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RalfKeymasterNo, vorpX doesn’t change any Oculus settings.
RalfKeymasterIf you are looking for FullVR games with a fully automated setup, check this list:
More generally the distinction between FullVR and Immersive Screen/Cinema is first person vs. not first person. For first person games FullVR is the right choice, for third person/top down etc. usually one of the screen modes is better suited.
Check the Essential Hints and 1-2-3 Game Setup guides in the help to learn how you can set up basically any first person game for FullVR in a quick and easy way.
RalfKeymasterI don’t think I really understand anymore what you are trying to achieve, sorry. If your goal is using your Bluetooth headphones with vorpX, all you need to do is unticking the ‘Use built in audio device’ checkbox in the config app.
Not sure what all that other stuff you are doing is meant to do, for using your Bluetooth headphones with vorpX you don’t have to do anything else than unticking a single checkbox under normal circumstances.
RalfKeymasterDiffucult to say anything specific without specific information. If you can launch the config app, it would be great if you could create a trouble shoot data archive and send that to support |at| vorpx com. Maybe the logfile contains something useful.
If you can’t open the config app either, you can find the logfile here: [Your User]\AppData\Local\Temp\vorpX.log
The AppData folder is hidden per default. Make sure to enable ‘Show hidden files’ in Windows Explorer if you don’t see it.
RalfKeymasterYou disabled the headset audio in the device manager, right? That’s something you would have to discuss with Oculus, can’t really help with that.
As far as vorpX is concerned there is no need to do that though. With vorpX all you have to do to use any audio device of your choice is unticking ‘Use built-in audio device’ in the config app.
RalfKeymasterThe cloud profile is an official update. All cloud profiles ending with [vorpX] are official profiles. Usually there is no need to download them, but occasionally (like in this case) an update to a single profile is released that way instead of doing a full profile database update.
RalfKeymasterThanks guys. Sounds as if an extra guide isn’t really required.
RalfKeymasterThis option is no longer available since about four years or so. Wasn’t really a good idea. Presenting the original image does not have any negative effect on performance, skipping it on the other hand caused timing issues in a handful of games.
RalfKeymasterThat’s the point of the failsafe mechanism. If the device gets changed while vorpX is running, e.g. by SteamVR, and then some crash occurs that prevents SteamVR from resetting it, vorpX does that on exit.
However I have now disabled the entire audio switching system for SteamVR. In the future it only will be used in native Oculus mode, which doesn’t have anything comparable on its own, and only with ‘Use built in audio device audio’ set to on, so nothing will get in your way anymore. Typical case of one-can’t-do-it-right-for-everyone I guess.
Be aware though that it might get re-enabled for SteamVR too any time should the decision lead to problems with users being stuck on their headset audio.
RalfKeymasterI understand what you want to do and it should work perfectly fine already. That’s what the ‘Use built in audio device’ option is for and I don’t really recall any issue with that in seven years TBH.
With ‘Use built in audio device’ disabled vorpX ONLY does its failsafe reset on exit, i.e. when you close vorpControl, it sets the device to the one that it evaluated as active on start. So if your audio device after exiting vorpControl is different than before starting it, apparently the Windows API for reading the current playback device returns nonsense on your machine for whatever strange reason.
Anyway, if you still encounter any audio switching at all while the ‘Use built in audio device’ is unchecked after the next update, it definitely wasn’t vorpX that did it.
RalfKeymasterThere is an updated cloud profile with DX11 support. Will be included in the next vorpX version, until then you can import it from the cloud profiles in the vorpX config app. it’s named ‘Rocket League [vorpX]’.
RalfKeymasterFirst off, the two possible valid configurations for a Quest are this:
- Wired via Oculus Link (any USB 2/3 cable will do), headset type in the vorpX config app has to be ‘Oculus’ in this case.
- Wireless with Virtual Desktop (additional app), headset type in the vorpX config app has to be ‘SteamVR’ in this case.
Your issue however sounds more like a typical hooking conflict caused by some other program on your PC (e.g. some invasive third party antivirus). The pinned trouble shooting guide on top of this sub forum has more details on the matter.
RalfKeymasterOn a laptop you have to make sure that any game runs on the same GPU that your headset is connected to. Possible that such an old game runs on the intergrated GPU instead of the 2080. The best way to ensure that everything runs on the 2080 is disabling the integrated graphics of your laptop.
Just in case: If your display happens to be HDR cacpable, you may also want to disable HDR in the Windows options.
RalfKeymasterThe thing is, it isn’t supposed to ‘mess’ with it, quite the opposite actually. There is a dedicated Windows API for reading and setting the default playback device. If after exiting vorpX your playback device is something else than before starting it, then said API returned some bogus value on your machine for whatever reason. You might want to look into that for a real solution.
I’ll disable the failsafe mechanism too when the ‘Use built in audio device’ option is unchecked. That should “solve” your issue at least as far as vorpX is concerned.
RalfKeymasterI’ll take a look at it. There is a check for the aforementioned setting whenever any related function is called. Unlikely that there is something wrong with that all of a sudden, but nothing is impossible, of course.
Edit:
I just realized that there is an additional failsafe mechanism that I completely forgot about in case a game crashes while the audio device was changed. The control app actually writes the default device to a temp file on launch and always restores the audio device saved to this file on exit.
The question is why your default device as reported by Windows apparently isn’t the one you consider the default. Are you sure that vorpX doesn’t reset the device to the one you had selected when you started vorpX? That would essentially mean the according Windows API returns nonsense for your setup.
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