Ralf

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Viewing 15 posts - 2,971 through 2,985 (of 10,062 total)
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  • in reply to: Change controller mappings #198019
    Ralf
    Keymaster

    I see, did indeed misunderstand your original post. The ingame menu is the only way to remap VR controller buttons.

    EdgePeek/vorpX menu are hardwired to the grip button. That is necessary to keep controller mappings interchangeable between the various VR controller types as good as possible. Everything else is freely configurable.

    in reply to: vorpX_WebSetup.exe #198015
    Ralf
    Keymaster

    Copy/paste reply from the FAQ post above:

    The web installer shows a “Download Error” message.

    This is most likely caused by a virus scanner, firewall or other security software that prevents the installer from accessing the internet. Please try to disable all such software and also check your router firewall. If that does not help, it may just be a temporary network issue. In that case wait some time and try again later.

    in reply to: vorpX drivers eat CPU, but don’t attach anyway #198014
    Ralf
    Keymaster

    If vorpX shows the attach dialog, it was able to basically hook into the game and now waits until the ingame part of vorpX reports back.

    If that fails, there either is indeed some issue caused by your dual GPU setup or – just as likely – some hooking conflict with another app on your PC that also hooks into games. More on that in the pinned trouble shooting guide on top of this sub forum.

    in reply to: vorpX drivers eat CPU, but don’t attach anyway #198011
    Ralf
    Keymaster

    As far as any potential multi GPU problems are concerned my advice would be to disable the secondary GPU entirely (e.g. in the device manager), at least for testing purposes. That way you could check whether your problem is indeed related to some GPU mismatch.

    Apart from that: if you use Virtual Desktop for streaming, make sure to select ‘SteamVR’ as headset in the vorpX config app. That’s a bit counterintutive, but VD only captures SteamVR unfortunately, not native Oculus. ‘Oculus’ is the right choice for Link, which is the better option BTW. Link has less latency and no extra app is added to the chain that may impact performance.

    The control app requires a bit of CPU for monitoring new program starts, shouldn’t be more than ~5% or so on a quad core. If you see more than that and happen to use a third party AV program (anything else than Windows Defender), get rid of it. The monitoring only happens while vorpX isn’t attached to a game though, so either way you don’t lose any CPU cycles while a game is running with vorpX active.

    in reply to: Change controller mappings #198007
    Ralf
    Keymaster

    You can use the Touch controllers either as X-Box gamepad or emulate mouse and keyboard with them, can be changed on the VR controller page of the vorpX menu. The kb/mouse mode is freely configurable.

    There is one caveat in regard to the gamepad mode: some games can not handle mouse and gamepad input at the same time. So whenever vorpX emulates a mouse for headtracking, native gamepad emulation is not an optien due to the restriction imposed by affected games. To be on the safe side in this regard you can simply always use the controllers in keyboard/mouse emulation mode (should be the default). Use the gamepad mode only if the game in question doesn’t have a problem with simultaneous mause/gamepad input.

    in reply to: Can VorpX disable vsync from NVidia panel settings? #197982
    Ralf
    Keymaster

    Doesn’t depend on which mode you play in. Even apart from this specific issue it’s generally not a good idea to disable automatic setting changes. Sometimes they include tweaks necessary to make 3D work as intended, and even if not they often are useful for immersive and cinema mode as well.

    You can easily return to your prior settings in the config app when you want to play a game without vorpX again, so disabling auto settings doesn’t really make much sense in general and in some cases can actually be harmful.

    in reply to: Can VorpX disable vsync from NVidia panel settings? #197967
    Ralf
    Keymaster

    That has been introduced together with the new headset sync recently. The setting should be be reset to the original state when you exit vorpX, but unfortunately that doesn’t always work. Will be fixed in the next update.

    Background: normally vorpX can ignore VSync to allow running games at 90fps, but with the new headset sync method for unknown reasons in some games having it enabled causes a severe framerate drop when the GPU is maxed out although it shouldn’t really have any effect at all. To prevent this from happening it’s highly important to disable Vsync, otherwise the new headset sync, which is supposed to be faster, under some circumstances can have the opposite effect.

    in reply to: Assassin creed Valhalla #197958
    Ralf
    Keymaster

    Tried it today and I have it working here. Only tested the very start for now, but I don’t really expect things to be any different in the actual game later.

    Unfortunately there is a pesky little issue that I probably won’t be able to solve by profile tweaking. If against the odds I can make it work without code changes, I’ll let you know, otherwise expect a working profile together with the next vorpX update.

    in reply to: Vorpx on Virtual Desktop and Quest 2? #197949
    Ralf
    Keymaster

    Setting vorpX to SteamVR in the config app should work normally. Virtual Desktop only captures SteamVR, not the native Oculus runtime.

    Alternatively you can use Oculus Link with any USB 2 (or ideally a good USB 3) cable. While wired, that’s better anyway since it has less latency (lag) and doesn’t involve an additional app in the chain that may impact performance.

    in reply to: Locked FPS #197947
    Ralf
    Keymaster

    Does the same happen when you switch to Z3D or 3D off? Not a solution, but that way you could at least check whether it’s some general limit or related to the higher G3D workload.

    in reply to: F1 2020 menus not displaying correctly #197934
    Ralf
    Keymaster

    The downscaled menu is on purpose, it’s actually the background that isn’t properly scaled here. probably because of some game patch that changed this particular shader, so that vorpX can’t detect it as menu shader anymore. Should work again with an updated profile in the next vorpX version.

    BTW: For using menus I’d generally suggest switching to EdgePeek mode (mouse wheel click / right (or left, don’t recall currently) thumb stick click). That is more comfortable in general and incidentally also will get you rid of this glitch without waiting for the updated profile.

    Ralf
    Keymaster

    The TrackIR functionality will come with the next regular vorpX update instead of doing a maintenance release just for this as I had planned originally. Still not quite finished, but it won’t be long anymore. You should get it automatically when it is released.

    Ralf
    Keymaster

    The TrackIR functionality will now come with the next regular vorpX update instead of doing a maintenance release just for this. Won’t be long anymore.

    in reply to: Features request: hotkey to toggle head tracking #197882
    Ralf
    Keymaster

    Well in general head tracking is good to do aiming playing with controller when it works well but often its still better to play with a mouse and keyboard for proper snap shots etc, but head tracking is immersive when you come to a vista or something, basically one of the reasons vr is so worth it for games.

    TBH I have still difficulties to grasp what exact problem you are trying to solve. That’s precisely what the gamepad override is for. Whenever a game does not allow gamepad and mouse input at the same time, the gamepad override solves this conflict by translating gamepad input to kb/mouse. The only “issue” that arises from that is that steering with the left stick becomes digital instead of being analog.

    The alternative to that would be not being able to use a gamepad at all when you want mouse based head tracking in games that can’t handle mouse and gamepad input at the same time. Simply put: with the override disabled it’s either gamepad or mouse based head tracking in affected games. With the override (mapping) enabled you can have both, at the small price of digital steering in this particular case. Seems a bit to me as if maybe you consider something a to be an issue that actually solves one.

    Ralf
    Keymaster

    You have to select ‘SteamVR’ as your headset type in the vorpX config app when you want to use Virtual Desktop. That’s a bit counterintuitive, but VD only captures SteamVR, not the native Oculus runtime.

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