Ralf

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  • in reply to: Games wont launch with vorpx open #199523
    Ralf
    Keymaster

    Normally vorpX should install a hook helper to the game’s install folder. Without that RDR2 doesn’t work.

    If installing the helper fails for some reason, copy the d3d9.dll from the zip file below to your RDR2 game folder (next to RDR2.exe). That should help. The archive has a password, just in case the hook d3d9.dll triggers some overzealous AV program: ‘vorpx’ (without the quotes)

    https://www.vorpx.com/share/ZH6RE-96F4T-U628N/d3d9.zip

    in reply to: ArmA 3 Hooking but immediately closing. #199521
    Ralf
    Keymaster

    Please make sure that BattleEye is disabled in the ArmA III launcher. BattleEye blocks vorpX, so it has to be disabled.

    If that is not your issue, please first and foremost don’t use that runtime switcher tool. I have no idea what exactly that does, but the name alone sounds like asking for trouble.

    If you use a SteamVR headset (or a Quest together with Virtual Desktop), set vorpX to SteamVR in the config app. If you use an Oculus headset, set vorpX to Oculus.

    Ralf
    Keymaster

    There is indeed a certain percentage of people who can’t see stereo 3D, but that’s just a small minority. In general you better turn around your point 180 degrees to be on the right track. Some may just be better at deriving depth from monoscopic cues (of which there are quite a few more than stereo cues).

    Either way: if you want to be on the safe side, simply stick to official profiles. Those always have 3D (unless one happens to be broken, of course).

    Ralf
    Keymaster

    In that respect you might find the Wikipedia article about depth perception interesting. Stereo vision (3D) is only one of many depth cues a human brain relies on. it’s a fairly important one at close range for most (with two healthy eyes), but by no means is it the only one.

    After just a few meters stereo vision actually fades away until it disappers entirely since the difference between the left and right eye image becomes smaller and smaller the farther something is away. From that point on the brain relies entirely on monoscopic (2D) depth cues like relative object size, line perspective, motion parallax and more.

    Long story short: even with no stereo at all there are still plenty of things a brain can derive depth from and except for close range objects there isn’t even much of difference in that respect between stereo and mono.

    Ralf
    Keymaster

    There definitely is no official profile for the game and it’s highly unlikely that there is a working G3D user profile since OpenGL support is limited to older fixed function OpenGL. Doom 2016 uses newer, shader based OpenGL.

    There is however an explanation why some may experience an existing user profile as (partially) 3D. The first version of vorpX’s OpenGL render path used alternate frame rendering, which means the left and right eye are rendered at different points in time: left at frame 1, right at frame 2, left at frame 3, right at frame 4, and so on. Given these circumstances moving sideways (strafing) happens to have a similar effect as rendering two images for stereo 3D although vorpX doesn’t create any stereo 3D at all. Moving forward/backward doesn’t produce correct stereo 3D, but apparently some still experience what they see as 3D. My personal guess is that maybe their brains somehow try to make sense of the (garbage) input. I’d consider it way more likely though that you will experience anything else than strafing as weird and unpleasent, so try at your own risk.

    At some point someone uploaded a user profile based on this (long superseeded) old OpenGL alternate frame implementaion, which then caused this whole Doom G3D confusion.

    TLDR: There is no G3D in Doom 2016. There isn’t even any official profile for the game, but an existing user profile under some circumstances can create the illusion of 3D for some. Not really recommended by any means though. It’s fairly likely that you will experience the effect created by this user profile as unpleasent and weird.

    in reply to: Could not started #199498
    Ralf
    Keymaster

    Please first try a manual Windows update check in the Windows settings app to ensure that your Defender definitions are up-to-date.

    If that does not help, try to exclude the vorpX program folder from Windows Defender (typically that would be C:\Program Files (x86)\Animation Labs\vorpX).

    If that also doesn’t help, please send an e-mail to support at vorpx com.

    in reply to: Could not started #199493
    Ralf
    Keymaster

    @ headspin:

    That sounds decisevely weird, vorpX control (the actual vorpX app that is started vie the “Start vorpX” shortcut) doesn’t use the DotNet framework at all. Only the config app does, but there shouldn’t be anything you have to do on Windows 10 to make that work. There is a repair tool from Microsoft that may help you to repair your DotNet install:

    https://support.microsoft.com/en-us/help/2698555/microsoft-net-framework-repair-tool-is-available

    @ eastevan:

    If the process that is running is named vorpControl.exe, vorpX is already running. Maybe you still had an older activation. If you see a ‘V’ icon close to your clock in the taskbar (or after clicking the small up arrow there) all is well.

    in reply to: Could not started #199486
    Ralf
    Keymaster

    That’s OK. on Windows 10 you shouldn’t have to do anything. The version you have installed should just work.

    When exactly did you see this error? when you tried to launch vorpX itself or when you tried to open the vorpX config app?

    in reply to: Could not started #199481
    Ralf
    Keymaster

    Odd. The actual vorpX application (‘Start vorpX’) doesn’t need the DotNet framework and the config app should just work with the DotNet framework that comes with Windows 10.

    If you happen to still be on Windows 7, make sure that the DotNet framework 4.6.2 is installed.

    Ralf
    Keymaster

    Don’t recall to ever have experienced that here, but I’ll check whether I can replicate it. That is definitely not how it’s supposed to be.

    in reply to: Oculus Tray Tool Settings #199479
    Ralf
    Keymaster

    My recommendation would be not to use any additional Oculus/SteamVR tweak tool at all, at least not together with vorpX. Probably doesn’t really cause any harm, but on the other hand it’s just another tool that might get in the way in strange ways. I never use anything like that here to be on the safe side.

    Ralf
    Keymaster

    The window disappears after the first frame has been rendered with vorpX being active, so if it disappears hooking into the game has been succesful and there is no need to install a hook helper. The window is not supposed to disappear if you exit the game before vorpX has detected that the first frame has been rendered.

    in reply to: Battlefield 3 problem #199471
    Ralf
    Keymaster

    Try to disable the ingame overlay in the Origin options. Shouldn’t really be necessary, but can’t hurt to try.

    Ralf
    Keymaster

    @ robertcrossland:

    Just a guess, but worth to check wherher maybe something has changed in the Unreal Engine config, i.e. it might start in DX12 mode per default. That’s really just a guess though. Do you experience this with any supported game or just the Unreal Engine?

    @ piperhawk:

    Whenever you experience hooking issues that suddenly appear after a vorpX update your first suspect should be your AV program. There haven’t been any changes to the hooking mechanism.

    Please try to exclude the vorpX program folder from your AV program. If you use anything else than Windows Defender, also consider uninstalling your AV program. Windows Defender will kick in instead.

    in reply to: Does not work with Oculus Link – help #199432
    Ralf
    Keymaster

    Performance (obviously) varies heavily depending on the game and your system. The typical options you have to improve the framerate are lowering a game’s graphics detail settings and/or the resolution it runs with. In case of G3D games that also have Z3D support switching to Z3D in the vorpX menu also is worth considering. Doesn’t look as natural, but is a lot faster.

Viewing 15 posts - 2,671 through 2,685 (of 10,064 total)

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