Ralf

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Viewing 15 posts - 436 through 450 (of 10,059 total)
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  • Ralf
    Keymaster

    Some games may refuse to start with this workaround, but most of the time making a copy of a game’s main .exe and using that instead of the original .exe does the trick.

    in reply to: Is it possible to build a missing depth buffer? #218307
    Ralf
    Keymaster

    Unfortunately not. Or to be more precise it’s theoretically possible in a technical sense, but impractical.

    Modern games actually sometimes have an extra depth pass to build the depth buffers used for effects, but trying that retroactively without knowing which draw call draws geometry that has to be included into the depth pass and which doesn’t would be even more error prone than the generally similar heuristics required for G3D. Also these heuristics would have to be configured on a per game (or at least per engine) basis. Last but not least the performance impact would probably be similar to G3D.

    In a nutshell: neat idea for sure, but even if/where possible not even close to the one-size-fits all solution you probably were hoping for.

    in reply to: Cyberpunk VR Update Thread #218248
    Ralf
    Keymaster

    @ mateuszw1995

    When you launch the game, vorpX should ask about additional components that have to be updated. If not, please make sure that you didn’t accidentally disable profile updates in the config app.

    in reply to: JoyCon Controllers FTW #218245
    Ralf
    Keymaster

    Sounds cool. You might be interested in the most recent vorpX beta though that adds the ability to use motion controller gestures:

    Brief Introduction video

    vorpX beta 23.1.0 web installer

    in reply to: Cyberpunk VR Update Thread #218244
    Ralf
    Keymaster

    2023/10/27

    Version alpha 9c is available. Adds compatibility with Cyberpunk 2077 2.02.

    Users of the most recent vorpX beta receive an incremental auto-update, standalone users have to redownload and reinstall the mod.

    in reply to: Move Screen Around? #218226
    Ralf
    Keymaster

    Please check again. Immersive screen as well in cinema mode both have a “tilt screen” option since several years. Source: I programmed it. :)

    in reply to: Move Screen Around? #218221
    Ralf
    Keymaster

    If the option doesn’t show directly, please press the ‘more immersive screen options’ button to see it.

    in reply to: Move Screen Around? #218204
    Ralf
    Keymaster

    If re-centering still doesn‘t get you what you want, you can also tilt the screen down a bit. To see this option in the menu you may have to click the ‚More Immersive Screen Options‘ button.

    in reply to: vorpx always quit #218155
    Ralf
    Keymaster

    Regularly crashing on launch sounds suspiciously like a virus scanner problem. If you happen to use anything else than the built in Windows Defender, try to exclude the vorpX program folder.

    Caveat: some particularly annoying/invasive AV programs can’t really be disabled, in some cases only uninstalling may help. Windows Defender will kick in automatically instead.

    in reply to: Controller issue #218154
    Ralf
    Keymaster

    Please reset the profile to default. This is not supposed to happen at default settings. You shouldn’t really have to tinker with any settings in the vorpX menu aside from the ‘Resolution Quality’ option anyway. This is a profile where vorpX automatically adjusts game settings for the best possible experience.

    On a sidenote: Unrelated to your issue, but in general it’s better to use native Oculus mode and Quest Link with vorpX. That’s how things are supposed be done for Quest. SteamVR mode is intended for native SteamVR headsets like Valve Index. When you use SteamVR with a Meta/Oculus headset you add an unnecessary translation layer, SteamVR in the end uses the Oculus runtime anyway.

    in reply to: Cyberpunk VR Update Thread #218130
    Ralf
    Keymaster

    Again: Do NOT use SteamVR with a Quest headset. Just don’t. By doing so you make things unnecessarily complicated.

    Use Quest Link with the mod set to Oculus. That works perfectly fine. SteamVR is only supposed to be used with native SteamVR headsets like Valve Index.

    in reply to: Heads-up for Windows 11 users #218122
    Ralf
    Keymaster

    You lose about half the DX9 performance without the beta. While it works technically due to a fallback method kicking in, it’s a lot slower than it’s supposed to be. If you regularly play DX9 games on Windows 11, the beta is the way to go.

    in reply to: Cyberpunk VR Update Thread #218114
    Ralf
    Keymaster

    Please don’t use any third party tools. Use native Oculus rendering with Quest Link. No SteamVR, no VD, no third party stuff at all.

    in reply to: Baldur’s Gate 3 Black screen #218109
    Ralf
    Keymaster

    Make sure to select DX11 in the game’s launcher. That should solve the issue.

    Ralf
    Keymaster

    You only need a new key when your request code changes. Usually that happens after changing vital hardware or reinstalling Windows. Just uninstalling/reinstalling vorpX will never trigger the need for a new key.

    Also the uninstaller asks at the end whether you want to remove the registration information. If you press ‘No’ here, you don’t even have to re-enter the key later.

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