Ralf

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Viewing 15 posts - 346 through 360 (of 10,059 total)
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  • in reply to: How to find out if a game supports Z3D or G3D? #219380
    Ralf
    Keymaster

    Huh? There are profiles for all Metro games except for the Exodus DX12 version, which for the most part was an nVidia marketing stunt with marginally improved lighting at the cost of performance anyway.

    BTW1: All Metro proflies come with DirectVR (“in-engine”) head tracking, automated FOV setup and various VR related tweaks. Also games like these are perfect for motion controller gestures (requires vorpX 24.1.0). Good luck finding any of that that elsewhere.

    BTW2: IIRC the original DX9 versions of the first two games also perform better than their DX11 counterparts, which obviously is highly important for VR. So whether the enhanced edition builds are the better choice is quite debatable.

    in reply to: Cyberpunk VR Update Thread #219375
    Ralf
    Keymaster

    After launching the mod you should see a roughly 2m large panel with instructions when you turn your head slightly to the right. Virtually impossible to overlook.

    For extra convenience the same instructions are also displayed in the top left corner of the game window on your monitor.

    in reply to: Cyberpunk VR Update Thread #219370
    Ralf
    Keymaster

    The mod uses the CyberEngineTweaks modding framework, which usually has to be updated after a Cyberpunk update.

    For detailed information check the instructions panel in the launch room. Reading that is time well spent for other reasons as well.

    in reply to: Can`t play Dying Light 2 with Vorpx? #219345
    Ralf
    Keymaster

    Still working here (Steam version). Both 3D and DirectVR tracking.

    If you encounter issues like broken 3D or a wrong camera field of view, please reset the game’s graphics options to default and double check whether you maybe accidentally disabled automatic game settings in vorpX. Often vorpX auto-adjusts settings that are vital for 3D to work correctly.

    Ralf
    Keymaster

    @ thebalt

    Thanks!

    Using a mod with a dxgi.dll is asking for trouble, almost certainly hooks into some functions that vorpX also hooks into. May work, but may also cause all sorts of problems. Hence the according warning that vorpX displays when such a potential conflict is detected.

    If you encounter strange issues, that’s one of the first things you should check.

    @ sylvan:

    Awesome! Avoid SteamVR with a WMR headset whenever you can. Not just for vorpX, but in general. SteamVR acts just as a translation layer to native WMR with WMR headsets. Better to use WMR’s native OpenXR directly whenever possible instead.

    Ralf
    Keymaster

    It goes away automatically after two minutes or so. The latest cutting edge build linked below reduces the display time further:

    vorpX 24.1.0 – Optional Cutting Edge Version

    Ralf
    Keymaster

    Use WMR’s native OpenXR and set vorpX to OpenXR mode.

    SteamVR is never necessary for vorpX with a WMR headset. It shouldn’t run at all actually. WMR’s native OpenXR implementation is always the best option for WMR headsets.

    in reply to: Feature Request: controller double tap keybind #219318
    Ralf
    Keymaster

    I see. I’ll think about it.

    No promises though, there are pros and cons to weigh here. While technically that would be possible, it would be confusing as hell if a game actually uses long press or double press actions by itself. Would obviously cause a total mess in such cases.

    in reply to: Can I use VorpX for 3D on a 3D monitor (NOT vr) #219317
    Ralf
    Keymaster

    If your monitor can process Side-by-Side-3D, which is quite likely, then yes. Simply select the ‘Generic 3D-Display’ as your device type in the config app.

    in reply to: Keybinding: Access VR Hotkey menu w/o mouse #219307
    Ralf
    Keymaster

    Binding the VR hotkey menu to motion controllers that way indeed doesn’t work. Simulated keys that are supposed to be game input are filtered out for internal functions on purpose.

    Making the menu hotkey menu available from motion controllers is on the to-do list since forever, but considering how rarely it is used for some reason, I never got to it. I’ll move it up a few slots.

    BTW: Was quite amusing to see various reviewers rave about Apple’s gaze based UI in VisionPro over the last weeks while vorpX has something that works quite similar (minus the eye tracking) since basically forever…

    in reply to: Cyberpunk VR Update Thread #219304
    Ralf
    Keymaster

    You just have to update CET to the latest version manually.

    For detailed information check the instructions panel in the launch room. Reading that is time well spent for other reasons as well.

    Ralf
    Keymaster

    It will also go back in case of a crash. There is some background monitoring that detects when a game exists, regardless how. Most people don’t realize how much time and effort wents into quality of life stuff like that. Thanks for noticing. :)

    in reply to: Feature Request: controller double tap keybind #219302
    Ralf
    Keymaster

    If a game binds actions to press+holding or double tapping a key that should work with any controller binding in vorpX too normally. key down/up events are sent on controller button down/up, so unless a game does something weird it shoud detect both press+hold as well as double tapping just as if you did the same on the keyboard.

    BTW: You can go back to the last regular build from 24.1.0 by uninstalling it and then reinstalling the last regular build.

    in reply to: Question: Help me understand the Rendering chain #219301
    Ralf
    Keymaster

    I’m not really sure if I understand correctly what you are saying above, but in a nutshell the important resolution in terms of image quality is the game resolution, i.e. what is set in the games’s video/graphics options. Either by you or automatically if a profile supports automatic resolution. In the latter case a hint is shown and you find an option labeled ‘Resolution Quality’ in the vorpX menu.

    The final headset resolution is determined by vorpX based on the game res and your headset, so you don’t have to care about that at all.

    in reply to: 24.1.0 Feedback #219283
    Ralf
    Keymaster

    The original purpose of the virtual display was removing the need to add resolutions to the display driver that are recommended in the vorpX help. Those are all predefined.

    Both the manual mode as well the ability to add more resolutions on top of that weren’t planned originally and have been added on user request. If you tinker with these settings, you should be fully aware of the possible implications that arise from changing your Windows’ display config.

    If you feel uncomfortable with that, please only use the virtual display with the default setup.

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