Ralf

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Viewing 15 posts - 346 through 360 (of 10,115 total)
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  • in reply to: OpenVR vs OpenXR on Crystal #220031
    Ralf
    Keymaster

    Has been a while since I used a Pimax headset TBH, I only have an older model here. Pimax has always been a bit iffy to handle due to their intermediate software though, so what you describe doesn’t really come as a surprise.

    I’d suggest to try SteamVR first, that’s how I tested Pimax back then. vorpX sets specific headset sync settings for Pimax in SteamVR mode that I figured worked best (for me) at the time. Not sure whether these settings are still optimal, but that’s definitely worth a shot.

    I never tried PimaxXR, so I can’t really comment on that. The key for getting Pimax headsets work as good as possible has always been finding working headset sync options in the vorpX menu. That’s probably also true for the PimaxXR implementation. Might generally make sense to use a FPS limited sync method that leaves some GPU headroom for whatever the Pimax app does after vorpX.

    On a sidenote:

    The 24.1.0 cutting edge build linked on the front page has revised sync handling with more logical sounding presets and more FPS limit options. Trying that is heavily recommended.

    in reply to: Witcher 3 Next Generation Patch #220028
    Ralf
    Keymaster

    I’ll definitely check it out. Just wanted to give you an immediate solution. With a bit of luck ‘only’ a profile database update will be required.

    Out of curiosity: what gameplay changes does the next gen patch bring that could potentially outweigh the fairly substantial DX11 gfx downgrade? I played through the entire game relatively shortly after release in 2016 or so and didn’t really miss anything. IIRC the only noteworthy annoyance was the original inventory management, but that has been fixed ages ago.

    in reply to: 24.1.0 Cant get out of vorp home screen to game #220025
    Ralf
    Keymaster

    Depending on the game you may have to go through a brief tutorial section once. Check the button/key hints at the left/right/top of the screen in front of you.

    in reply to: VorpX Cyberpunk VS desktop #220023
    Ralf
    Keymaster

    Yep.

    in reply to: Using vorpX for CAD-Software like Solid Edge #220021
    Ralf
    Keymaster

    Very unlikely to work in a useful fashion. CAD software usually has multiple 3D-windows/viewports open at the same time. Even if vorpX could theoretically stereoize the app in question (would have to be D3D/OpenGL), it is not designed to handle multiple windows/viewports at once.

    What you could do is using the desktop viewer to display the software in 2D on a huge screen, but that’s probably not what you had in mind.

    in reply to: Witcher 3 Next Generation Patch #220019
    Ralf
    Keymaster

    Both Steam and GOG allow you to easily switch back to the last classic version of the game. Almost as if CDPR had a hunch that not everyone would be overly fond of their ‘next gen’ version. In Steam simply subcribe to the ‘classic’ beta in the game properties.

    That’s a better choice for vorpX. DX11 (required for G3D) graphics have been severly downgraded in the ‘next gen’ version, probably to make DX12/RTX stand out more. Shadows are less visible/defined, the best possible ambient occlusion method has been removed etc. All mysteriously things that then look better again when switching to RTX…

    So classic DX11 looks a lot better than ‘next gen’ DX11, actually almost as good as the much more demanding DX12/RTX. One could almost get the impression that some nVidia marketing money might have been at work behind the scenes. Purely potentially, of course. ;)

    in reply to: VorpX Cyberpunk VS desktop #220014
    Ralf
    Keymaster

    Just like any other CP2077 mod the standalone mod version has to be removed to disable it.

    The full version only activates itself while vorpX is running. Make sure to use the 24.1.0 cutting edge build that is liked on the front page. That one has all the Cyberpunk features of the standalone mod, the last regular build doesn’t.

    Ralf
    Keymaster

    Easiest general rule of thumb: 4:3 for FullVR mode, 16:9/16:10 for cinema/immersive mode.

    Whenever possible select 4:3 resolutions in a game’s options for the FullVR play style. Your monitor’s aspect ratio is not important here, what counts is the aspect ratio of the headset display panels, which usually are roughly square or even have a slight portrait aspect ratio.

    In contrast to the ‘narrow’ resolutions 4:3 gives a bit more leeway on both sides for vorpX’s image zoom and its FullVR frame interpolation without sacrificing too much performance, so that’s usually a good FullVR choice without overthinking things.

    in reply to: No access to hotkey commands/menu in game #219983
    Ralf
    Keymaster

    Make sure that the game window has input focus by clicking into it.

    If that doesn’t help and you happen to use some extra invasive third party antivirus (i.e. anything other than Windows Defender), get rid of it. Imaginable that one or the other super annoying AV program may prevent keyboard hooks.

    Also make sure that you don’t have any background apps running that also hook into games, typical candidates would be any kind of CPU/GPU utilities, gaming overlays, PC vendor bloatware, messengers, recording software and similar things.

    in reply to: CP77 standalone mod bug #219981
    Ralf
    Keymaster

    Yes, Q3 has a higher FOV than Rift S. The vertical FOV displayed in CP2007 is the same as with your Rift S though, the horizontal FOV is actually higher, horizontically the full screen is utilized. So playing the game shouldn’t really be less immersive than before. :) But like said above, I’ll consider making the workaround optional.

    in reply to: CP77 standalone mod bug #219976
    Ralf
    Keymaster

    The high FOV glitches happen almost everywhere to some degree.

    No promises, but I’ll consider making the workaround optional for the next update.

    in reply to: CP77 standalone mod bug #219971
    Ralf
    Keymaster

    Not a vorpX bug, actually a workaround for a CP2077 bug. The game has graphical glitches when raising the camera field of view above a certain point, mostly models/textures streaming in too late or not at all. The capped image zoom ensures that the camera FOV stays below the glitch inducing value.

    Lesser of two evils. All you loose are a few degrees of vertical FOV, which is way better than the broken geometry/texture streaming you’d get otherwise.

    in reply to: SteamVr Warning in the Way, any solution ? #219953
    Ralf
    Keymaster

    Thanks for the heads-up. I totally missed that since I use SteamVR extremely rarely myself. Will check whether something has to/can be done on vorpX’s end as soon as I’m back home.

    in reply to: SteamVr Warning in the Way, any solution ? #219951
    Ralf
    Keymaster

    Normally vorpX should rename the desktop theater .exe automatically and by doing so circumvent this message, at least unless Valve changed how the Steam VR theater mode works.

    Unfortunately I can’t check myself until later next week whether some Steam update maybe changed anything in that regard, but disabling the VR theater mode either in the Steam options or a game’s properties page always worked as an alternative until now. Are you 100% sure that doing that doesn’t help anymore?

    in reply to: Fallout New Vegas ini files #219890
    Ralf
    Keymaster

    vorpX changes the .ini from within the game while hooked into it, so any of Mod Organizer’s weird file redirections *should* *hopefully* also apply to changes made by vorpX. What probably won’t work right however is later restoring a prior .ini in the vorpX config app.

    If in doubt, try playing without Mod Organizer. That way you can be 100% sure that both applying and reverting changes affect the correct files.

Viewing 15 posts - 346 through 360 (of 10,115 total)

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