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RalfKeymaster@ mossfoot: you may have to re-select the right headset type on the ‘General’ page of the config app. The factory reset would have set it back to Oculus.
RalfKeymaster@ sgarr:
The problem appears to be related to some nVidia code in the game, which probably does something else on AMD hardware than it does on nVidia hardware, which for whatever reason causes these crashes.
The next vorpX update will come with a new D2D12 hooking method that helps with the issue. I played the ‘Nomad’ start until after the first mission in the city (about on hour straight) with a Radeon 5700XT twice now, so I think it’s safe to say the Radeon issue is gone.
The update will be released early next week.
RalfKeymasterI usually do that myself if necessary for Windows Defender. Currently there shouldn’t be an issue, provided you have the latest Defender definitions installed.
Try a manual update check in the Windows settings app. That will also update your Defender definitions.
RalfKeymasterThis is a false positive due to the way vorpX works (hooking into other programs). AV programs for the most part just guess. They rely on checking what a program does and if they find something they dislike, like hooking into other programs, they claim to have found something malicious, unfortunately most of the time without telling their users that they are actually just guessing.
If you happen to use a third party AV program the best you can do is switching to Windows Defender. Happens with Windows Defender too occasionally after an update, but unlike others at least Microsoft is quite fast fixing such problems.
Alternatively report this as a false positive to your AV vendor so they can fix the problem.
Also makes sense to exclude the vorpX program folder (typically C:\Program Files (x86)\Animation Labs\vorpX) from your AV scanner.
RalfKeymasterNot a direct solution, but you can also use the menu with cursor keys + enter or a gamepad/VR controller, which should work without multi monitor cursor hassles.
RalfKeymasterI have a fairly similar configuration on my main box here (Ryzen 5800X, RTX3080) and played through the first hour of the game several times with that. I would recommend to try something more modest resolution wise (e.g. 1440p) and maybe settings wise to tax the GPU a bit less.
Apart from that: there will be a vorpX update early next week that changes the way vorpX hooks into D3D12 to resolve crashes on Radeon GPUs. Although your issue can’t be directly the same with an nVidia card, maybe it’s some odd conflict that gets resolved by the changed hooking method. Worth a shot to try again next week.
Dec 19, 2020 at 12:30am in reply to: Death Stranding – Jittery after latest update and Steam VR patch #198853
RalfKeymasterProbaly related to this:
http://www.vorpx.com/forums/topic/headset-sync-fast-causes-stutter/
RalfKeymasterDue to a potential settings corruption bug in the prior vorpX release, the update has reset some settings to default. Simply do what the error messages suggest and select ‘SteamVR’ as your headset type in the config app again (General page) for using vorpX in SteamVR mode. That will solve your issue.
RalfKeymasterA little PSA for RTX card users: after fumbling around with settings all day, I’d recommend to disable DLSS. If you enable it, at least use the ‘Quality’ option. No DLSS may mean you have to disable ray tracing for performance reasons, but in turn image clarity is considerably better at the same resolution. DLSS is a neat trick, but when you look at the final image as close as you do in a VR headset, you can clearly see that DLSS renders at a lower resolution originally and then upscales. AI or not, that just isn’t as good as actually rendering at the higher resolution.
RalfKeymasterNot sure regarding the tracking issue. The profile does ‘normal’ mouse emulation tracking. Try to reset the profile to default in the config app, just in case. If your mouse does both hor+vert, vorpX head tracking should too.
The FOV is supposed to be set automatically by changing the MGE-XE ini. Possible though that recent MGE-XE versions store their settings elsewhere, haven’t checked for quite a while.
You can set the FOV manually in the MGE-XE GUI. For running the game with a 4:3 res (e.g. 1600×1200 or 1920×1440), which is best for FullVR, the right FOV would be 112. The options is on the ‘Graphics’ tab of the MGE-XE GUI and called ‘Horiz. FOV’.
Dec 18, 2020 at 4:40pm in reply to: Vorpx Desktop opening multiple processes, 100% cpu crashes #198834
RalfKeymasterThe game is supposed to use TrackIR tracking since the last vorpX update for decoupled walk/look. Looks like I forgot to auto enable TrackIR in the Arma III config file, sorry for that. Will be fixed.
Off the top off my head: there should be a controller tab in the game’s control options where you can enable TrackIR.
If that doesn’t work, disable TrackIR in the vorpX menu for ‘normal’ mouse based head tracking. Works also fine, just without decoupled walk/look.
RalfKeymasterUnfortunately RDR2 uses the same shaders that are used for displaying keys and some other text also elsewhwere. If memory serves right the final image is drawn to the screen using the same shader, so defining it as HUD also would scale down the whole image. Not 100% sure anymore if it was exactly that, but definitely something like it. In the end I was happy to have the actual HUD and menu working without unwanted side effects.
RalfKeymasterDo you have MGE-XE (Morrowind Graphics Extender) installed? That is necessary for Morrowind since the base game works with D3D8, which isn’t supported by vorpX. MGE-XE, among many other things, translates D3D8 to D3D9.
Dec 18, 2020 at 1:22am in reply to: F1 2020(DX11) Inverted horizontal game headtracking HTC Vive #198820
RalfKeymasterPlease reset the profile to default in the config app and afterwards check the instructions in the top left corner of the game window for correct head tracking and FOV.
Due to the new TrackIR handling in the last vorpX version the profile has been changed to a FullVR profile. If you already played the game prior to the last vorpX update or downloaded user settings, a reset to default is required to make sure everything is as set up right.
RalfKeymasterSounds about right, the algorithm only chooses straight 16:9 resolutions currently. As said above that will change in the next update when an FOV hack will be available. The wide ones in the list aren’t, my bad, sorry for the confusion. Might make sense to add one in between for you if you want (e.g. 2048×1152). And now go play that game instead of changing resolutions all day!
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