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RalfKeymasterPlease make sure that your Cyberpunk is updated to the latest version. The mod components vorpX installs include the CyberEngineTweaks modding framework, which is quite sensitive to the Cyberpunk version, i.e. each Cyberpunk version only runs with the CET version made for it and vice versa.
RalfKeymaster@ Benedict81
Ideally the headset FPS should always be the refresh rate of the headset. You might want to prefer 90 or 72 over 120 to make that easier. Unfortunately vorpX does not have full control over keeping it stable, headset vendor runtimes may decide to throttle on their own if e.g. the GPU usage becomes too high.
What you can do on your end to avoid such situations is e.g. setting a framerate cap in the vorpX menu or reducing gfx settings/resolution in the game options. There should ideally be some performance headroom to make it easier for the game on one hand and vorpX/the headset runtime on the other hand to work smoothly together.
RalfKeymasterDue to past experiences with discussing plans: news get announced if/when there are news to announce.
RalfKeymasterIf you use 24.1.0 with the virtual monitor, you don’t need to add resolutions in the nVidia control panel. The virtual monitor is the more comfortable alternative to adding custom resolutions for your actual monitor.
Per default the virtual display should kick in when you launch the vorpX desktop viewer and put on your headset. Additional resolutions up to 8K can be added in the config app, including (almost) 1×1 with vorpX automatically taking care of adding a few extra pixels horizontically to ensure any 3D heuristics relying on detecting quad textures don’t get confused.
IMPORTANT: SUPER HIGH RESOLUTIONS ABOVE 4K NEED LOTS OF MEMORY. vorpX creates several extra buffers at full screen res. May even bring your 16GB 4080 to its knees combined with games that have high GPU memory requirements even without vorpX. So don’t overdo it.
RalfKeymasterHmm, normally disabling the override should do the trick. Maybe the issue is related to the motion controller gamepad/mouse/kb emulation. Worth a shot to disable it entirely on the motion controller page of the menu if you don’t use motion controllers.
Important general hint re the gamepad override: if it’s enabled in a profile, then usually for a reason. Most commonly because a game can’t handle simultaneous mouse and gamepad input while vorpX needs mouse emulation for head tracking.
RalfKeymasterALT+L (DirectVR scan):
The DirectVR scanner does easy 1:1 head tracking and/or FOV adjustment. The screen that gets displayed during the scan shows what exactly is supported in a particular game.
How often the scan has to be done depends on the game. Ranges from only when a game gets updated in case the memory addresses are fixed and thus can be cached between game starts, over once per game launch (the most commmon case) to once per level/savegame load.
Resolution (copy/paste reply from the post below yours, but should largely answer your question):
For fully featured DirectVR profiles vorpX has game specific code that lets you set the resolution in the vorpX menu in various steps. If that’s the case vorpX displays an according hint in the top/left corner of the game window and in the headset.
If not, you can always adjust the resolution in the game options yourself, just like you would do when playing on your monitor.
Also make sure to read the ‘Custom Resolutions’ section in the vorpX help. It explains how to add resolutions to your PC that your monoitor can’t display. Alternativly you can use the new virtual monitor in vorpX 24.1.0, which comes with all important resolutions predefined and thus saves you the somewhat tedious process of setting up custom resolutions.
RalfKeymasterBoth Titanfall 2 and Mirror’s Edge should work from the EA app. You could try to disable the EA ingame menu, although that shouldn’t be necessary.
Resolution isn’t really an issue. Super easily addressable for literally every game out there.
For fully featured DirectVR profiles vorpX has game specific code that lets you set the resolution in the vorpX menu in various steps. If that’s the case vorpX displays an according hint in the top/left corner of the game window and in the headset.
If not, you can always adjust the resolution in the game options yourself, just like you would do when playing on your monitor.
Also make sure to read the ‘Custom Resolutions’ section in the vorpX help. It explains how to add resolutions to your PC that your monoitor can’t display. Alternativly you can use the new virtual monitor in vorpX 24.1.0, which comes with all important resolutions predefined and thus saves you the somewhat tedious process of setting up custom resolutions.
RalfKeymasterSince there hasn’t been an update to vorpX recently, nothing happend on the vorpX end. Something must have happened on your end. Unfortunately it is not possible to tell from here what might have happended on your PC from your issue description.
Here’s what you should check:
To get the obvious stuff out of the way: Make sure that: A. ‘Oculus’ is selected in the vorpX config app as your headset type, B. You have the Oculus/Meta Link app installed and it is working correctly.
If that does not help and you happen to have the Windows system restore feature enabled, go back to a restore point from before the issue started to occur.
RalfKeymasterIn your shoes my first impulse probably would also be blaming vorpX since on the surface that’s what doesn’t work for you, but in a case like this chances are very high that you simply have some unresolved hooking conflict with some tool that also hooks into games.
If not even fully featured DirectVR profiles like this one – G3D, 6DOF tracking, fully automated FOV setup, pre-configured motion controller mapping, heck, in this game vorpX even takes care of moving weapons out of sight unless you shoot – don’t work for you, something weird is going on with your setup.
The best way to trouble shoot potential hooking conflicts is exiting each and every background tool you may have running on your machine, no matter how unlikely you consider them to cause such a conflict. More details regarding potental hooking conflicts can be found in the trouble shooting section of the vorpX help.
RalfKeymasterI just checked with 23.1.5. Works perfectly fine here as far as I can tell. 24.1.0 is probably broken.
Do a factory reset (config app/trouble shooting) in the config app after going back to 21.3.5. Back in the game make sure to run the DirectVR scanner for 1:1 head tracking and FOV (check the hints vorpX displays in the top/left corner of the game window) and – VERY IMPORTANT – do not tweak anything manually except the game resolution. In highly automated DirectVR profiles like this one chances are very high that you do more harm than good with manual tweaks.
RalfKeymasterGames often render weapons at a different FOV than the rest of the world to make them look good on the monitor. That, besides moving the weapon out of sight unless you shoot, gets resolved by the auto weapon handling…
If the fully automated setup (usually manual tweaking causes more harm than good in highly automated profiles like this one) doesn’t work with either 23.1.5 or 24.1.0, wait until the next vorpX release. Maybe something changed recently.
I‘m sure it‘ll work in the next vorpX release though, I incidentally just tweaked the weapon handling stuff two or three weeks ago.
RalfKeymasterIf you happen to be on 24.1.0 please go back to the last regular vorpX build or vice versa.
Also for cinema/immersive screen mode you may have to disable automatic weapon handling on the DirectVR page of the menu. This feature currently garbles the image at camera FOVs lower than what vorpX sets in FullVR mode. Will be addressed in the next update.
RalfKeymasterIf you experience issues like that regularly with multiple games that are usually known to work well like e.g. Titanfall 2 and Mirror’s Edge, there almost certainly is something getting in the way that also hooks into games. (Double and triple) check what tools/utilities you may have running in the background. If in doubt, exit it. No matter how unlikely you consider it to potentially cause such an issue.
Also make sure to try installing hook helpers when the ‘Attaching To …’ dialog shows that option after a minute or so. Installing a hook helper to the game folder can often resolve hooking conflicts without having to find the offending app/tool.
Also be aware that some GamePass games may be compiled as UWP (Universal Windows Platform) apps, which run in a sandbox and can’t be hooked. Extremely unlikely though that Titanfall 2 and Mirror’s Edge have been recompiled as UWP apps for GamePass.
RalfKeymasterThe current version of the mod works fine with 2.13 normally. Occasionally game updates break the mod, hence the warning. Currently however the warning really just is a warning and everything works as expected under normal circumstances.
The most likely cause for your problem is some other mod getting in the way or some background program you may have running that also hooks into games, e.g. a GPU/CPU tool, a messenger, a game recording app or whetever else may display overlays in games and thus may cause a conflict.
RalfKeymasterThis cannot be resolved on the forum. Please use the support contact form re the e-mail change. For obvious reasons the license server does not send keys to unknown mail addresses.
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