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RalfKeymasterAs said above please try without mods in case some of your mods cause a conflict. Unfortunately its not possible to test games with mods.
To create a custom profile make a copy of the existing ARMA II profile, rename your game’s exe and assign the renamed .exe to your newly created custom profile. You can then use the shader authoring tools. You will lose DirectVR capabilities though for your custom profile, in case of ArmA II that mainly means the FOV won’t be adjusted automatically.
A short introduction to shader authoring and instructions how to enable it can be found in the vorpX help.
All in all you are probably better off using the Steam version without any interfering mods.
RalfKeymasterThe game has been checked last week after your reports. Unfortunately the issue could not be replicated here. The vorpX profile for the game supports a scalable 3D HUD, which seems to work as fine as ever. Also no other reports of this issue within the last five years or so since the profile was created as far as I remember.
Please try to reset the profile to default in the config app and in case you have mods installed for your game, please try without any mods.
In case the issue somehow related to vorpX’s scalable HUD option, switch to EdgePeek mode while using menus, which is generally good advice anyway.
RalfKeymaster
RalfKeymasterIf you upgrade your current Windows 7 to 10 instead of doing a fresh start, the key *might* stay valid, but no problem if it doesn’t. If your current key doesn’t work anymore after the upgrade, just send the new request code like you did yesterday and you will get an according key.
RalfKeymasterIf you checked the full reinstall checkbox in the nVidia installer, it probably removed any custom resolutions you might have added before and you would have to add them again in the nVidia control panel.
RalfKeymasterMostly valuable for my own sanity TBH. You maybe will notice less hiccups though when turning on/off cinema mode or when you switch between background images (if you use that feature).
RalfKeymasterYou can do that by using cinema mode with the ‘Scene’ option set to ‘None’. The only downside is that in cinema mode you don’t have EdgePeek. On the other hand cinema mode provides greater control over things screen curvature and other ‘pro’ settings.
Immersive Screen Mode was originally introduced for those who prefer an easy setup, hence I’d like to keep the number of settings for this mode to a minimum.
RalfKeymasterI had originally intended to check the game last week, but got sidetracked by some long overdue behind-the-scenes work, specifically some code clean-up (plus a shiny new multithreaded asset loader) in vorpX’s built-in little 3D engine. Will definitely check the game next week.
RalfKeymasterAre you sure it wasn’t just a typo when you sent the mail? As far as I can tell your key has been sent to your G-Mail account already. I’ll resend it manually to your Outlook account, just in case.
RalfKeymasterMmm, 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.
RalfKeymasterThere will be the same 15% weekend discount as last year. Can’t remember currently what exact time I set, but it should start shortly.
RalfKeymasterPlease 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.
RalfKeymasterWeapon 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.
RalfKeymasterThere 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. :)
RalfKeymasterAre 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.
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