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RalfKeymasterWhether vorpX can hook into Game Pass games largely depends on whether they are ‘normal’ Win32 applications or UWP (Universal Windows Platform) apps. The latter category of apps was introduced by MS a few years ago for their store. UWP apps run in a sandbox and can’t be hooked. Many first party Microsoft games on Game Pass are UWP, most third party games aren’t.
Luckily there is some hope that in the future less and less games will be UWP apps. Apparently the Windows store as well as UWP wasn’t exactly the success MS had hoped for. Fingers crossed.
Apr 6, 2021 at 7:05pm in reply to: A VorpX patch in the last 8 months has broken compatibility w/ Strike Fighters 2 #201703
RalfKeymasterNot a supported title, but blease send a trouble shoot data archive to support at vorpx com. I’d like to check the logfile for anything unusual. You can create the archive in the config app on the trouble shooting page.
RalfKeymasterFirst please check whether your vorpX is up-to-date, should be 21.1.1. There has been an odd Bioshock 2 crash issue for years, but that should be gone. At least I can’t replicate it anymore, no matter how often I try.
if it’s not an issue due to vorpX being outdated, it would be great if you could send me a savegame shortly before the crash occurs to check out to support at vorpx com.
RalfKeymasterGood to know that indeed more UE4 games suffer from this glitch. I’ll definitely check it then. Thanks for the heads-up.
Apr 4, 2021 at 10:00pm in reply to: Anyone who would like to get weapons out of sight in FullVR games? #201678
RalfKeymasterAdmittedly a little update to the video section of the website certainly couldn’t hurt…
RalfKeymasterI don‘t have much experience with WMR in native apps, but at least with vorpX the difference is indeed fairly huge. Both big WMR annoyances, i.e. judder with uneven game/headset framerate ratios, as well as heavy judder below half the headset refresh rate, are gone with OpenXR. With OpenXR WMR headsets finally behave as intended and as solid as native SteamVR headsets like Vive or Index do with SteamVR.
RalfKeymasterExactly. Best to leave the FOV related stuff at the recommended defaults and only use the 3D-Strength for scale finetuning if necessary.
Seated or standing doesn‘t make a difference. Only thing I can imagine is that in games with positional tracking the changed distance to the floor may make things appear slightly different after standing up. Try to recenter the view with ALT-SPACE.
RalfKeymasterYou can pretty much ignore that. When you copy a profile it originally still has the old version since nothing has changed yet. There is indeed a glitch though where confusingly even after making changes the old version is still shown in the config app.
That‘s largely a cosmetic issue though, in the actual settings inside the profile vorpX stores the version that was used on last save, so vorpX itself knows how to handle potentially version sensitive stuff like deprecated settings. The only ill effect of the glitch is that it confuses the cloud search version management, so that users with an older vorpX version might see the profile when doing a cloud search although they aren‘t supposed to because it is too new. I‘ll check that on occasion.
RalfKeymasterCould you provide a bit more info please? Difficult to say anything useful without any details. Do you experience that as a general or just with a specific game?
Only general hint I can give is to check whether the game is input focus by clicking into its window and moving the mouse.
Apr 3, 2021 at 10:36am in reply to: Anyone who would like to get weapons out of sight in FullVR games? #201648
RalfKeymasterAn on/off/auto switch will definitely be there. The whole in animation takes 200ms currently and you start to see the gun way before that. Fast enough to not feel odd in any way, not even if you focus on the gun instead of the bad guys as you would normally do. Maybe I’ll shave off another 50ms or so, we’ll see. Can’t be too fast though since that would come across as pop-in.
You can rest assured that the feature is the exact opposite of immersion breaking. Not running around with a gun glued to the view all the time improves immersion by a mile.
Apr 2, 2021 at 11:58pm in reply to: Anyone who would like to get weapons out of sight in FullVR games? #201641
RalfKeymaster@ Stryker_66: Good idea. A toggle for turning the feature on/off was planned anyway, making that a three way switch instead that also allows to always hide the weapon is no problem.
@ Demosthenes: Yes, fixing the gun fov was actually my original intention when I started with the feature, but along the way I thought in addition to that it might be even better to only show weapons if necessary. And it is for sure.
RalfKeymasterPretty likely related to some annoying bug in the current vorpX release that can lead to vorpX losing connection to the headset after ALT+TAB, minimizing etc. Some Battlefield games tend to do that on start.
Will be fixed soon, in the meantime running the game windowed will probably help.
RalfKeymasterWhile indeed each headset is different, the way vorpX handles FOV does not depend on the headset. For official FullVR profiles things are always dialed in so that the default profile settings and the recommended (or automatically set if possible) game FOV result in matching game/headset FOVs. That’s the most crucial thing to get right for FullVR mode since even small differences between game and headset FOV are fairly noticable in FullVR mode. So typically you don’t want to change anything here from the default values, at least not in FullVR mode. Cinema and immersive screen mode are way less critical in that regard.
Scale is best adjusted with the 3D-Strength option, you can imagine the 3D-Strengh as the distance between your virtual eyes. Lower 3D-Strength values make the world appear larger, higher 3D-Strength values make the world appear smaller. Defaults in official FullVR profiles are supposed to provide a realistic 3D effect normally. Without (rarely available) information about a game’s coordinate system scale what is right here has to be guessed though and obviously I’m not perfect, so some small 3D-Strength adjustments may occasionally make sense to get things right for you.
RalfKeymasterChecked this today. I’m pretty sure that there never has been a really well working G3D user profile for the game. At least in all outdoor areas there is a severe visual glitch due to the ground plane not being properly stereoized even if G3D works otherwise. The nature of the issue makes it impossible that someone could have managed to fix it with a user profile.
Didn’t remember that yesterday, but that’s also the reason why there is no official G3D profile for the game. Looks like a nice little puzzle to solve on some rainy weekend though, which might also benefit other UE4 games, so I’ll probably take a closer look at some point.
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