Ralf

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Viewing 15 posts - 2,431 through 2,445 (of 10,066 total)
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  • in reply to: Vorpx no longer hooks properly: Valve index #201487
    Ralf
    Keymaster

    In that case please try a full factory reset on the trouble shooting page, make sure that you don‘t have any stereo driver/mods besides vorpX installed and check whether you maybe have disabled direct mode in SteamVR (if that is still possible.

    vorpX itself only displays two images side by side if set to one of the ‚Generic‘ display types.

    in reply to: Vorpx no longer hooks properly: Valve index #201485
    Ralf
    Keymaster

    Sounds as if you may inadvertently have selected the wrong display type. For an Index select „SteamVR“ as headset type on the „General“ page of the vorpX config app.

    in reply to: Resolution question #201481
    Ralf
    Keymaster

    @ Beylous: In some games vorpX can do it, it shows an according message in the top left corner of the Game window if that is the case. If so, you can select a quality preset on the DirectVR page of the vorpX menu. Whenever vorpX can do it, let it do its thing. It automatically does what moadepth recommends as optimiziations like selecting a performance optimized aspect ratio and so on. There is no real reason to tinker with stuff like that that if you don’t have to.

    Also please don’t tweak too many settings in the vorpX menu until you have gained solid understandig of what they to. Many settings aren’t of the typical ‘more-is-better’ type and have to be dialed in with care. At least while you are new to vorpX, be a bit careful with tweaking.

    in reply to: Stuck in a void playing Windows Mixed Reality #201480
    Ralf
    Keymaster

    Try to run the game windowed. There currently is an unfortunate bug where vorpX can sometimes lose connection to the headset if a game gets minimized (e.g. via ALT+TAB). Will be fixed shortly in the next vorpX update.

    If that does not help, it might me a hooking conflict with some program your PC that also hooks into games. Portal and Black Mesa ar both DX9, Arkham Knight is DX11, so maybe there is something that gets in the way with DX11. The trouble shooting guide on top of this sub-forum has more details on the matter.

    in reply to: Nier Automata Right Eye Black #201471
    Ralf
    Keymaster

    Inverted mouse: you can invert the head tracking y-axis in the vorpX menu do deal with that in games with mouse emulation head tracking.

    G3D/Z3D: Try to restart the game with G3D after clicking OK&SAVE in the vorpX menu. Some games don’t work right after switching from Z3D to G3D. For performance reasons vorpX skips some work that is required for G3D while Z3D is active, which in some cases can make it necessary to restart a game after switching from Z3D to G3D.

    Update: just checked the game and it doesn’t work right anymore at all. I’ll take a closer look next week. Probably won’t work until the next vorpX update.

    in reply to: Feature Idea for EdgePeek Uses #201448
    Ralf
    Keymaster

    That’s more complex than it may look at first sight since when you get back out of EdgePeek you want to still look into the right direction, not into the sky while your head looks down or vice versa. Would be easy enough with DirectVR head tracking, but for mouse/gamepad emulation tracking vorpX would have to track/cache the movement while in EdgePeek mode and then apply the tracked movement after leaving EdgePeek. One of those things that sit on the neat-but-not-overly-important-stuff-list for ages already. I may (or may not) do some experiments in that regard at some point.

    in reply to: Death Stranding #201447
    Ralf
    Keymaster

    The next version is 21.2.0. Thanks for your patience.

    in reply to: Sims 4 won’t trigger Vorpx #201423
    Ralf
    Keymaster

    FullVR mode only really makes sense for first person view, not for actually playing the game. You can switch to FullVR anytime for walking around your neighborhood in first person view. To do that simply change the ‘Play Style’ option in the vorpX menu to FullVR.

    in reply to: Oculus Rift CV1 Witcher 3 sensor tracking problems #201415
    Ralf
    Keymaster

    As suspected your logfile doesn’t show anything unusual at all.

    If the Oculus runtime shows a message about poor tracking, you should try to optimize your setup: better lighting, no mirrors nearby etc. That’s nothing vorpX can do anything about.

    in reply to: Bad performance with Metro 2033 Redux + Rev G2 #201414
    Ralf
    Keymaster

    The performance warning may just flicker in occasionally because of loading hiccups or similar things. Just briefly checked the game start here on a 3080 and in the start location I get fairly solid 80/80 with default graphics settings at 1440p with occasional dips below that. You can check with ALT+F whether the warning is maybe just shown because of short hiccups.

    Normally vorpX should indeed set the FOV automatically. Plrease try to reset the the profile to default in the config app and check whether you see the game listed under ‘Restore Game Settings’. In case of the Metro games vorpX adjusts the FOV by changing .ini values. If that worked as intended, you should see the game listed there.

    If you still have access the the original Metro, it might be worth to check that out, probably runs better and IIRC DirectVR support also is a bit better.

    BTW: In general keep in mind that with Geometry 3D everything has to be rendered twice, which typically costs about half the FPS, sometimes even more. On top of that there is a small additional overhead for rendering the final image to the headset. As long as you can keep up half the headset refresh rate all is well. GPU performance isn’t always the limiting factor, due to the twice as many draw calls that have to be submitted to DirectX, you can easily run in situations where a game’s main render thread saturates a CPU core. At that point a faster GPU doesn’t do anything.

    Ralf
    Keymaster

    Ultra translates to roughly 2400p, the exact value depending on some settings. Provided setting this resolution actually succeeded that’s borderline unreasonable already. You can disable auto resolution in the vorpX menu and try something even higher yourself, but that doesn’t really make much sense.

    Don’t mess with SteamVR super sampling. vorpX does not work like a native VR game, the SteamVR resolution is not the game resolution. vorpX figures out the best SteamVR supersampling by itself from the game resolution.

    in reply to: Oculus Rift CV1 Witcher 3 sensor tracking problems #201392
    Ralf
    Keymaster

    Can’t really say much to the Witcher 3 issue. Probably more of an Oculus issue than anything else, but if you want, create a trouble shoot data archive in the config app when that happens next time and send it to support at vorpx com. I’d like to check whether the vorpX logfile shows anything unusual.

    Stick to first person in Fallout 4. If you want to play Fallout 4 in third person view, you have to disable DirectVR. The third person camara apparently dislikes the memory scanner FOV override.

    Ralf
    Keymaster

    vorpX doesn’t change any key bindings, except for maybe half a dozen games where it adds a hotkey for switching the FOV.

    Resolution is handled by DirectVR in Bioshock and other games. Just let it do its thing, you can select a quality preset on the DirectVR page of the vorpX menu. Whenever that is the case, you see an according hint in the top left corner of the game window. Please always check these hints as well as any messages vorpX may display in the headset.

    The best you can do to help the scanner is making sure you don’t have anything running in the background. Most importantly do not use any third party AV programs. Windows Defender is more than good enough for several years now. Some invasive third party AV programs can cause all sorts of issues with hooking and the DirectVR memory scanner.

    in reply to: Death Stranding #201356
    Ralf
    Keymaster

    Will work again in the next vorpX version, the issue is caused by a recent Windows update. More details in this post on the last page of the thread.

    in reply to: Unable to use Vorpx at all with Quest 2 #201355
    Ralf
    Keymaster

    @ xilc: With the Link cable there is no need for using SteamVR with a Quest usually except for some DX12 games. Try to run vorpX in native Oculus mode by selecting Oculus as your headset type in the vorpX config app.

    SteamVR is only needed for Virtual Desktop. In that case you have to select SteamVR as headset type in the vorpX config app AND enable SteamVR capturing in Virtual Desktop.

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