Ralf

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Viewing 15 posts - 4,936 through 4,950 (of 10,053 total)
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  • in reply to: original Prey #179833
    Ralf
    Keymaster

    The profile is the same as the newer Prey since both game .exe files are named the same. So the older one doesn’t show as an extra game in the profile list.

    If the game does not hook anymore, you could try to activate the alternative hooking method in the config app. Caveat: this method is not meant for general use, it’s not per se better than regular hooking. Only use it if you encounter issues with regular hooking and always try both methods.

    If that does not help, disable/uninstall anything that might interfere with hooking. Most hooking issues are caused by some background program that also hooks into games. Potential examples are: virus scanners, any GPU/CPU utility, messengers, game recording/streaming software, messengers. Generally everything that can show notifications/overlays in game.

    Ralf
    Keymaster

    Try to set FluidSync to “off” on the image page of the vorpX ingame menu. With FluidSync vorpX caps the game at half your headset refresh rate to provide a steady framerate. One artificial frame with interpolated head rotation is inserted in between two actual frames, so you still get 90fps in the headset.

    Personally I would recommend to leave FluidSync at “auto”, but that’s more or less a matter of taste. The “auto” option dynamically switches FluidSync on/off depending on the current game frame rate.

    Ralf
    Keymaster

    If you are overly distracted by that, you can switch to Z3D.

    Some recent games have rather complex deferred rendering pipelines with a lot of compute shader pre/post-processing in screen space. Stereofying everything is not always possible, so not all glitches are avoidable. These games are a lot more complex than your typical game from just five years ago, games from ten or fifteen years ago look like high school projects in comparison technically.

    Make sure to let vorpX optimize the game settings and do not touch any effects/lighting options afterwards. That will minimize potential glitches.

    in reply to: vorpX 19.1.1 Available Now #179785
    Ralf
    Keymaster

    Yeah, sorry for that one. Looks like the weapon fix broke the hair (and other dynamic objects). I’ll see what I can do, but it might be either one or the other, so no promises.

    in reply to: Can't use SteamVR (as suggested) for Oculus #179769
    Ralf
    Keymaster

    Farming Simulator 2019 is unusually sensitive in regard to jitter.

    Try to reduce ingame graphics settings to medium and use Z3D in vorpX (should be the default). With a 1080 you should definitely be able to play the game without judder issues normally.

    in reply to: problem with gamepad xbox one(wireless) #179762
    Ralf
    Keymaster

    Never heard of anything like this before, sorry. The gamepad emulation behaves like described above per default. Left stick: WASD, right stick: mouse.

    Just in case: check whether you maybe accidentally have an external gamepad emulation software running that might interfere (e.g. X-Padder or Pinnacle Profiler).

    If a full factory reset does not solve your issue and you also can’t identify any external problem, the best course of action is probably to play with mouse and keyboard instead.

    in reply to: problem with gamepad xbox one(wireless) #179760
    Ralf
    Keymaster

    There would be an issue with head tracking if you disable the gamepad emulation I mentioned above.

    In case you already changed any settings in the vorpX menu please reset the profile to its default values in the config app (‘Trouble Shooting’ page) or even do a full factory reset.

    With default gamepad emulation settings vorpX emulates emulates WASD keys with the left stick while the right stick emulates the mouse.

    Also reset the RE7 input settings to default if you made changes there.

    in reply to: problem with gamepad xbox one(wireless) #179757
    Ralf
    Keymaster

    Some games disable the mouse when a gamepad is used, which in turn disables head tracking in vorpX in many cases if vorpX needs the mouse to apply head tracking. The gamepad emulation is freely configurable.

    You can find the according settings in the vorpX menu (‘Input Settings’ page > Override X-Box Gamepad). There you can also remap keys.

    IMPORTANT: If ‘Override X-Box Gamepad’ is set to anything else than ‘None’ per default, you will usually break head tracking by changing this option.

    in reply to: Cant use xbox 360 controller anymore #179718
    Ralf
    Keymaster

    The vorpX gamepad emulation gets automatically deactivated after running the DirectVR scan.

    Prior to running the scan it is required since without DirectVR Skyrim’s native gamepad handling disables the mouse, breaking non-DirectVR head tracking with vorpX.

    Nothing has changed in this regard, it always worked this way.

    in reply to: Separate image for each eye on pimax 5k #179716
    Ralf
    Keymaster

    Unfortunately we don’t have a Pimax 5k yet, but it should work normally.

    As far as I’m aware there are some settings in the PiTool software that affect how images are displayed. Look for something like “Parallel Projection” or similar.

    in reply to: difference between z-normal and z-adaptive #179671
    Ralf
    Keymaster

    Copy/paste answer from yesterday below. Might be a bit technical, sorry. I can’t really think of a good way to explain it without any techno-babble.

    You can think of Z3D Adaptive as having autofocus. With Z3D Adaptive the stereo images always converge at the center of the view, taking into account how far the object in the center is away from your eyes. Also a dynamic depth of field effect is applied based on this information similar to how objects out of focus get blurred in reality.

    All in all this is closer to how the human eye actually works in reality and thus can enhance the depth perception in some games.

    It has a few drawbacks though. The main drawback is the focus being always in the screen center instead of where your eyes actually look at. Most of the time you look at the center, so that’s not a big deal usually, but a fully correct ‘autofocus’ would require a headset with eye tracking. Z3D Adaptive also doesn’t work well with third person games if the center of the view is covered by the player character.

    So for games with the screen center being coverd by the player character Z3D Normal is usually the better choice, for first person or over the shoulder games Z3D Normal/Adaptive is largely a matter of taste. Both have their pros and cons.

    in reply to: Serious bug in Metro 2033 Redux #179655
    Ralf
    Keymaster

    Never heard of that it before, but maybe it’s related to the changed FOV. The easiest way deal with issues that only affect a small section of a game is playing through the section in question on your monitor and then hop back into VR afterwards.

    If you’re lucky, it might also be enough to just turn off stereo 3D in the vorpX menu.

    If necessary you can revert any .ini changes done by vorpX in the config app.

    in reply to: GOG (not vorpX related) #179654
    Ralf
    Keymaster

    I don’t think so, but you should ask their support about that to get a definitive answer. Even if there was, I wouldn’t worry too much unless you plan to spend a fortune.

    in reply to: GOG (not vorpX related) #179648
    Ralf
    Keymaster

    You can either use a Steam like client (GOG Galaxy) or download install files. The client grants a few modern convenience functions like auto updates and cloud saves for many games, but it’s fully optional. You don’t have to install it at all if you don’t want to.

    in reply to: The Problem with Vampires… #179644
    Ralf
    Keymaster

    You can think of Z3D Adaptive as having autofocus. With Z3D Adaptive the stereo images always converge at the center of the view, taking into account how far the object in the center is away from your eyes. Also a dynamic depth of field effect is applied based on this information similar to how objects out of focus get blurred in reality.

    All in all this is closer to how the human eye actually works in reality and thus can enhance the depth perception in some games.

    It has a few drawbacks though. The main drawback is the focus being always in the screen center instead of where your eyes actually look at. Most of the time you look at the center, so that’s not a big deal usually, but a fully correct ‘autofocus’ would require a headset with eye tracking. Z3D Adaptive also doesn’t work well with third person games if the center of the view is covered by the player character.

    So for games with the screen center being coverd by the player character Z3D Normal is usually the better choice, for first person or over the shoulder games Z3D Normal/Adaptive is largely a matter of taste. Both have their pros and cons.

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