Ralf

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  • in reply to: Interesting quote from CD Project Red (Cyberpunk) #185269
    Ralf
    Keymaster

    I know. Maybe it’s time to revive it. Like most I stopped paying for newspapers years ago. Looking at how news work today I can’t help but think that was a really bad idea though.

    The game is as far away from supporting VR as any other game without VR support. Nothing that was actually said by the CD Project guy indicates anything else.

    in reply to: Interesting quote from CD Project Red (Cyberpunk) #185265
    Ralf
    Keymaster

    What a god awful clickbait article. Headline with a handful of words taken completely out of context so that it more or less implies the opposite of what was actually said.

    If anyone wonders why you usually only get meaningless PR talk from game developers these days, “journalism” like this and the potentially following minor mass hysteria are why. The poor guy from CDPR will rather bite off his own tongue before he says “VR” again…

    Unpopular opinion: the world would be a (slightly) better place if you (and me) had to pay journalists for their work again like we had to for centuries. Think about it.

    in reply to: WoW showing in immersive, not 3d? #185262
    Ralf
    Keymaster

    Please make sure that you use the latest version of the game and that “DirectX 11 Legacy” is selected in the game options as graphics API. vorpX should do the latter automatically, but maybe that failed for some reason.

    in reply to: Question about FOV #185253
    Ralf
    Keymaster

    There is no general answer to this question unfortunately since different games use different ways to calculate the FOV. Some use a vertical FOV, some use a horizontal FOV based on the 4:3, others based on 16:9 or the actual aspect ratio and some use a totally different method, e.g. a percentage value etc.

    You can find actual numbers that are correct with default vorpX settings (image zoom at 1.0) for some of the more common methods in the vorpX help (‘Essential Hints’).

    in reply to: Issues with VR in Skyrim and other games. #185242
    Ralf
    Keymaster

    Leave the zoom at 1.0, use EdgePeek for menus: middle mouse button or left gamepad stick button (or right, can’t remember currently). EdgePeek temporarily switches to a cinema like view, perfect for menus and cutscenes. Also in the help, ‘Quickstart Guide’ this time :).

    You shouldn’t have to tweak much in most officially supported games. A lot of potential grief with vorpX stems from the wrong assumption that the many options available to tweak mean one has to actually do that, which most of the time is not the case. The defaults are usually pretty good. Especially as a beginner you can fairly easily break something by tweaking too much. So be careful.

    Hands: try a higher player/weapon FOV on the DirectVR page of the vorpX menu. That’s a bit of a general issue though with many games. Hands/weapons are often rendered with different camera settings than the world to look good on the monitor. Can’t be fully avoided in many cases.

    While I’m at it: if you want to customize hotkeys (including the EdgePeek key), you can do that in the config app.

    in reply to: Issues with VR in Skyrim and other games. #185240
    Ralf
    Keymaster

    Thanks. Quite odd though that you have head tracking in cinema/immersive screen mode, but not in FullVR mode. I can’t really imagine any reason for that, doubly so for a game like Skyrim with DirectVR head tracking.

    One more thing (unrelated to your tracking issue): you should make sure that your Quest is connected via 5GHz WiFi. Unless you have a way to force that it makes sense to temporarily disable 2.4GHz in your router to be sure the 5GHz band is used. 5GHz WiFi has a massively lower and more stable network latency, which helps a lot in multiple ways. Not only with vorpX, but with ALVR in general.

    in reply to: Issues with VR in Skyrim and other games. #185237
    Ralf
    Keymaster

    Not really. The watcher consumes a bit of CPU time, not more than 10% or so normally though. Might be your virus scanner disliking the constant checking for newly started programs. If you use anything else than Windows Defender, get rid of it. Windows Defender is less invasive and quite excellent these days.

    If that doesn’t help, no reason to be alarmed. Simply exit vorpX or pause the watcher from the tray icon right click menu when you don’t want to use vorpX. While vorpX is attached to a game the watcher pauses automatically, so no precious CPU time is wasted while you play a game with vorpX no matter what.

    in reply to: Issues with VR in Skyrim and other games. #185235
    Ralf
    Keymaster

    The field of view (“zoomed in”) is correct after successfully running the DirectVR scan in Skyrim. vorpX automatically handles that for many games, for others you may have to do it yourself one way or the other. The Essential Hints Guide in the help lists all options.

    In regard to performance please also check the help (‘Performance Optimization’). I could only repeat here what you find there. In short: playing vorpX with Geometry 3D is far more demanding than playing a game on your monitor, so you either have to reduce graphics fidelity or switch to Z3D mode which is less demanding.

    in reply to: Async Problem #185233
    Ralf
    Keymaster

    I’ll check whether there maybe is some bug. The normal behavior is the one described above. I could imagine though that the switching itself briefly changes the runtime’s mind about whether to throttle or not so to speak, which would explain what you see.

    You really shouldn’t touch the async setting for what you want. Async Redering on, Fluid Sync off is what you want. Unless the headset runtime decides to throttle that results in 90fps for the headset rendering thread with a variable framerate (or ideally also 90fps) for the game. I can’t really do much more than trying to explain in an understandable way what the option does. Sorry if I failed to do that properly.

    in reply to: Issues with VR in Skyrim and other games. #185230
    Ralf
    Keymaster

    Only the game executable is supposed to be hooked.

    Please first check whether tracking is working in cinema mode. If it does, you know that everything works in general and you may just have to adjust the head tracking sensitivity (for games with mouse based head tracking) or run the DirectVR scanner if supported. That’s the case for Skyrim.

    If head tracking also doesn’t work in cinema mode, something is truly wrong. In that case please try a full factory reset (config app > trouble shooting) and then only set vorpX to SteamVR mode afterwards without changing any other settings.

    in reply to: Async Problem #185229
    Ralf
    Keymaster

    The async render setting controls whether vorpX waits until a new frame is available from the game before it sends it to the headset (async off) or whether that is done more often below your headset refresh rate provided the runtime didn’t decide to throttle (async on).

    The setting you want to turn off to achieve the effect you want is ‘Fluid Sync’, not ‘Async Render’. If anything turning off async rendering will cause the headset runtime to throttle more often not less often. Pretty much the opposite of what you want.

    in reply to: Async Problem #185225
    Ralf
    Keymaster

    You shouldn’t really turn this setting off unless you happen to use a Pimax 5K/8K, where synced rendering works better. Instead switch Fluid Sync off. Any potential throttling that happens while Fluid Sync is off is not invoked by vorpX but by the headset runtime (SteamVR or Oculus).

    in reply to: Support of Oculus Quest #185224
    Ralf
    Keymaster

    Only the actual games have to be injected, nothing else. If vorpX attaches to any helper app you may be using, you can (and should) add it to the exclude list.

    in reply to: Issues with VR in Skyrim and other games. #185223
    Ralf
    Keymaster

    For head tracking to work with a Quest you need to use an app that provides head tracking data from your Quest to SteamVR. I’m not sure if VD does that. If in doubt try ALVR, which definitely can do it.

    in reply to: Problem with official profiles #185222
    Ralf
    Keymaster

    Not currently, sorry. Making official profiles overridable in a safe way, i.e. in a way that is easily restorable when the override gets deleted again, should have been part of the last larger update, but unfortunately proved to be a lot more complex than it should be. Long story short: it will come eventually, I just have to find the time.

    Re the game specifically I’d suggest to play with G3D at day and switch to Z3D at night.

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