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RalfKeymasterPlease download the ‘Far Cry 4 [vorpX]’ profile from the cloud. the infamous black-screen-before-menu issue that this thread was about has been resolved about a week ago with an updated profile. Will be included in the next vorpX update, in the meantime you can grab it from the cloud.
RalfKeymasterI’ll definitely experiment with OpenXR sometime in the not too distant future. Wanted to let it mature for a year or so before I do that, now it looks well supported enough. Got to admit though that I’m not overly keen to redo the VR controller stuff for the various controller types supported via SteamVR, so OpenXR will only come if the headset part proves to bring actual advantages over sticking to SteamVR.
RalfKeymasterCan’t really say anything else than above (which is already more than what a wise man would have said ;)). Native WMR support is not out of the question, but also not a priority. I always have an eye on the Steam hardware survey data though. Currently WMR usage is at 5.5% and declining, but if the Reverb G2 is able to reverse this trend and leads to a significant increase, native WMR support would become more likely. Can’t promise anything though.
RalfKeymasterI have resent your key to the mail address that you used to register vorpX originally. Makes sense to save the installer as well as the key e-mail somewhere, the keys stays valid unless you make changes to your PC.
RalfKeymasterInteresting find, thanks for the heads-up. I’ll see what can be done. If I can’t make it work with DLSS, I’ll at least make sure that a working AA mode is set automatically to avoid this pitfall.
RalfKeymasterYour original key is still valid unless you reinstalled Windows or changed hardware in your PC.
RalfKeymasterThat’s one of the reasons why the classic versions are the better choice. Pretty much all the remasters do is providing slightly higher res textures, you’d have to stay directly in front of something to even notice that. Not really worth giving up the various advantages the classic versions have with vorpX.
If for some reason you still have to use the remasters, try the camera height modifier (under ‘more 3D Settings’). Provided it doesn’t cause glitches in a game that’s a good way to shift oversized weapons out of your view.
Jan 8, 2021 at 12:24pm in reply to: Some problems with Index. Image doesnt cover whole field of view/y-mouse lock #199581
RalfKeymasterNo, all is well. The Index has a higher vertical FOV than Oculus headsets, but vorpX always defaults to the Oculus vertical FOV in FullVR mode, which is what ImageZoom 1.0 means. You don’t have to, but I’d recommend to leave it that way for the reasons explained above (FOV vs. performance vs. image sharpness).
Jan 8, 2021 at 10:54am in reply to: Some problems with Index. Image doesnt cover whole field of view/y-mouse lock #199578
RalfKeymasterWhen you change the ImageZoom value, you should see a message in both games that recommends to restart the game. After doing so the field of view will be corrrect again. In both games vorpX handles FOV by chnging the game’s .ini file, which requires a restart.
I’d recommend to leave the zoom at the default value though. The default zoom value corresponds to the FOV that Oculus uses for their headsets. You can use the full Index FOV instead, but then you have to run games at higher resolutions to maintain the same image sharpness. The higher FOV itself and a higher resolution both cost performance. Oculus did a pretty good job at figuring out an FOV that is high enough without sacrificing too much performance, that’s what you get with image zoom at default.
The mouse y-axis lock can be disabled on the DirectVR page of the vorpX ingame menu.
RalfKeymasterIf this happens when you start the game with Z3D first and then switch to G3D, please switch to G3D once, press OK&SAVE and then restart the game. In some newer games with more complex render pipelines live switching from Z3D to G3D can cause issues since for performance reasons vorpX skips some things with Z3D it does when G3D is enabled. In such cases games have to be started with G3D enabled for it to work right.
If you happen to have a HDR monitor, please also make sure that HDR is disabled, in Windows as well as inthe game options. vorpX should take care of the latter automatically, but maybe that failed for some reason (e.g. if you disabled automatic settings).
As far as zoom is concerned I’m not entirely sure what you mean by that, but in case you mean the field of view, please make sure to check the instructions that are displayed in the top/left corner of the game window.
Also please reset the profile to default in the config app to ensure everything is set up as it supposed to be.
RalfKeymasterThanks for the heads-up. I’ll take a look at it for the next vorpX update.
For the time being running the game windowed instead of fullscreen seems to help.
RalfKeymasterI uploaded a new vorpX version that should work fullscreen again. Might be better for using custom resolutions higher than your monitor res. I didn’t bump up the version number, so no auto-update, but you can get it with a manual reinstall.
RalfKeymasterGreat. As far as BitDefender is concerned the best recommendation clearly is uninstalling it. There is no real need for invasive third party AV on Windows 10. Windows Defender will automatically kick in when you remove third party AV. That’s more than good enough for several years now.
Windows Defender also can cause hiccups occasionally after a vorpX update, but unlike others Microsoft has always fixed that fast and reliably (at least until now).
RalfKeymasterOne more thing: there seems to be a new issue related to the Steam overlay. In fullscreen mode the game crashes for me when the Steam overlay hooks the graphics pipeline. Never happened before, but now happens even with older vorpX versions, so probably an ArmA III or Steam change triggering this issue.
Disabling the Steam overlay doesn’t help, it hooks anyway, running the game windowed however does.
RalfKeymasterPlease do not use vorpX wth anything else than the actual, current headset runtimes. No OpenComposite, no “runtime switcher” please. If you change/mess up the headset runtimes with a tool, it doesn’t have to be running while vorpX is active to cause problems.
Your Rift-S should work perfectly fine with vorpX set to ‘Oculus’ in the config app, there is no need to use SteamVR with a Rift-S for ArmA III, let alone any SteamVR wrapper/emulation layer.
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