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RalfKeymasterThere is an official profile since ages. If you don‘t have a profile named ‚Black Mesa: Source‘ in your local profiles list, try either a factory reset or redownload it from the cloud.
RalfKeymasterGreat find, who would have thought that. I’ll change it for the next vorpX release. Normal DOF effects typically look pretty bad in VR since they blur everything withount taking into account where you look at. Hence vorpX’s DirectVR on purpose disables DOF effects in FullVR mode whenever possible.
Should only happen in FullVR mode though. If you play in immersive screen mode, which I think is the profile default, DOF will not get disabled.
RalfKeymasterIt shouldn’t really matter in which order you start the apps. The only two things that have to be running before launching a game are vorpX and your game launcher/store (Steam/Epic/Uplay etc.), order doesn’t matter.
SteamVR and the Mixed Reality Portal get launched automatically when vorpX initializes SteamVR, so you don’t necessarily have to launch them beforehand. Doesn’t hurt of course, but if the aren’t running, they should launch automatically.
RalfKeymasterI said I’ll look into it if the game becomes reasonably popular.
RalfKeymasterMmmh. Shaders are only disabled while G3D is active. If this also happens with Z3D active, the only thing left I can imagine is that maybe adjusting the field of view causes the issue, although that sounds rather unlikely. Otherwise I have no clue how vorpX could make objects disappear. Did you try without vorpX? Just to rule out it’s meant to be that way.
RalfKeymasterThe scale is spot on per default (or VERY close to it). If you believe that may not be the case for you, changing the 3D-Strength is what you want to do. Just be aware that if you consider 1.0 (or VERY close to it) being wrong, objectively it’s your impression that is wrong. Sorry if that sounds a bit harsh, I just want to make it as clear as possible.
All you have to do to play Black Mesa is setting a 4:3 resolution and running the DirectVR scan. There is nothing to tweak here. I understand how tempting tweaking is for some of you, but with full DirectVR profiles like this one all you can really achieve by tweaking is screwing things up.
Ground height: monitor games are made to look good on a monitor, thus the camera typically isn’t placed with VR in mind. You can alleviate that with the camera height modifier option in the vorpX menu. Be careful though, depending on the game that may cause other glitches, e.g. when aiming down the sights.
RalfKeymasterCan’t really suggest anything. I maintain system backups using the built-in Windows tool for creating system images and have no experience with anything else.
RalfKeymasterIf you use any other AV program than Windows Defender, please try to remove it for testing purposes. Windows Defender will kick in instead, so you don’t risk anything. Unfortunately some third party AV make it quite hard for theitr users to really disable them unless being removed.
Apart from that your Microsoft DotNet runtime may be corrupt. You can validate it using the DotNet Repair Tool from Microsoft:
https://support.microsoft.com/en-us/help/2698555/microsoft-net-framework-repair-tool-is-available
RalfKeymasterNot sure whether that will be fixable, probably related to some shader being disabled for other reasons. I’ll check whether something can be done, but no promises.
If the glitch makes progressing in the game difficult somewhere, you should be able to work around it by switching to Z3D temporarily. The default shortcut is ALT+K (can be changed in the config app).
RalfKeymasterNot really. vorpX doesn‘t do anything different on Rift S than it does on Rift. On a general note: while I try hard to answer as much I can, you can safely assume that I don‘t have anything more useful to add to a thread if you don‘t see a reply from me.
Mar 15, 2020 at 8:28pm in reply to: Ori And The Will Of The Wisps is amazing on the Index using Vorpx! #193253
RalfKeymasterAs always no promises, of course, but the game is already downloaded and I’ll look into it next week.
RalfKeymasterNothing unusual here unfortunately in a brief test a few days ago. I‘ll take a closer look should more reports like yours emerge.
If you have tools running in the background that potentially also hook into games and thus might interfere, please try to disable all of them. You can find more detailed information in that regard in the trouble shooting post on top of this sub-forum.
if you want, you can also create a trouble shoot data archive in the config app and send that to support at vorpx com. Maybe your logfiles show something unusual that might help for development.
RalfKeymasterPlease check whether maybe the “X-Box Controller Override” option is set to anything else than “None” on the input page of the vorpX menu.
Caveat: if this setting doesn’t read “None”, there is typically a reason for that, so if “None” causes unwanted side effects (e.g. head tracking issues), you will have to reset it to its default state.
RalfKeymasterThanks from me too. I’ll check whether 3D will be possible for DX11 otherwise a hint with the launch option will be added.
RalfKeymasterThe mouse acceleration setting is only relevant for older games where it can affect mouse based head tracking. vorpX does not touch your mouse acceleration setting unless you tell it to do so normally.
Unfortunately mouse acceleration can only be turned off/on as a system wide setting, hence vorpX doesn’t touch it per default to reduce the risk of issues that naturally come with changing a system wide setting.
What vorpX does if you change the setting for a game in the vorpX menu is remembering the state when vorpX is launched and then reset it to that state after you exit the game. So unless something goes severely wrong (e.g. the whole PC crashes while playing a game) the acceleration is always reset to the state you had before launching the game.
Luckily the vast majoritiy of newer games aren’t affected by the Windows acceleration setting anymore, so you will only have to touch the according vorpX setting for older games where mouse acceleration actually affects head tracking.
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