Ralf

Forum Replies Created

Viewing 15 posts - 256 through 270 (of 10,062 total)
  • Author
    Posts
  • in reply to: VorpX fails to start, error #220337
    Ralf
    Keymaster

    That sounds more like something related to the new virtual monitor in 24.1.0. Did that happen out of the blue or did you use e.g. the vorpX desktop viewer before it happened?

    Depending on the configuration of the virtual monitor your actual display may switch off on purpose when you use the virtual monitor. The actual display in that case should turn on again when you take off your headset though normally. Note that this won’t work right if the headset’s proximity sensor is covered or doesn’t work for other reasons.

    in reply to: (Request) Virtual Monitor standalone software #220328
    Ralf
    Keymaster

    IDK. When I did the Ambience stuff back then I experimented with all kinds of things obviously. Mirroring included. Just looked weird and confusing. May sound nice in theory, but in practice it’s really not an improvement in any way.

    I’ll think about it, but vorpX at this point has so many options to customize the way one can display a game, that adding yet another, almost useless one, is not exactly high on my list of stuff I can/want to invest precious development time for.

    in reply to: (Request) Virtual Monitor standalone software #220324
    Ralf
    Keymaster

    That’s not possible, sorry. To avoid/minimize duplicate code the desktop viewer is not an application that can run without vorpX. It’s basically an app that vorpX more or less hooks into like it does hook into games, so no chance of easily separating both.

    There will be a stable release of vorpX 24.1.0 soon though. Or probably 25.1.0 by then.

    in reply to: Cyberpunk VR Update Thread #220319
    Ralf
    Keymaster

    An updated installer including the latest Cyber Engine Tweaks modding framework for Cyberpunk 2.13 compatibility is now online. Download link as usual in the first post of this thread.

    in reply to: Please help with VorpX & rFactor 1 #220317
    Ralf
    Keymaster

    The profile was made years before TrackIR support was introduced in vorpx, I didn’t even know whether it works at all in the game, let alone whether it supports all axes. Defaults typical assume the minimal set of axes a game might support, hence for your convenience easily available options are shown in the menu that let you adjust things with a few clicks. If you can’t make it work to your liking, please fall back to the mouse look method described in the instructions.

    in reply to: Please help with VorpX & rFactor 1 #220312
    Ralf
    Keymaster

    vorpX may not work with the very first batch of TrackIR games. If it can handle the version the game supports (and TrackIR is enabled in the game) the support gets detected automatically and vorpX shows an according message.

    If TrackIR does not work, please also have an eye on the stuff that vorpX shows in the top/left corner of the game window as well as in the headset. The instructions shown there tell you how to enable mouselook.

    in reply to: Please help with VorpX & rFactor 1 #220307
    Ralf
    Keymaster

    Has been a long time, but please check whether you can enable TrackIR in the game options somewhere. Since a while vorpX comes with TrackIR support. rFactor sounds like a game that might support TrackIR head tracking.

    If not you have to enable mouse look in the game. Can’t recall currently what you have to press fore that, but the instructions shown in the top/left corner of the game window as well as in the headset tell you how to do that.

    in reply to: Please help with VorpX & rFactor 1 #220298
    Ralf
    Keymaster

    Sorry for the spam detection troubles you encountered. The alternative to having spam detection on in the forum software would be a 3:1 spam:content ratio unfortunately, extra bad since the beautiful invention of drivel bots like ChatGPT etc.

    Your actual issue:

    Maybe some weird issue related to Pimax’s software that puts itself in between vorpX and the headset. Reversed eyes are conceptually impossible with vorpX’s G3D method (at least unless the profile author intentionally inverted them, which obviously isn’t the case here).

    Possibly related to the time vorpX hooks into the game (before or after Pimax initializes its stuff). Enabling alternative hooking in the config app may be worth a shot. That aside maybe check whether there is some stuff in the Pimax software you can turn off. Haven’t checked a Pimax headset in a long time, but a few years back they had some custom reprojection that could change the IPD and make things appear cross-eyed occasionally.

    vorpX does not change the power plan. Some VR runtimes do howewer. At least the Meta (Oculus) runtime does. Not sure about Pimax.

    in reply to: Battlefield 3 Help #220290
    Ralf
    Keymaster

    Yeah, in cases where head movement is bound to the mouse, you may have to calibrate the sensitivity. Unfortunately sometimes it depends on the ingame mouse settings, or even the resolution, so providing perfect defaults for everyone is not always possible.

    There is a setting in the vorpX menu (main page as well input page) called ‘head tracking sensitivity’ that you can adjust.

    Hint: A good way to calibrate the sensitivity is finding a spot in the game where you can easily tell when you turn 90°. Any flat wall will do for example. Stand before the wall, facing it straight while at the same time facing your monitor in reality just as straight. Then turn 90° in the game and check how far you turned in reality. Adjust the sensitivity accordingly. After 2-3 quick iterations you typically get a perfect 1:1 match.

    Hint 2: Useful hints like the above and more can be found in the vorpX help under ‘Essential Game Hints’ and ‘The 1-2-3 Game Setup’.

    in reply to: G3D vs Z3D #220289
    Ralf
    Keymaster

    Sharpness has nothing to do with G3D or Z3D. Depending on the game however some glitchy effects may be disabled with G3D, which is not the case for Bioshock, but IIRC is the case for Metro Exodus. That’s probably why Z3D looks better in that case, at least in some places.

    On a sidenote, just in case you haven’t discovered that yet: On the image page of the vorpX menu is a set of options named ‘Clarity’, which provide very well working post process sharpening.

    in reply to: World of Warcraft TWW #220283
    Ralf
    Keymaster

    Just a heads-up that G3D for the new WoW DX11 renderer will work with the next vorpX version. Required quite a few changes to the vorpX codebase, so no way to address this with just a profile update.

    Until the next vorpX gets released, WoW G3D support is limited to WoW Classic, which as of today still has the ‘DX11 Legacy’ renderpath.

    in reply to: Battlefield 3 Help #220282
    Ralf
    Keymaster

    The game camera in first person shooters is controlled by your mouse normally, i.e. looking around and aiming are the same in a game typically. Since vorpX (except for a few exceptions) doesn’t alter the inner workings of a game’s controls, looking around with the headset also means aiming.

    in reply to: VorpX fails to start, error #220273
    Ralf
    Keymaster

    Then for whatever reason either the VC download failed or your Windows registry is broken so that the installer couldn’t determine whether it needs to download the VC runtime or not.

    Check the link below. BOTH the x86 and x64 versions are required.

    https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170

    in reply to: VorpX fails to start, error #220265
    Ralf
    Keymaster

    Please make sure to be online while installing vorpX. If necessary the installer downloads potentially missing dependencies like the VC runtime.

    in reply to: Can not get sound to my headset using VorpX #220254
    Ralf
    Keymaster

    vorpX per default tries to set sound output to the headset when launching a game. Maybe that doesn’t work right in your case for some reason. This feature isn’t really needed anymore anyway admittedly, basically a leftover from the very early days of Oculus. I should probably remove it, all headset runtimes handle that by themselves these days.

    You can disable it on the ‘General’ page of the config app and let SteamVR handle audio on its own. If it still doesn’t work afterwards, check the according SteamVR options, which let you select a device you want to use if auto-switching fails.

Viewing 15 posts - 256 through 270 (of 10,062 total)

Spread the word. Share this post!