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RalfKeymasterThe DirectVR scanner scans through a game’s RAM, the GPU is of no concern. If you experience issues with that in every game you try, your very first suspect should be your antivirus program, which may interfere with or even actively prevent what the scanner does. The usual recommendation here: if you happen to use anything else than Windows Defender, get rid of it as fast as you can. There is no need for invasive third party AV on Windows 10. Windows Defender is more than good enough for several years now. It kicks in automatically when you remove third party AV.
Also makes sense to avoid many other programs running in the backround as that can affect how Windows organizes its memory pool. In a few games the scanner expects a certain memory layout, which might get messed up the longer your PC is running and the more stuff you have open in the background.
In the same regard a full reboot (not switching off/on, which just takes a system snapshot to speed up the start) is always worth a shot. Choose “Restart” in the Windows start menu to ensure a full reboot.
However, apart from all said above the message shown during each scan still isn’t shown just for fun: since scanning through a game’s memory for a handful of addresses is a rather complex matter, there always is a chance of failure and there is no guarantee that the scanner will always work. It usually should though if nothing gets in the way.
RalfKeymasterMe too, hopefully someone looks into it. ;)
Seriously: I’ll check this one for sure shortly after release, as always no promises though.
BTW: Personally I wouldn’t need this. I can perfectly understand the current remaster-this-remaster-that-craze from a business perspective, but from a gamer’s point of view it still strikes me as fairly odd actually. Except maybe for some REALLY clunky-looking pre 2000 games like System Shock that you mentioned earlier I consider remasters mostly unnecessary. I think the only one I ever really enjoyed was Tomb Raider Anniversary years ago. But only because it was an entirely new game instead of largely the same thing with a few more bells and whistles here and there. And maybe Monkey Island. Although on the other hand the original’s pixel look has its very own appeal, so maybe not…
Just my insignificant personal opinion, of course, probably just me getting old. Seriously hope you’ll have a good time exploring a freshly renovated galaxy!
Feb 25, 2021 at 7:44pm in reply to: IS there no way to re-map the edge peek button to be a different button? #200740
RalfKeymasterI can‘t really give you any other answer than the one above, sorry. The grip buttons are hard coded to keep mappings interchangeable between the various controller types. In that respect rebinding and disabling (rebinding to nothing) is the same thing.
Sometimes a little bit of customizability has to be sacrificed for improving general usability.
Feb 25, 2021 at 7:34pm in reply to: IS there no way to re-map the edge peek button to be a different button? #200738
RalfKeymasterQuote from above:
The VR controller grip buttos are hard coded. You can rebind every other VR controller button, but the grip buttons have to be hard coded with vorpX functions to ensure mappings are interchangeable between the various VR controller types as good as possible.
To add on that: rebinding the left grip button (mapping shift) would disable half the mapping, so you definitely don‘t want that function gone.
RalfKeymasterOnce you run the DirectVR scanner in Bioshock head tilt is handled by DirectVR, which makes the game HUD and any vorpX messages stay aligned to your view instead of always being aligned to the horizon. That is intentional, like wearing AR glasses showing a HUD would work in reality.
I’m not 100% sure, but your description sounds like just that to me.
RalfKeymasterThat’s not TrackIR, but vorpX’s own G3D 6DOF tracking. It is enabled in games where it doesn’t cause any graphical glitches. TrackIR would also work in Z3D.
The Farming Simulator games only support TrackIR in vehicles as far as I’m aware, not on foot. Never tried it myself, but in FS19 you may have to enable it with an ini hack (source: https://forum.giants-software.com/viewtopic.php?t=136836).
RalfKeymasterI’m not really sure about your first issue. In some games the messages rotate with your head in FullVR mode. Sounds a bit like it would be just that, which would be perfectly normal.
Second one: Might be related to some glitch that I incidentally fixed just yesterday where sometimes the resolution calculation can yield a wrong result on game start, and thus the restart message is shown again although prior everything has been set up correctly. If all looks fine, you can ignore the message. If you still encounter the same issue after the next vorpX update, let me now.
BTW: Play the original Bioshock with vorpX, not the remaster. The slightly higer res textures aren’t worth it considering the better DirectVR support of the original Bioshock’s vorpX profile.
RalfKeymasterI understand that for power users this must look like an unnecessary restriction, but it really isn’t.
The biggest issue with profile overrides is that game updates occasionally break vorpX profiles. The more popular and newer a game is (and thus more frequently updated), the more likely that is to happen. If now someone would install an overriding profile for a game that receives a profile breaking update, they would be at the mercy of the custom profile author. Official profiles are updated in such cases as soon as I become aware of the issue, custom profiles probably more often than not wouldn’t. A user with an outdated custom profile would still have a broken game despite a fix being available in the according official profile. Hence once there is an official profile for a game, you can’t replace it anymore.
You can still share and download settings for the profile though, just the underlying base profile is not overridable. Most of the time sharing custom settings, which is always possible, should suffice anyway. In case it doesn’t for some reason in a particular case, as power users you always have the option to go with the renamed .exe workaround, which in most cases will work perfectly fine.
Another fairly huge advantage of having a non-overridable base profile and an overridable user settings part is that any settings for official profiles you do/share/download stay valid even after an underlying base profile has been updated.
What I have on my list is making additional shader definitions part of the always sharable profile portion instead of disabling the shader authoring UI for official profiles. That should cover most cases where currently just sharing settings is not enough. E.g. you could handle the opposite case of what I described above and make shader based adjustments yourself before an official profile update does. No timelime, but in general the profile system would allow to do that relatively easily.
RalfKeymasterYou may have to run the game windowed. In Unity 5 games G3D can fail under some circumstances in fullscreen mode, e.g. if the game resolution doesn’t match the monitor resolution. Running the game windowed fixes that.
RalfKeymasterAll you have to do is doing the exact same thing that you did when you originally activated vorpX on your old PC. Just send an e-Mail with your new request code and you get a key for your new machine.
RalfKeymasterNo problem, no harm done. Not to me anyway. Maybe he has some sort of spam protection installed or something. I don’t visit the page regularly, but checked two days ago when you mentioned this originally and a second time today without any problem (Telekom here).
RalfKeymasterSeems to be a quite specific issue with your provider. No problem to access RJK‘s website for me. Also Germany, also changing IP addresses.
Please keep in mind that all he does is volunteer work. He doesn’t owe you anything. Besides: posts like yours above certainly don‘t make any volunteer want to do more work for free…
RalfKeymasterYou probably just got lucky when it worked. The game now exits itself whenever vorpX loads d3d12 before the game does, which normally shouldn‘t matter at all (and didn‘t until recently). Every now and then you might get lucky and vorpX is hooking late enough. The exact reason for this fairly odd new behavior is a bit unclear to me, but the next vorpX update will come with a modified init routine that accounts for the issue.
RalfKeymasterThere have been quite a few reports like this recently, so I took a closer look today. Can’t make promises for every game out there due to what Ogrescar so fittingly desribes as ‘games do all kinds of inexplicable crap when you alt-tab away’, but unfortunately the current vorpX release does some crap on top of that for DX10+ games when using ALT-TAB while in fullscreen mode.
Will be fixed in the next release. For the majority of games fullscreen ALT+TAB (or more precisely any kind if window minimizing/maximizing) should work again after the next update without losing connection to the headset.
RalfKeymasterTo remap buttons to keyboard keys you need indeed access to an actual keyboard. If you have absolutely no way to get close enough to your PC, the only solution that comes to mind is getting a cheap wireless keyboard.
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