Ralf

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  • in reply to: Baldurs Gate 3 #217043
    Ralf
    Keymaster

    @ Oliiiiive:

    If you didn’t receive the automatic profile update, please follow the instructions in my post above yours and download the profile manually in the config app. Once you are sure the profile shows in your local profiles list please make sure to select DX11 in the game’s launcher. The profile does not work with Vulkan.

    @ dborosev:

    Try different ingame detail settings. I had mine on max when I did the profile. Just in case please also double check that you have selected DX11 in the game’s launcher. The profile does not work with Vulkan.

    in reply to: Baldurs Gate 3 #217040
    Ralf
    Keymaster

    A Baldur’s Gate III profile (Cinema and Immersive Screen) is now available for both the last regular vorpX build and the beta branch. You should receive a profile database update when you launch vorpX next time. If you disabled profile updates, you can download the profile from the cloud manually in the config app.

    Make sure to run the game in DX11 mode, the profile does not work with Vulkan.

    in reply to: Help Gesture Setup #217026
    Ralf
    Keymaster

    Sounds like an antivirus issue. If you happen to use any other AV than Windows Defender, exclude the vorpX program folder or – better – get rid of it altogether. There isn’t really any need for invasive third party AV since Defender got good enough almost a decade ago.

    To be on the safe side you can also exclude the vorpX program folder in the Defender settings, occasionally it also produces false positives after an update. Shouldn’t be the case currently though.

    Ralf
    Keymaster

    Next to impossible that the update caused any head tracking related issues. No changes in that department at all.

    I uploaded a Portal 2 profile with updated memory scanner data. Luckily in this game the scanner data is consistent between game sessions, which allows to include it into profiles. Should get you going again at least until the next Portal 2 update.

    You can download the profile in the config app on the ‘Cloud Profiles’ page.

    in reply to: Titanfall 2 (v2.0.11.0) profile broken? #217023
    Ralf
    Keymaster

    Works perfectly fine here with the EA (Origin) version. Never heard of any Steam-specific issues. Since the game’s last update is a few years old, it’s safe to assume that hasn’t changed.

    Hooking issues typically are conflicts with other programs that also hook into games: any sort of GPU/CPU utility, various messengers, game recording apps. etc. try to disable *everything* you may have running in the background. The trouble shooting post on top of this sub forum has more detailed information.

    BTW: the game is DX11 only. Adding a -dxXX launch option in Steam does nothing.

    in reply to: Help Gesture Setup #217021
    Ralf
    Keymaster

    You need the beta for gesture support. Most profiles don’t have gestures configured yet, but that’s fairly simple. The brief video in the post linked below should get you started:

    vorpX 23.1.0 BETA

    in reply to: Cyberpunk VR Update Thread #217019
    Ralf
    Keymaster

    @ mateuszw

    That is definitely not supposed to happen. Never heard of anything like that before, so there isn#t really anthing useful I can suggest. I’ll check whether I can replicate the issue with Index controllers.

    @ beemzy

    Sounds as if I might have missed a shader when doing the HUD shader fixes, unfortunately 1.63 broke the prior shader definitions. It would help a lot if you could upload a savegame that exhibits the glitch you encountered. You can send it as an e-mail attachment to support at vorpx com.

    in reply to: Cyberpunk VR Update Thread #216985
    Ralf
    Keymaster

    You can turn with the right stick.

    in reply to: Cyberpunk VR Update Thread #216924
    Ralf
    Keymaster

    Use your motion controllers instead, motion controller turning is factored into the frame generation algorithm, mouse input isn’t. That aside motion controller gestures and aiming make the game feel fairly close to playing a native VR title, even seated if you prefer that. It’s an outright ridiculous thought to play any other way.

    in reply to: Previous versions of vorpx and hooking #216914
    Ralf
    Keymaster

    Holy smoke… Does indeed work with the last version. A few others I tried don’t however, so this version must have been whitelisted individually. I wasn’t involved in that at all though, so either an Arma III player contacted Bohemia’s support recently and got lucky (likely) or maybe they have some new internal review process (less likely).

    Shoot me a mail to support at vorpx com and I’ll help you out.

    in reply to: Previous versions of vorpx and hooking #216911
    Ralf
    Keymaster

    Huh? That has never been the case. vorpX never could hook Arma 3 with BattleEye enabled. You can find countless threads here on the forum where the one and only suggestion regarding the topic since the dawn of time has been disabling BattleEye. I actually had a brief e-mail exchange with BE’s main dev many, many years ago where he refused to whitelist vorpX because in his opinion vorpX hooked into games “the wrong way”…

    If it did indeed work at some point, you either must have done something yourself to circumvent BE or there was a temporary bug in BE, although I’d consider that unlikely.

    Not sure what you mean with #2. There are two ways to create a new profile: 1. Make a copy of an existing one and assign a game’s main .exe to the copy. 2. Open the vorpX menu and save settings in an unknown game that vorpX is able to hook without a profile. Method 1 is preferable since with a bit of luck it allows to create profiles with 3D if the engines match. Profiles created with method 2 always are 2D only.

    Ralf
    Keymaster

    There haven’t been any changes to the scanner or the scanning parameters. Try to scan again at a different position, looking into a different direction or if possible use an older savegame for the scanning process.

    in reply to: Does the Meta Quest 2 work with Vorpx?! #216886
    Ralf
    Keymaster

    When you plug the Quest into the PC it asks whether you want to enable Link or not. You can also enable Link in the settings. It’s pretty straight forward. One more step than plugging in a ‘true’ PCVR headset, but nothing to worry about.

    in reply to: Del key doesn’t open the in game menu #216874
    Ralf
    Keymaster

    First please check whether you may have any tools running that affect keyboard input. Things that remap input, record macros or do anything even remotely like that. If so, uninstall them.

    You can also use a gamepad to access the vorpX menu, left thumbstick button (or right, always forget which one). All three methods are totally independent from each other, so if neither keyboard, nor gamepad or motion controllers work, I really have no clue what might be the issue.

    Maybe try a factory reset in the config app in that case (trouble shooting page).

    If you currently use the regular vorpX build, trying the beta might also be worth a shot. Incidentally it changes how keyboard input gets evaluated, maybe that solves your problem:

    vorpX 23.1.0 BETA

    in reply to: Tridef like features? #216872
    Ralf
    Keymaster

    I’m not quite sure whether I fully share your enthusiasm about their 2D conversion back in the day ;), but that aside that’s not something vorpX does or intends to do, sorry. vorpX has several methods to create stereo 3d in games, ranging from directly accessing a game’s camera to using depth data, but taking guesses based on a 2D image alone is not among them.

    Maybe one day when/if more modern AI based approaches that work better are applicable in realtime. Currently those are way too slow though – at least as far as I’m aware.

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