Ralf

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  • in reply to: vorpX 20.1.1.2 Available Now #191192
    Ralf
    Keymaster

    Dir auch frohe Weihnachten! Ich antworte mal auf Englisch, damit es jeder lesen kann:

    I don’t really have an exact number, but my guess would be that scalable/3D HUDs are available in about 200 or so official profiles, probably more. Also in many user profiles if the profile author took care of it. That has to be manually defined per game though, so it does not automagically work for every game.

    Ralf
    Keymaster

    Happy hunting!

    Ralf
    Keymaster

    Thanks for insisting that there has to be an issue. I checked several OpenGL games before release, but apparently never checked EdgePeek with them. The issue is already identified.

    I’ll update the setup without bumping up the version number in an hour or so, so no auto-update. Please use your web installer to reinstall. If you need a new one, you can get it here: https://www.vorpx.com/request-new-download/

    It’s not up yet, but will be in an hour or so.

    Settings are stored in a database, no ini to edit.

    BTW: You can save profile settings to your PC by dragging the profile name entry from the ‘Local Profiles’ list to your desktop.

    Ralf
    Keymaster

    You can cancel the Oculus reinstall. Seems to be related to the game using OpenGL. I’ll check what’s going on in detail and prepare a hotfix ASAP.

    Ralf
    Keymaster

    Not a supported game, but I’ll check it tomorrow. Sounds like some really weird head tracking issue. When you press the EdgePeek button what actually happens is that the camera gets pulled back. Nothing really changed in that regard. Probably a coincidence that you have this issue just now.

    If you have any other software running besides vorpX that potentially affects head tracking (e.g. OpenTrack or something similar), please also check what happens without that.

    Please also try to re-run the Oculus headset setup to ensure everything is OK in that regard and also check whether recentering tracking helps in vorpX (ALT+SPACE).

    Ralf
    Keymaster

    EdgePeek:

    Can’t replicate. Please provide some details. Which game is this? Also FullVR or Immersive Screen?

    Please first try to reset the game profile to default, if that doesn’t help, try a full factory reset. You can find both options in the config app (trouble shooting page).

    Joy2Key:

    Either make sure that vorpX’s internal gamepad mapper is disabled (‘X-Box Gamepad Override’) or use that instead of Joy2Key. If you don’t need any special features Joy2Key provides, using the internal mapper should always be your preference.

    Ralf
    Keymaster

    Did you try to reset the view with ALT+SPACE? The screen is centered to the camera normally.

    However, if that’s not what you want, you can change the perceived height with a little trick: move up or down your head, then recenter with ALT+SPACE and move back to your preferred position.

    Ralf
    Keymaster

    Not really. For vorpX any gamepad is just an X-Box gamepad and with that it works as it always did. Not sure what to recommend to you, sorry. Can’t really imagine any change that could possibly make your PS4 gamepad fail suddenly, there is not a single line of code that treats it differently than an X-Box gamepad.

    Ralf
    Keymaster

    OK, did some more testing. vorpX uses a new frame sync mechanism for DX11 on Oculus, which enhances FPS a little (~10%), but with very low frame rates below 30fps like in your case the old method seems to feel smoother in Monster Hunter World.

    I would suggest to adjust the game settings to reach 40fps and then maybe enable FluidSync. Overall that will yield a better experience than playing with a super low frame rate.

    If instead you rather want to go back to the old sync method, you can do so with an .ini tweak:

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

    Only change the DX11 value, DO NOT change the value for DX12, DX12 is untested with the old method and may fail entirely with it.

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

    Ralf
    Keymaster

    For me the game seems to work as good as before even with the GPU clocked down to run the game at ~30fps, at least in a (very) brief test. Maybe even better since with 20.1.0 the Oculus runtime is less likely to throttle down to half the headset refresh rate.

    There is a confirmed isssue with the latest Oculus software though that seems to cause frame drops for some. Maybe your issue is related to that. They have a hotfix in their public test channel (PTC). You can subscribe to the Oculus PTC in the Oculus Home desktop app.

    Also try to enable ‘FluidSync’ on the ‘Display’ page of the vorpX menu. If you had that on before the vorpX update, it probably got switched off. FluidSync caps the FPS, but can make things feel more, well, fluid since the frame rate is more constant.

    Let me know if you still encounter this issue with the Oculus hotfix.

    More info on the Oculus issue here:
    https://forums.oculusvr.com/community/discussion/83277/newest-update-12-0-0-191-268-introduced-unplayable-frame-drops-in-hmd

    in reply to: How to create new profiles? #191126
    Ralf
    Keymaster

    You can import Descent 1 levels into D2X-XL (http://www.descent2.de). It’s not necessary to make a custom profile to play Descent 1.

    Apart from that: the vorpX help has a short introduction regarding user profiles. Easiest way to access it is probably from the ‘Local Profiles’ page of the config app.

    Fun fact: wanting to play Descent on my DIY headset almost eight years ago was pretty much what sparked vorpX.

    in reply to: vorpX 20.1.0 Preliminary Changelog #191125
    Ralf
    Keymaster

    @ all: Thanks for the kind words. Fingers crossed that nothing else broke while fixing stuff. In a few hours we’ll know more…

    @ Ticklywizard: Still DX11 only, I ran out of time. It’s not forgotten though, will check it shortly.

    @ Flandy: Y-axis: that’s what it’s for. It’s on per default for ‘FullVR’ play style and off per default for ‘Immersive Screen’ and ‘Cinema’. You can adjust it on the ‘Input’ page of the vorpX menu.

    in reply to: Subnautica Below Zero #191124
    Ralf
    Keymaster

    Without having checked the profile: if it’s set to ‘Immersive Screen’, then that’s what the profile author had in mind.

    The ‘Immersive Screen’ play style was introduced about a year or so ago to sit somewhat between ‘FullVR’ and ‘Cinema’ mode, i.e. it allows to create a reasonably immersive setup without having to care about precise head tracking/FOV calibration.

    Judging from the PC Gaming Wiki the game has an adjustable FOV though within a rather large range, so if you don’t mind the tweaking, creating a FullVR setup should be fairly easy. The ‘1-2-3 Game Setup’ guide in the help explains how to do that in three steps. Way easier than you might think.

    Might also be worth to check first whether maybe another user profile for the game exists in the cloud that already implements FullVR.

    in reply to: Nier Automata crashing #191113
    Ralf
    Keymaster

    Interesting find. Works indeed perfectly fine with other headsets, so it has to be the Oculus software that somehow interferes. Odd that that also happens without vorpX, that’s not something one would expect.

    in reply to: How to ‘detach’ the HUD #191112
    Ralf
    Keymaster

    That’s not posssible, sorry. You can scale the HUD and (in G3D mode) change its depth, but it can’t be disconnected from the game window.

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