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RalfKeymasterIs it equally difficult for you to trigger the right grip action or is it just the left one?
I raised the grip action threshold on Touch to 0.85 or 0.9 (can’t remember currently) due to complaints every once in a while that it was too easy to trigger the grip action accidentally e.g. during an intense fight.
The full range coming in from the Oculus runtime is 0.0-1.0, so even considering some deviations between controllers every device that is halfway in order should easily reach 0.9 one would think. Worked fine with both sets (1 original, 1 Rift S) of Touch controllers I have here at least.
RalfKeymasterI can answer the first two:
1. SteamVR is the right choice for an Index. Incidentally Index controller support was added just yesterday, so you are all set with the latest vorpX version.
2. Will be looked into, but as always no promises.
RalfKeymaster19/07/20
vorpX 19.2.2.1 has been released.This hotfix addresses a severe issue causing several DX9 games to crash on start. No other changes.
- Some DX9 games could crash on start or when changing the game resolution (e.g. Outlast, The Darkness II)
RalfKeymasterYou can either switch off the controllers physically if possible so that vorpX doesn’t detect them in the first place or alternatively set the ‘Controller Visualization’ to ‘None’ in the vorpX menu. The settings page is named differently depending on your headset, e.g. ‘Oculus Touch Settings’, ‘Vive Controller Settings’.
RalfKeymasterJust checked Outlast and there seems to be an issue with the game. Nothing Rift S related, it’s a general problem, happens with all headsets. I’ll see what can be done.
RalfKeymasterI understand that. Please still follow the trouble shooting steps linked above.
You can be sure that there would be many more reports of Rift S problems if a device specific issue like the one you reported would exist. Not only is the headset used here for development regularly, as you can imagine there are also many others using it. VR apps, vorpX included, don’t do anything different for Rift S than they do for the original Rift.
I’m really sorry that you have to go through this, but there is 100% another reason for your issues. It’s not the Rift S.
RalfKeymasterJust let me know if you encounter any other issues that you think weren’t there before. Apart from the added support for more controllers and a highly important fix regarding positional tracking that you definitely want to have there weren’t really any general changes in this update.
Unfortunately it’s not possible for me to provide support for multiple versions at the same time. Most people expect frequent updates these days, yet supporting many different versions at once is unfeasible even for larger organizations. That’s why you see more and more ‘forced’ updates everywhere. Even more true for a program like vorpX that has to work with literally hundreds of games, many of them getting frequent updates themselves that may (and do) break things on a regular basis, making it highly important to ensure everyone stays up-to-date.
And as if that wasn’t enough already, also the VR runtimes from Valve and Oculus are still evolving at such a fast pace that relatively frequent updates are practically inevitable.
RalfKeymasterYou didn’t do anything wrong. The camera hight modifier is now factored into the camera position caclulation in a different way as part of a fix regarding positional tracking feeling off when you rotate your head. A side effect of this fix is that earlier camera height values may have to be adjusted if you used the setting before. I usually take great care to ensure that the effect of settings changes as little as possible between versions, but in this case it was unavoidable unfortunately.
RalfKeymasterI can 100% guarantee that this is a conincidence on your machine. Rift S is used for development purposes here since it came out. There is no problem with it.
Please first try a full factory reset in the vorpX config app (trouble shooting page). If that does not help, go through the trouble shooting steps here. Start issues/crashes with multiple games that worked before sound a lot like a conflict with another program on your PC that also hooks into games.
RalfKeymasterIf you have profiles that you put a lot of time and effort in, you can make backups by dragging them from the local profiles list in the config app to your desktop. That way you you could easily restore them if something goes wrong again in the future.
RalfKeymasterAs outlined above it’s not really possible to provide one exact number since it depends on various settings. For your Oddysey+ something slightly higher would be 1:1.
The best way to approach resolution is to use the highest resolution you can afford performance wise for a game. For older games you may well be able to play at 2400p. For newer, highly demanding games you may have to stick to a lower resolution like 1200p even with a fast GPU.
RalfKeymasterThey should work as actual WMR controllers now instead of as Vive wands. Try to change the new “Hand Controller” setting in the config app from “Auto” to “Windows MR”. Let me know if that doesn’t help.
RalfKeymaster@ benzoylperoxide: Aren’t you overrecting a bit here? Your issue was fixed literally within an hour after reporting it. Unfortunately it’s not possible for me to provide support for multiple versions at the same time. And even if that wasn’t an issue: the VR runtimes from Valve and Oculus are still evolving at such a fast pace that frequent updates are inevitable.
@ moadepth: That shouldn’t have happened. Normally vorpX merges existing profiles into the new database. Sounds as if something went wrong. Check your C:\ProgramData\Animation Labs\vorpX folder. With some luck the old profile database still exists. If you see a file named profiles.vpd.old in that folder, you could try to rename it to profiles.vpd.
RalfKeymasterIt’s more complicated. For 1:1 pixel mapping you need a higher res than the screen res of the headset due to lens distortion, which magnifies the image center. Also various vorpX settings play a role: image zoom/aspect mode in FullVR, respectively the screen distance in cinema/immersive screen mode.
Long story short: providing an exact number is impossible, but as a rule of thumb you get close to 1:1 pixel mapping with a 1440p resolution. Doesn’t hurt to use something higher though if your PC allows that performance wise for a particular game. Higher game resolutions are vorpX’s equivalent of supersampling with native apps, so the higher the better image quality wise. Just keep an eye on performance, that’s equally important in VR.
RalfKeymasterNew setup is online. Vive (also Index) triggers should behave like before now.
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