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Ralf
KeymasterI’m relatively certain that Gears 4 is an UWP (Universal Windows Platform) application. UWP was introduced together with the Windows Store and differs in various ways from from traditional (‘Win32’) Windows applications. Among other things these applications are protected against hooking into them.
Until not too long ago every app available from the Windows Store had to be an UWP app. Recently MS has eased that a bit, hence now traditional Win32 apps like the Outer Worlds are also availabe via the Windows Store (or Game Pass), but I’m almost 100% certain that Gears 4, coming from Microsoft directly, is an UWP app and thus can’t be hooked without some serious hacking.
Ralf
KeymasterThanks for putting this together. I pinned the thread for now, hope you don’t mind. :)
Providing a scalable HUD option for DX12 is next up on my task list, I think that would be the most important improvement from the current state of affairs.
Ralf
KeymasterI did run out of easy to reach hotkeys a while ago, but I’ll see what can be done. No promises though.
Ralf
KeymasterThanks for sharing this. You made my day!
Ralf
KeymasterThe changes are related to the GrandTheftVR mod that adds full motion controller support. It works again now with SteamVR headsets like Vive/Index etc, but still not with Oculus.
Ralf
KeymasterThere will be another hotfix later today that addresses a potential issue with hooking into unknown games. That will probably help you.
Ralf
KeymasterNot really except for a factory reset/full reinstall. Hooking issues are almost always related to something interfering. Please thoroughly go through the guide linked above, even if it worked before.
Note that some third party AV programs are difficult to disable fully. if you use anything else than Windows Defender, get rid of it. Windows Defender kicks in automatically when you remove third party AV programs.
Ralf
KeymasterI’d like to check your vorpX log file and system config. Please create a trouble shoot data archive in the vorpX config app and send it to support |at| vorpx com.
Ralf
KeymasterThe most likely cause of hooking issues is something on your PC that interfers with vorpX. That might even occur after vorpX updates if for example an overzealous AV program does not like the new vorpX version.
Please check the pinned trouble shooting post above for more detailed information on the matter.
Ralf
KeymasterI misunderstood your issue then, sorry. Sounds as if vorpX could not find the right depth buffer texture. If you have changed any settings in the game’s graphics options, please reset them to default. Let me know whether that helps.
Ralf
KeymasterUsing a 2:1 resolution is a waste of pixels that never show in the headset. Without overcomplicating things and leaving out special cases: for FullVR mode 4:3 is usually a good choice, while for Immersive Screen/Cinema Mode you want to use 16:10 or 16:9.
For games with support for auto resolution via DirectVR like Conan Exiles vorpX will pick the best one according to the quality preset you have selected on the DirectVR page of the vorpX menu if you have added the custom resolutions suggested here to your PC.
Ralf
KeymasterYou can get a new downlod link here.
BTW: You can find answers to common questions like this one in the support FAQ.
Ralf
KeymasterThe FullVR image size is currently dialed in to provide a correct FOV with the max FOV the game allows. If you are using an FOV mod, you can adjust the ‚Image Zoom‘ option on the image page of the vorpX menu accordingly. Note that a higher ‚Image Zoom‘ value affects the picture clarity, so you may want to run the game at a higher resolution.
Mouse: since the FullVR head tracking multiplier in vorpX is adjusted to the default mouse speed setting in the game, I would recommend to leave that at default if possible, otherwise you will have to recalibrate head tracking for 1:1 tracking. So adjusting mouse speed by changing your mouse’s DPI value sounds like the easier way if it has such an option.
Ralf
KeymasterAs far as vorpX is concerned the issue is “solved” by simply not using the faulty SteamVR function anymore. Using it wasn’t really vital for vorpX. All that was lost is the ability to pause rendering to the headset if for example you take off the headset while playing to go grab a beer or something. Should rarely happen anyway, so no big deal. I can live with that perfectly fine.
The issue will affect any app using the function to determine whether the headset is active or not though, so fixing the root cause in SteamVR (or the WMR runtime if that’s the culprit) still makes sense.
Ralf
KeymasterDefinitely yes.
The bug is the one I described earlier with the SteamVR headset activity function returnig 0 (inactive) while in fact the headset is in use.
Whether it’s SteamVR itself or the WMR runtime reporting the wrong value through SteamVR now I can’t tell, that’s up for the SteamVR devs to determine. But it definitely wasn’t an issue with vorpX, that much I can tell.
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