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Ralf
Keymaster@ hemingwaysghost:
Just a guess, but if your PC only has 8GB of RAM, you’ll likely run into issues with the scanner in this game that may well lead to a timeout while scanning. If you have more RAM installed, but things running in the background that consume a lot of memory, try to close them down.
The scanner may also be affected by AV software that monitors memory itself. If you use third party AV software, switch to Windows Defender by uninstalling your third party AV. Windows Defender is (at least currrently) less invasive than some other AV programs, but still very good. Also excluding both the vorpX program folder and the game folder from AV scanners is always a good idea in regard to memory scanner or hooking issues.
Ralf
KeymasterPlease run the game either in ‘true’ fullscreen mode or windowed, not borderless fullscreen, which may cause stretching if you select a resolution with an aspect ratio other than your monitor. You can change that in the game’s graphics options. The same is true for many newer games with borderless fullscreen modes.
Ralf
KeymasterIIRC currently vorpX automatically sets up the game to use its native stereo with DX11. Without having tried I’d say that should also work with DX12. Certainly makes sense if it helps performance.
I’ll check that for the next update. If it proves to be better performance wise, I’ll adjust the profile. Thanks for the hint.
Ralf
KeymasterIf you raise the FOV of a game, both your CPU and GPU have more work to do, so a lower framerate is perfectly normal, which makes issues like stutter more likely. There have been no changes to the D3D12 portion at all, just the cahnges mentioned in the changelog.
BTW: I often find WMR headsets to be considerably more prone to stutternwith vorpX than other headsets. Fluid Sync can help a bit here.
Ralf
KeymasterIndeed, vorpX doesn’t have any extra code for Cybershoes. Out of curiosity: do the shoes come with their own mouse/keyboard mapping software or do they register as SteamVR controllers? In the the latter case vorpX’s VR controller to mouse/keyboard/gamepad mapper would probably kick in.
Ralf
KeymasterIf you are using a SteamVR headset, please make sure that you have the latest update installed (19.3.1), which works around a recently introduced SteamVR issue that could lead to problems like you describe.
If you don‘t use a SteamVR headset or you already have the latest vorpX update installed, there is almost certainly something on your PC that interferes with vorpX hooking the game. Hooking it should be very reliable normally. You can find more detailed information about what to look out for here.
Ralf
KeymasterAs said above the screen should be filled 100% horizontically but vertically you will get small bars. These aren’t totally avoidable in this game since its FOV (field of view) can‘t be set high enough to get completely get rid of them.
For more general information about how vorpX works I can highly recommend the Essential Guide in the help (or here). Also the Good FullVR Games for Beginners list might be of interest for you. You can also find that one in the help, or alternatively here.
Ralf
KeymasterThe update with a workaround for the SteamVR issue is now available. You should get it when you launch vorpX next time.
Let me know how it goes. I didn’t encounter a single hiccup anymore in about 50 games launches, so I think that was it. Fingers crossed that it’s also fixed for you guys.
Ralf
KeymasterThe game allows you to capture the mouse pointer inside the window. Has to enabled in the options somewhere. Should help with losing focus in windowed mode.
I had this set automatically via DirectVR at first, but then decided against that since less experienced PC users might get trapped if they don’t know how to free the cursor again without exiting the game.
Ralf
Keymaster@ seanmoreno : if restarting the game doesn’t help, try to reset its graphics settings to default. Your issue sounds as if vorpX could not find the right depth buffer. That might be the case for example if you have changed antialiasing settings or enabled HDR.
Ralf
KeymasterAdd to your bug report that IVRSystem::GetTrackedDeviceActivityLevel(k_unTrackedDeviceIndex_Hmd) sometimes returns 0 while it should return 1 (or 2).
Not every time, but sometimes it falsely returns 0 while in fact the headset is in use.
The SteamVR devs then know exactly what to look for.
Ralf
KeymasterOK, thanks for letting me know. Then it must be SteamVR reporting garbage recently, not the WMR headsets as I assumed above.
I’ll skip the whole activity test entirely for all headsets. It’s nice to have to avoid unnecessary GPU usage while the headset is idling with a game running, but not vital. Should almost never be the case anyway unless you go grab a beer while playing or something.
Ralf
KeymasterShort update:
I have identified the issue and will get another hotfix out later. It’s probably not a SteamVR issue, but an issue inside the WMR headset drivers that was introduced recently. At least that sounds like the most reasonable guess to me. Hard to tell exactly, but doesn’t really matter anyway.
This is what’s going on: vorpX checks whether a headset is currently active before rendering to the headset and doesn’t when a headset isn’t active. This activity state is provided by SteamVR, but sometimes does not get reported correctly with WMR headsets, so vorpX doesn’t render to the headset although theoretically all is fine except the wrong activity state.
I’ll probably just skip the activity test for WMR headsets, which should suffice to fix the issue.
An update with this workaround will be made available later today.
Ralf
KeymastervorpX takes care of projecting the image to the Oculus internal resolution, your don’t have to think about that. In case of The Outer World please set the game resolution to a 16:9 resolution like 1920×1080 as suggested by vorpX. Ideally something higher if your PC allows that, but it should always be 16:9.
In other games you may want to use a 4:3 res, or ideally vorpX handles that automatically, but in this case a 16:9 resolution is the right choice. If everything is set up correctly, you should only see minimal top/bottom bars. Unavoidable here unfortunately since the game’s FOV can’t set high enough to get rid of those completely.
If you already tweaked the vorpX settings a lot, please do a full factory reset in the config app (trouble shooting page).
Ralf
Keymaster16:9 resolutions would be 1920×1080 or 2560×1440. With a 16:9 resolution you will not get any borders around the image. It will be filled horizontically with minimal top/bottom bars since the game’s FOV maxes out at 120.
The HUD can be scaled in the vorpX menu (image page). Should be scaled in a decent manner per default though if you use a 16:9 res.
You can switch the 3D mode to “Geometry 3D” in the vorpX menu for actual geometric 3D that renders two views. The game is surprisingly performance heavy though, so I would highly recommend to stick to Z3D, which doesn’t look 100% natural, but is a lot faster. When you try out G3D, make sure to restart the game, otherwise it will look messed up.
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