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RalfKeymasterAFter going through the tutorial slides once you can always directly press E on your keyboard or A on your gamepad/motion controllers to enter the game.
RalfKeymasterBack to the original topic: while checking the OpenTrack stuff now I get borked or completely missing depth on various occasions since the profile tweak from earlier today. I’ll have to revert that.
Please send me the config files and savegame I requested above so that I can check whether I can resolve your problem without breaking things for me (and others). I’m willing to spend a little bit more time on trying that, but if in doubt it will be mirrors off.
RalfKeymasterYou can’t be sensitive enough to notice a microsecond (1 millionth of a second). The only option is that there may be unknown circumstances that make the check take (a lot) longer than it should on your system.
As said above this will be moved to an extra thread just in case. Just not right away. Thanks for your understanding.
RalfKeymasterThere is a periodic OpenTrack activity check every second, shouldn’t really cause a noticable hiccup though.
Barely measurable on my rig, i.e. ~1 microsecond. Except for the very first time in case the evaluation yields TrackIR is available and thus gets initialized. Once that is done, further checks again take ~1 microsecond.
I put moving the check to an independent thread on the nice-to-have list, just in case there may be circumstances that can make it take longer than usual. Don’t expect that to happen anytime soon though. While easy to implement, this would have to be thoroughly tested with a good portion of TrackIR games.
RalfKeymasterI made one more tweak to the profile, which may or may not help. You should receive a profile database update next time you launch vorpX. If not, check whether you maybe disabled automatic profile updates in the config app.
If your issue still occurs after getting the profile database update and you want me to take yet another look at this, I need some files that allow me to reproduce your problem. Send an e-mail with the following files from your [Documents]\My Games\Farming Simulator 2025 folder to support at vorpx dot com.
- game.xml
- gameSettings.xml
- a savegame that shows the issue immediately after loading it.
RalfKeymasterUses the exact same depth heuristics parameters as the FS22 profile now.
RalfKeymaster26/01/13 | vorpX 25.1.5 has been released
Another maintenance update. Addresses a couple of input glitches, comes with a rewritten host-exit that better handles exit crashes with Meta’s OpenXR since a recent Meta Link update, makes alternative hooking usable for more games, fixes a rare DX9 issue, has a bunch of profile fixes/updates and more.
Click here for a list of noteworthy changes
- vorpX: keys wrongly blocked in some DirectInput games (e.g. Fallout 3/NV).
- vorpX: the tracking center hotkey also ensures foreground and input focus.
- vorpX: ALT+TAB and back could occasionally confuse key state tracking.
- vorpX: fixed cursor clipping in some older games (e.g. Metro 2033).
- vorpX: headset audio device switching did not work anymore.
- vorpX: D3D9: better unhooked surfaces handling, e.g. Venetica ALT+TAB crash.
- vorpX: improved host exit, cleaner in various games and with Meta OpenXR.
- vorpControl: folder exclude handles symlinks (e.g. latest EA Desktop).
- vorpControl: minimize runtime windows option supports latest Quest Link.
- vorpControl: alternative hooking working for more games.
- Cyberpunk 2077: improved sync between mod-portion and vorpX.
- Tron 2.0: .ini changes weren’t applied anymore since a while.
- Dishonored 2: scalable HUD added.
- Dragon Age Origins: deal with GOG version 2-core lock.
- Dragon Age II: deal with GOG version 2-core lock.
- Farming Simulator 25: Fixed a Z3D issue related to vehicle mirror count.
RalfKeymasterAt least one download link has been sent recently to the mail address you used to reqister here. Please check your spam folder and/or add vorpx.com to the whitelist in your mail provider’s spam filtering options to avoid future problems like this.
RalfKeymasterFor a Quest 3 Meta Horizon Link is the preferred option, and yes, The Meta Horizon app has to be running, just like when you play a native PCVR game that uses the Horizon Link/Oculus runtime.
Not hooking has nothing to do with the device type though. Everything you should check in that respect is in the trouble shooting guide I mentioned earlier.
RalfKeymasterSounds very much like a conflict with some other program on your PC that also hooks into games. If you happen to use anything else than Windows Defender, most likely an overzeleaous antivirus program that wrongly considers hooking into applications malicious. Especially considering the installer hang at the end that seems quite likely.
First try to exclude the vorpX program folder from your antivirus scanner. Usually that would be C:\Program Files (x86)\Animation Labs\vorpX.
If that does not help, please go through the trouble shooting guide in the vorpX help (alternatively pinned to the top of the sub forum), especially the part about hooking conflicts. Might have been written a while ago, but still contains the most important things to check for in a case like this.
RalfKeymasterTry to reset the gamepad sensitivity in the game options. Also reset the profile to default in case you tinkered with the gesture settings in the vorpX menu.
Under normal circumstances gesture steering is pretty much 1:1 in sync with how the steering wheel turns in the game.
RalfKeymasterPlease reset everything to default. Sounds like you have set motion controllers to keyboard/mouse emulation, which means they simulate A/D presses while steering. Per default motion controllers normally are set to gamepad emulation in Cyberpunk, which provides smooth steering.
RalfKeymasterI’ll take that into account. Thanks again for finding the culprit here. As said above if possible I’ll try to resolve this without mirror disabling, just don’t hold your breath for it.
RalfKeymasterGreat. That explains why I couldn’t replicate the issue. Somewhat funny actually.
While authoring shaders in DX12 vorpX internally pretends that G3D is supported for technical reasons even if it’s not. That in itself wouldn’t be an issue, but in Farming Simulator vorpX disables mirrors in the game’s .ini with G3D since they caused G3D glitches in earlier FS versions that still had G3D support. So for me mirrors got disabled in the .ini during shader authoring automatically due to this leftover settings change, not for you though (or anyone else but me). As a result I didn’t get your issue.
I’ll check wehether I can resolve this without disabling mirrors, but that might not be possible. Sounds like the game re-uses the depth buffer texture for the mirrors. If in doubt, I’ll expand the automatic mirror disabling to Z3D too.
Thanks for the hint!
RalfKeymasterProblem found, affects (probably not many) games that use DirectInput for evaluating keyboards in a certain way. Borked mapping from Windows key codes to DirectInput key codes on vorpX’s end.
Thanks for the heads-up, will be fixed in the next build.
Semi-related sidenote: the game works great with head tracking and native gamepad/motion controller input after running the DirectVR memory scan, so not much reason to use keyboard/mouse here.
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