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RalfKeymasterI’ll take that into account. Thanks again for finding the culprit here. As said above if possible I’ll try to resolve this without mirror disabling, just don’t hold your breath for it.
RalfKeymasterGreat. That explains why I couldn’t replicate the issue. Somewhat funny actually.
While authoring shaders in DX12 vorpX internally pretends that G3D is supported for technical reasons even if it’s not. That in itself wouldn’t be an issue, but in Farming Simulator vorpX disables mirrors in the game’s .ini with G3D since they caused G3D glitches in earlier FS versions that still had G3D support. So for me mirrors got disabled in the .ini during shader authoring automatically due to this leftover settings change, not for you though (or anyone else but me). As a result I didn’t get your issue.
I’ll check wehether I can resolve this without disabling mirrors, but that might not be possible. Sounds like the game re-uses the depth buffer texture for the mirrors. If in doubt, I’ll expand the automatic mirror disabling to Z3D too.
Thanks for the hint!
RalfKeymasterProblem found, affects (probably not many) games that use DirectInput for evaluating keyboards in a certain way. Borked mapping from Windows key codes to DirectInput key codes on vorpX’s end.
Thanks for the heads-up, will be fixed in the next build.
Semi-related sidenote: the game works great with head tracking and native gamepad/motion controller input after running the DirectVR memory scan, so not much reason to use keyboard/mouse here.
RalfKeymasterSuper weird. Can’t replicate the ‘ESC’ key issue, but get the ‘E’ key problem in New Vegas too. No idea why yet, but will be looked into ASAP next week.
When swapping versions be aware that while great care is taken that vorpX stays backward compatible to older profiles, it is obviously impossible to guarantee forward compatibility. I.e. profiles/settings saved with 25.1 may not work correctly in older vorpX versions.
RalfKeymasterPlease try the above suggestions. My guess is that your antivirus interferes with finishing the installation, e.g. starting the vorpX service.
RalfKeymasterMight be some antivirus program feeling the need to be annoying. Windows built-in Defender works fine curently, just checked to be sure. If you happen to use something else, consider getting rid of it. Defender does the job perfectly well. No need for invasive third party antivirus programs since about a decade.
Alternatively try to disable your antivirus during the install and exclude the vorpX program folder, which per default would be C:\Propgram Files (x86)\Animation Labs\vorpX.
RalfKeymasterIn FullVR mode game FOV and ImageZoom belong together. There is only one correct ImageZoom value for a given game FOV value and vice versa, so that game FOV and headset FOV match like in native VR games.
That’s actually the purpose of the ImageZoom option. Allows you to play pretty much any game with a headset matched FOV, even if a game doesn’t let you adjust its FOV high enough to match the headset FOV when filling te entire screen.
If e.g. you encounter a worst case scenario game with a fixed FOV of let’s assume 75° that can’t be changed at all, you simply lower ImageZoom until looking around doesn’t give you a fisheye/warping-feeling anymore.
In case of Cyberpunk (and many other games with official profiles) vorpX automatically ensures that game FOV and ImageZoom are in sync.
RalfKeymasterCyberpunk has an issue where a camera field of view above a certain point causes visual glitches in the form of missing/borked LOD models in some places. Hence the FOV (and thus the ImageZoom) is capped at a value slightly below the graphics glitch occurs. Better than glitchy graphics.
The Cyberpunk devs probably don’t consider that a bug since it occurs above the FOV the game allows to set normally.
RalfKeymasterIf you still encounter your issue after letting vorpX do its job without tinkeríng, please send an e-mail with a trouble shoot data archive to support at vorpx dot com. You can create a trouble shoot data archive in the config app.
RalfKeymasterTo tilt the screen, make sure Play Style is set to ‘Immersive Screen’, click on ‘More Immersive Screen Settings’ and then use the ‘Screen Tilt’ option. That always works and has nothing to do with your game’s ultrawide issue.
RalfKeymasterPlease still don’t disable automatic settings, which you apparently did when you dialed in the FOV manually. Just don’t do that. The according huge warning displayed by vorpX exists for a reason.
Also reset the game’s graphics settings to default. Doesn’t matter what you did or did not before, I can only consider your issue a bug if it occurs wben things are set up as they are supposed to be set up. Thanks for your understanding.
If you still encounter your issue after letting vorpX do its job without tinkeríng, please send an e-mail with a trouble shoot data archive to support at vorpx dot com. You can create a trouble shoot data archive in the config app.
RalfKeymasterTry both the game settings and the profile settings at default and DO NOT disable automatic settings.
FOV in FullVR mode is calculated to perfectly match your headset with auto settings. No need to guess it manually. You can’t guess better than the calculation.
That aside:
I’ll look into it.
RalfKeymasterThe left grip button on the Quest controllers acts as mapping-shift. while pressed the triggers are LB/RB. You can check the badges displayed on the controllers to check what each button/axis does.
RalfKeymasterI’ll look into. Might be some depth buffer issue.
In the meantime check whether resetting the graphics settings to default helps. I didn’t encounter something like that, so there’s a fairly good chance that some graphics setting triggers the issue. Also make sure not to disable vorpX’s automatic game settings. These often ensure that 3D works as intended.
BTW: At least for me there was no 3D at all with the FS22 profile in FS25. To get that simply turn off 3D in the vorpX menu.
RalfKeymasterThanks for the feedback.
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