Ralf

Forum Replies Created

Viewing 15 posts - 3,916 through 3,930 (of 10,047 total)
  • Author
    Posts
  • in reply to: vorpX 20.1.1 Preliminary Changelog #191762
    Ralf
    Keymaster

    Yes, ME3 already had the updates that ME1+2 received now.

    in reply to: vorpX 20.1.1 Preliminary Changelog #191760
    Ralf
    Keymaster

    In case anyone else is as uncivilized as our friend dborosev ;) and has never heard of Journey: It’s a rather short but highly beautiful little gem that was a huge success among critics as well as users on PlayStation 3 a few years back. Was released on PC last year.

    One of those rare true classics that everyone should have played at some point, even if slow and tranquil games like this aren’t really your cup of tea. More captivating than ever with tomorrow’s vorpX release, hands down.

    in reply to: Starshop Troopers Broken #191754
    Ralf
    Keymaster

    That looks – interesting. I’ll take a look at it, but probably not before tomorrow’s update.

    in reply to: Skyrim gamepad Y-Axis broken after VorpX update #191753
    Ralf
    Keymaster

    Y-axis:

    The y-axis sensitivity for native gamepad handling has been introduced in the last version. It’s pretty useful in FullVR mode typically since it makes it harder to accidentally look up/down with the gamepad. If you don’t like it, just set it to 1.0.

    Override:

    Bethesda games fall in the category of games that don’t allow mouse and gamepad to be used at the same time, hence the gamepad handling might look a bit unintuitive at first sight. Everything is setup as it should per default though. Before you run the DirectVR scan, the gamepad override should be on. Otherwise head tracking will fail since vorpX emulates a mouse for head tracking before running the scan. After the DirectVR scan that is not necessary anymore and the gamepad is automatically set to native (override off).

    Leave these settings at their default values. I can guarantee 100% that’s what you want to happen, i.e. override before scanning, no overrive after scanning.

    in reply to: Arkham Knight Shadow Issue #191752
    Ralf
    Keymaster

    If you get this with the updated profile from the cloud and shadows turned off in the vorpX menu (‘G3D Shadow Treatment’ on the ‘Image’ page), please send a savegame from this location to support |at| vorpx com. I can’t play through the whole game unfortunately.

    Before you do that, please first make sure that you have the cloud profile I uploaded a few days ago and that the ‘G3D Shadow Treatment’ option is set to off.

    You can find the savegames under [Documents]\WB Games\Batman Arkham Knight.

    in reply to: vorpX 20.1.1 Preliminary Changelog #191749
    Ralf
    Keymaster

    Probably not something the majority of you guys will ever use, but it has been requested a couple of times over the last few years, so there are definitely some who will. Also makes a lot of sense for everyone who uses vorpX to watch movies.

    in reply to: Variable Rate Supersampling (VRSS) #191739
    Ralf
    Keymaster

    That would only work for vorpX’s second render step, i.e. when the image is sent to headset, but not for the games themselves, which are rendered before that. So unfortunately it doesn’t really make much sense for vorpX.

    Even if it would work in principle, due to the technical requirements (forward renderer, MSAA support) only a small fraction of modern AAA games could use it, most of them use deferred rendering techniques and do not support MSAA.

    in reply to: Trine 1, 2 & 3 #191718
    Ralf
    Keymaster

    Pretty odd issue. I assume you are the one who wrote a mail about that a fews days ago? I’m still not sure what causes this issue, the crash on start occurs in the nVidia driver and it happens even with older vorpX versions that worked perfectly fine before with the Trine games, so ATM I’m a bit at a loss regarding this issue.

    No promises, but I’ll take a closer look shortly. Fingers crossed that I can find a workaround, but since it also happens with older versions that worked before I might end up having to remove the games from the officially supported games list.

    Edit: Found a way to work around the nVidia driver start crash. Something must have changed in recent nVidia drivers that triggered this issue since it occurs even with ages old vorpX versions that worked perfectly fine before. Anyway, the workaround will be included in the next vorpX.

    Ralf
    Keymaster

    Thanks for the heads-up. An oversight on my end. The game dislikes gamepad and mouse input at the same time. Before running the DirectVR scan vorpX emulates a mouse for head tracking.

    Please either

    Run the DirectVR scan. After a successful scan vorpX doesn’t have to emulate a mouse anymore. Problem gone.

    or

    Set ‘X-Box Gamepad Override’ to ‘Full’ on the input page of the vorpX menu to enable vorpX’s internal gamepad mapper.

    I’ll make sure that this is handled automatically for the next update, i.e. gamepad override automatically on without DirectVR head tracking and off with DirectVR head tracking.

    Ralf
    Keymaster

    vorpX uses a new frame syncing method for Oculus headsets since the last release that is a bit of a double edged sword. While it is about 10% faster than the original one (that is still used for SteamVR), it’s choppier with very low framerates. Sounds very much as if that is what you are experiencing.

    You can go back to the original method on Oculus with an .ini tweak that makes your headset behave the same in native Oculus mode as with SteamVR.

    1. Navigate to C:\ProgramData\Animation Labs\vorpX\Devices\Display
    2. Open Oculus.ini with a text editor
    3. Change iDmBufferGrabberSyncDX11 from 1 to 0 (near the bottom of the file)

    Do NOT change the DX12 value! DX12 will not work correctly with the original method.

    I might go back to the original method for DX11 per default in the next release, still in the process of deciding. Maybe the FPS gain wasn’t worth the side effects with very low FPS.

    If you can’t see the C:\ProgramData folder, enable ‘Show Hidden files’ in Windows Explorer.

    in reply to: GRID (2019) profile? #191711
    Ralf
    Keymaster

    That explains it, F1 2019 still has a DX11 render path. DX12 support in vorpX is currently only available for Read Dead Redemption 2. You could try that profile, but I highly doubt that you will get any 3D at all with it in GRID.

    Ralf
    Keymaster

    Just a heads-up that there should no need to any of this. Since two versions ago there is an official profile that should work without any workarounds.

    in reply to: No response #191709
    Ralf
    Keymaster

    The link is sent automatically, usually within a few minutes. Please make sure to enter the same mail address into the download form that you used to activate vorpX. The system ignores unknown e-mail addresses.

    Also check your spam folder, just in case.

    in reply to: Next update? #191703
    Ralf
    Keymaster

    In a few days.

    You can quite easily work around the glitch until then by changing the resolution twice after launching the game. The first time to a resolution with a different aspect ratio and then back to your desired res.

    Should even suffice to select e.g. 1024×768 and then, after the game applied the change, cancel when you are asked whether you want to keep the new resolution.

    in reply to: Licence is lifetime or to the PC #191699
    Ralf
    Keymaster

    You can get a new key when you change hardware or get a new PC, so licenses aren’t bound to your current PC.

    We haven’t done that yet, but at some point there may be a paid update for a new vorpX version, just like for most software that is updated regularly. If you choose not to update at that point, your then current version will of course continue to work.

Viewing 15 posts - 3,916 through 3,930 (of 10,047 total)

Spread the word. Share this post!