Ralf

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Viewing 15 posts - 271 through 285 (of 10,115 total)
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  • in reply to: Call Of Pripyat Aiming and G3D #220922
    Ralf
    Keymaster

    HUD:

    Probably some game update broke the HUD shader definitions (or maybe a shader mod if you have one installed, Stalker has many of those). I’ll look into it. You can also fix that yourself with the user shader authoring (can be enabled in the config app).

    Main Eye:

    That’s actually what the ‘Main Eye’ option is for. With ‘Off’ stereo 3D is created by offsetting both the left and the right image, which means iron sights don’t align in the left as well as in the right image. Choose the eye you would prefer iron sights to align in. Just like in real life you would hold a weapon in front one eye to aim, you can only make iron sights align in one eye with Stereo 3D, not in both.

    in reply to: Fallout 4 First person view issues #220921
    Ralf
    Keymaster

    @ Boblekobold:

    Please don‘t advise newcomers to disable automatic settings. Maybe you have a reason to do so, whatever that may be, but that breaks essentially everything that makes advanced DirectVR profiles like the Fallout 4 profile great. It may even break profiles entirely if the automatically set options are required to make 3D work for example. So at the very least please never give this advice without calling it a last resort that breaks almost all good stuff an advanced profile may come with. Thanks!

    @ Woobisan:

    FOV should be set correctly automatically after running the DirectVR scan. if that fails for some reason, 110, or to be totally precise 112, would indeed be the right value here.

    Weapons are supposed to be moved out of sight unless you use them, which may only work correctly with FOV being set to the right value. You can disable this feature on the DirectVR page of the menu, but before you do that, please first try with the correct FOV. It’s actually a really awesome feature unless you like running around with a gun glued to your face all the time. :)

    in reply to: Cyberpunk VR Update Thread #220909
    Ralf
    Keymaster

    2024/12/11

    A new update is available. Download link as always in the first post of this thread.

    • Cyber Engine Tweaks modding framework updated for CP2077 2.2.
    • HUD shaders fixed for CP2077 2.2.
    • vorpX backend updated to latest version. Among general stability and performance improvenments this also finally fixes the ocassionally unavailable motion controller gestures after launching the game.
    in reply to: What is the purpose of Vorpx desktop viewer? #220883
    Ralf
    Keymaster

    The main purpose of the vorpX desktop viewer is displaying the desktop, e.g. as a launchpad for playing games with vorpX without having to take off the headset in between game sessions. Besides that you can of course use it for any other task you consider it useful for, like watching SBS (and even spherical VR) movies or playing games with built-in SBS 3D support. Although in the latter case for various reasons it makes more sense to create a dedicated profile based on the ‘SBS 3D Base’ profile instead of using the desktop viewer.

    Hope that helps.

    in reply to: Elden Ring Hook #220845
    Ralf
    Keymaster

    Won’t work online for sure due to the game’s built in EAC cheat protection. For offline play please google ‘eac disable elden ring’. That’s as far as I can go here without getting on a slippery slope.

    in reply to: Newbie with Vorpx, some technical questions #220833
    Ralf
    Keymaster

    There (obviously) isn’t really anything else to suggest than what I suggested when you asked the same question last time.

    Basically you have to make sure that ideally there is some performance headroom. The suggestions in my last post are what you can do on your end to achieve that.

    That‘s even more important for Pimax headsets than for others due to Pimax‘s intermediate frame processing in their software/drivers.

    in reply to: must restart quest with vorpx #220832
    Ralf
    Keymaster

    Please revert any changes you may have made to your PC recently. Since there haven‘t been any changes to vorpX, some change on your machine must have caused this change in behavior. Unfortunately it is not possible to tell for others what you may have changed on your PC.

    If you happen to be on 24.1.0, please also try whether going back to 21.3.5 helps or vice versa.

    in reply to: Is Metro Exodus Enhanced working for anybody? #220787
    Ralf
    Keymaster

    Just briefly chiming in here to strongly recommend the regular version. Runs faster, doesn’t really look considerably worse, in some parts even better as others pointed out, and most importantly comes with a profile that has various DirectVR features: 1:1 head tracking, FOV, resolution. All covered automatically.

    The marginal improvements of the ‘Enhanced’ version (almost certainly produced mainly because of some RTX marketing money) are not worth the fiddling compared to the ease-of-use with the regular version profile, even more so considering that the enhanced version has significatly worse performance with RTX enabled.

    in reply to: Something updated, now Cyberpunk stuck in EdgePeek #220779
    Ralf
    Keymaster

    Please make sure that your Cyberpunk is updated to the latest version. The mod components vorpX installs include the CyberEngineTweaks modding framework, which is quite sensitive to the Cyberpunk version, i.e. each Cyberpunk version only runs with the CET version made for it and vice versa.

    in reply to: Newbie with Vorpx, some technical questions #220778
    Ralf
    Keymaster

    @ Benedict81

    Ideally the headset FPS should always be the refresh rate of the headset. You might want to prefer 90 or 72 over 120 to make that easier. Unfortunately vorpX does not have full control over keeping it stable, headset vendor runtimes may decide to throttle on their own if e.g. the GPU usage becomes too high.

    What you can do on your end to avoid such situations is e.g. setting a framerate cap in the vorpX menu or reducing gfx settings/resolution in the game options. There should ideally be some performance headroom to make it easier for the game on one hand and vorpX/the headset runtime on the other hand to work smoothly together.

    in reply to: True 3D in DX12 #220727
    Ralf
    Keymaster

    Due to past experiences with discussing plans: news get announced if/when there are news to announce.

    in reply to: Newbie with Vorpx, some technical questions #220724
    Ralf
    Keymaster

    If you use 24.1.0 with the virtual monitor, you don’t need to add resolutions in the nVidia control panel. The virtual monitor is the more comfortable alternative to adding custom resolutions for your actual monitor.

    Per default the virtual display should kick in when you launch the vorpX desktop viewer and put on your headset. Additional resolutions up to 8K can be added in the config app, including (almost) 1×1 with vorpX automatically taking care of adding a few extra pixels horizontically to ensure any 3D heuristics relying on detecting quad textures don’t get confused.

    IMPORTANT: SUPER HIGH RESOLUTIONS ABOVE 4K NEED LOTS OF MEMORY. vorpX creates several extra buffers at full screen res. May even bring your 16GB 4080 to its knees combined with games that have high GPU memory requirements even without vorpX. So don’t overdo it.

    in reply to: How to prevent gamepad remapping in Sekiro #220723
    Ralf
    Keymaster

    Hmm, normally disabling the override should do the trick. Maybe the issue is related to the motion controller gamepad/mouse/kb emulation. Worth a shot to disable it entirely on the motion controller page of the menu if you don’t use motion controllers.

    Important general hint re the gamepad override: if it’s enabled in a profile, then usually for a reason. Most commonly because a game can’t handle simultaneous mouse and gamepad input while vorpX needs mouse emulation for head tracking.

    in reply to: Newbie with Vorpx, some technical questions #220716
    Ralf
    Keymaster

    ALT+L (DirectVR scan):

    The DirectVR scanner does easy 1:1 head tracking and/or FOV adjustment. The screen that gets displayed during the scan shows what exactly is supported in a particular game.

    How often the scan has to be done depends on the game. Ranges from only when a game gets updated in case the memory addresses are fixed and thus can be cached between game starts, over once per game launch (the most commmon case) to once per level/savegame load.

    Resolution (copy/paste reply from the post below yours, but should largely answer your question):

    For fully featured DirectVR profiles vorpX has game specific code that lets you set the resolution in the vorpX menu in various steps. If that’s the case vorpX displays an according hint in the top/left corner of the game window and in the headset.

    If not, you can always adjust the resolution in the game options yourself, just like you would do when playing on your monitor.

    Also make sure to read the ‘Custom Resolutions’ section in the vorpX help. It explains how to add resolutions to your PC that your monoitor can’t display. Alternativly you can use the new virtual monitor in vorpX 24.1.0, which comes with all important resolutions predefined and thus saves you the somewhat tedious process of setting up custom resolutions.

    in reply to: Titanfall 2 Ea game pass and Witcher 1 steam #220715
    Ralf
    Keymaster

    Both Titanfall 2 and Mirror’s Edge should work from the EA app. You could try to disable the EA ingame menu, although that shouldn’t be necessary.

    Resolution isn’t really an issue. Super easily addressable for literally every game out there.

    For fully featured DirectVR profiles vorpX has game specific code that lets you set the resolution in the vorpX menu in various steps. If that’s the case vorpX displays an according hint in the top/left corner of the game window and in the headset.

    If not, you can always adjust the resolution in the game options yourself, just like you would do when playing on your monitor.

    Also make sure to read the ‘Custom Resolutions’ section in the vorpX help. It explains how to add resolutions to your PC that your monoitor can’t display. Alternativly you can use the new virtual monitor in vorpX 24.1.0, which comes with all important resolutions predefined and thus saves you the somewhat tedious process of setting up custom resolutions.

Viewing 15 posts - 271 through 285 (of 10,115 total)

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