Ralf

Forum Replies Created

Viewing 15 posts - 4,186 through 4,200 (of 10,043 total)
  • Author
    Posts
  • Ralf
    Keymaster

    There will be another hotfix later today that addresses a potential issue with hooking into unknown games. That will probably help you.

    Ralf
    Keymaster

    Not 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.

    in reply to: Read Dead Redemption 2 HTC Vive problem #189959
    Ralf
    Keymaster

    I’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
    Keymaster

    The 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.

    in reply to: Read Dead Redemption 2 HTC Vive problem #189954
    Ralf
    Keymaster

    I 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.

    in reply to: 4320*2160 add plz #189950
    Ralf
    Keymaster

    Using 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.

    in reply to: Download Link #189949
    Ralf
    Keymaster

    You can get a new downlod link here.

    BTW: You can find answers to common questions like this one in the support FAQ.

    in reply to: Red Dead Redemption… #189945
    Ralf
    Keymaster

    The 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
    Keymaster

    As 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.

    in reply to: Stuck on "Next up" splash screen with SteamVR 1.8.19 #189938
    Ralf
    Keymaster

    Definitely 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.

    in reply to: The Outer World #189935
    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.

    in reply to: Read Dead Redemption 2 HTC Vive problem #189929
    Ralf
    Keymaster

    Please 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.

    in reply to: Shadow of the Tomb Raider hooking in DX12? #189928
    Ralf
    Keymaster

    IIRC 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.

    in reply to: Stuttering with higher FOV #189926
    Ralf
    Keymaster

    If 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.

    in reply to: Cybershoes Work with Vorpx! #189920
    Ralf
    Keymaster

    Indeed, 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.

Viewing 15 posts - 4,186 through 4,200 (of 10,043 total)

Spread the word. Share this post!