Ralf

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Viewing 15 posts - 4,201 through 4,215 (of 10,005 total)
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  • in reply to: Registration Time #189669
    Ralf
    Keymaster

    Your key has been sent a few minutes after you requested it.

    I have resent it manually, just in case the mail did not go through.

    Please also check your spam folder!

    If the mail still does not reach you, please ideally provide an alternative e-mail address.

    in reply to: Red Dead Redemption… #189659
    Ralf
    Keymaster

    DISCLAIMER:

    THE BELOW POST MAY OR MAY NOT COME TRUE. NOTHING IS FINISHED YET, SO ALL MAY FAIL AT ANY TIME. THIS IS NO PROMISE OF AN UPCOMING FEATURE, JUST A MESSAGE TO LET YOU KNOW THAT I’M WORKING ON IT:

    That said:

    If possible I will release a vorpX update with *alpha* DX12 support shortly. I’m almost there as far as Z3D goes, at least with some simple test apps. G3D however will take way more time, so don’t expect that anytime soon. Also nothing has been tested yet with actual real games, so as said above, do not consider any of this a promise at this point.

    TLDR: DX12 Z3D *may* happen shortly, G3D definitely won’t for the time being.

    in reply to: Game menus not matching mouse cursor #189654
    Ralf
    Keymaster

    Try to disable 3D temporarily, that will probably help. The default shorcut is ALT+X.

    In FullVR and Immersive Screen Mode you can automate that whenever you switch to EdgePeek by setting the ‘EdgePeek 3D-Strength Multiplier’ to 0.0 (display page of the ingame menu). That is a good way to deal with all sorts of menu/cutscene related issues.

    in reply to: Can't start VorpX anymore… #189646
    Ralf
    Keymaster

    Sounds like an issue with your AV software.

    Please try to disable it for testing. If that helps, exclude the vorpX program folder from your AV scanner.

    Please note that some more invasive AV programs can be hard to disable, making things even more difficult. If you use a third party AV program, consider switching to Windows Defender.

    Ralf
    Keymaster

    Did you check the pinned FAQ post above?

    I bought vorpX before but don’t have the web installer anymore.

    Please request a new download link here.

    in reply to: Steam Support #188803
    Ralf
    Keymaster

    You shouldn‘t have to do anything special when using Steam. Most people play there games on Steam and of course it‘s also the main store used for development.

    if you use an Oculus headset, it‘s usually best to run vorpX in Oculus mode. SteamVR also works, but using the Oculus API is recommended with an Oculus headset.

    in reply to: GTA V – Official Recommendation #188762
    Ralf
    Keymaster

    It would be great if you could stop spamming the forum over and over again with more or less the same the post. Thanks!

    The next vorpX will come with a fix for the mod related input issue, just like you mentioned above yourself. If/when I have anything to add to that, I‘ll let you know.

    Ralf
    Keymaster

    vorpX doesn’t have to access any files in the game folder, so it doesn’t really matter whether it has access to the folder. Once launched the game runs with the normal desktop user’s access rights here, so there is no issue hooking it. Just running vorpX normally (without admin rights) works fine. I’ll check on another machine and see what happens there.

    The config path issue with Windows Store/game pass versions that affects DirectVR settings automation is unrelated. That one will require adjustments to every affected profile individually.

    Ralf
    Keymaster

    TBH I don’t really know why you need to create these text files. For me the game hooks without doing that (also using the game pass version).

    Would be great to get a few more opinions regarding this. If anyone else is currently tinkering with game pass games, please let me know whether you have to create a file with the .exe name or not. Thanks!

    My findings so far are that traditional Win32 games seem to work fine (not counting potential DirectVR issues due to Windows Store specific config paths that vorpX is not aware of (yet)).

    Ralf
    Keymaster

    There will be a preliminary official profile soon with scalable HUD, DirectVR head tracking etc.

    The next vorpX update will add automated FOV and settings optimization on top, so this will become a fairly good FullVR title without the need for much (any) tinkering once the next vorpX is out.

    in reply to: Cannot import custom cinema environments #188731
    Ralf
    Keymaster

    If this message is displayed, saving the processed image might have failed.

    Please check that:

    1. You have a [Your Documents]\vorpX\EnvImages folder on your PC.
    2. You do not have blocked access to this folder for vorpConfig.exe, texconv.exe or any game you want to use the environments with. Access may be blocked by your AV scanner if you have invasive document protection features enabled that might block access to [Your Documents] for any program you don’t whitelist individually.

    Apart from that vorpX may have problems accessing the right folder if you have your PC configured with separate admin/user accounts. In such a case the [Your Documents] folder would be different for both users.

    Ralf
    Keymaster

    Can’t say anything yet to the game’s potential memory leak, but you can address the head tracking issue without another program. Maybe that helps.

    If a game does not allow mouse and gamepad to be used at the same time, but you want mouse control for vorpX‘s head tracking and still use your gamepad, you can activate vorpX‘s built in gamepad to mouse/keyboard mapper on the input page of the vorpX menu. The option is called „X-Box Gamepad Override“.

    BTW: You can also map mouse/keyboard actions to your VR controllers in a similar manner if you prefer those over using your gamepad.

    in reply to: Two questions about Z3D settings #188702
    Ralf
    Keymaster

    I think about it, but likely that won‘t happen. vorpX has far too many settings already and immersive screen mode is explicitly meant for those who prefer a streamlined experience, hence distance and curvature are linked in a sensible way and only really important settings are exposed to the UI.

    You can do 99% of what you like to achieve in cinema mode, which allows to tinker with (almost) everything.

    in reply to: Two questions about Z3D settings #188699
    Ralf
    Keymaster

    EdgePeek isn’t available in cinema mode, wouldn’t really work with the actual cinema scene.

    Ralf
    Keymaster

    Almost certainly not. The specific issues above are pretty much Windows Store / game pass exclusive. Doesn’t mean that the Epic Store can’t introduce some other glitch, but that’s less likely.

    Be aware that either way the game has no profile yet. I have it on my list with potentially good candidates though. So if possible there will be one shortly. As always with sentences like the last one emphasis on *IF POSSIBLE*.

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