Ralf

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  • in reply to: RDR2 Won’t Launch #196679
    Ralf
    Keymaster

    If you happen to use an Oculus Headset, please set vorpX to SteamVR in the config app. Steam/Dx12 games currently don‘t work with native Oculus due to a conflict with the Steam overlay.

    in reply to: Gamepad/Xbox Controller Issues #196678
    Ralf
    Keymaster

    Some games do not allow mouse and gamepad to be used at the same time. Since vorpX often has to emulate a mouse for head tracking, it has a built-in gamepad to mouse/kB emulation that can deal with such games. The alternatives in such cases would either be no gamepad or no (mouse emulation) head tracking.

    Contrary to nieda‘s reply that is not a problem, it‘s actually the solution to deal with games that otherwise would not allow to have head tracking via emulated mouse input and gamepad input at the same time.

    You can freely configure the gamepad mapping on the input page of the vorpX menu. You can also disable it entirely there (X-Box Gamepad Override). Just be aware that whenever this option is enabled per default, that is usually the case because otherwise the aforementioned conflict would occur when a game does not allow mouse and gamepad input at the same time. So disabling it only really make sense if you don’t care about head tracking.

    in reply to: How you setup Skyboxes and other stuff #196610
    Ralf
    Keymaster

    Mind a personal question? You come from a S3D enthusiast background, right? Not all you may have learned from that applies 1:1 to VR.

    in reply to: How you setup Skyboxes and other stuff #196607
    Ralf
    Keymaster

    Like said above I’ll experiment with giving you more control by changing the perceived depth of the screen relative to the game, which in contrast to doing it the other way around would not come with the negative side effect of creating situations where your eyes have to diverge. No promises though.

    Whenever topics like this come up I’m under the impression that noone tinkering with this is considering the special circumstances of VR which in contrast to traditional S3D adds another layer of complexity since VR allows to handle S3D without the comfort issues that traditional S3D always has been plagued with.

    in reply to: How you setup Skyboxes and other stuff #196598
    Ralf
    Keymaster

    I’ll consider giving you more control about this with a little screen shifting trick, i.e. changing the depth of the screen relative to the game. No promises, but I’ll do some experiments.

    The S3D effect to the game however should always be applied as it is currently. There is no difference between FullVR and screen modes in that regard. In VR the max distance between the left and right representation of a scene element should be the IPD for comfort reasons. vorpX ensures that unless you change the focal offset, hence that should not be touched under normal circumstances. At least it should never be set to negative values, which would create situations where your eyes have to diverge to focus something.

    BTW 1: If it’s a Unity game, you may experience the effect I mentioned in my last mail yesterday, i.e. multiple shaders affecting the same object since first things are drawn to an intermediate render target and then this intermediate target is drawn to the screen with another shader. You would have to handle both these shaders with the shader authoring tool.

    BTW 2: I have removed your comments from the other thread. That was about increasing stereo depth. While related it’s not really strictly about the same thing.

    in reply to: Conan Exiles grey Border #196591
    Ralf
    Keymaster

    Please reset the profile to default in the config app. VorpX handles FOV automatically for this game, there is nothing you could improve by tweaking anything manually. If there is still a slight top/bottom border afterwards, then because the game doesn’t allow the FOV to be set higher that vorpX already does.

    One thing that might improve things is running the game with a 4:3 resolution. In some games that can allow vorpX to set a higher FOV. For FullVR games that’s good practice anyway since it avoids rendering pixels that never show in the headset.

    in reply to: FALSE VAC BAN PLEASE HELP #196590
    Ralf
    Keymaster

    Can’t really say much to this. Judging from your post it sounds fairly unlikely that you got banned for using vorpX. How would you get a VAC ban when you not even connect to a VAC server.

    On a side note: please don’t make multiple post regarding the same matter. Thanks.

    in reply to: How you setup Skyboxes and other stuff #196581
    Ralf
    Keymaster

    Like I said there is no way that ‘No transform’ is not infinity with the one potential exception mentioned above.

    No transform = eye distance = infinity. Always (unless you change focal offset).

    If your game does not behave that way, it would have to make something so awkward that no other game of the several hundred supported games does anything even remotely similar. In that case I would not be able to help unfortunately.

    The most likely issue here though is that your profile doesn’t work right. It’s quite unlikely that you can create a working G3D profile from a blank one. Try to find an existing profile that uses the same graphics engine if possible and use that as a base.

    in reply to: How you setup Skyboxes and other stuff #196579
    Ralf
    Keymaster

    Yes, at least if your profile is based on an official profile. No transform = eye distance = infinity. No way in hell that can fail unless you change the focal offset.

    The only potential exception might be *very* old DX9 games that do not draw everything using shaders. in such a case you might be out of luck.

    If your profile is based on another user profile, try an official profile as a base instead.

    in reply to: How you setup Skyboxes and other stuff #196576
    Ralf
    Keymaster

    Maybe you did’d catch the right shader then. When a shader is not 3D transformed it is precisely at infinity (provided you didn’t set the focal offset to anything else than 0.0). That is always the case, absolutely no way it could fail.

    in reply to: How you setup Skyboxes and other stuff #196573
    Ralf
    Keymaster

    When you create a custom profile and vorpX can’t figure that out automatically for a game, you have to define what objects are at infinity like described in my reply above.

    in reply to: How you setup Skyboxes and other stuff #196570
    Ralf
    Keymaster

    Don’t use the focal offset for something like that, in fact it usually should not be touched at all except for very rare special cases. Please reset it to 0.0.

    You can move skyboxes to infinity by browsing through shaders with the shader authoring tool and then either setting the according vertex/pixel shader to ‘Don’t Transform’ or alternatively applying a 3d-strength multiplier close to 0.0. The latter option is especially useful if there are different shaders for e.g. clouds and the actual sky color, allowing you to define the clouds as being slightly closer.

    A brief introduction to the shader authoring tool can be found in the help under ‘User Profiles’.

    in reply to: Horizon zero dawn – Z depth way off #196561
    Ralf
    Keymaster

    Ok, thought you were talking about stutter/judder, ‘running jerkier’ sounded more like that to me. Didn’t encounter any loading crashes myself during testing, but I have a hunch. I’ll check more thorough whether I can replicate it, might take a while though.

    Ralf
    Keymaster

    Huh? I didn’t change anything. There was an update to the software that drives the website though a few days ago. Maybe that made a difference for you.

    Anyway, glad you could finally register.

    in reply to: Horizon zero dawn – Z depth way off #196553
    Ralf
    Keymaster

    There shouldn’t be any changes regarding RDR2, neither from 20.2.0 to 2.3.0, and definitely not from 2.3.0 to 2.3.1.

    If you are in the mood for experimenting, you can try an ini tweak though if you want. DX12 still is pretty much work in progress and thus doesn’t use the normal headset sync system.

    If you want you can go to C:\ProgramData\Animation Labs\vorpX\Devices\Display, open SteamVR.ini with a text editor and under [User] change iDmBufferGrabberSyncDX12 from 1 to 0. That would make DX12 behave like DX9-11 in regard to headset syncing.

    Don’t expext this to work though. I never tried it, have no clue whether it works at all and if so, whether it makes anything better or worse.

    Make sure to reset it to 1 later. That’s the only tested way to handle DX12.

    Would be great if you could share your experience if you dare to try.

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