Ralf

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Viewing 15 posts - 3,961 through 3,975 (of 10,046 total)
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  • in reply to: Subnautica Below Zero #191519
    Ralf
    Keymaster

    Not really sure what you expect me to reply to that. I don’t curate user profiles, I don’t even know them usually.

    If the Immersive Screen mode is not your thing, you can always try to build a FullVR profile yourself following the guide I mentioned above. Others apparently are happy with the user profile as it is since it allows them to play a game with a VR headset that can’t be played in VR at all otherwise. Can’t see anything wrong with that.

    in reply to: I've setup 3D TV working Vorpx profiles #191512
    Ralf
    Keymaster

    Glad you like it. There are a few quirks left with the Generic 3D Display mode that I’ll iron out for the next release, namely the camera height modifier not working as intended and HUD-depth doing nothing although available for a profile.

    Happy New Year!

    in reply to: Mass Effect 1 Profile #191511
    Ralf
    Keymaster

    Thanks for the feedback. I more or less rebuilt the whole profile, using some features that weren’t available when the original profile was done six years ago. Good to know that it works better for cutscenes this way, I’ll probably do the same for ME2+3 then.

    Happy New Year to you too.

    in reply to: Black Mesa keeps crashing on load up #191495
    Ralf
    Keymaster

    Has to be something on your end, I’m afraid. I checked the game literally minutes before the last vorpX update was released with the Black Mesa version that was released on Christmas Eve. It was also reported working well by another user in the 20.1.0 release thread.

    Please reset the profile to default or try a full factory reset (config app/trouble shooting). You don’t need any cloud profile, the default profile works out of the box.

    in reply to: The Hunter: Call of the Wild #191487
    Ralf
    Keymaster

    I see, that’s set on purpose then by vorpX’s DirectVR because the game’s FOV can’t be set high enough to allow more. In games with automated FOV adjustment vorpX can cap the max allowed ImageZoom to match the max possible game FOV. Sometimes vorpX is smarter than you may think. Didn’t recall that the Hunter was such a case.

    in reply to: Oculus S #191486
    Ralf
    Keymaster

    That doesn’t automatically mean that any developer can do it too. Oculus can do it, of course. Whether they allow app developers to do it is a different question. May or may not be the case.

    in reply to: Flickering and flashing at starting games #191482
    Ralf
    Keymaster

    Not really sure what to recommend aside from the the above.

    One more thing you could try is disabling head tracking in the vorpX config app. not really a solution, but at least that way you could see whether the issue is related to head tracking.

    if you have some utility running in the background that is related to mouse or gamepad input, please also try to exit that.

    in reply to: Oculus S #191480
    Ralf
    Keymaster

    vorpX itself doesn’t provide any shortcut/keypress for activating passthrough.

    Sounds like it could be useful from time to time. I’ll check whether there is some way to enable it from within an application, not sure whether the Oculus SDK has that functionality though.

    in reply to: Flickering and flashing at starting games #191479
    Ralf
    Keymaster

    Looks like head tracking being completely out of whack.

    Try to disconnect any game controllers (gamepads, joysticks, steering wheels) you may have connected to your PC. If that doesn’t help, try to remove any USB device, except the headset, mouse and keyboard of course.

    in reply to: The Hunter: Call of the Wild #191471
    Ralf
    Keymaster

    if the game’s FOV can be set high enough, you can raise the ‘Image Zoom’ above 1.0. 1.0 is vorpX’s reference value (fully fills the screen of an Oculus Rift CV1). If your headset has a higher vertical FOV, you can use a higher ImageZoom, provided the game FOV can be set high enough. I would not do that though if I were you. Oculus pretty much nailed it when they decided to use the FOV they are using. If you raise the image zoom, you will reduce pixel density and thus need to raise the game resolution to maintain the same image quality. Which costs performance.

    Long story short: just leave the ImageZoom as it is. All things considered the roughly 96° vertical FOV Oculus uses (and thus vorpX per default) are a fairly good choice in regard to FOV vs. resolution required for good image quality.

    in reply to: Mass Effect 1 Profile #191469
    Ralf
    Keymaster

    Please download the ‘Mass Effect [vorpX]’ profile from the cloud for a fixed version. Thanks for the heads-up!

    BTW: Regarding the original issue this topic was about: if cutscenes are uncomfortable to watch, switch to EdgePeek mode. I reduced the stereo separation in the profile during EdgePeek a while ago, which should help with close-ups etc.

    in reply to: Why not an expanded VR Hotkey with modifiers? #191444
    Ralf
    Keymaster

    I’m not sure whether I understand this suggestion, sorry. Could you maybe try to explain in a different way?

    in reply to: DK2, Razer Hydra and steamvr #191443
    Ralf
    Keymaster

    Just a guess, so it may or may not help, but I would suspect that for this setup you would have to use vorpX in SteamVR mode and then launch your games directly from the Windows Desktop.

    in reply to: Pre Buy Question Oculus Quest #191442
    Ralf
    Keymaster

    How games are displayed largely depends on the type of game. For first person games Full VR mode is typically the best choice, for third person or other games (e.g. strategy games) it usually makes more sense to play them in either cinema or immersive screen mode.

    G3D/Z3D are two different methods to create stereoscpic 3D. With G3D everything is rendered twice like in native VR apps. Z3D on the other hand only renders the image once and applies stereo 3D afterwards. That looks less natural but is a lot faster, so you can play games with higher graphics details settings.

    in reply to: Warpy effect when looking around in full VR mode #191438
    Ralf
    Keymaster

    Have an eye on any messages that vorpX may show in the headset and in the top left corner of the game window. In many games vorpX handles FOV by making automated changes to the .ini files of a games, which may require one or sometimes two restarts.

    Whenever that is the case vorpX shows a notification that recommends to restart the game in the headset and in the top left corner of the game window.

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