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Ralf
KeymasterLooks like a recent game update made things a bit harder for apps like for vorpX. I updated the profile, it uses a different hooking method now.
Please import the “Counter-Strike: Global Offensive [vorpX]” profilr from the cloud in the vorpX config app, afterwards it should work again.
Ralf
KeymasterController input is currently broken with the mod since vorpX switched to a newer version of the SteamVR Input system while the mod still uses the older (now legacy) input handling.
I have implemented a workaround for the next update that makes vorpX use the old method when the mod is detected. Will probably be out in two weeks or so.
Oct 25, 2019 at 4:14pm in reply to: Little Trick for Xbox PC Game Pass Players for OuterWorlds #188686Ralf
KeymasterKeeping things up-to-date for different stores, constant game updates etc. slowly starts to become a full job on its own. Somes things really were better in the past.
Ralf
Keymaster1. The curvature in immersive screen mode is linked to the distance. The closer you move the screen, the more it wraps around you. Immersive screen is supposed to be as simple as possible settings wise.
If you want to change the curvature independently, you can do that in cinema mode. With the ‘Scene’ option set to ‘Ambient’ that’s similar to immersive screen mode, but with more fine grained control over individual settings.
2. There is no way for you tweak it. If the game wrote the depth of the particles to the z-buffer, you would notice that regardless of settings.
Ralf
KeymastervorpX has gamepad to kb/mouse mapping functionality built-in. When that is active per default, there normally is a reason for that. Usually disabling it would break head tracking because the game in question does not allow mouse (emulated by vorpX for head tracking) and gamepad to be used together.
You can try to disable the ‘X-Box Gamepad Override’ in the vorpX menu, but be warned: if it’s on per default for a game, it’s almost certainly on for good reason.
Ralf
Keymaster1. Reducing the screen curvature will help. The more you bend the screen in immersive screen/cinema mode, the more distortion you see, that’s the nature of the beast. Raising the FOV may help to a degree. Near/far in layman terms changes whether you get ‘more 3D’ with objects close to the camera or farther away. Typically best to leave that at default, Z3D base parameters are usually dialed in to provide 3D that looks as natural as possible with Z3D.
2. If the game doesn’t render the depth values of the particles to its z-buffer there is not much that can be done unfortunately.
Ralf
KeymasterTry to reset the view with ALT+SPACE. The viewport is supposed to be a little bit asymmetrical though, vorpX (correctly) centers the virtual screen to your eyes, not the center of the headset viewport.
All VR headsets render more downwards than upwards as a slight optimization: human vision is tuned to concentrate more on things below your eyes than above, so headset vendors figured it would make sense to utilize this psychological effect and render more pixels where it counts (downwards) and less where it’s less important (upwards).
Hence a certain asymmetry with slightly more space visible below the virtual screen than above is perfectly correct when the screen is centered to your eyes. For some headsets more than for others.
Oct 25, 2019 at 9:00am in reply to: Little Trick for Xbox PC Game Pass Players for OuterWorlds #188671Ralf
KeymasterJust a heads-up that you will still encounter some game pass games that vorpX won’t be able to hook although theoritically it could. Until recently MS only allowed UWP (Universal Windows Platform) apps and games in the store. Those typically have some extra protection built in, so if a game dev created an UWP .exe for their game pass version, you’ll probably be out of luck. Luckily they now seem to allow ‘normal’ Windows apps/games too, I’ll try to find a general solution at least for those.
There is another problem with game pass games BTW: For many supported games vorpX can automatically change .ini files. Unfortunately for some game pass games the paths of these .ini files differ from Steam/GoG etc. releases, so vorpX can’t find them.
I will adjust the more important profiles, but expect this to be an issue at least for now.
Ralf
Keymasterdellrifter’s post pretty much nails it. I’d just like to add an even stronger warning in regard to the ‘3D FOV Enhancement’ option. In most newer games it not only causes edge culling, but may also cause additional issues with shadows, reflections and other FX, so it’s probably better to lower “Image Zoom” a bit more instead in most newer titles.
‘3D FOV Enhancement’ works great for older games without any deferred rendering, but in newer games it often causes more issues than it solves unfortunately.
Ralf
KeymasterSounds as if there is a hiccup in the MyCommerce order system, probably temporary. If the problem persists, please send an e-mail to support |at| vorpx com for a fallback purchase method.
Ralf
KeymasterIch verzweifle langsam, sorry: vorpX kann nicht für jedes Spiel das FOV anpassen, erst recht nicht für Spiele ohne offizielles Profil. In diesen Fällen geht das, wenn überhaupt, nur manuell. Alles Wichtige dazu findest du im Essential Hints Guide. Wenn Dir da irgendetwas unverständlich erscheint, lass es mich gerne wissen.
Du kannst mir glauben, dass Du Deine Verzerrungs-Idee nicht umgesetzt sehen möchtest. Tatsächlich haben die ersten vorpX-Version genau das gemacht. Fazit: Keine gute Idee.
Es ist auch nicht möglich jedes Spiel perfekt für den FullVR-Modus anzupassen, wie in meinem letzen Post ausführlich erklärt. Deshalb gibt es den Immersive Screen Mode.
Falls du mit der Materie nicht klarkommst, würde ich vorschlagen, generell eher im Immersive Screen Modus zu spielen, da braucht es keinen perfektes FOV. Das scheint mir für dich die beste Lösung zu sein.
Ansonsten seien Dir die Good Full VR Games for Beginners ans Herz gelegt. Da kannst Du sicher sein, dass alles automatisch funktioniert.
Zu den drei unterstützen Spielen:
GTA V: leider ist das vorpX Auto-FOV seit dem letzen GTA V-Update kaputt. Deshalb startet das Spiel jetzt (hoffentlich nur vorläufig) per default auch im “Immersive Screen Mode”.
Arma III: FOV-Berechnung ist perfekt hier normalerweise. Bitte das Profil zurücksetzen in der Config-App. NICHTS VERSTELLEN ANSCHLIESSEND. Sollte es dann immer nocht nicht funktionieren, checke bitte, ob deine Arma III-Konfigurations-Dateien eventuell schreibgeschützt sind.
SW Battlefront II: FOV-Berechnung funktioniert nur in bestimmten Spiel-Modi, da das Spiel nicht in allen Modi einen veränderten FOV erlaubt. vorpX zeigt einen entsprechenden Hinweis beim Spielstart.
Ralf
KeymasterVermutlich besser, dir auf Deutsch zu antworten:
Wann immer vorpX das FOV eines Spiels anpassen kann (Stand jetzt, ca. 150 Spiele), passiert das auch: Das FOV deines Headsets wird ausgelesen, umgerechnet auf die Art und Weise wie das Spiel das FOV berechnet and dann wird dieses FOV verwendet.
Nicht für jedes Spiel in der “Supported Games”-Liste ist das aber möglich, schlicht weil sich bei machen Spielen das FOV nicht ändern lässt.
Wenn z.B. ein offiziell unterstütztes Spiel per default im “Immersive Screen Mode” startet, solltest du es in aller Regel dabei belassen. Das ist dann bewusst so ausgewählt, etwa weil das Spiel ein Third-Person-Spiel ist und/oder sich das FOV nicht anpassen lässt.
Nicht jedes Spiel kann perfekt für den “FullVR”-Mode angepasst werden. Auch nicht jedes unterstützte. Und oft is das auch gar nicht sinnvoll (z.B. Third Person Games). Deshalb gibt es ja den “Immersive Screen Mode”.
Nochmal: Falls vorpX das FOV eines Spiels nicht anpassen kann, stehen eine ganze Reihe an Workarounds zur Verfügung. Nicht alle sind perfekt, aber es gibt immer einen Weg ein Spiel zu spielen. Alles, was du dazu wissen musst, findest du im “Essential Hints Guide“.
Oct 22, 2019 at 11:41am in reply to: Split: Basic Trouble Shooting – Please Read This First! #188636Ralf
KeymasterThis suggestion only applies to games that have support for both DX9 and DX11 (or DX10) built in. Not many do. If so you would typically see a ‘DirectX’, ‘Graphics API’ or similar option in the game’s video settings. Note that vorpX at this point does not work with DX12.
For officially supported games that have multiple renderers vorpX usually shows a message stating which one it prefers or even sets it automatically in many cases if possible. The other one(s) would only come into play if the recommended one doesn’t work.
For unsupported games (i.e. games without a profile) however it may make sense to try both in any case, no way for vorpX to know which is better if it has no profile for a game.
Ralf
KeymasterThe Rockstar engine is being called Rage for ages, doesn’t mean much. They changed so many things with every major game that personally I would be surprised if the GTA V profile would be of any use. At this point it’s not even clear if they still support DX11 as far as I’m aware. So don’t get overy excited yet.
Ralf
KeymasterTheoretically I would recommend the original in DX9 mode. As far as vorpX is concerned the original version still works better. Unfortunately it’s a bit crashy in certain areas.
So if you experience frequent crashes with the original, the remaster is probably the better choice here (unlike Bioshock 1, where I can wholeheartedly recommend the original over the remaster).
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