Forum Replies Created
-
AuthorPosts
-
Ralf
KeymasterYou can uncheck the “Use built in audio” checkbox in the vorpX config app if you don’t want to handle vorpX audio.
Ralf
KeymasterThe build number shows 18363.535 here, but it’s not an insider build. Just the most recent regular Windows 10.
Ralf
KeymasterDoes it work for you when you don’t have vorpX running?
Incidentally I checked the game two days ago while playtesting the next vorpX release. Crashed for me with or without vorpX, so I figured it has to be some general issue after some recent graphics driver or Windows 10 update or so and didn’t ivestigate further.
Ralf
KeymasterThere will be a new device type named ‘Generic 3D TV/Monitor’ in the next vorpX with normal side by side stereo output. However, this will not be officially supported. vorpX is built for VR, all profiles are made with VR in mind, and some of them will only work as intended in VR. There are no plans to change this focus on VR.
So you will be able use vorpX with your 3D TV without workarounds, but you are basically on your own when you do so. No official support of any kind will be provided for this mode.
Ralf
KeymasterLittle change of plans: although I’m always hesitant to add more buttons and stuff to the options menu you will now have full control over every relevant aspect of the ambience effect. After clicking the ‘More Immersive Settings’ button you can handle it individually for gameplay/EdgePeek and you also will be able to change its brightness instead of just having an on/off switch. Same for FullVR mode.
That should pretty much satisfy everyone’s preferences in this regard while still largely maintaining the simplicity of the main UI.
Ralf
KeymasterYou can move the screen closer and change its curvature from the vorpX menu. press DEL to open it. You can also change the whole scene there, including custom background images that can be imported in the config app (‘Environment Image’ page).
Ralf
KeymasterIt’s either on or off.
Same for FullVR mode now BTW. At the time I thought it was a good idea to treat EdgePeek different and always have the ambience background during EdgePeek, but it’s just confusing. Intuitively one would expect the selected background to be applied regardless of EdgePeek or not, which is the case now. The ambience background is still the default, but if you don’t like it and turn it off, it’s always off now.
Ralf
KeymasterSince this seems to be a rather popular request I changed my mind and will provide greater control for the immersive screen screen. In the next vorpX (out in a few days) you will find a ‘More Settings’ button in the menu similar to the one in cinema mode. Pressing that provides options for background selection and screen curvature adjustments.
That way those of you who want greater control will have it without sacrificing the originally intended simplicity of the immersive screen UI too much.
Ralf
KeymasterYou should be able to set the resolution on the DirectVR page of the vorpX menu. Try that first, with the other method below you will lose all automatic settings, which is undesirable.
If the above not work for some reason, disable automatic settings for the game on the same menu page and set a 4:3 resolution (e.g. 1600×1200 or 1920×1440) in the game’s options.
Ralf
KeymasterI haven’t been able to reproduce it either when I checked it a year ago or so. Probably related to some game setting.
Ralf
KeymasterThe profile was made years ago with the (back then) regular version. Never tried the train ride since then though, so this issue must have been introduced in the meantime. Sometimes I wish I could turn back the time to the pre-internet era, when games didn’t get dozens of updates stretched over 10 years…
Anyways, fixed it today. The updated profile will be included in the next vorpX. Hope you can wait a little longer. I could backport the profile to the current release and upload it to the cloud, but the next vorpX will be out in a few days anyway.
Ralf
KeymasterThe HUD is supposed to be scalable by vorpX, but apparently the shaders used to identify it changed (again) with some recent game update, so that’s not working ATM. Will take a look at it.
Ralf
KeymastervorpX does not change the resolution in Half-Life 2. Whenever it does you see a notification stating that in he top left corner of the game window.
Ralf
KeymasterIt should switch to native after a successful DirectVR scan.
Background: some games (including Fallout 76) do not allow mouse and gamepad to be used at the same time. Since prior to a successful DirectVR scan vorpX emulates a mouse for head tracking the gamepad cannot be used natively while that is the case, so vorpX overrides it with its built in gamepad to mouse/keyboard mapper.
After a succesful DirectVR scan vorpX does not have to emulate a mouse for head tracking anymore and turns off the override. You can then use your gamepad natively.
Ralf
KeymasterSome games do not allow mouse and gamepad to be used at the same time. Since vorpX needs to emulate a mouse for head tracking in such cases it overrides the gamepad with its built in gamepad to mouse/keyboard mapper. You can freely configure that to your liking on the input page of the vorpX menu.
There is no general need to turn off AA. Be aware though that ‘modern’ AA techniques like FXAA. TAA etc. blur the image, so in such cases you have to decide what you consider more important. Good old true multi sampling AA (MSAA) can (and should) safely be enabled if available for a game.
Unfortunately AMD graphics cards are less than ideal when it comes to custom resolutions since normally only resolutions as high as your monitor’s native res will work. NVidia GPUs are way better in that regard. There some tools that presumably allow to add resolutions the AMD graphics control panel rejects, but I never tried that. Search for CRU or Custom Resolution Utility. Also make sure to add the resolutions listed in the vorpX Custom Resolutions guide.
btw: please make sure to always read all messages that vorpX shows in the headset.
-
AuthorPosts