Ralf

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Viewing 15 posts - 406 through 420 (of 10,115 total)
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  • Ralf
    Keymaster

    @ thebalt

    Thanks!

    Using a mod with a dxgi.dll is asking for trouble, almost certainly hooks into some functions that vorpX also hooks into. May work, but may also cause all sorts of problems. Hence the according warning that vorpX displays when such a potential conflict is detected.

    If you encounter strange issues, that’s one of the first things you should check.

    @ sylvan:

    Awesome! Avoid SteamVR with a WMR headset whenever you can. Not just for vorpX, but in general. SteamVR acts just as a translation layer to native WMR with WMR headsets. Better to use WMR’s native OpenXR directly whenever possible instead.

    Ralf
    Keymaster

    It goes away automatically after two minutes or so. The latest cutting edge build linked below reduces the display time further:

    vorpX 24.1.0 – Optional Cutting Edge Version

    Ralf
    Keymaster

    Use WMR’s native OpenXR and set vorpX to OpenXR mode.

    SteamVR is never necessary for vorpX with a WMR headset. It shouldn’t run at all actually. WMR’s native OpenXR implementation is always the best option for WMR headsets.

    in reply to: Feature Request: controller double tap keybind #219318
    Ralf
    Keymaster

    I see. I’ll think about it.

    No promises though, there are pros and cons to weigh here. While technically that would be possible, it would be confusing as hell if a game actually uses long press or double press actions by itself. Would obviously cause a total mess in such cases.

    in reply to: Can I use VorpX for 3D on a 3D monitor (NOT vr) #219317
    Ralf
    Keymaster

    If your monitor can process Side-by-Side-3D, which is quite likely, then yes. Simply select the ‘Generic 3D-Display’ as your device type in the config app.

    in reply to: Keybinding: Access VR Hotkey menu w/o mouse #219307
    Ralf
    Keymaster

    Binding the VR hotkey menu to motion controllers that way indeed doesn’t work. Simulated keys that are supposed to be game input are filtered out for internal functions on purpose.

    Making the menu hotkey menu available from motion controllers is on the to-do list since forever, but considering how rarely it is used for some reason, I never got to it. I’ll move it up a few slots.

    BTW: Was quite amusing to see various reviewers rave about Apple’s gaze based UI in VisionPro over the last weeks while vorpX has something that works quite similar (minus the eye tracking) since basically forever…

    in reply to: Cyberpunk VR Update Thread #219304
    Ralf
    Keymaster

    You just have to update CET to the latest version manually.

    For detailed information check the instructions panel in the launch room. Reading that is time well spent for other reasons as well.

    Ralf
    Keymaster

    It will also go back in case of a crash. There is some background monitoring that detects when a game exists, regardless how. Most people don’t realize how much time and effort wents into quality of life stuff like that. Thanks for noticing. :)

    in reply to: Feature Request: controller double tap keybind #219302
    Ralf
    Keymaster

    If a game binds actions to press+holding or double tapping a key that should work with any controller binding in vorpX too normally. key down/up events are sent on controller button down/up, so unless a game does something weird it shoud detect both press+hold as well as double tapping just as if you did the same on the keyboard.

    BTW: You can go back to the last regular build from 24.1.0 by uninstalling it and then reinstalling the last regular build.

    in reply to: Question: Help me understand the Rendering chain #219301
    Ralf
    Keymaster

    I’m not really sure if I understand correctly what you are saying above, but in a nutshell the important resolution in terms of image quality is the game resolution, i.e. what is set in the games’s video/graphics options. Either by you or automatically if a profile supports automatic resolution. In the latter case a hint is shown and you find an option labeled ‘Resolution Quality’ in the vorpX menu.

    The final headset resolution is determined by vorpX based on the game res and your headset, so you don’t have to care about that at all.

    in reply to: 24.1.0 Feedback #219283
    Ralf
    Keymaster

    The original purpose of the virtual display was removing the need to add resolutions to the display driver that are recommended in the vorpX help. Those are all predefined.

    Both the manual mode as well the ability to add more resolutions on top of that weren’t planned originally and have been added on user request. If you tinker with these settings, you should be fully aware of the possible implications that arise from changing your Windows’ display config.

    If you feel uncomfortable with that, please only use the virtual display with the default setup.

    in reply to: 24.1.0 Feedback #219273
    Ralf
    Keymaster

    The virtual display has all custom resolutions predefined that previously had to be added manually to the display driver to make vorpX work as best as possible, so you don#t have to do that anymore. That’s the original purpose of the virtual display.

    I’d rather have left it at that without any further configuration options, but in the end succumbed to various extra wishes. :) What I can’t do however is entirely taking away your own responsibility that comes with the greater than originally planned freedom to tinker. If you don’t want to let vorpX handle things automatically, you should be fully aware that tinkering with the Windows display configuration may get you into trouble if one of the displays is a potentially invisible one.

    That said, knowing my audience, A LOT of time has been spent to cover all sorts of potential fatal tinkering scenarios, mishaps and error conditions. So even if you managed to disable your actual monitor while auto switching is disabled (which is not really a good idea) and for some reason also don’t see anything in the headset anymore, on next boot at the latest a working condition will be restored. Sounds like this last resort failsafe mechanism saved your day as intended.

    in reply to: Starfield Hype Train – CHOO CHOO! #219269
    Ralf
    Keymaster
    in reply to: vorpX 24.1.0 – Back to being optional for now… #219244
    Ralf
    Keymaster

    Alive and well. If every single project that doesn’t reply immediately to your individual post/mail/message would be dead, the world would be a fairly empty place… ;)

    in reply to: 24.1.0 Feedback #219242
    Ralf
    Keymaster

    The main purpose of the virtual monitor is removing the need for custom resolutions and a more streamlined experience in general. Goes like this: launch desktop viewer, put on headset, done. No need to fiddle with custom resolutions ever again and no need to take off the headset ever again while using vorpX.

    So both the auto-disabling of the real monitor as well as the hooking while the desktop viewer is active are intended. If you have other use cases/wishes, you can configure the virtual display’s behavior in the config app, but the real beauty of the whole thing lies in the combination of having a virtual display and auto switching to it when putting on the headset. So the default behavior certainly won’t change.

    I’ll check the head tracking issue. Should work normally. Double check whether maybe sensitivity is set to 0.

Viewing 15 posts - 406 through 420 (of 10,115 total)

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