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RalfKeymasterIf you are using a SteamVR headset, please make sure that you have the latest update installed (19.3.1), which works around a recently introduced SteamVR issue that could lead to problems like you describe.
If you don‘t use a SteamVR headset or you already have the latest vorpX update installed, there is almost certainly something on your PC that interferes with vorpX hooking the game. Hooking it should be very reliable normally. You can find more detailed information about what to look out for here.
RalfKeymasterAs said above the screen should be filled 100% horizontically but vertically you will get small bars. These aren’t totally avoidable in this game since its FOV (field of view) can‘t be set high enough to get completely get rid of them.
For more general information about how vorpX works I can highly recommend the Essential Guide in the help (or here). Also the Good FullVR Games for Beginners list might be of interest for you. You can also find that one in the help, or alternatively here.
RalfKeymasterThe update with a workaround for the SteamVR issue is now available. You should get it when you launch vorpX next time.
Let me know how it goes. I didn’t encounter a single hiccup anymore in about 50 games launches, so I think that was it. Fingers crossed that it’s also fixed for you guys.
RalfKeymasterThe game allows you to capture the mouse pointer inside the window. Has to enabled in the options somewhere. Should help with losing focus in windowed mode.
I had this set automatically via DirectVR at first, but then decided against that since less experienced PC users might get trapped if they don’t know how to free the cursor again without exiting the game.
RalfKeymaster@ seanmoreno : if restarting the game doesn’t help, try to reset its graphics settings to default. Your issue sounds as if vorpX could not find the right depth buffer. That might be the case for example if you have changed antialiasing settings or enabled HDR.
RalfKeymasterAdd to your bug report that IVRSystem::GetTrackedDeviceActivityLevel(k_unTrackedDeviceIndex_Hmd) sometimes returns 0 while it should return 1 (or 2).
Not every time, but sometimes it falsely returns 0 while in fact the headset is in use.
The SteamVR devs then know exactly what to look for.
RalfKeymasterOK, thanks for letting me know. Then it must be SteamVR reporting garbage recently, not the WMR headsets as I assumed above.
I’ll skip the whole activity test entirely for all headsets. It’s nice to have to avoid unnecessary GPU usage while the headset is idling with a game running, but not vital. Should almost never be the case anyway unless you go grab a beer while playing or something.
RalfKeymasterShort update:
I have identified the issue and will get another hotfix out later. It’s probably not a SteamVR issue, but an issue inside the WMR headset drivers that was introduced recently. At least that sounds like the most reasonable guess to me. Hard to tell exactly, but doesn’t really matter anyway.
This is what’s going on: vorpX checks whether a headset is currently active before rendering to the headset and doesn’t when a headset isn’t active. This activity state is provided by SteamVR, but sometimes does not get reported correctly with WMR headsets, so vorpX doesn’t render to the headset although theoretically all is fine except the wrong activity state.
I’ll probably just skip the activity test for WMR headsets, which should suffice to fix the issue.
An update with this workaround will be made available later today.
RalfKeymastervorpX takes care of projecting the image to the Oculus internal resolution, your don’t have to think about that. In case of The Outer World please set the game resolution to a 16:9 resolution like 1920×1080 as suggested by vorpX. Ideally something higher if your PC allows that, but it should always be 16:9.
In other games you may want to use a 4:3 res, or ideally vorpX handles that automatically, but in this case a 16:9 resolution is the right choice. If everything is set up correctly, you should only see minimal top/bottom bars. Unavoidable here unfortunately since the game’s FOV can’t set high enough to get rid of those completely.
If you already tweaked the vorpX settings a lot, please do a full factory reset in the config app (trouble shooting page).
RalfKeymaster16:9 resolutions would be 1920×1080 or 2560×1440. With a 16:9 resolution you will not get any borders around the image. It will be filled horizontically with minimal top/bottom bars since the game’s FOV maxes out at 120.
The HUD can be scaled in the vorpX menu (image page). Should be scaled in a decent manner per default though if you use a 16:9 res.
You can switch the 3D mode to “Geometry 3D” in the vorpX menu for actual geometric 3D that renders two views. The game is surprisingly performance heavy though, so I would highly recommend to stick to Z3D, which doesn’t look 100% natural, but is a lot faster. When you try out G3D, make sure to restart the game, otherwise it will look messed up.
RalfKeymaster@ dborosev : Your issue is WMR exclusive. There is a problem with WMR headsets and the latest SteamVR version. If you happen to still have a Rift/Vive somewhere in a closet, use that instead of your Odyssey and your “not showing in the headset” issue will be gone.
RalfKeymasterYou have to restart the game after switching from Z3D to G3D. There should be a hint recommending that directly below the option in the menu when you change the 3D mode.
RalfKeymasterWill it VR? Apparently it does. Always nice to see someone liking what you do. Although the really hard work was done by the hundreds of writers, artists, devs etc. at Rockstar, of course.
RalfKeymasterThere seems indeed to be an issue with WMR headsets and the most recent SteamVR version. I just did a few tests with a WMR headset and the latest SteamVR: I get an image in the headset in 1/5 tries or so. Doesn’t matter what API or game, happens with practically everything.
I’m not sure yet whether there is something that be done on vorpX’s end to change that. I’ll do a few more tests next week.
RalfKeymasterI’ll take care of it. Check back tomorrow for a hotfix.
That said:
I understand that there is a lot to dislike about Windows 10, but as part of the remaining, borderline irrelevant, ~1% of VR users still on Windows 7 (source: Oculus hardware survey) at some point in the not too distant future you will get left behind. This one should be easy enough to fix, but there will be a point where the effort required to still support Windows 7 finally doesn’t make any sense at all anymore.
Oculus stops officially supporting Windows 7 next year and Valve already tells Index users that they should expect “unexpected behavior” on Win 7. In other words, they don’t really care anymore.
Seriously: it’s time to move on. We all have things we grew accustomed to and want to keep as long as we can, but at some point we have to acknowledge that the world around us doesn’t stand still, whether we like it or not.
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