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RalfKeymasterMost controller buttons are re-binable, but a few things are hardwired to ensure profiles stay interchangeable between the various different VR controllers. The right stick being bound to mouse movement is of the things that can’t be changed.
RalfKeymasterIndeed. While I released a hotfix for vorpX 20.1 due to the Steam overlay issue steph12 mentioned, I apparently forgot to make the according DirectVR change in the 20.2 branch. I’ll take care of the matter for the next maintenance update.
As a workaround for now please disable automated settings in the config app and set the game to DX11 manually. Once you can get in the game you can disable auto settings just for this game on the DirectVR page of the vorpX menu and re-enable them globally.
BTW: To avoid clutter and keep the forum usable for yourself and others please post technical support questions in the according sub forum. Thanks! Future posts that better fit there will get moved without notification.
RalfKeymasterI assume you ask because of DX12 for Shadow of the Tomb Raider. That is still not working again since I had to switch the profile back to DX11 due to some Steam overlay related chages. If/when DX12 for the game will become possible again, it will be re-enabled. In case you need someone to blame: the correct addressee is located in Bellevue, WA, USA, which incidentally is the location of Valve HQ. ;)
RalfKeymasterThere are two types of user profiles. Settings that can be applied to official profiles and full user profiles. For the second type my earlier reply applies, i.e. official profiles take precedence for the reasons outlined above. The user profile was created before there was am official profile. if you still want to try it, you might be able to rename the game’s .exe and assign it to the user profile. Not all games like that though, some will refuse to work when you rename their .exe.
RalfKeymasterJust tried the game for about half an hour, driving around, changing cars frequently, switching back and forth between gamepad and keyboard/mouse. No such issue here.
If by any chance you have altered any input related settings in the vorpX menu, please reset the profile to default in the config app. I don’t really have an idea how vorpX could possibly cause your problem, but just any case.
Apart from that like mentioned above I would most likely suspect the game to be losing input focus for some reason when your keys stop to work. Clicking into the game window would resolve that.
RalfKeymasterUnless an issue is obviously vorpX related, please ALWAYS try without any mods before reporting something here as potential vorpX issue. As much as I’d like to I can’t really look into anything that you encounter while mods are installed unless it is clearly vorpX related.
RalfKeymastervorpX takes the game image as rendered by the game. If you set a quality preset of 1600p and the game actually renders at that res afterward, game pixels are roughly mapped 1:1 to headset pixels. Resolutions above result in supersampling.
RalfKeymasterI assume you mean the G3D FOV enhancement option? That should only be used as a last resort. Games decide what to draw before vorpX comes into play, hence the glitches. With many modern games there are also other potential issues related to that option, mainly with shadows and effects.
A better way to adjust a game’s FOV is doing it in the game directly. That’s how DirectVR handles it, most of the time by auto editing .ini files, occasionaly via the memory scanner. If vorpX can’t do it automatically for a game, check the PC Gaming Wiki whether maybe some external option (e.g. a mod or hack) exists. Additional info in the help (‘Essential Hints’).
Re 200° FOV: 180° may be possible in some games, but many have a cap before that, so there is no one size fits all answer to your question. vorpX on Pimax typically won’t utilize the full horizontal FOV of the headset, but you can run Pimax headsets with a 130° FOV setting. That is still a lot more than other headsets have and will often work fine.
RalfKeymasterIf the desktop window size changes, the resolution gets adjusted as intended. Forma higher resolution than per default you can chose a preferred quality in the vorpX menu (DirectVR Page). You should see a message stating that in the top left corner of the game window. Also check the “Custom Resolutions” section in the vorpX help to add resolutions to your Pc that it does not support normally.
If you disable DirectVR, you will have to take of adjusting the FOV yourself, so that’s not something I would recommend. if a profile supports automatic adjustments, just let it do its thing.
RalfKeymasterI’m not sure wheter VD will work with a Go, but you should be able to use a Go with ALVR (https://github.com/polygraphene/ALVR/releases). I haven’t tried that for some time, but it used to work in the past.
RalfKeymasterNever tried the game, so I can’t really say anything specific. What’s always worth a shot besides checking for potential conflicts with other programs that may hook into games, is trying the ‘Alternative Hooking’ method. Can be enabled in the config app.
Caveat: even if alternative hooking helps in one case, don’t forgot to switch back later. It’s not better, just different. Some games require the default hooking method.
RalfKeymasterZ3D: That is simply not true, there isn’t really more to say in that regard. Any depth baesd reconstruction fills missing pixels in a similar manner. I have absolutely no clue how you come to your conclusion, it’s plain and simple wrong. No other way to call it, sorry. Maybe because the inherent artifacts are amplified by the image being so much bigger in VR than on a monitor. One more reason to restrict the maximum strength.
RalfKeymasterThe game has a restricted maximum field of view. In FullVR mode vorpX has to match the game FOV to your headset’s FOV, otherwise the image becomes ‘zoomed in’ and distorted. If the game FOV can’t be set high enough to match your headset’s FOV, that is compensated by scaling down the image, resulting in top/bottom bars.
In a lot of supported games vorpX can take care of that in better way, but not in this one unfortunately. As far as I’m aware a FOV mod exists for the game though, which would allow you to raise the FOV and scale up the image accordingly if you can’t live with the black bars.
You can find more information regarding FOV and the various methods to tackle it in the vorpX help (‘Essential Hints Guide’). If you haven’t done so already, I would highly recommend to read this guide. It explains a few basic concepts and helps to avoid unnecessary trial and error.
RalfKeymasterTheoretically there might be the possibility to hook into the graphics driver instead of the game, but I’d be very surprised if advanced anticheat software wouldn’t consider that. Also extremely hacky and difficult to even try. The inner workings of the driver are proprietary and in contrast to graphics APIs not well documented (if at all).
RalfKeymasterOfficial profiles take precedence over (in this case older) custom profiles. You might be able to rename the game exe if you still want to use the user profile. Not all games like that though.
I still have changes to user profile handling on the nice-to-have-list, but haven’t come up with a good solution yet how to handle various inherent issues that would arise if user profiles were allowed to override official ones. Often official profiles have advantages over user profiles, in this case for example DirectVR support. A user who had downloaded the earlier user profile before the official one came out would never become aware of the improved functionality, so that would have to be dealt with somehow. That’s just one example, there are a lot more comparable things that all would have to be addressed.
The whole profile system is pretty much built around ease-of-use and the ability to update profiles, most of that would become futile if user profiles could simply override official ones. Every time I start thinking about it I find yet another thing I would have to take care of to do it right. Nothing unsolvable, just a lot of annoying edge cases.
TLDR: Overriding official profiles without compromising a lot that the profile system was built for is a surprisingly complex matter with way more pitfalls than one would think at first glance (see the example above).
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