Ralf

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Viewing 15 posts - 5,536 through 5,550 (of 10,059 total)
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  • in reply to: Using Gamepad and Direct VR #173458
    Ralf
    Keymaster

    Short update: the vorpX gamepad override will be available with DirectVR in the next vorpX version, which will fix this glitch. Was supposed to be case in Portal 2 already, but currently isn’t working due to a recently introduced bug.

    in reply to: Oldest official DX9 profile #173457
    Ralf
    Keymaster

    One of oldest ones in terms of the supported game is GTA: San Andreas. IIRC it’s one of the few that almost entirely use the DX9 fixed function pipeline for rendering instead of shaders.

    Ralf
    Keymaster

    @ matteo : Mass Effect Andromeda uses a newer Forstbite version, which vorpX currently does not support in G3D mode. One of the things that will be looked into shortly, but I can’t promise anything.

    in reply to: AC Unity – Brutal framerate #173455
    Ralf
    Keymaster

    The game is a performance hog extraordinaire with vorpX and G3D enabled unfortunately. Reducing details helps a bit, but not as much as one would think. Brings even a really fast machine to its knees. Best course of action is switching to Z3D.

    in reply to: Using Gamepad and Direct VR #173454
    Ralf
    Keymaster

    That is pretty much unique to Portal 2 and a few other Source Engine 2 titles. Direct VR directly writes the camera rotation into the game’s memory which apparently causes a conflict with how the game handles the gamepad in these games. No promises, but I’ll look into it. So with a Go mouse and keyboard currently is the only viable option.

    @ Slydog : with a Rift/Vive you can use the VR controllers instead if you don’t want to use mouse/keyboard. I’d highly recommended that anyway since the game even has basic roomscale support with DirectVR.

    Ralf
    Keymaster

    Cool. You might be able to get 3D by creating a custom profile with another Unity 5 profile as a base. Potential base profiles are for example: Life is Strange – Before the Storm, Firewatch, Ori and the Blind Forest, The Long Dark.

    The process is fairly simple. All you have to do is make a copy of a profile you want to try in the config app and then apply the main .exe of the game to this copied profile.

    in reply to: vorpx overwriting steam controller configuration? #173404
    Ralf
    Keymaster

    vorpX has its own gamepad to mouse/keyboard mapper, which would conflict with any external mapping program if both are used together. You can check whether it is enabled in the vorpX ingame menu.

    in reply to: Fallout 4 Change? Also double eye render of shadows #173403
    Ralf
    Keymaster

    @ devin : Almost certainly related to Direct VR overriding the game’s FOV. You could either disable Direct VR temporarily with a hotkey (check the config app, can’t remember the default hotkey currently) or disable the Direct VR FOV in the vorpX menu and set it manually instead in by typing “fov 112 112” (without the quotes) into the game’s console. The console is opened withe tilde key (the key below ESC).

    BTW: I would suggest to change your display name here on the forum to something other than your e-mail address to prevent spam bots from being able to read it. You can change the display name in your profile settings.

    in reply to: Tutorial: Increase WoW FoV #173402
    Ralf
    Keymaster

    @ xain : Could you briefly explain how this command is this applied to the game? Is there some kind of console where it is entered?

    The reason I’m asking is that vorpX has a built-in function that allows to play back keyboard macros (used for example to set the FOV in Oblivion), so I might be able to automate this with a perfectly calculatd FOV.

    in reply to: DirectVR Geometry issue #173312
    Ralf
    Keymaster

    Please check whether this also happens for you in the start area when you start a new game. Unlikely, but maybe it’s something location dependent.

    Can’t suggest anything else since your issue can’t be replicated, sorry. G3D as well as the scan are working perfectly fine here.

    in reply to: DirectVR Geometry issue #173308
    Ralf
    Keymaster

    Please reset the profile to its default values in the config app as suggested above to make sure everything is dialed in as it should be. Just checked the game for you and G3D is working fine here.

    Just in case (not implying anything): also make sure that you use the official Steam version of the game, not some ‘other’ copy, which may not be the current version and thus not work correctly.

    in reply to: DirectVR Geometry issue #173306
    Ralf
    Keymaster

    Looks like you have EdgePeek enabled in the screenshots. The profile may be set to 3D only being active without EdgePeek. Without EdgePeek enabled the game is supposed to have Geometry 3D.

    Also please reset the profile to its default settings in the config app to make sure everything is dialed in as it is supposed be.

    Ralf
    Keymaster

    The right way to increase image quality with vorpX is to increase a game’s resolution.

    In full VR mode 1440p roughly yields 1:1 pixel mapping for current headsets, resolutions above 1440p result in supersampling.

    In cinema/immersive screen mode you can get away with less depending on the chosen screen distance.

    in reply to: Watch Dogs left-right glitch with dynamic lights #173303
    Ralf
    Keymaster

    Have to check this, it’s not the shadow glitch mentioned in the release notes.

    in reply to: Graphic anomoly in Metro 2033 Redux #173302
    Ralf
    Keymaster

    Sounds like a rather odd issue, nothing I heard of before. One thing you could try is checking whether changing the game’s resolution makes a differece.

    If you also have access to the ‘old’ DX9 Metro 2033, please also try that one. Looks almost identical and works just as well with vorpX.

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