Ralf

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  • in reply to: Toggling stereo mode in Desktop Viewer by hotkey? #222829
    Ralf
    Keymaster

    Just a heads-up that i went the extra mile and spent two full days to come up with an auto SBS detection that continuously analyses the image content and decides whether it’s SBS 3D or not.

    After quite a bit of fiddling around it’s now super reliable even in difficult edge cases with all 3D movies I checked. Should also work fine with S3D games usually. The only situation where I could potentially imagine it to fall apart is when cranking up 3D too much in a S3D game.

    Not quite sure yet whether I’ll turn that on per default in desktop viewer since there is a small remaining risk of false positives. So more testing is required before deciding that. If not, you’ll be able to switch it on in the vorpX menu.

    in reply to: Toggling stereo mode in Desktop Viewer by hotkey? #222826
    Ralf
    Keymaster

    There will be a hotkey in the next vorpX version. :)

    Totally forgot about this, implemented it right away earlier today. With the next vorpX build the stereo disable hotkey (ALT+X per default), which serves no purpose in desktop viewer and various other programs that only handle pre-created 3D, will loop through the available input stereo modes in such programs.

    in reply to: Dark Messiah of Might and Magic. #222825
    Ralf
    Keymaster

    That’s not necessary at all. vorpX matches the FOV perfectly to your headset FOV automatically. You gain nothing from doing that manually except more work.

    in reply to: Expert Settings toggle does nothing? #222821
    Ralf
    Keymaster

    If you still want to make sure that expert settings are enabled: the focal offset settings is only available in immersive screen/cinema mode. Doesn’t really make sense in FullVR mode. Forgot to mention that earlier.

    in reply to: Expert Settings toggle does nothing? #222819
    Ralf
    Keymaster

    vorpX’s default head tracking emulates a mouse or a gamepad (if configured that way). There aren’t any settings in the vorpX menu, expert or not, that let you enable head rotation for a game with a fixed camera. With a fixed camera not even vorpX’s DirectVR memory scanner would be able to find the camera.

    With G3D you have a little bit if wiggle room for positional tracking as you noticed, but there is no way to do that for rotation since the geometry has already been clipped, i.e. you would look into a black void when rotating your head if head rotation was applied at that point.

    If you happen to be a somewhat experienced coder, you *might* be able to code a mod/plugin for the game and use the vorpX C API to apply head tracking to the game’s camera directly (details in the vorpX help under ‘C API for modders and developers’). Provided the game is moddable that’s the only realistic option for your fixed camera game.

    in reply to: Expert Settings toggle does nothing? #222815
    Ralf
    Keymaster

    The expert settings toggle just affects a handful of settings in the vorpX menu and the config app that can severely break stuff if used unwisely. They are definitely visible when you checked the box in the config app. If you want to be extra sure you can check whether after clicking ‘More 3D Settings’ with G3D enabled you have a settings named “Focal Offset”. That’s one of the extra settings.

    As far as your actual issue is concerned: that’s fairly weird, with default settings head yaw/pitch is what should always work before anything else. Check these things:

    1. The game must let you look around with the mouse.
    2. On the head tracking page in the vorpX menu head tracking must be on and sensitivity must be > 0
    3. If you use a gamepad, for many games the ‘XBox Gamepad Override’ option must be on. Why? A lot of games can’t handle simultaneous mouse/gamepad input. If you want to play such games with your gamepad and mouse emulation head tracking, you need the override, which enabels a built-in gamepad > mouse/kb mapper.
    in reply to: Error code 302? #222812
    Ralf
    Keymaster

    That means that vorpX couldn’t initialize the VR headset, which is a fairly severe issue. Most likely something is messed up on your system.

    You *might* be able to deal with that by selecting a different headset type in the vorpX config app.

    If e.g. you are using a Quest and currently have selected SteamVR/OpenXR, try native Meta Link instead. Most headsets should work with SteamVR, Meta headsets work best with Meta Horizon Link.

    Sidenote in case you happen to use OpenXR while SteamVR is set as your system’s OpenXR runtime: Valve knowingly violates the OpenXR spec by not providing a 32 bit version of their OpenXR implementation. So Valve’s OpenXR cannot work with older 32 bit games.

    in reply to: vorpX 25.1.5 Available Now #222800
    Ralf
    Keymaster

    Confirmed, one of those fix-one-thing-break-something-else-changes… Until this gets addressed please start vorpX as administrator, which should resolve the issue.

    in reply to: Most games dont work and Metro Exodus #222793
    Ralf
    Keymaster

    Can’t replicate.

    Please check *thoroughly* for conflicts with other programs on your PC that may also hook into games. That’s the most likely cause of issues like this.

    You can find more details on the matter in the trouble shooting guide in the vorpX help (or alternatively pinned to the top of this sub-forum).

    in reply to: Most games dont work and Metro Exodus #222790
    Ralf
    Keymaster

    Can’t replicate.

    Please check *thoroughly* for conflicts with other programs on your PC that may also hook into games. That’s the most likely cause of issues like this.

    You can find more details on the matter in the trouble shooting guide in the vorpX help (or alternatively pinned to the top of this sub-forum).

    in reply to: Can’t install Vorpx #222784
    Ralf
    Keymaster

    Looks like after a recent change the installer under certain circumstances could hang indefinitely at the end for fresh installs. An updated installer without this glitch is now online.

    in reply to: Titanfall 2 doesnt run with EA App #222783
    Ralf
    Keymaster

    No such problem here. Please be more specific about the issue you encounter. What exactly happens? Is an error message displayed? If so, what does it say?

    The only recent issue with the EA app that I’m aware of, which was caused by an EA app update a while ago, has been resolved in the latest vorpX update 25.1.5.

    in reply to: Mouse not working properly ingame anymore #222767
    Ralf
    Keymaster

    Many games can‘t handle simultaneous mouse/gamepad input. Sounds like such a case.

    If you want mouse based head tracking in affected games and still play them with your gamepad, you can use vorpX‘s built in configurable gamepad to mouse/kb mapper.

    The X-Box Gamepad Override option has to be set to On for that. If necessary you can then configure the mapping to your liking. In some lucky cases you might get away with a partial override of just the right stick and leave the rest of the gamepad native.

    If you don‘t want/need mouse based head tracking in affected games, you can instead dial the head tracking sensitivity to 0.0 and turn off the gamepad override to use your gamepad natively.

    in reply to: vorpX 25.1.5 Available Now #222766
    Ralf
    Keymaster

    Many games can‘t handle simultaneous mouse/gamepad input. Sounds like such a case.

    If you want mouse based head tracking in affected games and still play them with your gamepad, you can use vorpX‘s built in configurable gamepad to mouse/kb mapper.

    The X-Box Gamepad Override option has to be set to On for that. If necessary you can then configure the mapping to your liking. In some lucky cases you might get away with a partial override of just the right stick and leave the rest of the gamepad native.

    If you don‘t want/need mouse based head tracking in affected games, you can instead dial the head tracking sensitivity to 0.0 and turn off the gamepad override to use your gamepad natively.

    in reply to: vorpX 25.1.5 Available Now #222762
    Ralf
    Keymaster

    @ chtiblue

    IIRC another Pimax user recommended to turn off fixed foveated rendering in the Pimax software regarding a similar issue. Doesn‘t really make sense performance wise with vorpX anyway since games always render at their own resolution. Foveated rendering only applies to vorpX’s second render step where the final image is sent to the headset, which costs almost nothing compared to the actual game rendering.

    Also make sure that the virtual monitor is actually active. It‘s not active when you just launch a game from your normal Windows desktop. You can activate it e.g. by launching the vorpX desktop viewer and putting on your headset.

    @ 333hronos

    Fixed obviously.

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