Ralf

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Viewing 15 posts - 2,536 through 2,550 (of 10,066 total)
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  • in reply to: Can games run natively on Quest 2? #200666
    Ralf
    Keymaster

    Games run on your PC with vorpX and then are displayed on your Quest either via an USB cable and Oculus Link or wirelessly with an additional streaming app.

    The Oculus Link setup ist fairly straight forward. You just have to install the Oculus PC software, connect your Quest with an USB cable to your PC and enable Oculus Link in your Quest. Once you did that your Quest looks like a PC headset to vorpX and you can start playing.

    in reply to: Help need new link #200656
    Ralf
    Keymaster

    Please make sure to enter the same mail address into the download form that you used to register vorpX originally. The system does not send links to unknown mail addresses.

    in reply to: Ralf: HP Reverb G2? #200646
    Ralf
    Keymaster

    After working out a few kinks and checking more games over the last days I’m confident to say now that with OpenXR WMR headsets will work just as good as native SteamVR headsets do with SteamVR. Couldn’t have hoped for a better outcome of the endeavour.

    The controller part is still missing entirely, which is also a lot of work, so it’ll take a little longer until things are ready for release.

    in reply to: Advaced Tweaking with or without directVR? #200644
    Ralf
    Keymaster

    The DirectVR memory scanner is a beast with two dozen arcane per game parameters that sometimes I don’t even remember all in detail myself. To configure it in an efficient manner you’d need a level of knowledge not too far away from the level you’d need to create the FOV patch you mentioned above yourself. There may or may not be some kind of user friendly UI for it at some point.Would definetely be a nice thing to have, but I have no concrete plans in that regard currently.

    One line answer to your question: most mods won’t interfere, but some may.

    A little more detailed: DirectVR may change the FOV in various ways, e.g. with its memory scanner or by adjusting .ini files. If for example you install a mod that overrides a game’s normal camera, that would make DirectVR fail, regardless of the mehod it uses in this particular game. Also mods that heavily change a game’s memory layout can cause problems for the DirectVR memory scanner in some games. Long story short: you have to check whether a specific mod causes a problem or not, there is no general answer.

    Rule of thumb: best avoid mods that affect the camera or add graphics effects with vorpX. Most other types of mods (texture-/mesh replacements, gameplay tweaks, additional quests and so on) are probably safe to use.

    Outer Worlds should already work perfectly fine in FullVR mode except for some slight distortion caused by the game’s vertically asymmetric view frustum, i.e. the center of the view is not exactly at half the screen height. Fairly unusual for a monitor game (actually it’s the only game I’m aware of doing that). Accounting for this glitch requires a little code change, which the next vorpX version will do.

    Ralf
    Keymaster

    Get the 5800X. The Ryzen 5 series has a considerably better single core performance than the older series 3 models. The 5800X has enough cores for all gaming purposes, so what counts is the single core performance since in almost all games the performance in the end depends on one main render thread once you have four (or maybe six for newer games) cores available. Adding more cores beyond that usually doesn’t do anything for games.

    in reply to: Death Stranding #200632
    Ralf
    Keymaster

    Didn’t work for me either. If you are affected by the issue caused by the d3d12.dll split that Microsoft recently introduced, you will have to wait for the next vorpX update.

    in reply to: Sekiro rendering in left eye only with G3D #200622
    Ralf
    Keymaster

    Maybe it’s some game option you have enabled. Worth a shot to reset the ingame graphics details to default. Same for GPU driver settings if you tweaked something there. Forced driver antialiasing for example can cause problems in some cases.

    If you find a specific game setting that causes the issue, let me know. I could than set it automatically to the safe value in a future update.

    in reply to: Registration Support #200606
    Ralf
    Keymaster

    There is no subscription that could be canceled, you probably just need a new key. Please follow the instructions in the license dialog and send and an e-mail with the request code to the mail address shown there.

    Ralf
    Keymaster

    Sounds as if something is messed up. The GTA V profile has G3D as it always had. Please try to reset it to default in the config app. If that doesn’t help, try a full factory reset (trouble shooting page).

    in reply to: Registration Support #200577
    Ralf
    Keymaster

    You probably need a new key after reinstalling Windows. Please send your new request code to the e-mail address mentioned in the license dialog.

    If you already did that and received a new key, please make sure to COPY AND PASTE tha data EXACTLY as shown in the key mail. Usually validation errors mean that the name line is incorrect. It has to contain the name followed by the mail address in parantheses, just like shown in the key e-mail.

    in reply to: Death Stranding #200572
    Ralf
    Keymaster

    The issue somehow seems to be related to the recently introduced d3d12.dll split. I just did a few tweaks to the D3D12 hooking routine to avoid the misleading log messages Ogrescar mentioned above. Very much to my own surprise that did also fix Death Stranding hooking although all hooked addresses in d3d12core.dll are exactly the same as without the tweaks. Fairly odd. Anyway, not sure why, but it will work again in the next vorpX version.

    If you are still on Windows 10 1903 or 1909, you might be able to uninstall the optional KB4598298 Windows update that introduced the d3d12.dll split, although I’m not really sure about that. For the newer Windows 10 2004 and 20H2 versions the change apparently was part of a mandatory update, so no way to revert the change in these cases as far as I can tell.

    in reply to: Death Stranding #200560
    Ralf
    Keymaster

    You can safely ignore these messages, those are not errors. They are perfectly normal and expected since MS moved the actual implementation from d3d12.dll to d3d12core.dll.

    I can confirm though that the latest game version exits itself after a short while with vorpX loaded. Interesting enough without any error at all. Maybe they added some custom anticheat mechanism when they removed Denuvo, just a guess though. I have removed the game from the supported games list for the time being. Will dig a bit deeper later, but since there is no actual error I‘m not overly optimistic.

    in reply to: VorpX -Track IR Substitute??? #200557
    Ralf
    Keymaster

    I don’t know the game, but there isn’t much that can wrong with TrackIR input. vorpX checks whther TrackIR support is available and if so notifies you about that. If for some reason that fails, there still is OpenTrack.

    in reply to: Any way to improve the TrackIR input latency #200556
    Ralf
    Keymaster

    Unfortunately in Star Citizen it’s fairly high. Other games work much better. My guess is that SC smoothes the incoming TrackIR data. Really just a guess though.

    in reply to: Can’t Hook Anything #200555
    Ralf
    Keymaster

    I can’t really suggest more than what you find the pinned trouble shooting guide above. If you haven’t done so already, check it out, especially the part about hooking conflicts.

    Most importantly: if you happen to use any other antivirus than Windows Defender, please try to exclude the vorpX program folder or – better – get rid of it. There is no real need for invasive third party AV on Windows 10. Windows Defender is moe than good enough for several years now.

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