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RalfKeymasterYou can’t add programs to official profiles, has always been that way. Create a copy of the profile first and then add your .exe to the copy, that should do the trick.
RalfKeymasterLeft grip button. Per default you should see labels with the active button mapping on the controllers in-game. If you don’t see them, change the ‘Controller Visualization’ option in the menu to get them back, just in case you changed that option before.
RalfKeymasterYou can freely map the shift mapping of the right stick to any key, in non-shift mode it is always assigned to mouse movement.
The grip buttons are hardcoded to vorpX functions. I’m not 100% happy with that myself, but it’s pretty much the only way to keep controller mappings largely interchangeable between the various VR controllers as good as possible.
RalfKeymasterI’ll take a look at it shortly. Please stick to the officially released version for now.
I expect the profile to require at least a major update, but I usually don’t check beta versions since that always bears the risk of having to do everything once again when the final version is out.
General rule of thumb: best to stay away from beta game branches as far as vorpX is concerned.
Feb 23, 2020 at 11:03am in reply to: Vorpx running in system tray but will not attach to the programs #192646
RalfKeymasterYour problems are almost certainly ralated to your AV program.
Windows 10 has its own AV solution, which in most recent tests is at least as good as third party AV programs without being as invasive as some of those. This built in AV program, Windows Defender, kicks in automatically when you remove your third party AV. There is no real need for third party AV on Windows 10.
While it’s not entirely impossible that Windows Defender also may occasionally cause issues in regard to vorpX, that’s far less likely. Also Microsoft always reacted super-quick if necessary, so this is my recommendation. Same protection, less hassle and annoyances – not just with vorpX BTW.
RalfKeymasterThere is no official profile, but a user profile apparently exists. Haven’t tried it though, so I don’t know how well it works.
You can check whether user profiles exist for a game in the config app on the ‘Cloud Profiles’ page.
Feb 19, 2020 at 4:38pm in reply to: VorpX on Quest with Virtual Desktop (controller support) #192593
RalfKeymasterJust a heads-up that vorpX works natively with Oculus Link, which has less latency compared to wireless streaming. If you don’t mind the cable, no additional software is required to use vorpX with a Quest.
All you need is an Oculus Link capable USB 3 cable. The charging cable that comes with the Quest isn’t unfortunately, but most $10+ USB 3 cables should meet the requirements. Alternativly Oculus offers a custom fiber optics cable as accessory, which has a few advantages but is more expensive.
Feb 19, 2020 at 11:10am in reply to: Any Complementary Programs That Work Well Alongside VorpX? #192586
RalfKeymasterDoesn’t apply to any of the games you mentioned I think, but for some racing/flightsim games that support the TrackIR hardware, OpenTrack is a useful companion to vorpX. It can translate headset rotation/movement to TrackIR input.
RalfKeymasterPretty much depends on how you want to play the game:
If you want to play roomscale, Fallout 4 VR is what you want you to get despite its visual downgrade compared to the regular version. You can play standing/roomscale with vorpX too, but Bethesda obviously could do much more in that regard than vorpX can do, so the Fallout 4 VR version is superior here.
Fallout 4 with vorpX is the right choice if you prefer to play seated and/or want to use as many mods as possible since the VR version does not support all mods.
Feb 17, 2020 at 9:28pm in reply to: Will G3D DX12 ever be possible in a future version of VorpX? #192562
RalfKeymasterOnly time will tell. That’s the only answer you will get at this point.
On a side note: IIRC as with so many other games Control’s DX12 performance is slightly worse than DX11. Being able to cook one’s own render stream for developers also means having to keep track of a lot of stuff that prior DX11 kept track of for them, making DX12 a rather double edged sword in many ways and a far cry from being automatically better.
Feb 17, 2020 at 9:12pm in reply to: VorpX Disabling VR VSync doesn’t work (Async Render/Fluidsync) #192560
RalfKeymasterNot sure about the tray tool, IIRC it applies some registry hack. Who knows whether that still does anything. My Pimax experience is rather limited to some short pre-release tests whenever a new vorpX version comes out TBH. So I can’t really make any qualified statement here.
The best I came across in the above regard lately is Index. In demanding games you will still occasionally see vorpX’s headset thread dip below 90, resulting in a mixture of vorpX/SteamVR interpolation, but that doesn’t really matter. What it never does is cutting its frame rate in half despite plenty of performance headroom for vorpX’s own timewarp like Oculus.
RalfKeymasterSounds as if maybe the DX9 font texture can’t be loaded. There is a bug currently in that regard that affects 64bit applications, but neither Dragon Age nor Borderlands 2 are 64bit.
Try to reinstall vorpX, maybe the texture is missing in your install for some reason.
RalfKeymasterPlease check the reply to your e-mail.
RalfKeymasterBoth are generic values.
For the FOV enhancement it might be possible to switch to real world units. Slightly more complex than you probably think since various vorpX settings (e.g. Image Zoom) have to be factored in. But the required formula already exists and is used by DirectVR FOV calculations. Good idea to also use that for the FOV enhancement slider, I’ll think about that.
Switching the 3D-Strength/Scale slider (that would be the distance between the virtual ‘eyes’) to real world units doesn’t really work though since for the majority of games only the game devs know exactly how game units translate to real world units. Exceptions are a few well documented engines, although even for those individual developers might have done things differently for their game. In case of official profiles an internal factor gets dialed in to ensure largely consistent behavior between games, but despite this effort using for example centimeters as a real world unit here would insinuate a level of precision that just doesn’t exist in most cases. Except for the exceptions doing so would mean trying to derive a precise value from an assumption, which inherently doesn’t really make sense.
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