Ralf

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Viewing 15 posts - 301 through 315 (of 10,115 total)
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  • Ralf
    Keymaster

    If you have any problems hooking one of these games, and happen to be on 24.1.0, please roll back to 21.3.5.

    General hint:

    When suddenly something doesn’t work that did work before while there hasn’t been any vorpX update, either a game update broke something or a change on your PC did. In this case it’s the latter for sure.

    in reply to: vorpx won’t hook anymore to many games #220374
    Ralf
    Keymaster

    1. Read the trouble shooting guide on top of this sub forum.
    2. Read the trouble shooting guide on top of this sub forum.
    3. Revert any changes you made to your PC recently.
    4. Do a factory reset in the vorpX config app.
    5. Get rid of potentially installed third party AV programs, use the built-in Windows Defender instead.

    in reply to: Virtual Desktop and Quest 3 #220373
    Ralf
    Keymaster

    Better use the native Meta Quest Link instead of VD, ideally wired with a decent USB3 connection/cable. All wireless connections, including VD, compress/degrade the image more than native wired Quest Link.

    If it has to be VD for some reason (not recommended), set vorpX to SteamVR in the config app.

    Ralf
    Keymaster

    You can indeed ignore the version warning. I just forgot to change the version check before uploading the update. Thanks for the heads-up.

    Concerning your issue the only two things I can really think of here is that either the game isn’t running in foreground and thus doesn’t have input focus. That could be remedied by clicking into its windows once.

    The second, option would be some input releated app running in the background that interferes. Some extra annoying AV programs might e.g. try to protect you from keyloggers for example. So if you happen to use anything else than Windows Defender, get rid of it. Windows Defender will kick in instead. Also maybe some hardware vendor fluff-/bloatware, e.g. from Razer or Logitech might potentially get in the way, although that isn’t very likely.

    in reply to: Official Pimax 5K/8K Recommendations #220363
    Ralf
    Keymaster

    The resolution sent to the headset gets calculated based on the game resolution. It‘s always high enough to not degrade the image quality of the input, everything else would be an unnecessary waste of resources.

    in reply to: VorpX fails to start, error #220356
    Ralf
    Keymaster

    Great. Although you should be fussed about the virtual monitor. :)

    Not only does it entirely remove the pain of adding custom resolutions, which is its main purpose. In addition to that and in contrast to your actual monitor it also always runs exactly at the refresh rate of your headset. That’s a huge plus in terms of general smoothness/fluidity or whatetver you might want to call it compared to any other way to display your desktop in VR. Also for (the admittedly very few) games where vorpX can’t override VSync.

    in reply to: VorpX fails to start, error #220350
    Ralf
    Keymaster

    Does your headset’s proximity sensor work right?

    With the ‘Activate when you put on your headset’ option checked, the actual monitor turns off while you wear the headset and vorpX hooks into a game or the desktop viewer. Since this relies on the headset correctly reporting its state, a disabled/covered/broken proximity sensor would make vorpX think the headset is always worn.

    Ralf
    Keymaster

    Playing Black Mesa with a ‘normal’ monitor FOV currently messes up the image due the DirectVR weapon handling, which moves the weapon out of sight in VR mode. At lower-than-VR-FOV it currently totally messes up the image though. Has been taken care of for the next build already, for now please switch to ‘Generic HMD’ temporarily and turn off automatic weapon handling on the DirectVR page of the menu. Then switch back to ‘Generic 3D Display’.

    That aside:

    Like the message that gets displayed on each launch in SBS3D mode says, vorpX is made for VR primarily. SBS 3D was added on request and is not officially supoprted. Any potential expert settings are purely VR related, there aren’t any expert settingd for SBS 3D mode.

    in reply to: VorpX fails to start, error #220337
    Ralf
    Keymaster

    That sounds more like something related to the new virtual monitor in 24.1.0. Did that happen out of the blue or did you use e.g. the vorpX desktop viewer before it happened?

    Depending on the configuration of the virtual monitor your actual display may switch off on purpose when you use the virtual monitor. The actual display in that case should turn on again when you take off your headset though normally. Note that this won’t work right if the headset’s proximity sensor is covered or doesn’t work for other reasons.

    in reply to: (Request) Virtual Monitor standalone software #220328
    Ralf
    Keymaster

    IDK. When I did the Ambience stuff back then I experimented with all kinds of things obviously. Mirroring included. Just looked weird and confusing. May sound nice in theory, but in practice it’s really not an improvement in any way.

    I’ll think about it, but vorpX at this point has so many options to customize the way one can display a game, that adding yet another, almost useless one, is not exactly high on my list of stuff I can/want to invest precious development time for.

    in reply to: (Request) Virtual Monitor standalone software #220324
    Ralf
    Keymaster

    That’s not possible, sorry. To avoid/minimize duplicate code the desktop viewer is not an application that can run without vorpX. It’s basically an app that vorpX more or less hooks into like it does hook into games, so no chance of easily separating both.

    There will be a stable release of vorpX 24.1.0 soon though. Or probably 25.1.0 by then.

    in reply to: Cyberpunk VR Update Thread #220319
    Ralf
    Keymaster

    An updated installer including the latest Cyber Engine Tweaks modding framework for Cyberpunk 2.13 compatibility is now online. Download link as usual in the first post of this thread.

    in reply to: Please help with VorpX & rFactor 1 #220317
    Ralf
    Keymaster

    The profile was made years before TrackIR support was introduced in vorpx, I didn’t even know whether it works at all in the game, let alone whether it supports all axes. Defaults typical assume the minimal set of axes a game might support, hence for your convenience easily available options are shown in the menu that let you adjust things with a few clicks. If you can’t make it work to your liking, please fall back to the mouse look method described in the instructions.

    in reply to: Please help with VorpX & rFactor 1 #220312
    Ralf
    Keymaster

    vorpX may not work with the very first batch of TrackIR games. If it can handle the version the game supports (and TrackIR is enabled in the game) the support gets detected automatically and vorpX shows an according message.

    If TrackIR does not work, please also have an eye on the stuff that vorpX shows in the top/left corner of the game window as well as in the headset. The instructions shown there tell you how to enable mouselook.

    in reply to: Please help with VorpX & rFactor 1 #220307
    Ralf
    Keymaster

    Has been a long time, but please check whether you can enable TrackIR in the game options somewhere. Since a while vorpX comes with TrackIR support. rFactor sounds like a game that might support TrackIR head tracking.

    If not you have to enable mouse look in the game. Can’t recall currently what you have to press fore that, but the instructions shown in the top/left corner of the game window as well as in the headset tell you how to do that.

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