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Feb 23, 2024 at 10:33am in reply to: Best settings for a HP Reverb 2 to use for OpenXR via Steam? #219339
RalfKeymaster@ 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.
Feb 23, 2024 at 10:27am in reply to: Way to disable the nag screen for Generic 3D (Hit Alt, Control & Shift) #219336
RalfKeymasterIt goes away automatically after two minutes or so. The latest cutting edge build linked below reduces the display time further:
Feb 23, 2024 at 1:45am in reply to: Best settings for a HP Reverb 2 to use for OpenXR via Steam? #219330
RalfKeymasterUse 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.
RalfKeymasterI 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.
RalfKeymasterIf 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.
RalfKeymasterBinding 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…
RalfKeymasterYou 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.
Feb 21, 2024 at 5:21pm in reply to: Performance/Stability: Quest App or Virtual Desktop or SteamLink #219303
RalfKeymasterIt 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. :)
RalfKeymasterIf 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.
RalfKeymasterI’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.
RalfKeymasterThe 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.
RalfKeymasterThe 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.
RalfKeymasterAlive 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… ;)
RalfKeymasterThe 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.
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