4 out of 5 potential candidates, i.e. first person G3D games.

    Note that in this first release there is no UI for changing gamepad/key assignments, will also follow shortly. For the time being make sure to use a game’s default bindings, otherwise vorpX might not be able to reliably detect when the weapon is supposed to be shown/hidden under all circumstances.

    in reply to: Bioshock Infinite FOV oddities #201956
    Ralf
    Keymaster

    Please make sure that FOV is set to „Ini Edit“ on the DirectVR page of the vorpX menu. That‘s the default, together with the FOV slider at max in the menu vorpX will change the FOV to precisely match you headset‘s FOV. Also make sure to restart the game when vorpX suggests that to apply the changes.

    the FOV is not supposed to be handled by the scanner (anymore). That‘s working for years, no reason why it wouldn‘t for you. Plus by sheer conincidence I just checked the game today for other reasons, so I‘m 100% certain everything is working as it is supposed to.

    in reply to: Bioshock Infinite FOV oddities #201955
    Ralf
    Keymaster

    Please make sure that FOV is set to „Ini Edit“ on the DirectVR page of the vorpX menu. That‘s the default, together with the FIV slider at max in the menu, vorpX will change the FOV to precisely match you headset‘s FOV. Also make sure to restart the game when vorpX suggests that to apply the changes.

    the FOV is not supposed to be handled by the scanner (anymore). That‘s working for years, no reason why it wouldn‘t for you. Plus by sheer con+incidence I just checked the game today for other reasons, so I‘m 100% certain all is working as it is supposed to.

    in reply to: Bioshock Infinite FOV oddities #201950
    Ralf
    Keymaster

    Please, please do not touch any zoom related settings for the game. It‘s one of those games with really outstanding DirectVR support. You actually don‘t have to touch any settings at all aside from following the instructions regarding the game’s FOV slider and choosing a resolution preset in the vorpX menu that fits your PCs performance.

    Please reset the profile to default and let vorpX do its thing. It knows damn well what it does in Bioshock Infinite.

    in reply to: Oculus Air Link #201948
    Ralf
    Keymaster

    Keep in mind that with Air Link there will be no need to route the vorpX output to SteamVR, then to VD and from there to the Quest where again VD has to process the encoded video and display it on the headset. Would be quite a surprise if an all Oculus solution from start to finish couldn‘t beat that. At least as far as vorpX is concerned.

    After all it’s just streaming video over WiFi. They almost certainly didn‘t do that until now out of incompetence but because of an (overly) cautious management fearing too many support requests, older WiFi isn’t good enough for low latency streaming to a headset. And ofc they wanted to sell their $80 Link cable (which probably noone bought).

    in reply to: VorpX can inject only to very few games #201945
    Ralf
    Keymaster

    I honestly have no clue why anyone would still install one of those awfully invasive and often flatout annoying third party AV programs with all their false positive alarms, nag screens, and in the worst case even unbelievable privacy disasters (e.g. Avast selling full browser histories).

    Windows Defender is an excellent AV solution for years now that works without literally bricking half of Windows. Not entirely without issues, there also has been one or the other false positive after some vorpX update. But unlike others Microsoft always resolved that quickly. There simply is no reason anymore to use anything else.

    in reply to: Bioshock Infinite FOV oddities #201944
    Ralf
    Keymaster

    1. Reset the profile to default in the config app. FOV is supposed to be handled via an ini edit per default.

    2. Follow the instructions in the top left corner of the game window and set the FOV slider to max in the game options. That ensures vorpX’s FOV calculation is correct.

    The game FOV will precisely match your headset’s FOV when you do the above. If not, please check whether you maybe accidentally disabled automatic settings in the config app.

    in reply to: VorpX can inject only to very few games #201936
    Ralf
    Keymaster

    Uh, the BD thing. That’s almost certainly the issue here. It has a function they ironically call “Advanced Threat Protection”, which fairly unadvanced flatout breaks certain Windows functions used to hook into games. If you’re lucky, disabling that might suffice. Given the general invasiveness of the tool getting rid of it entirely might be the better idea though.

    in reply to: How is VorpX doing (sales-wise)? #201929
    Ralf
    Keymaster

    Hey guys,

    Since this topic seems to be fairly interesting for a lot of regulars, first let me say thanks for your continued support over the years! For those who weren’t around that early: vorpX was born practically together with the very first Oculus Rift devkit 2012/13 when the worldwide VR gaming community consisted of a few hundred do-it-yourselfers. I actually still have a taped together self-built prototype stashed away in a drawer somewhere. Back then I considered vorpX to become obsolete one way or the other within a few years, either because VR would vanish into oblivion again or noone would be interested in vorpX anymore. Yet here we are, it’s 2021 and vorpX is still around. Wouldn’t have been possible without you!

    If you feel you got enough enjoyment out of vorpX that some extra payment might make sense, the easiest way would be buying another copy. Doing that every other year or so, maybe when you upgrade your PC, would be totally awesome. Entirely without having to pay for some sort of subscription, and – equally important – without causing additional work for me, like e.g. a Patreon would.

    Or just do what you ever did: have fun and spread the word!

    in reply to: VorpX can inject only to very few games #201921
    Ralf
    Keymaster

    If you didn’t do that already, please first try the options offered in the ‘Attaching to…’ dialog after a while, i.e. installing hook helpers to the game folder and the alternative hooking method. One of these options should help with the majority of hooking issues without having to get to the bottom of the matter.

    If that does not help, please check for conflicts with other programs on your PC that might interfere. The most likely candidate would be some invasive third party antivirus program. If you use anything else than Windows Defender, the best you can do is removing it entirely. Windows Defender will kick in instead. There is no real need for third party AV on Windows 10. Windows Defender is more than good enough for several years now.

    If it’s not an AV scanner problem, please check for other potential conflicts, The trouble shooting guide on top of this sub forum has more details on the matter.

    in reply to: Outer Worlds Problem #201916
    Ralf
    Keymaster

    The G3D performance impact is fairly huge in this game unfortunately. Will be a bit better with next vorpX, but even then you might want to switch to Z3D at high resolutions.

    I’m not really sure if I understand the mouse problem. You don’t have to play with mouse and keyboard. For games like this, which can’t handle simultaneous mouse and gamepad input, vorpX comes with a reasonably sophistcated gamepad to mouse/kb mapper that is freely configurable. Should be enabled per default. If you disabled it accidentally, try to reset the profile to default in the config app.

    There always is a chance that the scanner may fail unfortunataly. Hence the message in that regard that is shown during each scan. If you happen to use any other anitvirus program than Windows Defender, get rid of that. Some more invasive ones may prevent the scanner from working.

    in reply to: Outer Worlds Problem #201914
    Ralf
    Keymaster

    If the scanner fails, vorpX should revert to mouse based tracking instead.

    However, occasionally the scanner may think it succeeded, but actually didn’t. If even repeated scanning doesn’t help with that, set ‘Memory Scan Apply’ to ‘Off’ on the DirectVR page on the vorpX menu to switch back to mouse based tracking.

    in reply to: vorpX 21.1.1 Available Now #201980
    Ralf
    Keymaster

    Topic closed since a newer version is available, please continue the discussion in the latest release thread.

    in reply to: Mouse issue with RDR2 #201901
    Ralf
    Keymaster

    I addressed that when I implemented the hardware cursor capturing a few weeks ago. Don’t really know exactly why it didn’t work before, in theory it should have, but the next version will handle cursor visibility detection slightly different. As far as I can tell the new approach also works fine in RDR2.

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