Ralf

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Viewing 15 posts - 2,836 through 2,850 (of 10,062 total)
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  • in reply to: Red dead 2 can’t hook since Vorpx update #198681
    Ralf
    Keymaster

    There has not been any change that would affect hooking into RDR2 besides removing the hook helper with the factory reset. The only change is the settings corruption fix, otherwise tha last hotfix is identical to the version from a few days ago. I’ll check this later, am currently working on a machine without RDR2 installed.

    If you want, you can try to rename the dll to version.dll, maybe that makes a difference in your case.

    in reply to: Red dead 2 can’t hook since Vorpx update #198677
    Ralf
    Keymaster

    That is the failing hook helper install attempt. It should go away after copying the d3d9.dll to the right folder. Make sure it’s in the same folder as RDR2.exe.

    in reply to: [Feature Request] More screen size/distance options #198675
    Ralf
    Keymaster

    TBH I have become a bit allergic in regard to screen-wishes. No matter how much stuff gets added to the menu, with 100% guarantee two months later someone comes up with yet another absolutely indispensable wish. :)

    I’ll think about it guys. For the time being I hope you can enjoy your games on an almost five meters wide screen that is customizable to meet your taste in (almost) any imaginable way.

    in reply to: Red dead 2 can’t hook since Vorpx update #198674
    Ralf
    Keymaster

    Indirectly. The factory reset probably removed the hook helper from the RDR2 folder that is required for the game. Reinstalling it mysteriously seems to fail currently, although the code in question hasn’t changed for months.

    Copy the d3d9.dll from the zip file below to your RDR2 game folder (next to RDR2.exe). That should fix the issue. The archive has a password, just in case the hook d3d9.dll triggers some overzealous AV program: ‘vorpx’ (without the quotes)

    https://www.vorpx.com/share/ZH6RE-96F4T-U628N/d3d9.zip

    in reply to: [Feature Request] More screen size/distance options #198669
    Ralf
    Keymaster

    I’ll consider it. Maybe at some point a large theater environment will be added (no current timeline for that though), in which case a 30m screen would make sense, of course.

    in reply to: registration error #198666
    Ralf
    Keymaster

    Please make sure to COPY AND PASTE the whole name line (name + mail address in parantheses) EXACTLY AS SHOWN IN THE E-MAIL. That will solve your problem.

    in reply to: Cyberpunk 2077 #198659
    Ralf
    Keymaster

    The actual performance is the same in FullVR and immersive screen/cinema mode (given the same game settings/resolution). Very low framerates (<30fps) can feel more comfortable using one of the screen modes, but should still be avoided.

    in reply to: [Feature Request] More screen size/distance options #198656
    Ralf
    Keymaster

    That’s pretty much the screen’s default size, which, to be more precise this time, per default is 2.15m high. At a 16:9 aspect ratio that results in 4.38m (~172″) diagonally.

    in reply to: Cyberpunk Gameplay in VR with VorpX #198637
    Ralf
    Keymaster

    With DX12 games on Steam there is an incompatibility caused by the Steam overlay when vorpX is set to ‘Oculus’, hence DX12/Steam games only work with vorpX set to ‘SteamVR’. Normally you should see an according warning message when you launch an DX12/Steam game in Oculus mode.

    in reply to: Far Cry 4 black screen #198627
    Ralf
    Keymaster

    It’s possible that some effects like blooms/flares are rendered in 2D by games, so they might not always have depth, which by the way isn’t always wrong from a physics perspective since in reality some of them would occur within the camera. If you are offended by it, it’s worth checking whether the game has an option to disable the effects in question. I typically do not disable such effects on purpose when I author profiles, neither with automated settings changes nor through shader disabling, since I consider it better to have them than not to have them, but of course your taste in that regard may be different.

    in reply to: Cyberpunk 2077 #198624
    Ralf
    Keymaster

    Will do some AMD tests later. Not impossible, but also not very likely that there are GPU vendor specific issues, vorpX does its thing entirely on the Direct3D level, not on the driver level.

    in reply to: Post update stuttering in Flight Simulator 2020 #198620
    Ralf
    Keymaster

    Does the same happen when you switch ‘Headset Sync’ to ‘Safe’ on the main page of the vorpX menu? Possible that that fixes issues like this one (provided they are actually caused by vorpX).

    in reply to: Cyberpunk 2077 #198618
    Ralf
    Keymaster

    @ Mossfoot

    The setting in question is the ‘FullVR Right Stick Y-Sensitivity’, the last one on the input page. If you don’t see that, make sure ‘Override X-Box Gamepad’ is set to ‘Off’ (which would be the default).

    vorpX handles XInput calls, which is what practically all modern games use for gamepad handling. Not sure how your PS4 gamepad is connected to the PC, but if it provides XInput input to games, all gamepad related things in vorpX should work with it.

    @ Anxelbao

    I have a machine with a slightly older AMD card here, will do some tests with that later. Not impossible, but also not very likely that there are GPU vendor specific issues, vorpX does its thing entirely on the Direct3D level, not on the driver level.

    vorpX emulates a mouse for head tracking, which confuses the game a bit when you play with a gamepad so that it doesn’t know which help overlay to show. Besides the game’s help overlay confusion everything works perfectly fine though, in contrast to many other games it luckily can handle simultaneous mouse/kb and gamepad input.

    With some luck (50:50) it will be possible to get DirectVR memory scanner head tracking working, which would come without this glitch. Just can promise anything yet, haven’t tried so far.

    in reply to: Cyberpunk 2077 #198594
    Ralf
    Keymaster

    Guess I should create a snippet library for the three or four most repeated answers in this thread. :)

    vorpX emulates a mouse for head tracking, which confuses the game a bit when you play with a gamepad so that it doesn’t know which help overlay to show. Besides the game’s help overlay confusion everything works perfectly fine though, in contrast to many other games it luckily can handle simultaneous mouse/kb and gamepad input.

    in reply to: Cyberpunk 2077 #198592
    Ralf
    Keymaster

    Check with ALT+F. Ideally it should show 45/90 with 45 being the game and 90 being the headset. Perfect would be 90/90, but that’s largely unrealistic with a game as demanding as this.

Viewing 15 posts - 2,836 through 2,850 (of 10,062 total)

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