Ralf

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Viewing 15 posts - 2,611 through 2,625 (of 10,066 total)
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  • in reply to: Mouse Acceleration #200069
    Ralf
    Keymaster

    vorpX does not always turn mouse acceleration on. It periodically (every few seconds) backs up the current mouse acceleration state while it is waiting to hook into a game and then sets the acceleration to the last backup value after exiting a game or when exiting vorpX itself.

    On a sidenote: disabling the Windows mouse acceleration via the vorpX menu to enhance head tracking for the most part makes only sense in older games. As a rule of thumb, DX11 or 12 games almost certainly use raw input instead of the Windows input pipeline, so the Windows mouse accelaration doesn’t have any effect at all.

    Ralf
    Keymaster

    I don’t recall 100% anymore, but I’m pretty sure that dellrifter is right and the game’s anticheat prevents vorpX from hooking. Bought it directly after its early access release since I thought it was a good candidate, but couldn’t make it work.

    in reply to: Re7 control’s #200039
    Ralf
    Keymaster

    This is one of the games that have problems with simultaneous mouse and gamepad input. Since vorpX emulates a mouse for head tracking, the gamepad cannot be used natively and instead vorpX maps the gamapad to mouse/keyboard actions. Hence you don’t see the gamepad prompts in the game.

    As far as switching to EdgePeek (the vr screen) with the R3 button is concerned, you can change that in the vorpX menu (input page).

    in reply to: Cyberpunk 2077 wont load onto Oculus Quest 2 #200017
    Ralf
    Keymaster

    This file does not belong there. It must be part of some graphics mod that you installed. Since it hooks into the same functions that vorpX hooks into, it should be removed to avoid potential conflicts with vorpX.

    in reply to: VorpX Gamepad buttons easy to accidentally trigger #199973
    Ralf
    Keymaster

    You can use menu/select instead of the thumbstick buttons (Input page of the vorpX menu).

    in reply to: Cyberpunk profile choice ? #199970
    Ralf
    Keymaster

    In case CP2077 for a host of reasons the decision has been made to slightly cap the FOV (only vertically). I can’t really give you a different reply, sorry. Aside from performance considerations also pixel density is a factor, this way a sharper image is possible at a lower resolution. Playing highly demanding AAA games with vorpX always means that some compromises have to be made. In this particular case a slightly reduced vertical FOV is one of those compromises. Trust me you won’t really notice it once you start focusing on the actual game instead.

    Ralf
    Keymaster

    On a sidenote: you can find all guides (and more) also in the help that comes with vorpX. The help can be accessed either from the config app, the tray icon right click menu or the vorpX help start menu shortcut.

    in reply to: AC: Valhalla #199952
    Ralf
    Keymaster

    Profiles for DX12 games can be created the same way as they can for DX9/10/11/OpenGL by copying existing profiles. That doesn’t help in this case though due to the issue outlined in my reply above. That has to be addressed with vorpX source code changes (if possible).

    in reply to: Celebrating 850 games on Inofficial LIst #199947
    Ralf
    Keymaster

    And I still haven’t checked your profiles for the ones that might be worth adding DirectVR…

    BTW: I have implemented the start message editing for user profiles last week that I mentioned earlier. Beginning with the next vorpX version you’ll be able to add instructions that are shown on each game start instead of just in the config app. If no dedicated start message is defined, the profile description will be shown instead, so you won’t have to revisit older profiles.

    in reply to: AC: Valhalla #199946
    Ralf
    Keymaster

    @ user77: I haven’t played thus for yet, but doubt there will be much of a difference. The problem is that the game switches between two depth buffer textures seemingly randomly. Normally vorpX can deal with such cases, but in AC:Valhalla it sometimes fails to determine which one is currently active, causing 3D to fail occasionally. I have looking into the matter on my to-do-list.

    Ralf
    Keymaster

    There is an option on the DirectVR page of the vorpX menu that allows to swtich off the vertical view lock with DirectVR. Unless it somehow breaks the game, I’d recommend to leave it on though, practically all native VR games work this way because it is more comfortable.

    in reply to: Cyberpunk profile choice ? #199940
    Ralf
    Keymaster

    Game FOV and headset FOV have to match. Quote from above, most important part emphasized for clarity.

    In Cyberpunk 2077 vorpX (slightly) limits the vertical FOV on purpose to ensure good performance. Please don’t change any of that, vorpX per default automatically matches the game FOV to the headset accordingly. A higher FOV would mean more has to be rendered, means reduced performance. Also apart from the reduced performance trying to override the auto adjustment leads to a warped/zoomed image unless you re-adjust everything manually.

    in reply to: AC: Valhalla #199927
    Ralf
    Keymaster

    Guys, this forum is the vorpX support forum. Please keep the discussion related to vorpX. If you want to discuss other things, please do so in the according forums. Thanks!

    in reply to: Rocket League – black screen #199903
    Ralf
    Keymaster

    You should be good. I think the only real advantage of the official Link cable is its length. Since it’s an optical cable it can be longer than an USB3 cable should be according to USB specs.

    in reply to: Rocket League – black screen #199901
    Ralf
    Keymaster

    I don’t even know what that means TBH, it definitely should not be necessary.

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