Ralf

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  • 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*.

    in reply to: CSGO won't hook #188689
    Ralf
    Keymaster

    Looks 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.

    in reply to: GTA V – Official Recommendation #188687
    Ralf
    Keymaster

    Controller 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.

    Ralf
    Keymaster

    Keeping 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.

    in reply to: Two questions about Z3D settings #188682
    Ralf
    Keymaster

    1. 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.

    in reply to: How to use full gamepad in games #188678
    Ralf
    Keymaster

    vorpX 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.

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