Ralf

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  • in reply to: fps lock after config reset (cyberpunk 2077) #199352
    Ralf
    Keymaster

    To ensure a smooth experience for everyone vorpX force enables FluidSync on every game start in Cyperpunk 2077, which caps the frame rate at half the headset refresh rate. You can turn that off in the vorpX menu.

    in reply to: headtracking input keeps switching inversions #199351
    Ralf
    Keymaster

    Not really sure what to recommend here, sorry. Don’t recall to have heard something like that before. Might make sense to try a full factory reset in the vorpX config app. Also a tracking reset (default: ALT+SPACE) after putting on the headset again is worth a shot.

    If you happen to use a Quest with Virtual Desktop or some other streaming app, please also check whether the issue also occurs with Oculus Link, just to make sure it’s not the streaming app that provides inconsistent tracking data.

    Also please check whether you maybe have any other tools running that could potentially affect game input.

    in reply to: Just bought and getting an error and an issue. #199350
    Ralf
    Keymaster

    Please always start the game from the WoW launcher, I have no idea what UCS is, but the only supported WoW version is the official one.

    Also make sure that DirectX 11 Legacy is selected as graphics API in the game options. vorpX should take care of that automatically, but maybe it failed.

    in reply to: Cyberpunk 2077 #199336
    Ralf
    Keymaster

    Your issue is almost certainly related to some interfering background program that hooks into the game in a similar manner as vorpX does. That’s the most likely cause of hooking issues. The trouble shooting section in the vorpX help has more details on the matter.

    in reply to: Rebind or disable edgepeek #199328
    Ralf
    Keymaster

    You can rebind vorpX shortcuts in the config app.

    Caveat: If you have a mouse with additional buttons, please note that those won’t work ingame currently although you can bind them in the config app. Will be fixed in the next update.

    in reply to: Update broke input? #199324
    Ralf
    Keymaster

    I have no experience with Voice Attack, so I can just give some general hints. If it sends its input to a specific application, the target would now have to be vorpControl.exe for vorpX commands like EdgePeek etc. If you use VoiceAttack for both game and vorpX actions its input would have to be sent to both the game and vorpControl.exe.

    Maybe there is some option to ‘broadcast’ the VoiceAttack input to all running programs. Just a guess though, never used it myself.

    in reply to: Cyberpunk 2077 #199323
    Ralf
    Keymaster

    Whether the Steam FPS overlay is still shown or not is a bit unpredictable, depending on the game and the point in time vorpX hooks the game. vorpX has its own though (ALT+F), which is more useful anyway since it not only shows the game framerate (first number), but also the framerate of the thread that sends the final image to the headset (second number).

    in reply to: Apparent VorpX Trojan Wacatac.B!ml after installation #199322
    Ralf
    Keymaster

    This is a false positive.

    First please try a manual update check in the Windows settings app. I don’t think this should occur with the latest Windows Defender definitions. Scanning the whole vorpX folder with the latest definitions from today (1.329.1307.0) does not cause any positive detection.

    If that does not help you, please exclude the vorpX program folder from your AV scanner.

    in reply to: N00b trying Portal 2, so far unsuccessful #199317
    Ralf
    Keymaster

    Resolution:

    you can raise the game resolution for better image quality in the game’s video options. Note that for Portal 2 it has to be a 4:3 resolution (e.g. 1920×1440). If your PC does not support this resolution, check the “custom resolutions” section in the vorpX help for a step-by-step guide.

    FOV:

    Did you run the DirectVR memory scanner? The right value should be cached for Portal 2, but in case the game has been updated recently, you might have to re-run the scanner. There should be a message popping up about that in the headset as well as in the top/left corner of the game window.

    After a successful scanner run the FOV is adjusted to fit the FOV of your headset and you get 1:1 low latency tracking including positional tracking.

    General:

    The “Essential Hints Guide” in the vorpX help has a lot of useful information that helps you understand how vorpX works.

    Ralf
    Keymaster

    Interesting. Probably setting the values to -1.0 will fix your issue entirely then. I live in Europe and we also use comma as local decimal separator here, so normally that shouldn’t be an issue.

    Would be great if you could let me know whether it works for you afterwards.

    Ralf
    Keymaster

    Sounds like an issue with some input device. Just in case you haven’t done that already, removing all USB devices (except the headset and your keyboard/mouse) is worth a shot.

    Disabling the tracker entirely is not possible anymore, the according ini value is ignored. Tracking on/off is now a per program setting and only affects the actual game tracking, not the cinema/immersive screen tracking anymore, which is more in line with what one would expect it to do.

    However, maybe setting the tracker axis sensitivities to zero will do what you have in mind. Not sure, but worth a shot. If it’s not a tracker issue, but indeed some input device conflict, you might even be able to set the axis values back to their original value (-1.0) after disabling tracking for your game in the vorpX menu, which might at least give you cinema/immersice screen tracking.

    1. Browse to C:\ProgramData\Animation Labs\vorpX\Devices\Tracker
    2. Make a backup copy of either Oculus.ini or OpenVR.ini (depending on your headset).
    3. Open the .ini to change with a text editor.
    4. Change the fHtAxisMultX/Y/Z values to 0

    in reply to: Cyberpunk 2077 #199309
    Ralf
    Keymaster

    @ Redwense : vorpX makes a few tweaks in the user settings ini file. When you restore the settings in the config app, the pre-vorpX settings file gets restored. If you suspect that might have gone wrong (highly unlikely), you can simply reset the graphics settigs to default in the game’s options menu.

    in reply to: Bioshock Infinite – Mouse not working #199299
    Ralf
    Keymaster

    1. There is an OK&SAVE button in the menu that will save the settings to the database instead of just keeping them for the current session. Guess I’ll have to change that at some point and always save them to be more in line with how most modern games handle settings.

    2. The ideal FullVR aspect depends a bit on some vorpX settings and also your headset. If the game FOV can be set high enough to fill the entire headset FOV it would be about 9:10 usually (the ‘narrow’ resolutions from the custom res list). If a game’s FOV can’t be set high enough and the image has to be zoomed in to account for that, the best FullVR aspect ratio becomes wider. 4:3 is a good FullVR aspect ratio if you don’t want to care about that. Not too wide to cost much performance and at the same time often wide enough to work even if you have to account for missing FOV with image zoom.

    When vorpX sets the resolution automatically, it factors stuff like the above into the calculation and picks the best aspect ratio for the current situation.

    3. Theoretically you can go as high as you want, above 2400p you will have to set the resolution manually though. vorpX’s auto settings currently only handle up to 2400p. Just keep an eye on the framerate, maintaining a comfortable framerate is also important. Finding the right balance is key here.

    in reply to: Bioshock Infinite – Mouse not working #199293
    Ralf
    Keymaster

    vorpX works a bit different than native VR apps. First the game gets rendered at its own resolution, then vorpX sends it to the headset. If you apply supersampling in SteamVR only the second step would be affected, not the actual game. Actually it isn’t though since vorpX sets a supersampling value itself based on the game resolution.

    What you want to do to get a crisper image is rendering the actual game at a higher resolution. Either by selecting a higher res in the game options or (in games where vorpX can do that) on the DirectVR page of the vorpX menu. For Bioshock Infinite the latter applies. Whenever vorpX can set the resolution, you see an according hint in the top/left corner of the game window.

    Hint: Check the ‘Custom Resolutions’ section in the vorpX help to add resolutions higher than your monitor allows.

    in reply to: Everything moving with the headset #199291
    Ralf
    Keymaster

    If you have the latest vorpX installed, it should just work. You can check the current version in the bottom/left corner of the game window, should be 21.1.1.

    Also make sure to reset the profile to default in the config app.

    If TrackIR still does not work for you afterwards, you can also do it the other way around and disable it in the vorpX menu instead of enabling it in the game. That way vorpX would do what it did before and simulate a gamepad with head tracking.

    In that case you might also want to switch the ‘Play Style’ option to immersive screen. The gamepad emulation is a bit too laggy to be comfortable in FullVR mode.

Viewing 15 posts - 2,701 through 2,715 (of 10,064 total)

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