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RalfKeymasterTry to run the game windowed if you are running it fullscreen currently or vice versa. A 4:3 resolutions is mandatory for Half-Life 2, otherwise you will encounter image flickering.
Make sure not to set a resolution that your monitor cannot display, doing so may cause a black screen.
Check the “Custom Resolutions” section in the vorpX help to add resolutions to your PC that it cannot display normally. That’s a great way to play less demanding games like HL2 in high resolutions like 1920×1440 or above.
RalfKeymasterIf you want to use use the Steam overlay (which includes the your Steam controller menu) while vorpX is running, please uncheck the “Try to block known overlays” checkbox in the vorpX config app.
You can rebind your Vive controllers in the vorX menu. They can be used to either emulate a gamepad or mouse and keyboard.
BTW: I changed the title of your post to someting more fitting. Unfortunately it’s not always possible to answer questions immediately. Thanks for your patience.
RalfKeymasterYour key has been sent a few minutes after you requested it. I have resent it manually just in case the automated reply didn’t go through.
Please check your spam folder.
Let me know if you still did not receive the key e-mail.
RalfKeymasterGlad you found something.
BTW: A good general way to deal with motion sickness is switching the ‘Play Style’ option to ‘Immersive Screen Mode’. Not quite as immersive as ‘Full VR’, but still miles better than not playing a game at all because performance isn’t good enough on your machine.
RalfKeymaster45fps as game fps is perfectly right with Fluid Sync enabled in vorpX. If you are sensitive to motion sickness, you might want to stick to older games for now that can reach full 90fps and ideally also have DirectVR head tracking for 100% perfect head tracking with as little latency as possible.
Half-Life 2 that dellrifter suggested above fits into both categories, you will find others in this list.
RalfKeymasterI have a request to make: tweak if you like, after all vorpX allows you to do that, but please, please do not recommend your eyeballed FOVs over the FOV vorpX calculates to others. This is not some “cool theory”, it’s relatively simple math without any margin for subjective feelings. Your headset has a defined FOV which the runtime reports to VR apps and VR apps set their FOV to this reported value.
Not a single native VR app has an FOV slider, simply because none is needed. They all set their FOV automatically to the value the runtime reports for a headset.
Same for vorpX if automatic FOV is available. If you feel that value is wrong, your feeling is wrong. I can guarantee that 200% (sic!). The only caveat is that there might be a conversion/calculation bug for one or the other game, but that is rather unlikely.
RalfKeymasterNow I got it. You might be right, at least that was an issue at one point. Should have been fixed long ago, but I recently rolled back some gamepad code to an earlier state, so maybe it’s back. Will definitely check that.
RalfKeymasterIndeed, that doesn’t make much sense. Try to reset your graphics driver 3D settings to default in the nVidia control panel to make sure no forced Vsync is getting in the way. Also try with and without “Fluid Sync” in the vorpX menu (image page).
Also check your actual ingame framerate with ALT+F, the framerate warning might appear due to low framerate during loading screens while the actual framerate is OK.
RalfKeymaster@dellrifter: not spoiling any secrets at all. All VR apps work like that: nothing more than two images glued to your eyes. It just gets obvious in cases like this where a game’s FOV can’t be set hight enough to correctly cover the images a native app glues to your eyes.
BTW: I know you guys like to tweak. But if on occasion you want to save yourself some time, just stick to the automated FOV calculation if available. It gets figured out per game and is usually spot on. Very unlikely that you can do it better, trust me.
RalfKeymasterNot really sure whther I understand the issue, but I’ll look into it. Might be an issue with vorpX, but it’s just as liekly that the gamepad emulation simply can’t fully replicate how the game treats triggers natively. The vorpX gamepad emulation can emulate mouse movement and basic button presses but not more complex scenarios game developers might have implemented for their individual native gamepad handling.
If you want more sophisticated gamepad emulation that allows deeper and more complex configuration/programming, dedicated gamepad emulation software like Xpadder or Pinnacle Profiler is worth considering.
RalfKeymasterSometimes the board’s spam filter unfortunately seems to consider editing posts spamming for whatever reason. Sorry for the inconvenience. To minimize the chance of that happening try not to edit posts if possible. Instead double check whether a post looks correct to you before you submit it.
Regarding your issue: a GTX 1060 is pretty much the absolute minimum for vorpX. As dellrifter said above, switching to Z-Buffer 3D will probably make the most difference, especially for newer games you should consider that. Z3D doesn’t look as good, but is a lot faster. Geometry 3D typically costs about 50% of your desktop gaming performance since everything has to be drawn twice. On top that there is some additional overhead for rendering to the headset.
RalfKeymasterPlease do not change the ‘Controller Override’ setting, it has to stay at ‘Full’. Profiles only override native gamepad handling if it interferes with mouse based head tracking, which is the case here.
Rule of thumb: in almost all cases with ‘Controller Override’ set per default changing it breaks head tracking.
More generally speaking: tweak default settings carefully and always first try to reset a profile to default in case of issues after tweaking any settings.
I’ll look into the Z3D issue, for now please stick to G3D and maybe reduce graphics fidelity in the game options instead.
RalfKeymasterIn case of injection issues please primarily check for potentially interfering programs on your PC. In almost all cases some sort of injection conflict is the root of such probelms.
The best way to trouble shoot this is to disable any unnecessary background programs.
More detailed trouble shooting instructions with a few extra steps can be found in the stickied guide above.
RalfKeymasterThe game has an FOV cap, values above a certain threshold are ignored. vorpX takes that into account during the DirectVR FOV calculation and compensates for the rest with slight black bars. Whenever you see something like that happening it’s done by design to provide the precisely fitting FOV required for a distortion free image in full VR mode.
Just in case: as usual any manual override would introduce image distortion due to an objectively wrong FOV unless you find a way to raise the FOV above the max allowed by the game.
Not directly related but useful: doing something similar manually allows you to play almost any game in full VR mode, even games that don’t allow to adjust their FOV at all. Check the ‘1-2-3 Game Setup’ guide in the help for additional information on that.
RalfKeymasterJust checked it for you. Works fine here with both regular and alternative hooking. If you are launching the game from the GOG Galaxy client, try to close it and launch thief.exe directly to start the game.
If that also does not work, double and triple check for anything that might even remotely fall into the catogeries of potentially interfering programs listed above.
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