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RalfKeymasterCan’t remember currently whether that’s the case for Grounded, but if vorpX can do it, let it do its thing and just select a preferred quality on the DirectVR page of the vorpX menu. VorpX will then figure out a resolution that works best depending on various settings, e.g. whether you play in FullVR or immersive screen/cinema mode.
Whenever this is possible for a game, there is an according message in the top left corner of the game window on start. To get the most out of this feature, check the Custom Resolutions section in the help.
If there is no such message, the general rule of thumb is 4:3 for FullVR, 16:9 or 16:10 for immersive screen/cinema. Ideally 1440p or better, depending on what your PC can handle without sacrificing too much performance.
RalfKeymasterJust a heads-up that nVidia drivers have better support for custom resolutions. On AMD they are restricted to max. the monitor res, above that only a few pre-configured resolutions are available. Don’t know why they don’t allow higher custom resolutions, technically that should be no problem one would think.
No big deal with a 1440p or 4K monitor, but with a 1080p monitor that’s a slightly annoying limitation in regard to getting the most out of vorpX with an AMD GPU.
RalfKeymasterIf you order now, things will likely get difficult unless you are willing to pay the current E-Bay prices. Got a 3080 order through at a fairly huge online store over here about 20 minutes after the launch and will still have to wait until late October/early November, at least that’s what they hope for.
However, as you mentioned earlier in the thread, it’s probably not a bad idea to wait for the rumored 16/20GB 3080 anyway. Who knows what insane amounts of GPU memory some AAA games might gobble up in two years from now.
RalfKeymasterEdgePeek per default is bound to the right thumbstick button, which can be changed to the menu button in the vorpX ingame menu (Input page). If your wheel has buttons that act as one of these, it should work right away.
If the above doesn’t work for some reason with your wheel, another option might be vorpX’s gamepad to mouse/kb mapper: set the ‘X-Box Gamepad Override’ to ‘Partial’, then activate just the buttons to keep the axes working natively and map your preferred button to the keyboard shortcut for EdgePeek. This trick might not work with all games though.
RalfKeymasterI can’t really say anything else than above without more specific information.
Please try to launch a few games while vorpX is running and afterwards create a trouble shoot data archive in the vorpX config app (trouble shooting page). Send this archive to support at vorpx com.
RalfKeymasterPlease try to uninstall both your AV programs for testing. Some AV programs make it purposefully difficult for their users to disable them. There is no risk involved in doing so. Windows 10 comes with a built in AV solution that will kick in automatically when you remove invasive (and unnecessary) third party AV programs.
Steam Vr theater: there should be a global option in the “In Game” section of the Steam options, you can also disable it for games individually on their properties page. None of that should be necessary though normally.
If none of the above helps, please create the trouble shoot data archive after launching a few games like suggested above and send it to support at vorpx com.
RalfKeymasterAre you sure that you really disabled the Steam VR Theater? Once you did that in Steam it definitely should not kick in anymore.
Anyway. Please try to launch a few games while vorpX is running and afterwards create a trouble shoot data archive in the vorpX config app (trouble shooting page). Send this archive to support at vorpx com. I’d like to take look at that, just in case you overlooked something in regard to conflicting programs.
Since that’s the most likely issue: if you happen to use any other AV program than Windows Defender, first and foremost try to uninstall that. ‘Nothing works’ fairly often translates to ‘annoying third party AV blocks hooking’.
RalfKeymasterI don’t have any experience myself, but there was a thread in the ‘General’ forum not too long ago where at least one user reported it works. Personally I would be sceptical in regard to latency (lag), but apparently that’s not too much of an issue with a good connection.
Edit: just saw that you specifically asked about Index. I’m not sure which headset the user I mentioned above used. Very much possible that it was Quest + VD. Sorry for the confusion.
vorpX alone on the Shadow PC would not work, there would definitely have to be some additional streaming app like VD. Not sure whether it also supports streaming from PC to PC. Probably best to ask the VD dev about that.
RalfKeymasterSounds as if vorpX isn’t running at all. The SteamVR theater should normally not show up when vorpX is active. Might also be worth a shot to disable the SteamVR theater in the Steam options, just in case vorpX can’t disable it on your machine for some reason.
Also please make sure that you didn’t accidentally just started the vorpX config app instead of the actual vorpX app. Use the “Start vorpX” shortcut on your desktop. You should see an icon in your system tray if vorpX is actually running.
Also make sure that vorpX is set to SteamVR for WMR headsets. You can check that on the ‘General’ page in the config app.
Last but not least: if you haven’t done so already, please check the pinned trouble shooting guide, which covers typical issues like conflicts with other programs.
RalfKeymasterUnderstandable, that’s just not was the profile is made for. It’s one of the profiles that provide an as-close-as-possible to native VR experience without having to configure anything at all. Typically you just start the game (maybe raise the resolution), run the scanner and everything works.
If you want something entirely else than that, that’s possible for sure, but you are a bit more on your own in that case and you (obviously) will have to disable DirectVR for the game. Although honestly that would be a real shame here – and many other cases. Pretty much means throwing away half of what vorpX can do.
RalfKeymasterWhat do you have in mind? The feature at this point has no practical value at all, you can check at least a dozen YouTube videos and/or articles with benchmarks in that regard around the net. Whether at a later point in time it will be developed into something that has practical value in regard to gaming is up to Microsoft and/or GPU developers.
RalfKeymasterToo late in this case, but you can save individual profiles to disk as files via drag and drop from the local profiles list.
Would be great if you could post the event log entry no matter how generic it looks. If there is some issue that can wipe the entire profile database, I’d definitely like to take a look at that.
RalfKeymasterI see, that’s probably related to the FOV being applied via the memory scanner, which might not work right in third person. Since FOV sits on a memory location that stays the same between game starts, it’s pre-cached and active without running the scanner. You can turn off DirectVR FOV on the DirectVR page of the vorpX menu if you want to play in third person.
Just curious: why would you want to play in third person? DirectVR is great in FO4, even providing positional tracking.
RalfKeymasterI can say for sure that there is no problem with FO4 and native Oculus mode. Incidentally despite a VR version being available it’s still one of my very regular test cases over here for various reasons that I fire up several times per week. Only DX12 and native Oculus don’t play along currently. There also shouldn’t be any jitter issues, regardless of the VR API used.
If you happen to have any mods installed, please try without as your first trouble shooting step. Especially if you use any graphics enhancing mods that also hook into the graphics pipeline. Also resetting the vorpX profile to default in the config app is worth a shot, especially in case you changed any of the sync related settings on the display page of the vorpX menu.
Being on board for so long you probably already did these basic steps as well as checking for other potential conflicts. I just had to mention them, as a lot of potential problems are solvable that way.
Do you recall the error message? Just knowing that there was some error unfortunately doesn’t help much in trying to figure out what the problem is. Might be that the call which initialitzes the Oculus runtime failed, but that’s just a wild guess without knowing the actual error message. That definitely should not happen and would point to some more general problem.
RalfKeymastervorpX has something like Joy2Key built in to deal with games that don’t allow mouse and gamepad input at the same time while vorpX has to emulate a mouse for head tracking. You should be aware of that. If both an external gamepad to mouse/kb mapping app and the internal vorpX mapper are active in a game, things will go haywire.
If there is need for something like that, it’s better to only use the internal mapper, which is freely configurable. Not really an option in this case though since it would override the native wheel input.
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