Ralf

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  • in reply to: I made discord for VORPX #194052
    Ralf
    Keymaster

    Like I said I understand the desire to use your tool of choice, and I obviously won’t prevent you from doing so. Please just make clear that it’s not something official. Thanks! The current name of your Discord implies that it is an official channel, which is as unnecessary as confusing.

    Apart from that from my perspective it’s more important to have everything in one place. The vorpX community isn’t really big enough to be split across multiple channels.

    But again: no problem at all if your Discord doesn’t give the impression of being an official channel. Simply renaming it to ‘vorpX Inofficial’ or so would make that perfectly clear.

    in reply to: I made discord for VORPX #194047
    Ralf
    Keymaster

    While I understand the desire for Discord users to use their tool of choice I have a request:

    Since unfortunately I’m not able to handle multiple social media channels due to the time involved, which is better spent improving vorpX, I’d very much prefer if we (you) don’t fracture the community and instead use the forum.

    Discord may have its advantanges, but all things considered I firmly believe it’s better for everyone to keep things in one place.

    If you still want to open a Discord server, please rename it to something like ‘vorpX Inofficial’ or similar, the current name gives the impression of being an official channel, which creates unnecessary confusion. Thanks for your understanding.

    in reply to: vorpX 20.2.0 Preliminary Changelog #194024
    Ralf
    Keymaster

    I have to move back the update one week to April, 30. Better safe than sorry.

    While creating a profile for Resident Evil 3 a fairly hard to debug issue popped up that has severe potential to break a whole bunch of games if it also affects other titles. Long story short: I decided to investigate this more thoroughly, with only one day left until the planned release that unfortunately will lead to a delay.

    in reply to: Advanced Authoring Keys #194009
    Ralf
    Keymaster

    Since about a year or so you can access the shader authoring options without the need for an extra key. Instructions how to enable it and a short introduction can be found in the vorpX help.

    in reply to: Freezing and clicking out of window #193997
    Ralf
    Keymaster

    Sometimes a VR runtime (e.g. Oculus Home is known to do that occasionally) can get in the way and obtain input focus when you launch a game that initializes VR. vorpX tries to handle that by forcing input focus to the game, but that isn’t 100% reliable, so there are occasions where you will have to click into the game window on start.

    in reply to: Starting the DirectVR scanner failed #193996
    Ralf
    Keymaster

    Sounds like a corrupt install. Please try to reinstall vorpX.

    Also make sure to exclude the vorpX program folder from your AV scanner. The memeory scanner might be considered malicious by some of the more annoying AV apps. If you use anything else than Windows Defender, consider uninstalling it. Windows Defender will kick in instead. Just as good, less invasive.

    in reply to: Fallout 76 inventory and falling glitch #193995
    Ralf
    Keymaster

    Inventory: Have to look into that, possible that the Wastelanders update broke some HUD/menu shader definitions. For the time being you can simply switch to EdgePeek mode. I’d recommend that for using menus/inventory screens anyway as it is more comfortable.

    Workbenches: Probably related to Direct VR positional tracking, something similar can happen when you sit down on a chair for example. You can either disable the positional part of DirectVR on the DirectVR page of the vorpX menu or temporarily disabale DirectVR entirely with ALT-K before using a workbench. The shortcut can be changed in the config app.

    in reply to: Frequent screen Judder (Fallout NV/ Rift S) #193993
    Ralf
    Keymaster

    Copy and paste from above, sorry. There really isn’t anything else I can add. Depending on whether your issue is related to FOV or positional tracking, you can resolve it with one of the suggestions below.

    There is’t really anything else to suggest than I suggested above already.

    TLDR:

    If your issue is related to FOV, you can resolve it by setting the FOV manually via the game’s console.

    If your issue is related to positional tracking, you can resolve it by disabling DirectVR positional tracking, vorpX will fall back to default G3D pos tracking when you disable DirectVR pos tracking.

    Ralf
    Keymaster

    I’m pretty sure that won’t work unless I’m overlooking something myself. For the VR controller support to be activated vorpX has to be fully initialized, which also means the rendering pipeline is hooked. That alone almost certainly will cause issues in native VR apps regardless of vorpX actually rendering stereo 3D or not.

    in reply to: World of Warcraft: No display in left eye #193875
    Ralf
    Keymaster

    Please select “DirectX11 Legacy”, not “DirectX 11” in the game’s options. That should do the trick.

    in reply to: Analog axes in Gamepad Mode #193867
    Ralf
    Keymaster

    The controllers act as X-Box gamepad. if your game is an older game that may not work, for all newer games that support X-Box gamepad it does. If for some reason you can‘t make it work, simply set the Touch controllers to mouse/keyboard instead. vorpX provides both options to let you use your Touch controllers one way or the other in any case.

    in reply to: Full VR Mode never worked for me #193861
    Ralf
    Keymaster

    Please do a full factory reset in the vorpX config app (trouble shooting page). you do not need to download any cloud profile to play HL2 in FullVR mode. Just make sure to run the DirectVR memory scanner after loading/starting a level if you see an according message.

    in reply to: How to fix inverted head tracking? #193860
    Ralf
    Keymaster

    Never tried that game, it‘s not a supported game. I can‘t really say anything more specific than I said above.

    Typically you will want to use Immersive Screen Mode for games like this one.

    in reply to: Analog axes in Gamepad Mode #193859
    Ralf
    Keymaster

    If you are 100% certain that there won‘t be any conflict set ‚X-Box Gampad Override‘ to ‚None’ in the vorpX menu (Input page) and then set the Touch controllers to gamepad mode on the Touch controller page. That way the Touch controllers act as native gamepad.

    Be aware though that usually there is a reason if the gamepad override is set to anything else than ‚None‘. So if you encounter anything unusual, reset it to its default state.

    in reply to: Analog axes in Gamepad Mode #193856
    Ralf
    Keymaster

    Unfortunately there are games that do not allow mouse and gamepad input at the same time. Whenever vorpX requires to emulate a mouse for head tracking in such a game, you cannot use a gamepad natively. To deal with such games vorpX has a built-in gamepad to mouse/keyboard mapper (freely configurable in the vorpX ingame menu).

    So whenever the gamepad to mouse/kb emulation is enabled in a game profile that is probably done because otherwise there would be a conflict between native gamepad and mouse based head tracking.

    If I had to guess, I’d say that about 20% of games fall into that category.

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