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RalfKeymasterWhat game are you trying to play? Normally mouse+keyboard should work fine, VR controllers are supported by vorpX, but not required.
In vary rare cases the cursor might be hidden on start. Try ALT+C to unhide it, maybe that helps.
RalfKeymasterI did not test KCD on a 1080, only on a Ti, but since both aren`t too far apart performance wise, you probably will be good. If not you can reduce graphics datail/resolution or play with Z3D.
RalfKeymasterSame reply as always when it comes to heavily modded games, regardless whether it worked earlier or not: please do a few testruns without mods. Only if you also encounter your issue without mods installed consider it a potential vorpX issue.
Most important kinds of mods to remove first are huge texture packs and any graphics enhancing mods that might also hook into the rendering pipeline.
Nov 5, 2018 at 3:17pm in reply to: Camera height modifier probably shouldn’t carry over to edge peak #176481
RalfKeymasterThanks for checking. Guess I’ll have to get some savegames from later in the game.
Nov 5, 2018 at 3:05pm in reply to: Looking for non-stop action games like Half Life & Bioshock #176480
RalfKeymaster@ lipplog: for both the Steam and GOG version of Return to Castle Wolfenstein the default profile has pre-cached DirectVR values, so no need to scan manually. Doing a full factory reset in the config app will restore the pre-cached values.
Caveat: for old CD-versions or “other” copies the DirectVR memory scan might or might not work, probably it won’t.
RalfKeymasterThe whole point is to add resolutions that your PC/monitor cannot display normally. Simply follow the step by step instructions and the above resolutions will become available despite your PC “only” being connected to a 1920×1080 display.
Custom resolutions have to be added for your actual monitor, not the virtual Oculus monitor. The virtual Oculus monitor is completely irrelevant in this regard. I updated the original post to clarify this, thanks for the heads-up.
RalfKeymasterRandom inquiry: just read on the internet that every beta partipicant has been given three extra keys to give away. Not really sure if that’s true, but if it is, and someone has one to spare, let me know. Would be a great help to get something official ready as fast as possible after launch.
Not sure if DirectVR memory scanning will be possible given it’s an online game, but I’d be happy to check that.
Nov 3, 2018 at 11:21pm in reply to: Camera height modifier probably shouldn’t carry over to edge peak #176442
RalfKeymasterInstalling with the web installer always gets you the latest version. I only have a save game pretty close to the beginning of the game in the first house you enter before you even got a gun. There the halo is fixed for me. Would be great if you could test there and let me know if it’s OK for you in that place or not.
RalfKeymasterYou can run the game in full VR mode technically, but since it’s a third person game that does make limited sense. Third person games always default to immersive screen mode.
You will need a first person mod and a FOV mod to play it comfortably in full VR mode.
Geometry 3D has a pretty huge impact on performance since everything has to be rendered twice (once for each eye) and on top that there is some additional overhead for rendering to the headset. Even with your GPU you likely are better of to not crank up all detail settings to ultra.
RalfKeymasterYou shouldn’t have to do anything, vorpX has a profile for Witcher 3 that gets activated automatically when you launch the game.
RalfKeymasterIt should work in full VR mode too, but since there is no way to adjust the FOV beyond what’s possible in the game options that makes limited sense. The default profile settings are carefully chosen, combined with the highest possible camera FOV they work pretty well.
Default head tracking in DiRT 3 is similar, but there you have the option to use OpenTrack to emulate TrackIR input instead of vorpX for head tracking. Unfortunately D4 doesn’t have TrackIR support, so this option only works for D3.
Should be pretty straight forward to setup. Just start OpenTrack with the correct headset type selected and disable vorpX’s head tracking.
RalfKeymasterAs in most such cases your key has been sent automatically a few minutes after you requested it.
Please double check your spam folder.
I will resend it manually just in case the automated mail did not go through. Let me know if the key still does not reach you.
RalfKeymasterYou can only get so far with the viewmodel FOV, but that’s basically all that can be done. Since these games were designed to look good on a monitor, weapons aren’t rendered with world scale/fov. Not all, but many first person games do this.
What was added to F.E.A.R. 2 was DirectVR FOV, F.E.A.R. 1 already has that. Head tracking is mouse based in both games.
RalfKeymasterIf you disable the watcher via the vorpX tray icon right click menu after launching the desktop viewer, vorpX won’t hook into any program anymore and you can play them using the desktop viewer. Strictly 2D only though, for any form of 3D vorpX has to hook into games directly.
Alternatively you can add the game’s main .exe to the exclude list in the config app. Saves the need for disabling the watcher.
Caveat 1: most games have to be run windowed or ‘fullscreen windowed’ to play them with the desktop viewer. Actual real fullscreen mode doesn’t get captured.
Caveat 2: don’t disable the watcher before launching the desktop viewer. Due to a little design flaw it requires the watcher to be active at launch. Never got the chance to change that until now.
RalfKeymasterThat’s the reason for the widescreen recommendation on the DirectVR page of the vorpX ingame menu. The game designers apparently wanted to force a cinematic view, aspect ratios below 16:9 produce black bars. Although still true in regard to performance, due to this the usual “4:3 is best for vorpX” rule doesn’t really apply in this case.
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