Ralf

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  • in reply to: Does vorpX work with NVLINK #196037
    Ralf
    Keymaster

    I don’t know more than you in that regard unfortunately. Pre NvLink SLI worked at least in some games according to user reports, but personally I don’t have any experience with SLI at all.

    in reply to: [Steam] Can’t hook/attach to Red Dead Redemption 2 #196036
    Ralf
    Keymaster

    That’s not an issue anymore. The current RDR2 issue is related to the latest nVidia driver. Sticking to 445.87 solves the issue. There will be a workaround for the issue in the next vorpX version.

    Please ignore the message you might get from the game about updating the driver to a newer version.

    in reply to: Death Stranding #196030
    Ralf
    Keymaster

    I’m afraid in this special case I’m the only other sucker miracle worker who will be able to shed light on the matter since DX12 support currently is pretty much limited to Red Dead Redemption 2. I’ll know more shortly.

    in reply to: Kingdom come:deliverance #196017
    Ralf
    Keymaster

    @ slydog:

    I usually recommend 4:3 for setting FullVR resolutions manually to not overcomplicate recommendations. Not all games like unusual aspect ratios, also some vorpX settings may affect whether narrow aspect ratios make sense. With 4:3 you are always on the safe side for FullVR mode.

    If vorpX can handle resolutions for a game like in KCD, let it decide automatically. Ideally add all recommended custom resolutions to the display driver and then choose the preferred quality in the vorpX menu. DirectVR decides quite effectively whether to choose a 4:3 resolution or a more narrow aspect. It knows whether a game handles narrow resolutions well and also considers all relevant vorpX settings.

    in reply to: Feels like the screen is glued to my eyeballs #196003
    Ralf
    Keymaster

    Thought about that too a while back. Would definitely be more comfortable, but then there would have to be another message for those who aren’t aware of EdgePeek.

    Although thinking about it again now maybe that would be a good way to show important messages permanently in the headset until EdgePeek is left the first time. I’ll keep that in mind and ponder about it a bit more.

    in reply to: Questions from a vorpx noob #195978
    Ralf
    Keymaster

    1. Most of the time the official profiles in the cloud are the same as the ones you have locally. Occasionally there may be an updated version in the cloud, but typically they are just there as another way to reset your settings to default.

    2. Profiles always work for all headsets. Things like FOV or controller mappings are handled in a way internally that makes profiles interchangeable between headsets.

    3. Some games disable mouse input when you use a gamepad. If vorpX requires a mouse for headtracking in such a game, it overrides the native gamepad handling and uses its built in gamepad to mouse/kb mapper instead.

    4. See 3. Although in Bioshock that shouldn’t be the case after running the DirectVR memory scan IIRC. You should see a message in the top left corner of the game window and in the headset about running the scanner. Once you successfully ran the scanner, vorpX can apply head tracking directly instead via emulating a mouse, so it should switch native gamepad handling back on afterwards.

    in reply to: How to move the virtual screen? #195976
    Ralf
    Keymaster

    Stuff like this isn‘t really about adding another feature, that would be super trivial, it‘s about keeping the number of options in the menu at a halfway sane level. An unwinnable struggle between Apple and Linux if you want.

    Just in case you didn‘t read through the whole thread: the way vorpX aligns your view to the screen is what you want (or at least should want), since it ensures that your view‘s center is where the game camera‘s view center is by aligning the center of the symmetrically rendered game to the asymmetric view frustum of the headset.

    If for some reason you dislike the actually center-aligned position, you can help yourself with a little trick by moving your head down a little and pressing ALT+SPACE. When you move your head back to the original position, your view is now not centered to the screen anymore, but that way you can have the space above and below the screen sized the same if you dislike the actually centered position. So you can easily do what you want, just not with an option in the menu.

    in reply to: Feels like the screen is glued to my eyeballs #195970
    Ralf
    Keymaster

    “…because I don’t read instructions”

    Can’t help the feeling that is the source of at least half the problems people have with vorpX. :) Although I try really hard to not only automate as much as possible, but also make the remaining things you might have to do yourself more or less impossible to overlook.

    The DirectVR memory scanner isn’t available for all FullVR games though. In other FullVR games vorpX uses mouse emulatation. Typically correctly pre-adjusted to the default mouse sensitivity a game uses, so unless you change that, mouse emulation games also work out of the box these days without any calibration.

    in reply to: VorpX for 3rd person angle #195959
    Ralf
    Keymaster

    That’s pretty much what ‘Immersive Screen Mode’ is for. In contrast to FullVR you don’t really have to care about FOV. So in games where vorpX can’t handle FOV automatically and there also is no other option to deal with FOV ‘Immersive Screen Mode’ is the easiest way.

    In case you didn’t check that already, the ‘Essential Hints Guide’ in the help has more detailed information regarding the various methods to deal with FOV if vorpX can’t do it automatically for a game.

    in reply to: Feels like the screen is glued to my eyeballs #195956
    Ralf
    Keymaster

    If you get this at default settings with an supported game (i.e. an official profile), something is severely wrong with your general setup, not with vorpX.

    In FullVR mode vorpX per default always does mouse emulation derived from head tracking data, in games with DirectVR scanner support, head tracking is applied directly. There is no setting that you have to change to get head tracking in FullVR mode. If it does not work per default, something must be severly wrong.

    If you happen to have any mouse related utilities installed, check whether removing them makes a difference.

    in reply to: Feels like the screen is glued to my eyeballs #195953
    Ralf
    Keymaster

    Sounds as if head tracking was disabled. Please check whether you accidentally disabled it the config app (‘General’ page).

    If that doesn’t help, try a full factory reset in the ‘Trouble Shooting’ page of the config app.

    in reply to: Tip of the day #195948
    Ralf
    Keymaster

    Not quite as good, but if you don’t want to mount pulleys to your ceiling, you can also do this:

    http://techblog.steelseries.com/2016/05/11/ikeasavedmefromdyinginvr.html

    in reply to: F! 2020 #195943
    Ralf
    Keymaster

    Bought it yesterday, but didn’t have a chance to check it yet. The next vorpX release is planned for the second half of next week, expect news re F1 2020 in a few days.

    in reply to: Horizon Zero Dawn – Aug 7th #195941
    Ralf
    Keymaster

    Time will tell. I pre-ordered it a few days ago and will check it as soon as it’s available.

    Ralf
    Keymaster

    No, shader authoring is the second step used to refine a profile that is already basically working.

    If you want to create a user profile for an unknown game, you can try to make a copy of an existing profile that uses the same 3D engine. To find out what engine a game is based on you can use e.g. RJK’s engine checker. If you can’t find your game there, Wikipedia pages for games often also have this information.

    You can find more detailed instructions on the matter in the vorpX help under ‘User Profiles’.

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