Ralf

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Viewing 15 posts - 31 through 45 (of 10,161 total)
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  • Ralf
    Keymaster

    Super weird. Can’t really suggest anything, sorry.

    Please try a factory reset (config app > trouble shooting), which will reset everything to default. Afterwards select ‘Generic 3D’ again and hit ‘Apply’ or ‘Apply & Close’.

    in reply to: ds9 the fallen #223074
    Ralf
    Keymaster

    Should work with the game’s OpenGL renderer. In the game’s video configuration dialog make sure to check ‘Show non-certified devices’, otherwise you can’t select OpenGL.

    Caveat 1: 3D is disabled per default in the profile. To get 3D switch ‘3D-Reconstruction’ to ‘Geometry’ in the vorpX menu.

    Caveat 2: for reasons I neither recall nor documented unfortunately I made the game’s profile hidden in the profile database. So there might be some issue with it. A (super-brief) test a few minutes ago looked fine on first sight though.

    in reply to: Baldur’s Gate 3 setup (help a newb, please) #223072
    Ralf
    Keymaster

    Z3D is the preferred method here. G3D works in principle, but personally I considered it too glitchy when I made the profile. Just left it available for those who don’t mind.

    Ralf
    Keymaster

    That’s the weirdest issue I heard of in a while. Never got this one before. Please double check whether maybe you just didn’t hit the ‘Apply’ or ‘Apply & Close’-button after selecting ‘Generic 3D Display’. Sounds like the most likely cause for this issue.

    Anyway, glad you found a workaround. Goes without saying though that deleting files from the vorpX program folder is not exactly something I’d recommend. May mess up things severely.

    in reply to: Dying Light 2: Stay Human #223033
    Ralf
    Keymaster

    …that under certain unlucky circumstances vorpX may occasionally think the scanner succeeded although it actually didn’t. That was what you experienced when you first described your issue. If that happens again, simply don’t run the scanner. No need for external apps to deal with that.

    in reply to: Dying Light 2: Stay Human #223031
    Ralf
    Keymaster

    Right, guess that settles it then. Once the scan succeeds, vorpX directly manipulates the game’s camera in memory for head tracking and thus does no mouse emulation anymore. It should disable the override automatically in that case.

    The only remaining caveat it that under certain unlucky circumstances vorpX may occasionally think the scanner succeeded although it actually didn’t. That was what you experienced when you first described your issue. If that happens again, simply don’t run the scanner. No need for external apps to deal with that.

    in reply to: Dying Light 2: Stay Human #223028
    Ralf
    Keymaster

    Mouse mapping conflicts with the controller in DL2 because the game doesn’t like the use of KB&M and controller input at the same time

    That’s actually what the gamepad override solves. When a game can’t handle KB&M and controller input at the same time, the gamepad override ensures that gamepad input gets mapped to KB&M. That way you can use your gamepad and mouse based head tracking whnever a game doesn’t allow both at the same time.

    Letting you use your gamepad together with mouse based head tracking in games that have this issue is the sole reason why the gamepad override exists in the first place.

    in reply to: Dying Light 2: Stay Human #223026
    Ralf
    Keymaster

    I guess I don’t really get your problem, sorry.

    1. For the FOV to be correct “Optimize game settings” MUST be on, you really should never disable that under normal circumstances. It’s often vital, sometimes even for working 3D.
    2. To solve your head tracking issue simply do not run the scanner after launch. When you don’t run the scanner vorpX automatically uses its built in head tracking to mouse mapping.

    If you experience something else, reset the profile to default. If that also doesn’t help, try a factory reset.

    in reply to: Dying Light 2: Stay Human #223024
    Ralf
    Keymaster

    You can/should leave DirectVR enabled, so that vorpX still can adjust the FOV in the config file. Just don’t run the scanner after launching the game. The memory scanner only affects head tracking, not the FOV. In some games it does, but not in this one. The sacnner always says what is affects, in thsi case that’s only camera rotation.

    You can simply not run the scanner while letting vorpX still adjust the FOV in the config file. That way vorpX’s head tracking to mouse emulation is used for tracking, while DirectVR still handles the FOV.

    in reply to: Metro Exodus dx11 G3D #223021
    Ralf
    Keymaster

    Thanks for the heads-up. Guess I should stick to my own recommendation to not do anything vorpX doesn’t do automatically. ;) Unlike me – who forgot it – vorpX is aware of of this limitaion…

    Good to know that there is a hack to remove it completely. Probably not a big deal to apply it in in-memory without hacking the .exe. I’ll look into that.

    in reply to: Metro Exodus dx11 G3D #223019
    Ralf
    Keymaster

    The FOV for Metro Exodus is a vertical FOV. With default ImageZoom (1.0) that’s 96 deg. vorpX keeps this constant over all headsets to make potential instructions in user profiles stay valid across all headsets.

    If you want to max out the ImageZoom (and thus your Quest 3’s vertical FOV), try 105. I’m not 100% whether I recall that correctly though, is probably slightly off.

    You can check the precise vertical FOV required for maxed out ImageZoom in the vorpX logfile. Easiest way to access it is createing a trouble shoot archive in the config app. In the logfife (after launching a game), you find a line that looks like this:

    INF: OculusRiftDevice: FOV: XX.XXXXX°

    That’s your *vertical* FOV for maxed out ImageZoom. In case of Metro Exodus it luckily happens to be exactly what the .ini file wants.

    Caveat 1: might also be OpenVRDevice or OpenXRDevice depending on what you have selected in the vorpX config app.

    Caveat 2: don’t get distracted by the term ‘OculusRiftDevice’ in the log, that has historical reasons. It’s the right one for all Meta headsets when using Horizon Link.

    in reply to: Gamepad overrite Witcher 3 #223018
    Ralf
    Keymaster

    The gamepad override is necessary if you want mouse based head tracking in many games since many games can’t handle simultaneous mouse/gamepad input. Hence vorpX can override gamepads and map your gamepad to mouse/keyboard. The alternative to that would be no gamepad at all in affected games. So that#s a feature, not a bug. ;)

    If you don’t want/need mouse emulation head tracking, you can safely turn the override off. Make sure to set the head tracking sensitivity to 0.0 in that case, otherwise you will create input conflicts in games that can’t handle mouse and gamepad input at the same time.

    3D works in both DX11 and DX12, provided you:

    1. Use the latest vorpX
    2. Use the latest Witcher 3
    3. If you have a camera mod installed, try without, will likely interfere.
    4. Use the profile’s default settings (i.e. 3D set to ‘DirectVR’)
    5. Do not disable automatic settings, they are often vital.
    in reply to: Z3D with Generic 3D Display #223007
    Ralf
    Keymaster

    Concerning V25, I still use my Reverb G2 on Win 11 23H2 with WMR + OpenXR. I probably don’t have last Nvidia Drivers. Are you 100% sure I can update VorpX ?

    Shoudn’t be a problem.

    BTW: I heard good things about the community SteamVR driver for WMR headsets to keep them working on newer Windows 11 versions. Haven’t tried it myself though, so thake that with a grain of salt.

    in reply to: Z3D with Generic 3D Display #223005
    Ralf
    Keymaster

    First please update to 25.1.5. No support requests for outdated versions please. V24 has always been an optional beta release. There is no point at all in sticking to V24, except you want to keep a multitude of beta-bugs (and a fatal black-screen glitch introduced by some nVidia driver update a while ago). :)

    That aside please double check whether the game in question has working Z3D in VR headset mode. Just switching on the option in the vorpX menu for an unsupported game does not guarantee working Z3D. Usually a bunch of parameters have to be defined in the profile so that vorpX can find the (correct) depth buffer.

    in reply to: Dying Light 2: Stay Human #222984
    Ralf
    Keymaster

    Sounds like some game update may have broken the DirectVR scanner profile. I’ll take a look at that, thanks for the heads-up.

    Since the scanner only provides head tracking for this game, there is no point running it until the profile is fixed, so you can simply use vorpX’s built in head tracking to mouse mapper by not running the scanner for now.

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