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Ralf
KeymasterMmm, last time I checked X3 it was clearly 3D. In a large scale space sim you will have to fly fairly close to a station though to notice much of a 3D effect. Just like in reality things hundreds of meters away don’t really have any parallax. If it was any different, everything would look like a miniature world.
From the games on your list personally I would recommend Dead Space, Jedi Knight II, Prey 2017 (must play if you like Deus Ex & Co., you may want to stick to Z3D though), Crysis, Black Mesa, Fallout New Vegas, Left4Dead 2. Most of the others aren’t even officially supported, so I can’t comment on them.
Black Mesa, Fallout New Vegas, Left4Dead 2 have the best possible DirectVR support imaginable, even allowing a little bit of roomscale. Jedi Knight II has DirectVR rotaional tracking and FOV, Crysis and Prey 2017 have DirectVR FOV. All seven should be playable pretty much without tweaking except for adjusting resolution and image quality to your liking.
Ralf
KeymasterThere will be the same 15% weekend discount as last year. Can’t remember currently what exact time I set, but it should start shortly.
Ralf
KeymasterPlease try to reset the profile to default in the vorpX config app.
In earlier vorpX versions the ‘Internal Resolution Upscale’ option was unlocked for this game in the vorpX menu, which could produce issues and thus isn’t available anymore in Source engine games. Might still be set in your profile from before. Resetting the profile should revert the setting to default.
Not guaranteed, but also not unlikely that your issue is related to this.
Ralf
KeymasterWeapon models often are rendered with a different FOV than the rest of the scene to look good on a monitor. Unfortunately that can make them look bigger than they should in VR.
Use EdgePeek for the PipBoy and menu. EdgePeek can be enabled by pressing the middle mouse button or the left (or right? can’t remember 100%) gamepad thumbstick.
Gamepad: run the DirectVR scan (ALT+L or in the vorpX menu). After the scan has been completed sucessfully, your gamepad should work natively. Before running the scan vorpX has to override the gamepad since the game does not allow mouse (required for head tracking without DirectVR) and gamepad to be used at the same time. With DirectVR active, vorpX doesn’t need to emulate a mouse for head tracking anymore and thus turns off the gamepad override.
BTW: If you haven’t done so already, check the ‘Quick Start Guide’ and the ‘Essential Hints Guide’ in the vorpX help. There you will find more useful tips like the one about EdgePeek.
Ralf
KeymasterThere is no need for this setting. It was originally introduced in case it was necessary to get 1:1 tracking, which isn’t the case anywhere. What you want to do might be fun, but it also will be considered cheating in online games, hence the setting has been removed. Just in case: you can’t convince me, the decision is final. :)
Ralf
KeymasterAre you sure the res you are using is really 4:3? If in doubt, check with a calculator. width/height has to be very close to 1.333333.
Ralf
KeymasterThanks! It’s really just a very (very!) minor thing though, probably noone ever noticed. Just felt the need to complain a bit since it took so incredibly long for such a minor fix. :)
Ralf
KeymasterThat does work, but comes with all drawbacks associated with using the focal offset (convergence) setting. Don’t use it unless necessary. For example it might not just affect the HUD, but also any FX that are rendered in 2D. Also you lose tilt safe 3D in cinema/immersive mode. As soon as you use focal offset vorpX behaves like an ordinary 3D driver and you get split images when you tilt your head. Hence the glitch warning when you use the setting. And last but not least in FullVR mode applying convergence is just plain wrong.
Whenever possible use the HUD shader method. It’s far more flexible and comes without these drawbacks.
Nov 25, 2019 at 5:29pm in reply to: Gamepad unusable with VorpX. Switches to keyboard controls #190532Ralf
KeymasterIn Fallout 3 and New Vegas vorpX automatically switches between its built in gamepad > mouse/keyboard emulation and the game’s native gamepad handling depending on whether you have run the DirectVR scanner.
Without DirectVR active the native gamepad handling of these games can’t be used since they do not allow mouse input (required by vorpX for head tracking) and gamepad input at the same time. After running the scan vorpX does not need the mouse for head tracking anymore and thus turns off the override.
Ralf
KeymasterAssuming you use vorpX in SteamVR mode: you could try to select a controller type manually on the VR Controller page of the vorpX menu. Currently supported types are: Vive Wands, Oculus Touch, Index Controller, WMR Controller. The ‘Vive Wands’ settings should at least provide some basic functionality, with some luck the ‘Oculus Touch’ setting may also work.
Ralf
KeymasterThe FOV and various other settings for this game should be set automatically by vorpX via editing the its .ini file. If that diesn’t work for you, make sure that you have write access to the program folder. That might not be the case if you have installed the game under ‘C:\Program Files’.
ALternatively to changing the folder permissions you could run vorpX as admin.
Ralf
KeymasterYou can run games at higher resolution to enhance the image quality. In case of Half-Life 2 make to set a 4:3 resolution (e.g. 1600×1200, 1920×1440).
You can even add resolutions to your PC that it does not support normally. For detailed information on this matter please check the “Custom Resolutions” section in the vorpX help.
Ralf
KeymasterI have the game sitting in my Origin library and will take a look at it next week. As always no promises, of course. You know the drill.
Ralf
Keymaster@ burgle: Just in case: You have to save the vorpX settings before restarting the game. G3D has to be active on start in this game to work correctly.
Ralf
Keymaster@ RJK: Yes, HUD shaders still have to be defined. This is really just a fairly small improvement that affects cases where you want a full size HUD with depth, which required some extra care before if you wanted to avoid cut off edges. Wouldn‘t have done it if had known beforehand how long it would take. At least I added a few other small HUD/cursor improvements in the process.
One of those occasions where you think ‚Uh, that little thing here could be better if I did it this way‘ and then the ‚little thing‘ turns out to be a severe time sink. Happens from time to time.
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