Ralf

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  • in reply to: Metro Exodus dx11 G3D #223021
    Ralf
    Keymaster

    Thanks for the heads-up. Guess I should stick to my own recommendation to not do anything vorpX doesn’t do automatically. ;) Unlike me – who forgot it – vorpX is aware of of this limitaion…

    Good to know that there is a hack to remove it completely. Probably not a big deal to apply it in in-memory without hacking the .exe. I’ll look into that.

    in reply to: Metro Exodus dx11 G3D #223019
    Ralf
    Keymaster

    The FOV for Metro Exodus is a vertical FOV. With default ImageZoom (1.0) that’s 96 deg. vorpX keeps this constant over all headsets to make potential instructions in user profiles stay valid across all headsets.

    If you want to max out the ImageZoom (and thus your Quest 3’s vertical FOV), try 105. I’m not 100% whether I recall that correctly though, is probably slightly off.

    You can check the precise vertical FOV required for maxed out ImageZoom in the vorpX logfile. Easiest way to access it is createing a trouble shoot archive in the config app. In the logfife (after launching a game), you find a line that looks like this:

    INF: OculusRiftDevice: FOV: XX.XXXXX°

    That’s your *vertical* FOV for maxed out ImageZoom. In case of Metro Exodus it luckily happens to be exactly what the .ini file wants.

    Caveat 1: might also be OpenVRDevice or OpenXRDevice depending on what you have selected in the vorpX config app.

    Caveat 2: don’t get distracted by the term ‘OculusRiftDevice’ in the log, that has historical reasons. It’s the right one for all Meta headsets when using Horizon Link.

    in reply to: Gamepad overrite Witcher 3 #223018
    Ralf
    Keymaster

    The gamepad override is necessary if you want mouse based head tracking in many games since many games can’t handle simultaneous mouse/gamepad input. Hence vorpX can override gamepads and map your gamepad to mouse/keyboard. The alternative to that would be no gamepad at all in affected games. So that#s a feature, not a bug. ;)

    If you don’t want/need mouse emulation head tracking, you can safely turn the override off. Make sure to set the head tracking sensitivity to 0.0 in that case, otherwise you will create input conflicts in games that can’t handle mouse and gamepad input at the same time.

    3D works in both DX11 and DX12, provided you:

    1. Use the latest vorpX
    2. Use the latest Witcher 3
    3. If you have a camera mod installed, try without, will likely interfere.
    4. Use the profile’s default settings (i.e. 3D set to ‘DirectVR’)
    5. Do not disable automatic settings, they are often vital.
    in reply to: Z3D with Generic 3D Display #223007
    Ralf
    Keymaster

    Concerning V25, I still use my Reverb G2 on Win 11 23H2 with WMR + OpenXR. I probably don’t have last Nvidia Drivers. Are you 100% sure I can update VorpX ?

    Shoudn’t be a problem.

    BTW: I heard good things about the community SteamVR driver for WMR headsets to keep them working on newer Windows 11 versions. Haven’t tried it myself though, so thake that with a grain of salt.

    in reply to: Z3D with Generic 3D Display #223005
    Ralf
    Keymaster

    First please update to 25.1.5. No support requests for outdated versions please. V24 has always been an optional beta release. There is no point at all in sticking to V24, except you want to keep a multitude of beta-bugs (and a fatal black-screen glitch introduced by some nVidia driver update a while ago). :)

    That aside please double check whether the game in question has working Z3D in VR headset mode. Just switching on the option in the vorpX menu for an unsupported game does not guarantee working Z3D. Usually a bunch of parameters have to be defined in the profile so that vorpX can find the (correct) depth buffer.

    in reply to: Dying Light 2: Stay Human #222984
    Ralf
    Keymaster

    Sounds like some game update may have broken the DirectVR scanner profile. I’ll take a look at that, thanks for the heads-up.

    Since the scanner only provides head tracking for this game, there is no point running it until the profile is fixed, so you can simply use vorpX’s built in head tracking to mouse mapper by not running the scanner for now.

    in reply to: System Shock 2 25th Anniversary Remaster #222976
    Ralf
    Keymaster

    Semi related sidenote:

    The next vorpX will finally have G3D support for the fan-made System Shock 2/Thief/Thief 2 DX9 renderers.

    Since these DX9 renderers use DX9 in a rather unusual fashion that clashes with how G3D normally works in vorpX, G3D support requires a specific new method that probably only ever will make sense for these three games. So that always stayed on the backest of all imaginable backburners. ;)

    But – low and behold – mere 13 years after wondering for the first time why the heck this doesn’t just work, it finally will very soon. G3D, scalable HUD included.

    Ralf
    Keymaster

    That’s actually what it is supposed to do per default, i.e. with the ‘Activate when you put on your headset’ option checked in the config app on the Virtual Monitor page. Should work with any headset that has an activity sensor (which probably means all headsets).

    Caveat: that only applies to the desktop viewer, not to launching games directly since any monitor has to be active on game launch for games to detect it properly.

    Ralf
    Keymaster

    IIRC Dishonored 2 was the game where for some moving objects (e.g. doors) the according vertex shaders compose their projection matrices in the shader instead of taking a readily composed matrix as input like a decent, well behaved shader would. ;)

    Unfortunately this little speciality clashes with how vorpX produces its (non-DirectVR) G3D. Almost certainly solvable, just one of those game-specific quirks on my nice-to-have-list that I never get around to actually address. Maybe some day…

    Ralf
    Keymaster

    Forcing a GetTrackedDeviceActivityLevel() hook to return UserInteraction should work. That’s what vorpX queries to get the device activity from SteamVR.

    Caveat: vorpX loads its own openxr_api.dll renamed to vpenvr_api.dll to avoid potential version conflicts with a couple of games that also load OpenVR. Not sure where you are injecting your hook, but that might affect what you have to hook.

    Disabling this on the vorpX end is not really an option, sorry. Would cost me at least a week to do that safely since it’s used as trigger for the virtual display monitor auto activation/deactivation. Even miniscule changes affecting that require an insane amount of testing to ensure noone ends up with both a black headset and black (actual) monitor.

    in reply to: Registration not working #222925
    Ralf
    Keymaster

    did you checkthe FAQ post on the top of this sub forum?

    My activation key cannot be verified.

    Please double check whether the request code in the license dialog is the same as in the key e-mail. If not, send us your new request code. Also please make sure to enter the data in the name field correctly. It has to look exactly like in the key e-mail. Use copy and paste to avoid typos. The key e-mail has an example image attached that illustrates how it’s supposed to look.

    in reply to: Witcher 3 no DLSS or Ray Tracing #222915
    Ralf
    Keymaster

    I think you have to run the game in DX12 mode for that. Not sure whether that works more reliable these days than it worked when they introduced their DX12 version. Haven’t tried in a while and at least back then there were some heavy FPS and stability issues with vorpX in DX12.

    If in doubt stick to DX11, which is probably better performance wise anyway.

    in reply to: 3D Render not available #222914
    Ralf
    Keymaster

    vorpX can’t inject 3D into any random program without knowing how. None of these games is supported officially, but you can check on the cloud profiles page of the config app whether there maybe is a user profile for them.

    You can also create user profiles yourself by making copies of profiles from games that use the same graphics engine. No guarantee that this will work since game engines change, but it’s always worth a shot.

    More details regarding how this all works can be found in the vorpX help.

    in reply to: Thief 4 (2014) Problem #222908
    Ralf
    Keymaster

    There is only one correct FOV in FUll VR mode, and I can guarantee you 100% that the one computed by vorpX is the right one in this case. Really.

    vorpX takes the headset FOV reported by the VR runtime and uses that to calculate the correct game FOV, considering the resolution, settings like ImageZoom etc. Except for a few unfortunate cases where this computation involves a bit of a guesswork in itself – this isn’t one of those cases – there is no margin for error here.

    Just make sure to follow the instructions shown by vorpX if there are any. In this case that would be selecting a 4:3 resolution, which typically is the best choice for FullVR anyway since it provides a bit of wiggle room on both sides for vorpX’s frame interpolation when you turn your head without annoying black sliding in.

    And if you afterwards still think something is off, just use the FOV offset setting on the DirectVR page of the menu. At least that way you won’t have to guess again yourself if/when you change related settings like ImageZoom.

    in reply to: Thief 4 (2014) Problem #222905
    Ralf
    Keymaster

    You just make it harder for yourself that way. I mean, I perfectly get the love for tinkering with stuff, one could say that very same mindeset brought me here. But if I had to choose one single thing where I’d say ‘just leave it alone’, it’s this. vorpX can automatically adjust the FOV to 100% perfectly match the headset FOV considering each and every setting you may have adjusted that affects FOV. You can’t guess better. Maybe with the rare exception of three or four cases where the computation itself contains a guess factor due to some game oddity. This is not one of them though.

    So whenever vorpX can compute the FOV, let it do its thing. There’s still a lot to tinker with even if you don’t touch the things you REALLY don’t have to touch. :)

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