Ralf

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Viewing 15 posts - 4,126 through 4,140 (of 10,043 total)
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  • in reply to: I know you waited for this… #190573
    Ralf
    Keymaster

    Thanks! 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. :)

    in reply to: I know you waited for this… #190534
    Ralf
    Keymaster

    That 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.

    Ralf
    Keymaster

    In 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.

    in reply to: Vive Cosmos Controller Support? #190531
    Ralf
    Keymaster

    Assuming 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.

    in reply to: F.E.A.R. Glitches #190530
    Ralf
    Keymaster

    The 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.

    in reply to: Half Life 2 update, Breaks VorpX #190529
    Ralf
    Keymaster

    You 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.

    in reply to: jedi fallen order #190505
    Ralf
    Keymaster

    I 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.

    in reply to: outer worlds? #190504
    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.

    in reply to: I know you waited for this… #190503
    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.

    in reply to: Forums Testing for RJK #190487
    Ralf
    Keymaster

    Sorry, didn’t check your latest mail yet. That should be easy to circumvent then by just posting one image per post. There is no option to change the number of allowed image links in the backend unfortunately.

    If something else happens: just shoot me a mail if another post of yours requires manual approval.

    in reply to: Forums Testing for RJK #190483
    Ralf
    Keymaster

    What was the actual problem in this test thread? Pictures apparently have been published perfectly fine as far as I can tell.

    in reply to: Forums Testing for RJK #190481
    Ralf
    Keymaster

    Nothing gets lost or is a mess. Apparently the forum software authors just tightened the grip a bit to strengthen security (at least that’s my guess), so more stuff than before may require manual approvement before it gets published.

    in reply to: The Outer World #190475
    Ralf
    Keymaster

    There is no cache to clear in this case. Only in some games memory scanner values stay the same between sessions. In these games the cache is used. In other games however (The Outer Worlds included), the values don’t stay the same, so the cache isn’t used.

    in reply to: Where are saved profiles? #190430
    Ralf
    Keymaster

    Profiles are stored in a database, you can drag and drop them as files to your PC from the local profiles list in the config app. You can also upload your user profile to the cloud if you want to share it with others.

    Ralf
    Keymaster

    Headset runtimes may decide to throttle to 45fps at their own discretion if they feel that makes sense. Oculus does that, Pimax probably too.

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