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RalfKeymasterThe profile comes with a correct FullVR FOV per default, although at the expense of black bars above and below the image.
That said, if you want to optimize the FOV, the important thing to get right is matching the game FOV to the headset FOV. vorpX can do that automatically in many games, but not in Star Citizen. I would have implemented that for Star Citizen long ago, but it’s not reliable enough due to the game’s odd FOV system that requires a resolution change on each start to raise the max. possible FOV. Also IIRC they don’t store the FOV in an accessible .ini file anymore unfortunately since some time.
Every headset is a bit different in regard to its FOV, but what you can rely on is that with an ImageZoom value of 1.0 the correct FOV is 97 degrees vertical. So if a game happens to use a vertical FOV setting in degrees things are fairly easy. Not sure if SC does that, but most other CryEngine games do, so if you’re lucky all you need to dial in is ImageZoom 1.0 in vorpX and FOV 97 in Star Citizen.
Things get messier when games use horizontal or completely arbitrary FOV values, since those may be calculated in different ways (funny enough sometimes even objectively wrong). So if a game uses horizontal or arbitrary FOV values, your best option is to rely on what looks right to you unless vorpX handles FOV automatically. All profiles that default to FullVR mode are set up in a way though that works FOV wise, just sometimes – like SC – at the expense of top/bottom bars.
RalfKeymasterSince 21.1.1 vorpX automatically adjusts the FOV. It also does that in immersive mode, but will choose a different (probably lower) value in that case. You can apply an +/- 20° offset on the DirectVR page of the vorpX menu.
Caveat: Only touch this setting in immersive/cinema mode, never in FullVR mode. In FullVR mode the value chosen by vorpX is always precisely calculated to match the headset FOV, so any offset leads to a wrong FOV.
RalfKeymasterI don’t have a G2 yet, so I can’t really say currently whether its controllers may need some special treatment. They do look a lot like Oculus Touch controllers though button wise, so trying the Touch preset is worth a shot.
If that also doesn’t work with the G2 controllers, mouse and keyboard or an actual gamepad are the best available options currently.
RalfKeymasterSounds as if something is really off on your system, SteamVR having wrong colors also doesn’t really sound right. you can be sure that if issues like that would be some general problem, you’d see quite a few more posts like yours here. If ‘wrong colors’ means the image is too dark/bright, you can change that in the vorpX menu on the image page.
If you happen to have a HDR capable monitor, please make sure that HDR is off in the Windows display settings. No current VR headset is HDR capable, so using Windows in HDR mode may lead to wrong colors.
The error you see in Oculus mode is returned by the Oculus runtime when vorpX tries to initialize the headset. Apparently the runtime checks the digital signature of the main runtime component, which for some reason fails on your machine. That’s not something vorpX does, it happens entirely within the Oculus runtime, vorpX just shows the error it gets back from the Oculus runtime. So all I can really suggest here is reinstalling the Oculus software since the error message suggests that the Oculus runtime is broken.
Apart from that please also do a full vorpX factory reset in the vorpX config app (trouble shooting page).
Last, but not least: If you happen to run vorpX, Steam, or any of the games you tried in some sort of compatibility mode (e.g. Windows XP), make sure to revert that.
RalfKeymasterOdd. The error you see is not a genuine vorpX error but an internal Oculus runtime error returned by the runtime when vorpX tries to initialize the headset. Sounds fairly severe. If it wouldn’t work with Cyberpunk, I’d say the Oculus software install is probably broken.
Since the issue doesn’t occur with Cyberpunk (DX12) but with two DX11 games, maybe something gets in the way when you launch a DX11 game, although that would also be strange at this point of the hooking process. Can’t really suggest anything else than trying to switch between Oculus/SteamVR in the vorpX config app and maybe reinstalling the Oculus software.
RalfKeymasterYes, but it doesn’t change any frame rate limit related settings and apart from that the pre vorpX .ini file gets restored when you restore the settings in the vorpX config app.
RalfKeymastervorpX is largely headset agnostic, so the number of potential headset related problems is fairly limited. If you suspect that there might be some issue that is related to running vorpX in Oculus mode, switching to SteamVR in the vorpX config app is worth a shot. Shouldn’t be necessary for Star Citizen though normally.
RalfKeymasterThat doesn’t have to do anything vorpX. vorpX doesn’t change any frame rate limit, neither in the game settings nor elsewhere.
Maybe VSync is forced in your graphics driver? Just a guess though. With vorpX that wouldn’t have an effect normally, but without vorpX it would.
RalfKeymasterShould just work normally, but if you have trouble running with running the game in Oculus native mode, switching to SteamVR in the vorpX config app (General page) is worth a shot.
If that also doesn’t help, please check the section regarding potentially conflicting programs that also hook into games in the pinned trouble shooting guide above.
RalfKeymaster@ aaa : You shouldn’t have to do anything FOV related except restarting the game once when vorpX recommends a restart due to settings changes. The FOV value in the game options should read 115 afterwards. If it does, everything is right.
RalfKeymasterThe issue the original post was about has been addressed in vorpX 21.1.1. If you still encounter stutter with headset sync set to ‘Fast’ in a game, check whether either enabling FluidSync or setting headset sync to ‘Safe’ helps.
Some headsets as well as some games may work worse than others with uneven game FPS to headset FPS ratios. In such cases FluidSync usually does the trick. Headset sync ‘Safe’ can also be useful, especially in cases where the GPU is completely overloaded. Costs FPS, but gives the GPU some leeway.
No problem here with key combos for EdgePeek. Just in case you didn’t do that already, maybe try a different one.
RalfKeymasterQuest via Oculus Link should work just fine normally. If you encounter similar hooking issues with multiple game, please check the section about conflicting programs in the pinned trouble shooting guide.
Not sure whether the RE7 demo will work, only the full version has been tested.
RalfKeymasterIf you mean ‘maine-win64-shipping.exe’, that’s the Grounded profile. Possible that I had originally forgotten to give it the correct friendly name, so it might have been displayed with the .exe name instead earlier.
RalfKeymasterNot a known bug. At least I didn’t encounter anything like that. Played the whole ‘Nomad’ start several times, beginning in the badlands until after the first mission in the city and did plenty of walking/driving around in the city after that point, also loading checkpoints does not cause any FPS drops here.
Only thing I can (theoretically) imagine is that maybe changing the location / loading a checkpoint pushes your GPU or system in general over some resource limit with your settings. Worth a shot to try with lower (mainly less memory intense) graphics settings and see whether that helps.
Also please try to reset the profile to default in the vorpX config app, just in case.
And since there are already quite a few mods for the game: please try with an unmodded game in case you have installed any mods.
RalfKeymasterThe profile does what it says in the changelog (like last time you asked a week ago ;))
For convenience the Cyberpunk related changes from last week’s update again:
- Improved: Cyberpunk 2077: DirectVR FOV added, .ini tweaks for FullVR comfort. If you played Cyberpunk 2077 before with vorpX, resetting the profile to default in the config app is recommended.
- Improved: DX12 changes to circumvent Cyberpunk 2077 crashes with Radeon GPUs
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