Ralf

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Viewing 15 posts - 406 through 420 (of 10,059 total)
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  • Ralf
    Keymaster

    It’s supposed to. Just in case: you have to use the OK&SAVE button in the shader menu. Just hitting OK won’t save the definitions.

    If you are sure you did that:

    There was one report earlier that apparently shader definitions sometimes aren’t stored correctly. If that happened to you (sounds a bit like it), please let me know which game and profile is affected and I’ll check whether I can replicate the issue. That would help me tremendously.

    in reply to: Tried it all – VorpX won’t attach #218551
    Ralf
    Keymaster

    VLC is a video player app.

    If you encounter frequent hooking issues with games that are known to work normally, there almost certainly is something running on your PC that also hooks into games and thus creates a conflict with vorpX.

    Try to disable EVERYTHING you may have running in the background. Especially any GPU/CPU utilities, any gaming related tools, messengers, screen recording apps, PC vendor bloatware etc. Ideally don’t have anything running in the background that wouldn’t be there after a fresh, clean Windows install.

    The trouble shooting guide on top of this sub forum has more details on the matter.

    in reply to: Virtual Monitor without disabling real ones #218549
    Ralf
    Keymaster

    With extended displays that should work, but I’m not entirely sure how practical it would be.

    You have to be aware that you might face all the potential annoyances that you might encounter when regularly adding/removing any other (actual) extension display. E.g. apps that remember their window positions without doing sanity checks might end up being displayed at positions outside of your actual monitor – even after disabling the virtual one!

    Better just use the virtual monitor as intended. It’s supposed to improve things and make them easier at the same time. The simplifying part gets lost when using it as extension display.

    in reply to: Virtual Monitor without disabling real ones #218546
    Ralf
    Keymaster

    There is an option in the config app that let’s you enable the virtual monitor manually from the vorpX tray icon. That way you can treat it as (invisible) normal second display.

    BIG HUGE CAVEAT:

    Windows restricts resolutions when mirroring displays to the resolutions supported by the less capable one, which obviously largely defeats the purpose of the virtual monitor. What you would have to do instead is extending displays and then use the Oculus/SteamVR mirror window on the actual monitor.

    Since the virtual monitor is meant to simplify things, not making them more complicated, that’s not the default behavior, but with a bit of tinkering you *might* be able to make it do what you have in mind too.

    in reply to: Steam / Oculus bypass #218543
    Ralf
    Keymaster

    I think you misunderstood. He’s just asking about playing a Steam game without loading Steam VR

    If that was indeed the question:

    SteamVR is not supposed to run at all when using a Quest with Link. Make sure that vorpX is set to Oculus mode in the config app. Do not launch SteamVR, it not required and should not be running. SteamVR is only supposed to be used with native SteamVR headsets (e.g. Valve Index).

    in reply to: Steam / Oculus bypass #218540
    Ralf
    Keymaster

    For “bypassing” Steam to launch your games you have to ask elsewhere. For obvious reasons there is zero tolerance when it comes to discussing such matters here. so don’t even try. :)

    As far as the Oculus PC app is concerned, that’s just how things are. vorpX uses the Oculus PC runtime, and that doesn’t work without the app being open. They want you to see their store whenever you use the headset. Kind of redundant since Quest, which has its own store obviously, but that’s how it is.

    You don’t really have to worry about performance though. While games are running both the Oculus app and Steam just sit there doing nothing except costing memory. If you happen to have only 8GB, consider a RAM upgrade. That’s insanely cheap these days. If your PC has 16GB or more, you don’t really have to worry about memory consumption either.

    in reply to: Desktop Viewer for Flatscreen Gaming #218538
    Ralf
    Keymaster

    @ Austint:

    Try the vorpX beta. It has a rewritten desktop viewer and comes with a new virtual monitor. Together these should resolve most performance issues with the old desktop viewer.

    The desktop viewer itself is now a lot better at handling high GPU load, while the virtual monitor helps with otherwise inevitable micro stutter by running at the same refresh rate as your headset. Provided you can make a game run fast enough (at the headset refresh rate) that’s the best desktop capture you ever experienced.

    For convenient usage per default the virtual monitor kicks in when you launch the desktop viewer and then switch off your actual monitor (requires the actual monitor to be connected via display port). You can further configure its behavior in the config app and also enable it manually.

    vorpX 23.1.0 BETA

    in reply to: Is It Possible to Record 360 Video of Gameplay #218508
    Ralf
    Keymaster

    That’s not gameplay recording. That’s a photomode camera mode doing this:

    …multiple perspective views with a smaller FOV at the same time and then stitching those together and convert them to spherical projection…

    also:

    …entirely out of vorpX’s realm.

    in reply to: Is It Possible to Record 360 Video of Gameplay #218466
    Ralf
    Keymaster

    Games only render the field of view that you actually see, they don’t provide the means to render a 360° spherical projection. The perspective projection used in games also only works up to 180°, and even that – quite literally – is already a stretch.

    If you would render a game with the maximum per view 180° FOV instead of the correct headset FOV the image would be heavily warped/zoomed out in your headset while playing. Also you would have to convert the recorded video to a (semi-)spherical projection in post, which – to make matters worse – wouldn’t even work well from a single image rendered at 180°.

    What you would actually have to do is either reimplementing a game’s renderer so that it does spherical projection directly or rendering multiple perspective views with a smaller FOV at the same time and then stitching those together and convert them to spherical projection. Both things are entirely out of vorpX’s realm. Also both would be quite slow.

    in reply to: Should I install vorpx beta or the regular version? #218465
    Ralf
    Keymaster

    @ kurry:

    The beta comes with a new virtual monitor that is also useful if you just want to play in immersive screen mode. Massively simplifies handling of resolutions larger than your actual monitor allows since it has all relevant resolutions predefined. The virtual monitor also always automatically runs at the refresh rate of your headset, which as an added benefit reduces judder when using the desktop viewer.

    BTW: For DX9 games on Windows 11 the beta is more or less a must. The regular build has severly reduced DX9 performance on Windows 11.

    in reply to: Cyberpunk VR Update Thread #218464
    Ralf
    Keymaster

    Not sure if I understand te problem. Normally using the controller buttons shiuld work just as using keys, i.e. a key is registered as down as long as you press the button.

    Also also not sure why you want to use the keyboard emulation in the first place. The mod works perfectly fine with the default gamepad emulation.

    in reply to: Halo MCC questions #218446
    Ralf
    Keymaster

    Sounds like the game can’t handle simultaneous gamepad and mouse input. Without DirectVR head tracking, which only works for Halo 1, vorpX emulates a mouse.

    To deal with that vorpX comes with a decently feature rich gamepad > mouse/kb mapper built in. You can enable it with the ‘X-Box Gamepad Override’ option on the input page of the menu.

    If you’re lucky, a partial override of the sticks will suffice. If not, you probably have to adjust some button mappings.

    in reply to: Halo MCC questions #218425
    Ralf
    Keymaster

    The Game Pass version might be compiled as Windows Store (UWP) app, which can’t be hooked. Not all Game Pass games are, but Halo MCC might.

    If Game Pass allows you to select between a moddable .exe and one with anticheat, try the moddable one. vorpX definitely won’t be able to hook the anticheat version. Part of usual anticheat mechanisms is preventing other apps from hooking into games.

    The Steam non-anticheat .exe definitely still works. You should be aware though that only Halo 1 is officially supported. I know for sure that Halo Reach also works, but I never tried Halo 3 myself. Individual games in Halo MCC are unfortunately handled in a way that makes it difficult for the vorpX profile to cover potential technical differences between the games. So I can’t guarantee that everything works as expected in all campaigns.

    BTW: Make sure to run the game windowed. I just noticed that important things like FOV and other settings might be off if the game in running fullscreen.

    in reply to: Cyberpunk VR Update Thread #218424
    Ralf
    Keymaster

    Can’t replicate that here. Please try to reinstall the mod and don’t make any changes to input related settings.

    BTW: In general be *very* careful with changing settings. The only things you should adjust in the menu are the resolution quality according to your PC’s performance, potentially headset sync related settings, amd maybe image enhancement/sharpening. There isn’t really much of a reason to change other settings than these.

    in reply to: Brand new to Vorpx. Does Fallout NV still work? #218415
    Ralf
    Keymaster

    There is only one download link in the beta post.

Viewing 15 posts - 406 through 420 (of 10,059 total)

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