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RalfKeymasterFirst please keep in mind that vorpX is designed for VR headsets. Most of its functionality is geared specifically towards VR. There are currently no plans to change this VR focus. If you want to use vorpX for anything else, you are basically on your own.
That said, you can disable the logo and raise the vignette scale in two ini files:
[GUI] bShowWatermark in C:\ProgramData\Animation Labs\vorpX\vorpX.ini
[User] fVignetteScale in C:\ProgramData\Animation Labs\vorpX\Devices\Display\GenericHMD.iniThe C:\ProgramData folder is hidden per default. If you can’t see it, enable ‘Show hidden files’ in Windows Explorer.
Jan 11, 2019 at 9:42pm in reply to: VorpX causes unplayable graphical distortion in Second Life #178440
RalfKeymasterThe game hasn’t been advertised as being supported anywhere or anytime, so I don’t see how you might have been cheated. More importantly: there is zero chance that this issue has been introduced by vorpX, especially considering that it only occurs in first person view. As Tandin pointed out the issue started to occur for him early 2018. Try to go back to an earlier version of Second Life from before the issue started to occur if possible.
You could also try to create your own user profile based on another OpenGL game: try Descent 2 (D2X-XL), Quake, Quake 3, Quake 4 for example. They all handle OpenGL slightly different. Maybe one solves your issue.
I can’t recommend anything more specific unfortunately since the game never even has been checked here. Providing specific help for unsupported games for obvious reasons is not possible, sorry.
RalfKeymasterThe new method is an additional method, it doesn’t affect older profiles. No need to remake any of your profiles if they already work.
Jan 11, 2019 at 11:09am in reply to: VorpX causes unplayable graphical distortion in Second Life #178434
RalfKeymasterThe game is not officially supported. You can find the list of officially supported games over here.
You can distinguish between user profiles and official profiles by the author name in the cloud profile list. Profiles by [vorpX] are official profiles, all other profiles are made by users. Some user profile authors post about their profiles in the game settings sub-forum with additional instructions.
RalfKeymasterThe game is not officially supported, only the profile author would be able to answer questions about their profile. You can distinguish between user profiles and official profiles by the author name in the cloud profile list. Profiles by [vorpX] are official profiles, all other profiles are made by users.
Some user profile authors post about their profiles in the game settings sub-forum with additional instrucions and might also reply to questions there.
RalfKeymasterThe game is a third person game, so the camera rotates around the player character just like it does when you play the game on your monitor. Maybe that seems like inverted to you. vorpX cannot change the actual gameplay.
Third person games usually are best played in immersive screen mode with a rather low head tracking sensitivity, essentially creating the (not perfect) illusion of being able to look around freely to a degree. Can’t remember 100%, but that should be the default setup for the game.
RalfKeymasterUnity Engine games tend to use multiple z-buffer textures and switch between them randomly (probably not really randomly, but for vorpX it looks that way), which made stable Z3D stereo difficult in the past.
There is a new way to keep track of the depth buffer since two or three versions though that can handle such cases better. Looks promising in a brief initial test with Firewatch. I’ll do some more testing and update Unity profiles with working Z3D for the next vorpX version if the initial test result proves to be stable. No 100% promise yet though, just checked it briefly so far with a single game.
RalfKeymasterI don’t know the specific custom profile, but in many cases typical shadow/light glitches are acceptable with realistic 3d-strength. The more exaggerated/unrealistic the stereo effect the more obvious such issues get.
In official profiles realistic stereo is usually the default, for custom profiles reducing the 3d-strength might be worth a shot, just in case it is unrealistically high per default.
RalfKeymasterPlease uninstall the FOV slider mod if it interferes. The FOV set by DirectVR is calculated perfectly to fit the FOV of your headset, there is no need to tweak it manually.
For better iron sights you can use the ‘Main Eye’ option that becomes available in the vorpX menu after enabling expert settings in the config app. Select the eye you would prefer for aiming down the sights in reality.
RalfKeymasterIf you have Steam installed under ‘C:\Program Files’ try to run vorpX as admin. vorpX normally disables the Steam desktop theater bei renaming it’s .exe while it is running. That might fail without admin rights if Steam is installed in ‘C:\Program Files’.
Disabling it in Steam should work too normally though.
Do not pause the vorpX watcher unless you want to disable vorpX. It is required for vorpX to hook into games.
RalfKeymasterShort schedule update: for reasons (read: an additional New Year’s vacation week) I’m just back to full steam today, so don’t expect the next version before the end of next week.
RalfKeymasterThe logo serves as an activation indicator and is only visible on the monitor, not in the headset. It does not interfere with your VR experience in any way.
Jan 8, 2019 at 12:14am in reply to: an open gl game-'amnesia a machine for pigs',has an official profile… #178345
RalfKeymasterYou can probably play them, but they wou’t have 3D. Apart from a few exceptions like Amnesia only older OpenGL games are supported in 3D, roughly until Quake 4.
BTW: I can’t help but think I gave you this very answer about half a dozen time now. Try to remember that OpenGL games after Quake 4/Doom 3 are unlikely to have 3D unless they incidentally happen to use outdated OpenGL functions.
RalfKeymasterIf you can’t see the crosshair, try to experiment with the HUD scaling factor (image page of the vorpX ingame menu).
Also make sure to enable MSAA in the game’s menu. That has a greater effect on image quality than raising the resolution.
The game resolution isn’t mapped 1:1 to the headset’s screen resolution since the VR runtime warps the image to account for lens distortion. You can go as high as your PC allows performance wise, just make sure to use *exactly* 4:3 for all Source 2 engine games like indicated by the vorpX message to avoid issues with the DirectVR FOV override.
If your PC can handle it, you could try 2880×2160 for example. For a game as old as Half-Life 2 that might work with a fast machine, but for newer games you will have to make compromises to maintain a decent framerate. Stereo rendering is computationally expensive.
RalfKeymasterThanks for posting your solution!
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