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RalfKeymasterAlternatively you can just play with mouse and keyboard, of course.
BTW: While I’m always willing to help, I can’t really give in-depth support for user profiles. Neither do I know them nor did I try the games in question. You can tell whether a cloud profile is a user profile from its name. Everything that doesn’t end with [vorpX] is a user profile
RalfKeymasterUse “full”, the default setup covers a typical first person shooter actions (WASD with the left stick, mouselook with the right stick etc.), but you probably will want to fine tune the key mapping for FC5 specifically afterwards.
The original user profile author probably played with mouse and keyboard and thus didn’t care about the gamepad settings, so you will have to do that part yourself.
RalfKeymasterTry the “X-Box Gamepad Override” in the vorpX menu. It’s a reasonably well featured built in mouse/kb emulator that translates gamepad actions to kb/mouse.
If your issue is related to the game disliking mouse/kb and gamepad input at the same time (sounds that way), the override will help.
RalfKeymasterNot an officially supported game. I saw your earlier post about EAC possibly being removed. If that’s the case, I’ll check it shortly.
The scanner parameters are from the game the user profile author built the profile from (probably FC4). Would be a suprise if it worked. The memory scanner is a highly complex beast with a boatload of parameters. More often than not it requires different settings even for games based on the same engine.
Without having tried it, I’d say with the current user profile your best bet is the gamepad > mouse/kb mapper mentioned above.
BTW: For FullVR games you will also have to take care of the field of view. If an official profile proofs viable, FOV will likely be handled automatically, but for the current user profile you will have to take care of it yourself.
RalfKeymasterWithout knowing what game this is, I can just guess, but it’s likely a game where mouse/keyboard input and gamepad input at the same time do not work well.
Since vorpX emulates a mouse for head tracking (unless DirectVR memory scanner tracking is available), the solution to such issues is a gamepad > keyboard/mouse mapper. vorpX has one built in that can be activated and configured on the input page of the vorpX menu (‘X-Box Gamepad Override’).
The second option (only really makes sense in immersive screen/cinema mode) would be to set the head tracking sensitivity to 0.0. That way vorpX wouldn’t have to emulate mouse input anymore.
RalfKeymasterIf I can find something, it will be fixed. Just not on a Saturday evening.
Hope until then you can live with either the slight stretch, the Cinema Mode workaround or setting the game to 1920×1200.
RalfKeymasterI could once, but that was due to vorpX having changed the resolution to a 16:10 res, whicht required a restart. I initially overlooked that restart hint. Once I restarted the game (now running at 1920×1200 as set by vorpX) screen and game res matched again.
I’ll do some more tests, but for now I can’t find anything wrong.
If you still encounter this issue, for now please use the ‘Cinema Mode’ workaround mentioned above. If I can find anything, I’ll change it for the next vorpX update. Now is weekend for me too.
RalfKeymasterThat’s a game issue. You can try to force lock the mouse to the game window with a setting in the vorpX menu (‘Input’ page), but there is no guarantee that it will work. Also make sure to play in true fullscreen mode if you encounter a game with such an issue, not the “windowed fullscreen” or “borderless window” mode that for whatever strange reason became popular over the last few years.
There are dedicated tools to deal with things like this, which might be better than the option in the vorpX menu, IIRC one is aptly named Cursor Lock.
RalfKeymasterFalse alarm. As far as I can tell everything works as it should. My guess would be that (like me) you overlooked a prompt to restart the game after vorpX changed the resolution in the .ini to 16:10. After the restart all is fine for me.
I’ll do some more tests, but for now I can’t really find anything wrong.
RalfKeymasterI just checked it. There seems to some odd issue where init the screen aspect is set to 16:10 instead of the actual game aspect when the aspect setting is on ‘Auto’. Not sure why yet, nothing really changed there.
Immersive mode always uses ‘Auto, but you can deal with this by playing in ‘Cinema Mode’ and either setting the screen aspect manually or just briefly switching to something else and then back to ‘Auto’. At least for me ‘Auto’ only fails when the screen is initialized, later it works fine.
Reinstall vorpX tomorrow with your web installer. I should be able to find the glitch and have a fix up until then, but won’t raise the version number, so no auto update.
RalfKeymasterif your monitor happens to have a different aspect ratio than the game resolution, please also make sure to either play windowed or true fullscreen, not “windowed fullscreen”. Some games do slightly odd things when you for example run a 16:9 res on an 21:9 screen in “windowed fullscreen” mode, which may confuse vorpX.
RalfKeymasterYou can adjust the curvature now, that’s the only thing I can currently imagine to affect the perceived aspect. When you raise the curvature, you also change the perceived aspect although the actual screen aspect is still the same. You should see a warning about this distortion in the menu when you raise the curvature above a certain threshold.
The default should be more less the same as before, but if you raised the curvature, you could try to reduce it. Let me know if that was your issue or not.
Dec 28, 2019 at 11:52am in reply to: Is it possible to move the screen up and down in desktop viewer? #191317
RalfKeymasterIf I understand your use case correctly, what you really want is rotating the screen up/down around your head, not just moving it.
I’ll think about it. Technically that’s easy, but the major problem I’m facing with such wishes is that every single one means at least one additional button/slider in an options menu that for some is already too complicated. So no promises.
RalfKeymasterSounds like some head tracking fluke.
If you haven’t done so already on your new machine, please first run the SteamVR/Oculus headset setup to make sure your headset is calibrated.
Assuming you have done that already, hitting ALT+SPACE re-center the headset while vorpX is running might help. Sometimes that may be necessary if you don’t already have the headset on your head when you launch a game with vorpX.
RalfKeymasterYou might be able to make them work with dgVoodoo2, which can converts DX7/8 calls to DX11. vorpX has a profile for dgVoodoo2. No guarantee that it will work, but worth a shot.
- Download and install dgVoodoo2 by copying the right DLL into the game folder (Max Payne 2 is DX8, not sure about MaxPayne 1).
- Open the ‘Local Profiles’ page in the vorpX config app.
- Make a copy of the dgVoodoo2 profile, keep special shaders
- Assign the game’s .exe to your newly created profile
If that works, it would be great if you could share the profile for others in the vorpX cloud. Ideally with short instructions regarding dgVoodoo2 in the description.
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