Ralf

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Viewing 15 posts - 2,956 through 2,970 (of 10,062 total)
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  • in reply to: How to 360 VR – Wow? #198189
    Ralf
    Keymaster

    Please make sure that:

    1. you are using the official version started normally from the Blizzard launcher. Older versions played on some custom servers may (and probably will) not work as intended, beta versions may (and probably will) not work as intended.
    2. in the game’s options ‘System > Advanced > Graphics API’ is set to ‘DirectX 11 Legacy’. vorpX should take care of that, but maybe that failed for you.

    If everything works right and the profile kicks in as intended the game will be in 3D in immersive screen mode. Full VR makes limited sense, you would ideally need a first person mod for that, not sure if one still exists for the current WoW version.

    in reply to: Nothing will attach except Vorp Desktop #198172
    Ralf
    Keymaster

    There almost certainly is something causing a conflict. Hooking issues with multiple games almost always are conflicts with other software (or integrated/dedicated GPU issues on laptops).

    Did you try the alternative hooking method and installing hook helpers? The latter should help with most conflicts without getting to the bottom of the matter by ensuring that vorpX gets loaded as early as possible. The ‘Attaching to …’ dialog offers the option to switch to alternative hooking or install a hook helper after about a minute of waiting or so.

    If you tried to launch games from the desktop viewer, please also try directly from the Windows desktop without the vorpX desktop viewer. Should be no problem normally, but just in case.

    in reply to: Could logical shader behaving be a thing later? #198171
    Ralf
    Keymaster

    I think the most common use case for a feature like this would be handling a shader differently depending on whether it is used for 2D or 3D drawing. You can already do that with the shader authoring UI by defining a shader as special/non-special depending on the projection matrix (provided the matrix can be evaluated properly which isn’t always the case). If I had to guess, I’d say that covers about 80% of potential uses cases for a feature like this.

    However, the way this is implemented allows to theoretically add any number of arbitrary switch conditions, including button states (or the current moon phase ;)), mainly meant for coding game specific conditions if necessary. I’ll keep adding more general, UI exposed switch conditions in mind. IMO that only really makes sense without the need for user interaction though.

    in reply to: Next release? #198170
    Ralf
    Keymaster

    Officially: when it’s done.

    Unofficially: if nothing unforeseen happens (again), it should be ready some time next week, just some game tests remaining. Notice the ‘if’ and ‘should’ though. :)

    in reply to: Can’t find license dialog #198165
    Ralf
    Keymaster

    When you launch vorpX unlicensed, you should see a window pop up that contains instructions how to get your key, that’s the license dialog. If nothing is shown when you double click the “Start vorpX” shortcut, please make sure that your AV program doesn’t prevent vorpX from launching.

    in reply to: Entering a range/mask in excluded programs #198144
    Ralf
    Keymaster

    Did you read the full reply? Using just ‘ig-‘ (without the quotes) should do the trick unless I misunderstood your original question. The according entry would look like this (assuming that 123 is the next free exclude number in the .ini): sExcl123=ig-

    Seriously though, get rid of that AV software.

    in reply to: Entering a range/mask in excluded programs #198142
    Ralf
    Keymaster

    Solution 1:

    Get rid of that AV software. Done. Windows Defender is more than good enough since quite a while now and causes way less hassle. Why anyone would torture themselves with all the disadvantages that come with invasive third party AV for maybe a tiny little bit of extra ‘security’ is beyond me, I got to admit. :)

    Solution 2:

    1. Exit vorpX and the config app.
    2. Browse to C:\ProgramData\Animation Labs\vorpX
    3. Open vorpControl.ini with a text editor.
    4. Add a new entry to the exlude list that looks like this: sExcl???=ig-, just adding ‘ig-‘ excludes every process that starts with ‘ig-‘, ??? has to be the next free number.
    5. Pray that your AV program isn’t responsible for all sorts of other strange things.

    I would *highly* suggest to go with solution 1.

    in reply to: Far Cry 4 black screen #198123
    Ralf
    Keymaster

    I’ll check that next week. I only encountered this myself once when I ran the game fullscreen. My impression was that the game switched the display mode a moment before, which would fit in with your observation, sounds definitely promising. If I can confirm it, I’ll add the refresh rate ‘0’ change to the DirectVR auto settings.

    in reply to: Far Cry 4 black screen #198120
    Ralf
    Keymaster

    No problem, seems like the thread is somehow messed up in the database, noticed odd behavior when posting my replies earlier today too.

    As far as the issue is concerned, the pause-vorpX-and-hook-later workaround should only be done by anyone who actually encounters this issue. When vorpX hooks after the game initialized its renderer, the game may show up in the headset, but as you noticed it’s too late to do everything that needs to be done for 3D to work. So this workaround should be the absolute last resort.

    in reply to: Far Cry 4 black screen #198110
    Ralf
    Keymaster

    I’ll grab the Steam version on occasion, definitely not today though, it’s Sunday over here too. :)

    I meant the Uplay version above BTW, sorry for the confusion. Seems to be on sale there too currently, so that might be an option. Always better to have only one DRM client involved than two. Judging from your post that doesn’t really seems to the issue though. If vorpX already is hooked, it sounds unlikely that Steam gets in the way, apart maybe from its overlay. Worth a shot to disable both the Steam and the UPlay (respectively Ubisoft Connect since a few weeks) overlays.

    in reply to: Far Cry 4 black screen #198103
    Ralf
    Keymaster

    Just checked this for you again (UPlay version). Can’t really suggest anything more than earlier in this thread already. Best thing to avoid the occsional black screen issue before the main menu is running the game windowed.

    As far as the DirectVR scan is concerned, it should be pretty reliable in FC4, but of course the disclaimer that is shown during each scan also applies here: short version: auto scanning through a game’s memory in search for a single camera rotation/position address is a fairly complex matter and there always is a chance for failure.

    If the scanner “thinks” it succeeded, but in fact didn’t, head tracking would get disabled. Worth a shot to try again from a different start position/angle. If that also doesn’t succeed, you can disable applying the menory scanned tracking on the DirectVR page of the ingame menu to go back to mouse based tracking.

    in reply to: Elder Scrolls Online with Vorpx #198089
    Ralf
    Keymaster

    I’m not 100% sure whether I understand the issue correctly, but assuming it’s a field of view issue, please:

    1. Reset the profile to default in the config app.
    2. Follow the instructions in the top left corner of the game window, i.e. raise the game’s FOV to the max.
    3. DON’T tweak any vorpX settings that have an FOV changing effect (eg. Image Zoom).

    in reply to: reg key after win10 reinstall #198066
    Ralf
    Keymaster

    Your key has been sent automatically a few minutes after you requested it. Please check your spam folder.

    I have resent it manually just in case the original mail didn’t go through. Let me know if it still did not reach you,

    in reply to: Resident Evil 7 Vorpx does not work #198053
    Ralf
    Keymaster

    Are you by any chance using a keyboard with French (AZERTY) layout? Sounds like your issue may be a key code mismatch, ‘Z’ on an AZERTY keyboard is ‘W’ on most other keybord layouts, which is what vorpX uses as standard key mapping for forward.

    There are three ways to deal with the matter: either changing the forward key mapping in vorpX to ‘Z’ OR changing the forward key mapping in the game to ‘W’ OR switching the keyboard layout to English (QWERTY) temporarily.

    If you already have the QWERTY layout installed, you should be able to switch to it with WIN+SPACE while on the Windows desktop, otherwise check this link, which explains how to install additional layouts:
    https://www.windowscentral.com/how-change-your-keyboard-layout-windows-10.

    If that helps, please let me know.

    in reply to: Screen tilt down #198036
    Ralf
    Keymaster

    Implemeneted the negative tilt today. To my own surprise there already were two distinct screen pitch settings for cinema/immersive mode, so I actually just had to change the allowed minimum for the immersive mode setting. If only everything was that simple.

    @ rustyshackleford: I assume you mean FullVR EdgePeek? That’s locked vertically on purpose, which is more comfortable when playing in a ‘normal’ upright position. There will be a new setting in the next vorpX version however that makes it use the initial vertical head rotation when you press the EdgePeek button, I think that’s what you want. Will be called ‘Lock EdgePeek To Horizon’. For your use case you will have to set that to ‘False’.

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