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RalfKeymasterBoth so to speak. :) The current beta cycle will end with this release.
You’ll get an auto update to the new version regardless whether you currently use the beta or the regular build.
RalfKeymaster2023/12/21
A new update is available. Adds compatibility with Cyberpunk 2077 2.1. Including a fix for the rendering glitches when entering a vehicle.
RalfKeymasterSorry for the confusion. The last profile database update for the beta accidentally included my work profile for the game without the current beta itself having any of the game specific code to make it work fully.
The game specific code will be in the next vorpX release. Expect that later today or (more likely) tomorrow. No working scanner unfortunately, Bethesda changed the way the camera works. Not a super huge deal though, tracking latency is fairly low with default tracking too.
No more fumbling with FOV etc with the next vorpX build. That will be done automatically.
RalfKeymasterOnly Portal 2 is supported of these three. That should work without any hassle though. if your new PC has Windows 11, make sure to use the vorpX beta from the link below. There is a severe petformance issue with DirectX 9 games like Portal 2 on Windows 11 with the regular vorpX build.
Even if your PC is brand new, please double and triple check for any tools in the background that may hook into games. Some bigger PC vendors preinstall bloatware that may interfere. Also remove any potentially preinstalled invasive third party antivirus. Use the built in Windows Defender instead. Defender kicks in automatically when you remove third party AV.
For the vorpX beta check this thread:
RalfKeymasterJust a heads-up that a fix for the vehicle issue will be available shortly.
Either the 2.1 update itself or the according CET update breaks detecting the current vehicle type (car or bike). The mod uses this information for optimizing the camera position since the unmodified flat camera positions don’t really work well in VR.
The failed vehicle type detection then causes a bunch of other issues which in the end lead to the heavy rendering glitches you see.
Long story short: I have to figure out another way to distinguish between cars and bikes. Once that is done everything should work as expected again. Expect a fix within the next two or three days.
RalfKeymasterThe reticle in FullVR mode is never too high, that’s an – albeit understandable – illusion. The reticle is always at the optical center, *BUT* all VR headsets have a neat little optimization to maximize the amount of pixels used where it counts:
The VR camera matrix is vertically asymmetrical, i.e. more pixels are rendered below the eye position than above. That accommodates human vision, which focuses more on things below our eyes than above. Some headsets do that to a greater extent than others, but all do it to a degree.
Since normal games don’t have such an asymmetrical camera but the headset does, depending on vorpX’s ImageZoom setting the screen of your headset may be fully utilized above the eye position, but not below. In other words: while the reticle might not be centered on the screen, it’s in fact still at the center of the camera.
Unless ImageZoom is capped because a game is known to only work with a certain FOV range, you can raise the ImageZoom value to the max to fully utilize the sceen. That comes at a price though: higher ImageZoom means lower pixel density and requires a higher FOV, which costs performance. Defaults are carefully chosen, so better don’t touch these things unless you fully understood the above. Take this hint seriously please.
Confused? Understandable. Still 100% what is happening. Everything working as it should – and has to.
CAVEAT: No rule without exception. In G3D games things may get a bit out of sync if you use vorpX’s camera height modifier. You’d have to actively do that though. So unless you changed the camera height in a G3D game you don’t have to worry about this exception from the rule.
RalfKeymasterThis cannot be addressed on the forum. Please send a mail to support at vorpx com.
RalfKeymastervorpX is actually supposed to rename the SteamVR desktop theater .exe automatically since SteamVR exists. It even checks every few seconds while running to not miss any potential changes at any time. When exiting vorpX the .exe name gets restored. One of the many little quality of life things vorpX does usually unnoticed.
If that doesn’t work for you, try to launch SteamVR before vorpX. That way vorpX can be sure where to find the desktop theater, without SteamVR running it has to guess. Usually that guess works well too, but it might not be 100% reliable under all imaginable circumstances.
RalfKeymasterMight just have been coincidence. Depending on which app hooks first a hooking conflict can sometimes cause no issue at all and the next time crash a game entirely.
I don’t see any super obvious trouble maker in your process list, but the HP overlay is something you might to want to check. If that is some kind of game overlay, it’s definitely a high level candidate. Same for the HP System Optimizer. Stuff like that may occasionally be more than useless bloatware, but it comes with a high potential for hooking conflicts.
Not sure if I recommended that earlier already, but since your PC is a laptop, also try to disable the internal GPU entirely in the BIOS if possible. If a game launches on the iGPU while the headset is connected to discrete GPU, things won’t work at all.
RalfKeymaster…I think you misunderstood. He’s just asking about playing a Steam game without loading Steam VR…
If that was indeed the question:
SteamVR is not supposed to run at all when using a Quest with Link. Make sure that vorpX is set to Oculus mode in the config app. Do not launch SteamVR, it not required and should not be running. SteamVR is only supposed to be used with native SteamVR headsets (e.g. Valve Index).
RalfKeymastervorpX is actually supposed to rename the SteamVR desktop theater .exe automatically since SteamVR exists. It even checks every few seconds while running to not miss any potential changes at any time. When exiting vorpX the .exe name gets restored. One of the many little quality of life things vorpX does usually unnoticed.
If that doesn’t work for you, try to launch SteamVR before vorpX. That way vorpX can be sure where to find the desktop theater, without SteamVR running it has to guess. Usually that guess works well too, but it might not be 100% reliable under all imaginable circumstances.
Nov 22, 2023 at 11:23am in reply to: question about sharing profiles with G3D Shader Authoring #218552
RalfKeymasterIt’s supposed to. Just in case: you have to use the OK&SAVE button in the shader menu. Just hitting OK won’t save the definitions.
If you are sure you did that:
There was one report earlier that apparently shader definitions sometimes aren’t stored correctly. If that happened to you (sounds a bit like it), please let me know which game and profile is affected and I’ll check whether I can replicate the issue. That would help me tremendously.
RalfKeymasterVLC is a video player app.
If you encounter frequent hooking issues with games that are known to work normally, there almost certainly is something running on your PC that also hooks into games and thus creates a conflict with vorpX.
Try to disable EVERYTHING you may have running in the background. Especially any GPU/CPU utilities, any gaming related tools, messengers, screen recording apps, PC vendor bloatware etc. Ideally don’t have anything running in the background that wouldn’t be there after a fresh, clean Windows install.
The trouble shooting guide on top of this sub forum has more details on the matter.
RalfKeymasterWith extended displays that should work, but I’m not entirely sure how practical it would be.
You have to be aware that you might face all the potential annoyances that you might encounter when regularly adding/removing any other (actual) extension display. E.g. apps that remember their window positions without doing sanity checks might end up being displayed at positions outside of your actual monitor – even after disabling the virtual one!
Better just use the virtual monitor as intended. It’s supposed to improve things and make them easier at the same time. The simplifying part gets lost when using it as extension display.
RalfKeymasterThere is an option in the config app that let’s you enable the virtual monitor manually from the vorpX tray icon. That way you can treat it as (invisible) normal second display.
BIG HUGE CAVEAT:
Windows restricts resolutions when mirroring displays to the resolutions supported by the less capable one, which obviously largely defeats the purpose of the virtual monitor. What you would have to do instead is extending displays and then use the Oculus/SteamVR mirror window on the actual monitor.
Since the virtual monitor is meant to simplify things, not making them more complicated, that’s not the default behavior, but with a bit of tinkering you *might* be able to make it do what you have in mind too.
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