Ralf

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  • in reply to: vJoy-vorpX conflict #196393
    Ralf
    Keymaster

    I can’t really suggest anything else than above. If you can’t make it work with your setup, the best course of action is probably to use vorpX’s internal gamepad to mouse/kb mapper instead of a setup with multiple programs involved.

    I understand that doing so will not allow you to use your macros, but obviously there always can be conflicts when you have several programs running that affect/use/hook the same API (in this case XInput), so not all combinations of tools you want to use at the same time may always work as expected.

    BTW: I have no experience with vJoy myself, but incidentally just a few posts below someone mentioned it as part of their setup, so I assume that there is no general conflict between vorpX and vJoy.

    in reply to: Horizon Zero Dawn – Aug 7th #196392
    Ralf
    Keymaster

    Considering how often profiles break these days after games have been patched, I’m not sure whether working with pre-release version would make much sense.

    The Horizon: Zero Dawn preload is already running. Can’t promise anything, of course, but I’m reasonably optimistic that it will work. Death Stranding, which I have fully working now (Z3D + scalable HUD), uses the same engine, so unless there are other obstacles, it shouldn’t be too hard.

    Either way a new vorpX release with the according DX12 changes will be out next week, hopefully including a Horizon: Zero Dawn profile. It’s more or less ready programming wise, just doing some testing and profiles the next few days.

    I didn’t hear the by-the-way part of your post. :) Sounds tempting, but that’s not an option unfortunately.

    in reply to: New to VORPX and need some help please! #196388
    Ralf
    Keymaster

    You will have to restart the game one or two times to let vorpX figure out and apply the field of view (‘zoomed in’). There should have been a message from vorpX message requesting to do that in the top left corner of the game window as well as in the headset.

    if you haven’t done so already, please also check the “Essential Hints Guide” in the vorpX help. it explains a few basic concepts (e.g. the various methods to deal with FOV) and will save you a lot of unnecessary trial and error.

    Ralf
    Keymaster

    As far as I understand your hack you are moving the images outwards, which means there always will be parts of the scene farther apart than your eyes. This is not something you want to do since looking at these parts of the scene will make your eyes rotate outwards to fuse the left and right image together.

    Maybe you are one of the lucky ones with a high tolerance in that regard. Good for you, but that is highly unnatural as it never occurs in normal life. Many, probably most, will experience severe eye strain and discomfort doing that after a while.

    The IPD setting on the headset is meant to be set to your actual IPD, making sure everyting works as it should. As intriguing as your idea may sound, it pretty much turns the headset IPD into the opposite of what it is supposed to do. Instead of ensuring everything is comfortable, with your hack it basically turns into a source of potential discomfort and eye strain.

    Ralf
    Keymaster

    Unless you want to deal with the inevitable ‘vorpX gives me headaches’ complaints yourself, please don’t recommend doing any of this to others. :) Even if your own eyes can tolerate being forced to look outwards, for others doing so will cause eye strain and discomfort for no reason.

    Just to reiterate:

    None of this is necessary to change the strength of the 3d effect. There is a dedicated setting for doing just that in the menu without any ill side effects, which allows you to adjust the strength of the 3d effect within a far larger margin than what would ever make sense in VR.

    You should never ever set the headset IPD to anything else than your actual IPD. Also please don’t tinker with the focal offset expert setting in vorpX unless you know exactly what you are doing. Forcing your eyes to diverge is something you definitely do not want to do.

    in reply to: Watch Dogs 1 #196380
    Ralf
    Keymaster

    Please check for conflicts with other programs on your PC that also hook into games. That’s usually the problem when hooking into a game fails. Detailed information on the matter in the trouble shooting post on top of the ‘Technical Support’ sub-forum (or in the vorpX help).

    BTW: Whenever vorpX can determine that hooking failed, from the next version on it will show a dialog that allows to install a hooking helper DLL for the game in question. Copying override DLLs to a game folder isn’t exactly elegant, so it should only be used if necessary, but this ‘sledgehammer-method’ should help with the majority of potential hooking conflicts without getting to the bottom of the matter.

    in reply to: vJoy-vorpX conflict #196377
    Ralf
    Keymaster

    With the override (and thus vorpX’s internal mapper) disabled there shouldn’t be any issue using an external gamepad mapper unless it does something odd.

    in reply to: vJoy-vorpX conflict #196369
    Ralf
    Keymaster

    Unless vjoy does something odd, you should be able to use it by setting the aforementioned option to ‘Off’ in the vorpX menu, which disables vorpX’s internal gamepad to mouse/kb mapper. Be aware though that some games require it to be on for correct head tracking. if it is enabled per default for a profile, there usually is good reason for that. It is never enabled per default just for fun.

    in reply to: vJoy-vorpX conflict #196367
    Ralf
    Keymaster

    vorpX has its own freely configurable gamepad to mouse/kb mapper built-in. Unless you require some specific functionality of vJoy it’s better to use that since it is fully integrated with vorpX. You can enable it by setting the ‘X-Box Gamepad Override’ to ‘Full’ in the vorpX menu (‘Input’ page).

    in reply to: System locks up when adding custom resolution #196365
    Ralf
    Keymaster

    If you happen to have a monitor that supports more than 60Hz, try to set the refresh rate to 60Hz for your custom resolution.

    Ralf
    Keymaster

    Just a heads-up that raising the headset IPD beyond your actual IPD will cause severe discomfort pretty fast. Diverging your eyes is highly unnatural and never occurs in normal life. With the right headset IPD correctly functioning VR apps (vorpX included) ensure that your eyes never diverge.

    The strength of the 3D effect is adjusted by changing the virtual ‘camera’ distance, not the physical screen/image distance. The goal in VR however should typically be realistic depth/scale. Usually that’s the case at default. As far as official profiles are concerned there rarely should be the need to tweak anything in this regard.

    If you still want to experiment with 3D-strength/scale for some reason, use the according option in the vorpX menu, not the focal offset expert setting. With the focal offset expert setting, just like with a headset IPD above your actual IPD, you can easily make your eyes diverge, so better don’t touch that at all.

    in reply to: Oculus Quest vs Rift S for vorpx #196345
    Ralf
    Keymaster

    My recommendation would be to go with a Rift S for pure vorpX/PC usage. The only advantage of the Quest for PC VR would be its better contrast (blacker black) due to OLED vs LCD in Rift S. On the other hand the Rift’s LCD is sharper (real RGB subpixels vs. ‘pentile’) and you get less latency since there is no additional image compression/decompression step involved like with Quest when you connect it to a PC. Also Quest is heavier due to the additional hardware and battery, making Rift more comfortable to wear, especially in longer sessions.

    In a nutshell: Quest is great if wireless matters to you, but if you want to do wired PC VR/vorpX only, the Rift-S is clearly the better choice in my opinion.

    in reply to: Dragon Age Origins: Mouse Pointer missing #196341
    Ralf
    Keymaster

    Unfortunately I have never been able to replicate this issue in any game at all. Typically vorpX should be able to detect whether/when it has to display its own cursor. In case that fails the ALT+C shortcut can be used to invert the automatic decision. I don’t really have a clue what could go wrong with that in the first place TBH.

    If you want, send me a list of the games in question to support |at| vorpx com and I’ll take a look at them.

    If you happen to use a multimonitor system, it might be worth to try with just one monitor, just in case retrieving the cursor position gets somehow screwed up due to an unusual multimonitor config. Just a guess since I was never able to replicate that either, but that’s more or less the only thing I could imagine to fail in this regard at least theoretically.

    Also trying games both windowed and fullscreen might be worth a shot for similar reasons.

    in reply to: Stuck at infinite loading in my oculus interface #196336
    Ralf
    Keymaster

    About that, have you a date/window of release?

    Yes, but I won’t tell since I already didn’t meet it twice. :) Won’t be long anymore though.

    in reply to: Stuck at infinite loading in my oculus interface #196333
    Ralf
    Keymaster

    Don’t waste too much time on a wild goose chase. The “issue” isn’t really one since either vorpX (or the Oculus runtime whenever it decides to throttle on its own) interpolates frames, so in the headset you actually always get 90fps.

    Monster Hunter World is a tough cookie performance wise. Better spend your time finding game settings that work acceptable for you.

    BTW: This was one of the games where I got pretty huge benefits out the upcoming fast sync option in my testing. Your mileage may vary, so I won’t promise anything for your particular setup, but if you are lucky you will experience the same when you enable it in the next vorpX version.

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