Ralf

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  • in reply to: Eye strain fix #193037
    Ralf
    Keymaster

    The headset IPD is changed either by physically moving the two screens of your headset or in software by the headset API in case of headsets that don’t have physical IPD adjustment.

    You probably ask because changing the IPD slider on your headset does not do the same as changing focal offset/convergence: although above I wrote that there are similarities in regard to creating eye strain, changing the headset IPD is not the same as changing convergence. What they have in common is that both can force your eyes to either look inwards or (worse since totally unnatural) outwards instead of straight ahead, which causes the eye strain. For some more than for others.

    in reply to: Eye strain fix #193033
    Ralf
    Keymaster

    The focal offset (A.K.A convergence) setting indeed should be handled extremely carefully since it can cause discomfort similarly to changing the IPD slider on the headset. Didn’t think about that in my reply above since official profiles (almost) never use it, sorry.

    In contrast to stereo 3D on a small monitor where changing the convergence is useful to determine how much of the scene appears before/behind the screen, in VR even small changes indeed can cause discomfort pretty fast. Best to leave it at 0.0, the stereo 3D effect is applied in a way that with focal offset 0.0 it works as expected in a VR headset.

    in reply to: Dragon Age Origins: Mouse Pointer missing #193029
    Ralf
    Keymaster

    Can’t replicate this. One thing you could try is switching between windowed/fullscreen. You can do that either with the game’s config tool ([GameDir]\bin_ship\DAOriginsConfig.exe) or by pressing ALT+ENTER ingame. For me it worked both fullscreen and windowed though.

    Also als always: if you have mods installed, remove them to check whether maybe one interferes in some odd way. Seems unlikely to me in this case, but worth a shot if you use mods.

    in reply to: Dragon Age Origins: Mouse Pointer missing #193026
    Ralf
    Keymaster

    Normally you should see a vorpX mouse pointer, the usual mouse pointer in many games can’t be stereo duplicated. Try ALT+C if it’s invisible, although I’m pretty sure that in DA:Origins the auto detection should work fine.

    in reply to: Halo CE within Master Chief collection #193024
    Ralf
    Keymaster

    Fortunately HMCC shipped with an Anti-Cheat Disabled mode for modding that we can launch to work in vorpX (select from steam launch option when starting).

    Interesting, I did not notice that. Will take a closer look myself and see whether I maybe can add some DirectVR stuff.

    in reply to: Black Mesa support broken with 1.0 release #193020
    Ralf
    Keymaster

    The final vesion uses a rather unique DX11/9 hybrid approach for rendering their new menu. The next vorpX will be able to partially handle that, although the menu will be shown in one eye only.

    Luckily there also is a simple workaround though that doesn’t even require a vorpX update: you can switch to the original DX9 menu by adding ‘-oldgameui’ (without the quotes) to the game’s launch options in Steam.

    in reply to: Halo CE within Master Chief collection #193009
    Ralf
    Keymaster

    Short update: Not UWP but Easy Anti Cheat spoils it as far as an official profile is concerned.

    in reply to: Halo CE within Master Chief collection #193007
    Ralf
    Keymaster

    Judging from an earlier forum post I was under the impression that the games are UWP (Universal Windows Platform) titles which typically are protected against hooking into them. At least for the MS Game Pass version that’s probably the case.

    I’ll check whether the Steam version works, wasn’t aware that there was one until a few a days ago. Don’t count on it, but with some luck the Steam version might be a ‘normal’ Windows application.

    Ralf
    Keymaster

    Can’t really answer this one, never tried that until now.

    In a brief 30secs. test I didn’t encounter any issue, but that doesn’t really prove anything, of course. I can’t entirely rule out that Windows detects whether the monitor is on or off and reacts to that somehow.

    Ralf
    Keymaster

    Interesting find. I’ll check whether I can confirm this and if so add an according hint to the profile. Not entirely impossible considering that the glitch prior could be resolved by blocking the Steam overlay, which also has some gamepad related functionality.

    in reply to: VorpX on 2 PC’s running only 1 Rift S… #192990
    Ralf
    Keymaster

    No problem. To cover use cases like this you can activate a single license on two machines (provided both are yours).

    in reply to: Miner in vorpX? #192986
    Ralf
    Keymaster

    False positive as usual.

    Either report the issue as false positive to your AV vendor so they can fix their problem, exclude the vorpX program folder or get rid of that AV program. Windows 10 comes with its own AV solution Windows Defender, invasive third party AV isn’t really required with Windows 10.

    Windows Defender kicks in when you remove third party AV. In most recent tests Defender is on par with the major third party AV programs while usually causing less hassle. As a bonus unlike others Microsoft always reacted super-fast in the past when there was a false positive detection.

    in reply to: VLC FullVRMode Bug ?! #192982
    Ralf
    Keymaster

    For now please use MPC-HC for spherical videos, the VLC issue is related to VLC using OpenGL with vorpX. I’ll have to fix that for the next vorpX version.

    Can’t really help with your codec issue unfortunately. You might want to try deinstalling all external codecs and then try the latest MPC-HC from the link below. I’m pretty sure it has a built-in HEVC codec.

    https://github.com/clsid2/mpc-hc/releases

    in reply to: Rise of the Tomb Raider in full 3D vr using vorpX #192981
    Ralf
    Keymaster

    Don’t quote me on that, but IIRC the game has to be run fullscreen, otherwise the S3D option will be grayed out.

    Ralf
    Keymaster

    No effect at all. If you are irritated by an accordIng Steam message, you can safely ignore that. Might be true for Steam’s 2D VR theater (I don’t know that though), it’s certainly not the case for vorpX.

    When VR ‘direct mode’ (i.e. headsets not acting as second monitor anymore) was originally introduced during the Rift DK2 phase vorpX actually did skip the monitor display per default originally. Later this was reverted since it didn’t really improve anything but instead caused unwanted side effects in a couple of games.

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