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RalfKeymaster@ skubi007 :
I just took a look at that facebook group you linked. What’s said there is flatout untrue. vorpX offers multiple ways to deal with FOV.
Not all are perfect, but you can always deal with the issue one way or the other. There is a whole help section (“Essential Hints Guide”) that explains the various options you have in that regard. You can also find that here: https://www.vorpx.com/forums/topic/how-to-get-the-most-out-of-vorpx/
In short:
– For more than 150 games vorpX can adjust the FOV automatically to your headset, either by auto editing ini files or by directly manipulating the game memory. In other words: whenever possible vorpX handles the matter in a perfect manner.
– If that is not possible or a game is unsupported and there is no way to adjust its FOV manually, a workaround is available with vorpX’s image zoom option at the expense of black top/bottom bars.
You can find more detailed information regarding the matter in the aforementioned guide in the help.
If you have any further questions regarding the matter, let me know.
@ blueshark:
I’m obviously biased, but vorpX used together with this GTA mod is still the better way to play GTA V. The standalone mod has no controller support and uses alternate eye rendering for creating 3D, i.e. only one eye gets rendered each frame. vorpX used to do that in its (very) early stages because it’s relatively simple, but compared to a more advanced G3D implementation the method has severe drawbacks since each eye is rendered at a different time, causing odd, potentially dizzying, artifacts with anything that doesn’t stand still.
RalfKeymasterGeneric mode only renders to the desktop. It’s largely a leftover from the very early days of VR when VR headsets were treated as a second monitor, not as a special device type.
RalfKeymasterOne more thing:
If you have expert settings enabled and are playing in cinema mode, it’s probably possible to break the image alignment with the ‘Focal Offset’ (convergence) setting. If that’s the case, change it back to 0.0.
RalfKeymasterI can’t really imagine anything causing that, and also don’t recall to have heard of anything like this. vorpX only handles the IPD in ‘Generic Headset (desktop mode)’. In Oculus/SteamVR mode, the camera center is the image center and everything IPD related is done by the runtime.
Might be worth a try to reset the profile to default, just in case you fiddled with settings in a way that causes your issue.
RalfKeymasterIPD is handled by the Oculus runtime, not by vorpX. vorpX works just like a native app that regard.
If a game has a scalable HUD, you can change its depth on the ‘Image’ page of the vorpX menu, which may help with text rendering. vorpX does not provide a scalable HUD for every game though.
RalfKeymasterPlease follow the hints in the top left corner of the game window that are shown when you start the game. You have to set a 4:3 resolution for Source engine games (e.g. 1600×1200) and also might have to run the DirectVR memory scanner once in the actual game (not in the menu) if it hasn’t been already run once for the current game version.
Whenever vorpX has important suggestions, you see them in the top left corner of the game window and also as notifications in the headset.
More general: 4:3 resolutions are typically a good choice if vorpX doesn’t set the resoution automatically.
RalfKeymasterThis issue has to be resolved by BitDefender, there is no way to fix it on our end. Their software FALSELY considers each new vorpX version malicious, probably because it hooks into other programs. Please report the issue as false positive to BitDefender so they can fix the problem.
Such things are quite common with AV programs, hence most AV vendors provide a way to let their customers/users report false positives.
Alternatively to reporting the issue as a false positive to Bitdefender you can either:
1. Exclude the vorpX program folder (usually C:\Program Files (x86)\Animation Labs\vorpX) from BitDefnder. Make sure to also exclude it from BitDefender’s so called “Advanced Threat Protection”, which apparently flatout blocks certain Windows functions vorpX uses to hook into games.
2. Switch to Windows Defender, which comes free with Windows 10. Windows Defender in most recent tests is as good as third party AV programs, but less invasive than some of those. It kicks in automatically when you uninstall your third party AV program. Not much reason to use a third party AV program these days anymore.
RalfKeymasterNormally it should be no problem to change WASD to cursor keys. Can‘t really imagine why that wouldn‘t work for you, but I‘ll check next week whether there maybe is a bug.
if you haven‘t done that already, please try without your external keyboard mapping program. Not unlikely that it causes a conflict with the vorpX mapper.
RalfKeymasterOdd, never heard of that before, but I‘ll check it next week. If the remapping doesn‘t work for some reason, reset the profile to default in the config app and switch the game’s key mapping back to WASD. The basic stuff (movement, use, jump etc.) works per default for most games that have a typical WASD key mapping.
The right stick always emulates mouse movement.
RalfKeymasterMappings are game specific and saved into the profile.
You should be able to remap the stick to your liking by clicking the „Remap Bindings“ button at the bottom of the controller settings page. If that doesn’t work for some reason, you could alternatively change the movement keys back to WASD in the game‘s options menu. Per default the left stick is configured to emulate WASD.
With the left stick strafe/turn option you can choose whether left/right stick movement is translated to AD-keys (strafe) or left/right mouse movement (turn).
RalfKeymasterFirst rule for any game: if you use mods, the very first thing to do in case of issues is trying without mods.
Apart from that: I have absolutely no clue about Crysis modding, but if the game can handle custom autoexec files per mod, you might be able to use the values written into the autoexec by vorpX with your mod.
Copying the autoexec.cfg created by vorpX to the mod’s base folder might be worth a shot. Just a guess though, I have no idea whether that actually does anything.
RalfKeymasterI think I found the problem: you either have to start the game from the Galaxy app or launch Crysis.exe directly, both should work fine. Using the ‘Launch Crysis’ shortcut created by GOG however does show the symptoms you describe.
Looks as if the autoexec isn’t executed when GOG’s CrysisLauncher.exe is used, which would also explain why the FOV can’t even be set from the console in that case. Without running the autoexec on start the console remains in restricted mode.
You can either:
Add ‘-dx9’ (without quotes) to the command line in Galaxy (More > Settings > Custom Settings) like suggested by vorpX and then start the game from Galaxy as usual.
Or:
Create a shortcut to ‘[Your Crysis Folder]\Bin32\Crysis.exe’ directly and add ‘-dx9’ (without quotes) to the target field.
RalfKeymasterNo such problem here with the GOG version. Had the game in my GOG account incidentally and checked that earlier. It uses the value that vorpX writes into the autoxec and I can also change the FOV from the ingame console. Would have been rather odd if that wasn’t the case.
RalfKeymasterThat’s the correct value for Crysis. All I can really recommend is resetting the profile to its default values in the vorpX config app, although normally the FOV calculation considers every setting that may impact the FOV value.
Also make sure not to use any mods that might potentially override the FOV. Not sure if such mods exist for Crysis, but if you use mods, try unmodded. Just in case.
RalfKeymasterPlease make sure that vorpX has write access to the game’s install folder. If you installed the game under ‘C:Program Files’ you may have to run vorpX as admin for that. IIRC vorpX creates an autoexec.cfg in the game folder if everything works as it should.
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