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RalfKeymastervorpX should adjust the FOV (‘zoomed in’) automatically by adjusting MGE XE’s FOV setting under normal circumstances. Provided that didn’t fail for some reason, the FOV is calculated to match the FOV of your headset.
vorpX expects the MGE .ini in [Morrowind folder]\mge3\. If that isn’t the case anymore with newer versions, let me know.
RalfKeymasterIf you don’t get head rotation the scanner did not find the right memory locations although it “thinks” it succeeded. Sometimes that can happen. Unfortunately there is no 100% guarantee that the scanner works reliably on every system. Hence the according message that is shown during each scanner run.
Not really a big deal if it doesn’t work for you. FOV is handled via .ini editing and unless you changed the mouse sensitivity in the game options, mouse based tracking works correctly out of the box. DirectVR tracking would provide slightly less latency, but the default mouse based tracking isn’t too shabby in that regard either in this case.
RalfKeymasterI’ll check the game next week. Don’t have it installed currently.
RalfKeymasterMGE XE is what you need, but there are so many iterations of the app, that I wouldn’t rule out that some work and others don’t. The version I have installed here is MGE XE 0.9.10. That should work fine (just checked briefly).
If vorpX can’t hook a game, it’s always worth a shot to try the ‘Alternative Hooking’ checkbox in the config app. Caveat: Don’t forgot to switch back even if that helps for particular game. Some games do not work with it.
For games from GOG that don’t require a DRM client like Steam/Origin/Uplay etc. you can also create a vorpX desktop shortcut from the vorpX tray icon’s right click menu. Doesn’t help with Steam etc., but for games that don’t lauch through some client a vorpX shortcut ensures that hooks first before any potentially interfering overlay/other program.
Also try to launch the game directly instead of using the Galaxy client. That way the GOG overlay can’t get in the way.
Apart from that please check the trouble shooting guide in the help (or on top of this sub-forum) for general information regarding hooking problems.
May 31, 2020 at 4:55pm in reply to: Potentially interested in buying Vorpx to play Pathologic 2, can anyone test? #194996
RalfKeymasterPlease remove the d3d11.dll, it does not belong to the game. If you have a d3d11.dll in your game directory, you must have installed some mod that put it there. d3d11.dll is a system .dll that normally can only be found in your Windows system directory.
Controller: per default VR controllers emulate mouse and keyboard, hence the ‘d-pad’ like impression you get. To be more precise pressing the ‘W’-key is emulated when you move the left stick forward. vorpX can also emulate a gamepad though with your VR controllers, you can configure that in the vorpX ingame menu.
Caveat: Some games dislike mouse and gamepad input at the some time. Since vorpX often has to emulate a mouse for head tracking, in such cases emulating a gamepad natively might cause a conflict. If you experience any headtracking dropouts or similar glitches after switching the VR controllers to gamepad emulation, you encountered such a game. In that case mouse/kb emulation is the only viable option.
RalfKeymasterI don’t have a Cosmos, but I’m pretty sure that you don’t need Viveport to be installed. At least with a Vive that is not required, would be surprised if it was with Cosmos.
Apart from that in regard to a smoother framerate it’s always worth a shot do force ‘Fluid Snyc’ on the ‘Display’ page of the vorpX ingame menu.
RalfKeymasterThis issue should not occur anymore. If it still does, please try the following things:
1. Disable the Steam overlay on the game’s property page in Steam.
2. Try switching to Z3D and/or reduce graphics settings.
3. Enable ‘Fluid Snyc’ on the ‘Display’ page of the vorpX ingame menu.
4. If possible install the game on a SSD to minimize loading hiccups.
RalfKeymasterDifficult to say anything useful without having some more information. Most importantly what headset are you using?
The one general thing I can say is that you have to set vorpX either to ‘SteamVR’ or ‘Oculus’ in the config app, depending on your headset. Otherwise the image won’t be shown in the headset.
RalfKeymasterDid you check the ‘Essential Hints Guide’ in the help (or here for convenience)? It covers your ‘zoomed in’ issue and other important topics that are useful to know and save a lot of unnecessary trial and error.
In case of Bioshock and Crysis vorpX can handle FOV (‘zoomed in’) automatically via DirectVR. For Crysis that os done by editing a game .ini, hence vorpX requests a game restart. Once the .ini has been adjusted successfully, this prompt does not occur anymore until you change settings that require vorpX to adjust the .ini again.
In Bioshock (original) you have to run the memory scanner for the FOV to get fixed.
To run the game in DX9 mode, please add to the launch options in Steam what vorpX suggests in the message it displays (without the quotes), I’m pretty that is not -dxlevel 90.
May 29, 2020 at 4:20pm in reply to: Battlefield 3 from Origin working on Quest via VD or Rift S? #194948
RalfKeymasterI don’t have BF3 installed anymore, but last time I checked it worked. You may have to disable the Origin ingame overlay, although typically that should not be necessary.
RalfKeymasterRemove your AV software, that will probably solve your issue. It’s one of those that are not only known to cause constant trouble with vorpX, but also are quite hard to disable.
Invasive third party AV software isn’t really necessary with Windows 10 and often may cause just as many problems as it pretends to solve. Windows 10 comes with Windows Defender built in, which is just as good and kicks in when you remove third party AV.
Unrelated, but if you care about privacy, you might also find interesting that Avast recently was caught selling the browser histories of their users. So much for being ‘free’…
May 29, 2020 at 9:27am in reply to: Potentially interested in buying Vorpx to play Pathologic 2, can anyone test? #194943
RalfKeymaster6DOF tracking:
Positional tracking can be enabled in every game that supports Geometry 3D. Whether that makes sense is a different question though and depends on how much visual glitches it introduces and how much of these glitches you want to accept in turn for 6DOF tracking. In games with little to no positional tracking related glitches it’s on per default, otherwise you can enable it in the vorpX menu and check whether things still look good enough for you with positional tracking on.
What vorpX cannot do however is decoupling head from body rotation. That would require access to a game’s source code. vorpX does not change how the controls of a game work.
VR controllers:
vorpX can emulate either mouse/keyboard input or a gamepad with VR controllers, so you can play pretty much every game with VR controllers if you want. The keyboard/mouse emulation is freely configurable. Also the current mapping is displayed ingame on your controllers, so that is all fairly intuitive to use.
RalfKeymasterProbably fixable by either not transforming the shaders in question or disabling them if that doesn’t work.
That is fairly easy. You basically just flip through shaders using a GUI to find the offending ones and then mark them has hidden, no transform or whatever makes sense. Everyone can do that. A short introduction on the matter can be found in the vorpX help under ‘User Profiles’. Not only is that easier than you may think, it’s also a good feeling to give back a little after you enjoyed so many profiles done for you by others. :)
May 26, 2020 at 10:27am in reply to: Potentially interested in buying Vorpx to play Pathologic 2, can anyone test? #194914
RalfKeymasterThere is a user profile in the cloud, but judging from the description the author didn’t do any game specific shader treatment (shadows, UI etc.).
Looks like a interesting game for vorpX. Popularity seems a bit on the questionable side for a full price purchase, but I bought it anyway. Check back for the next vorpX update in a month or so. If you see the game mentioned in the release notes, there will be an official profile. If you buy vorpX for the game in the end, I’d at least have its purchase price back. ;)
As far as graphics fidelity is concerned you will probably have to make some compromises. Since with ‘true’ Geometry 3D everything has to be rendered twice, there is an according performance penality involved. Alternatively you can often switch to a post process 3D mode that is less demanding, but doesn’t look as natural.
RalfKeymasterIn GTA V the original mapping isn’t changed at all. Like said above per default only the axes are overriden in this case. Unless you changed the default settings gamepad buttons are handled natively by the game.
If the overide is enabled in a profile, it is enabled for a reason. Please just leave it at its default unless you *really* are 100% sure that you know what you are doing. TBH your post above doesn’t really sound as if you fully understood what it is doing and why. Unless I made a mistake (can happen occasionally of course) for official profiles the default is always the right setting.
As far as other games are concerned that may require a full override: not in all profiles that require the override the gamepad to mouse/kb translation is costum tailored, instead it may use a standard mapping with the most common controls layed out in the same way. You can freely customize that to your liking on the ‘Input Settings’ page of the vorpX menu, no external tool required.
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