Ralf

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  • in reply to: Is there a way to bind edgepeek to a xbox button? #195728
    Ralf
    Keymaster

    I’m 99% sure that if that option would exist, we would now discuss why on earth vorpX breaks sneaking/sprinting in game XYZ. And if it weren’t we who have that discussion, I would have it with someone else.

    However, since I was well aware that almost certainly not everyone would like the default setup, you can either map the vorpX actions to the start/menu buttons instead or disable them altogether. So you can easily deal with your issue that way.

    Sometimes I really think it would be better to not reply to such questions at all instead of trying to help and explain. Being one of the few developers to whom you have direct access doesn’t really mean I have the time/desire to make a lengthy discussion out of even the smallest detail decision.

    in reply to: Elder Scrolls Online #195720
    Ralf
    Keymaster

    The game has Geometry 3D support. If that doesn’t work for you, please reset the profile to default in the config app. You don’t have to change any vorpX settings for ESO to work. The only thing that has to be done is setting the FOV to the max.

    in reply to: Is there a way to bind edgepeek to a xbox button? #195719
    Ralf
    Keymaster

    Warning: technical explanation ahead. If you consider it illogical or plain stupid, you have to take my word for it. :)

    Long/short can’t be inverted. Think about it: a lot of games use the thumbstick buttons for sprinting/sneakting or similar actions where the action is performed while you press the stick and ended when you release the stick. That would break entirely if the vorpX action was performed on long press.

    You can however map the vorpX actions to the menu/start buttons instead of the thumbstick buttons. That can be done on the ‘Input’ page of the vorpX menu.

    in reply to: Kingdom come:deliverance #195710
    Ralf
    Keymaster

    Please don’t use any mods that affect the game’s camera. It’s quite likely that they interfere with DirectVR memory scanner head tracking. In general: if you encounter any issues with moddable games, the first thing to try in case of issues should always be checking whether an issue also occurs unmodded.

    in reply to: Dragon Age: Origins not working #195708
    Ralf
    Keymaster

    Please check whether you have the latest vorpX version 20.2.0. There was an issue that caused garbled graphics in Dragon Age 1+2 a while back, but that has been resolved about half a year ago or so. Also make sure to run the game in DX9 mode. vorpX should take care of that normally, but maybe that failed for some reason.

    in reply to: Vorpx is not hooking into Red Dead Redemption 2 #195707
    Ralf
    Keymaster

    Then it’s probably a ‘normal’ hooking issue. Hooking problems are typically caused by other programs that also hook into games. The best way to trouble shoot something like this is exiting every program running the background.

    You can find more detailed information on the matter in the pinned trouble shooting guide on top of this sub forum. It pretty much has all relevant information regarding hooking issues.

    in reply to: Vorpx is not hooking into Red Dead Redemption 2 #195701
    Ralf
    Keymaster

    Did you check the replies above regarding the latest nVidia driver?

    in reply to: Time to move! #195684
    Ralf
    Keymaster

    Not currently. Scene creation is a bit of a science in itself with a few things that have to be kept in mind. Also, the final scene composition as used by vorpX is coded in C++, so that last step would have to done by me.

    However, if you are a reasonably skilled 3d artist with an interesting idea, I’d be happy to discuss the details with you. If you are interested, shoot me a mail to support at vorpx com.

    Alternatively you could render any scene as stereo cubemap/strip/sphere and use that as background in cinema mode. Obviously not as cool as a full 3D-scene, but easier to import into vorpX. You can do that entirely by yourself. Environment images in various formats can simply be imported in the config app.

    Ralf
    Keymaster

    Largely, yes. There are still a few unlockable things for the super-pros, but the most important things are available for everyone since quite some time.

    Ralf
    Keymaster

    Just a brief heads-up that there will be an actual solution for the matter in the not too distant future.

    I already have it working again internally with the latest nVidia driver. If nothing unforeseen happens, there will be a regular vorpX maintenance update in a week or two that will also resolve this issue.

    in reply to: Vorpx is not hooking into Red Dead Redemption 2 #195667
    Ralf
    Keymaster

    Copy/paste from the thread I linked above. Unless I misunderstood your question, I believe that should answer it:

    Just an ‘official’ confirmation that sticking to 445.87 solves the issue.

    Please ignore the message you might get from the game about updating the driver to a newer version. I’ll take a closer look soon. For the time being sticking to 445.87 will resolve the problem.

    Fairly odd issue. Just a theory for now, but it almost looks as if the game doesn’t use the normal (actually only official) way to initialize D3D12 anymore with the latest nVidia driver version.

    in reply to: Vorpx is not hooking into Red Dead Redemption 2 #195665
    Ralf
    Keymaster
    in reply to: Is Monster Hunter World really G3D? #195658
    Ralf
    Keymaster

    Looks as if switching to a 4:3 res somehow confuses vorpX’s G3D heuristics in this game. TBH I’d rather not redo the profile just for this, so please stick to any 16:9 wide screen res in this case. Those should all work. I’ll add an according start hint to the profile.

    Ralf
    Keymaster

    Just an ‘official’ confirmation that sticking to 445.87 solves the issue.

    Please ignore the message you might get from the game about updating the driver to a newer version. I’ll take a closer look soon. For the time being sticking to 445.87 will resolve the problem.

    Fairly odd issue. Just a theory for now, but it almost looks as if the game doesn’t use the normal (actually only official) way to initialize D3D12 anymore with the latest nVidia driver version.

    in reply to: vorpX 20.2.0 Available Now #195641
    Ralf
    Keymaster

    Pretty odd behavior on nVidia GPUs with some DX9 games. When you force VSync OFF in the nVidia control panel, all should be as expected. Shouldn’t matter at all, but for whatever reason it does.

    Whether you see an improvement or not in a game depends on many things. Witcher 3 was pretty dramatic here, but that doesn’t necessarily mean it has to be that way with every configuration.

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