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RalfKeymasterJust checked it before the last update without problems. I’ll check it again next week. If I can reproduce the issue, I’ll probably remove the profile this time like suggested when you reported this the last time sometime last year. Far too much time spent on this game already considering it’s (non-)popularity, sorry.
RalfKeymasterI can’t really do much more than trying to explain the technical facts like above, sorry. If you feel the units do not match in a particular game, you can try to carefully change the positional strength multiplier. That should very rarely be necessary though. Please also reset the profile(s) in question to default in the config app if you already tweaked them a lot. With the huge amount of tweakable options available it’s fairly easy to do more harm than good by tweaking.
TLDR: If you stay in place or play seated and re-center head tracking occasionally (ALT-SPACE or the according menu button), the ‘normal’ positional tracking is as good as DirectVR positional in regard to unit mapping and about half a frame better in regard to latency.
RalfKeymasterNothing I can think of. Since the game is D3D11 only there isn’t any game setting that may have an effect on hooking.
The only, very generic, thing left I could recommend is a factory reset in the vorpX config app. Reinstalling vorpX might not have reset everything to default unless you uninstalled it first, so a factory reset might be worth a shot.
Also double and triple check running background processes. Everything that wouldn’t be there after a fresh Windows install is a candidate. Doubly true for potential third party AV programs, which aren’t necessary anymore on Windows 10.
That’s really all I can suggest.
RalfKeymasterThere isn’t really any difference in regard to unit mapping between both modes, and in regard to input latency the ‘normal’ positional tracking even has the edge compared to the DirectVR mode since it is applied at the latest possible point in time directly before the geometry gets rendered.
The only real drawback of the ‘normal’ positional tracking is that, especially with mouse based rotational tracking, it should only be used for small movements like peeking around a corner or similar things, not for walking around. If rotational DirectVR is available for a game, even that restriction in most cases doesn’t have to be followed 100% strictly.
BTW: you rarely (read: almost never) should have to tweak the multipliers.
TLDR: If you stay in place or play seated and re-center head tracking occasionally (ALT-SPACE or the according menu button), the ‘normal’ positional tracking is as good as DirectVR positional in regard to unit mapping and about half a frame better in regard to latency.
RalfKeymasterWith the DEL key.
BTW: you can rebind this and various other keyboard shortcuts in the config app.
RalfKeymasterJudging from your post you seem to have tried pretty much everything one could recommend. Since only RE7 is affected it’s probably something game specific, so the only two things left to suggest are:
1. Try to run the game windowed if you run it fullscreen currently or vice versa.
2. Make sure that you don’t use any mods (e.g. an FOV hack) that might interfere
RalfKeymasterI had some issue with crackling audio with the Rift S a while ago which could be resolved by reducing its volume below 100% and restarting Windows.
If that doesn’t help and you suspect vorpX’s audio switching causes your problem, try to uncheck ‘Use built-in audio device’ in the vorpX config app. With this option disabled vorpX doesn’t touch anything audio related anymore.
RalfKeymasterThe list is not an official list, it is neither actively maintained nor accurate. Oblivion should have positional tracking per default. Not 100% sure about Metro 2033 currently. Like said above, if positional tracking is disabled due to potential glitches, you can enable it on the head tracking page of the ingame menu for any Geometry 3D game.
RalfKeymasterThis list is neither actively maintained nor is it even remotely accurate.
You can enable positional tracking in any Geometry 3D game, ~90% of the officially supported games. If it’s not enabled per default, it probably introduces visual glitches (most of the time with shadows). There is no harm in trying though if you are too sensitive to motion sichness to play with 3DOF tracking.
The according options can be foound on the head tracking page of the ingame menu whenever G3D is active.
Jul 8, 2019 at 12:13pm in reply to: Is there any way to choose which modes are tied to the grip button? #185643
RalfKeymasterThe closest thing to this would be playing in FullVR while being in EdgePeek mode. Then you can toggle between FullVR/EdgePeek anytime.
RalfKeymasterPlease make sure to enter the same mail address into the download form that you used to activate vorpX originally. Requests will only be processed if the system knows the entered mail address.
The mail address you used to register here on the forum is not in the license database unfortunately. If you used another mail address to activate vorpX, you have to enter that address into the download form.
RalfKeymasterYour logfile only contains an entry for Day of Defeat, not Half-Life 2. While the game also uses a hl2.exe, there is no guarantee that it works with the Half-Life 2 profile. The Day of Defeat hl2.exe is probably very different from the .exe of the actual Half-Life 2 since it was forked a long time ago.
Please check whether the issue also occurs with Half-Life 2. The actual Half-Life 2 should still work fine.
Apart from that try to run the game windowed if you didn’t try that already. That can help sometimes with display issues.
In regard to potentially interfering background programs the best thing you can do is closing everything and check whether your issue still occurs. If not, re-enable your background programs one by one to see what caused the issue.
RalfKeymasterSent you a reply with a link to a fixed database.
RalfKeymaster@ moadepht : With reasonably reduced graphics details even a 1070 is enough for ~45fps with Geometry 3D, and of course there always is Z3D if you don’t want to dial down graphics details.
I would not recommend to play the game online with vorpX. If you do so, you should at least disable the automatic FOV adjustment. vorpX shows an according message when the game is started.
RalfKeymaster@ Mordraug: Just checked this and can confirm that fullscreen does not work, windowed however works fine. You can adjust the window size freely with the mouse like an application window. Has to be done after each game launch.
BTW: The next vorpX version will come with better Z3D base parameters for the game, the current profile has too little depth near the camera.
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