Ralf

Forum Replies Created

Viewing 15 posts - 2,566 through 2,580 (of 10,066 total)
  • Author
    Posts
  • in reply to: Ralf: HP Reverb G2? #200389
    Ralf
    Keymaster

    With WMR headsets please always leave FluidSync at ‘On’ or ‘Auto’ (which is the WMR default). Something like 90/45 should never happen, that’s what I meant above when I said that WMR makes it more difficult for vorpX to keep the headset frame rate stable. ‘Auto’ should work most of the time. If you still encounter odd situations like the one you mentioned, set it to ‘On’.

    in reply to: black mesa problem quest2 #200383
    Ralf
    Keymaster

    I‘m not really sure whether I understand the issue correctly, but Black Mesa should work just fine in FullVR mode.

    General Oculus Link setup:

    1. Connect your Quest with an USB cable to your PC.
    2. Select Oculus as the headset type in the vorpX config app.
    3. Enable Oculus Link in your Quest headset.

    Running the game:

    1. Reset the profile to default in the config app (local profile or trouble shooting page) to make sure everything is dialed in as it is supposed to.
    2. Check the hint shown in the top left corner of the game window: all you have to do is setting a 4:3 resolution (e.g. 1600×1200 or 1920×1440) and run the DirectVR scanner after entering a game level.

    BTW: If you don‘t have these resolutions on your PC, check the custom resolutions section in the vorpX help. It has a step-by-step guide that explains how to add resolutions that your monitor cannot display normally.

    Ralf
    Keymaster

    I thought you meant the keyboard shortcuts, sorry for the confusion.

    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.

    in reply to: Wreckfest issue #200378
    Ralf
    Keymaster

    Difficult to say exactly, never tried the game, but judging from the description my guess would be that it might switch between different depth buffers occasionally. I have the game in my Steam library since ages, but somehow forgotten about it. No promises, but I‘ll check it before the next update.

    Ralf
    Keymaster

    You can remap hotkeys in the config app under ‘in-game key bindings’.

    in reply to: Forza games – Forza 7, Forza Horizon 3 & 4 #200355
    Ralf
    Keymaster

    Not possible currently. Like many other Microsoft games those are programmed as Universal Windows Platform apps, so they run in a sandbox and can’t be hooked into without serious hacking.

    Supposedly Forza Horizon 4 will come to Steam in the not too distant future, with luck that might mean it gets converted to a normal Windows application. Don’t hold your breath, but at least there is some hope.

    in reply to: Ralf: HP Reverb G2? #200346
    Ralf
    Keymaster

    For anyone pondering whether a Reverb G2 is a good choice for vorpX gaming: the answer is yes with a little caveat. Finally got one today and have to say I’m impressed for the most part. Note that I only look at the headset from a vorpX perspective.

    The caveat is that WMR headsets still make it harder for vorpX to keep the headset thread framerate stable when the GPU becomes maxed out, so in some games/situations they are a bit more prone to judder than e.g. a Valve Index. I’ll soon do some OpenXR experiments, hoping that OpenXR instead of SteamVR for WMR headsets will get rid of that, but as always can’t promise anything.

    Display:

    Overall great image quality with solid black levels and (almost) non-existent screendoor effect. The vertical FOV is similar to Oculus headsets, i.e. about 10° narrower than Index/Vive. Due to the 1:1 screen aspect ratio the horizontal FOV is largely comparable to Index/Vive with their 8:9 screens though, although that’s a bit difficult to say exactly since the stereo overlap may be different. Perfect FOV vs. pixel density choice in my opinion. Your mileage may vary if a slightly higher FOV is more important to you than the best possible image sharpness.

    Modern games typically will have to be upscaled from lower resolutions for performance reasons, at least when using G3D, but the high pixel density makes that look considerably better than on other headsets.

    Lenses:

    I’ve read some complaints about a rather small sweet spot, but at least for me that’s not really an issue. Once the headset sits right the fully crisp area doesn’t seem to be smaller than in other headsets to me. Things get sightly more blurry towards the screen edges, but that’s the case with all headsets and I don’t think its any worse here compared to other current headsets. Way better than the gen 1 WMR headset I have.

    Tracking:

    More than good enough for vorpX gaming. Supposedly in some situations Valve’s base station tracking can still be slightly superior (e.g. bow aiming or grabbing behind you), but typically you won’t encounter situations like that with vorpX. So nothing to complain about in the tracking department.

    Controllers:

    Pretty much Oculus Touch controllers with a slightly cheaper feel. Not as refined as Index controllers, but they provide enough buttons to work well with vorpX. The Index finger tracking (so far) is largely a gimmick and of no concern for vorpX anyway. Nothing serious to complain about here either.

    Sound:

    Spectacular. Same as Valve Index. Best you can get in a consumer headset.

    Conclusion:

    Overall the Reverb G2 is a good choice for vorpX gaming. Whether it can dethrone Index in regard to being the best headset for vorpX is a matter of preferences. Without the WMR caveat mentioned above it would for me, especially when factoring in the more affordable price point of the Reverb. The way things stand I’d consider them largely on par as far as vorpX is concerned.

    in reply to: Metro Last Light – Epic store #200344
    Ralf
    Keymaster

    Thanks for the video!

    vorpX is supposed to make the FOV .ini modification automatically, but for some reason the Epic store version uses a different .ini path than the Steam version unfortunately. I’ll look into that for the next vorpX update.

    Ralf
    Keymaster

    That should not even be possible. vorpX only attaches to games whilt it is running. Only thing I can imagine is that maybe uninstalling it failed. To be sure you can check whether the vorpX program folder (C:\Program Files (x86)\Animation labs\vorpX) is still there and if so delete it.

    BTW: You can exit/pause vorpX from its tray icon’s right click menu. If you can’t see the vorpX tray icon, click the small up arrow left of your clock to show hidden tray icons.

    in reply to: HELP HTC cosmos #200342
    Ralf
    Keymaster

    @ jiwix: The controllers have the same layout as the Oculus Touch controllers. I’m pretty sure that will work. Let me know if not.

    in reply to: Monster Hunter World – input problems #200324
    Ralf
    Keymaster

    Can’t replicate that here. BTW: The gamepad override is off per default in MHW, so your gamepad should work natively per default.

    Please try to reset the profile to default in the vorpX config app (local profiles or trouble shooting page). Might also make sense to check the screenshot settings in Steam. The default key should be F12.

    If you have any other tool running that affects keyboard or gamepad input, make sure to disable that.

    in reply to: RTX 3080. Low performance. #200308
    Ralf
    Keymaster

    The games are probably CPU limited with G3D. G3D raises the load on a game’s main render thread, when this thread maxes out a single core of your CPU, a game becomes CPU limited. In a CPU limited scenario adding more GPU power does not improve the framerate. You probably will be able to run CPU limited games at higher resolutions though without losing FPS.

    in reply to: Excluded Programs? #200304
    Ralf
    Keymaster

    vorpX figures out the SteamVR folder on start and excludes everything below. Provided that works right you don’t need to add any SteamVR related files. Can’t hurt though, of course.

    in reply to: Monster Hunter World – input problems #200280
    Ralf
    Keymaster

    When you set the override to ‚Off‘, the gamepad works natively.

    IMPORTANT:

    Don’t recall currently whether that’s the case in Monster Hunter World, but whenever the gamepad override is enabled per default in a profile, it is enabled for a reason. Quite a few games do not process simultaneous gamepad and mouse input correctly. The gamepad overlay exists to allow using a gamepad while vorpX emulates a mouse for head tracking in affected games.

    In other words: without the gamepad override you would not be able to use a gamepad and mouse emulation head tracking at all in games that can‘t handle mouse and gamepad input at the same time.

    in reply to: Borderlands 3 Sniping reticle #200267
    Ralf
    Keymaster

    You can define a main eye under ‘More 3D Settings’ in the vorpX menu to deal with that.

Viewing 15 posts - 2,566 through 2,580 (of 10,066 total)

Spread the word. Share this post!