Forum Replies Created
-
AuthorPosts
-
RalfKeymasterEven if you don’t believe that USB devices are the cause of the issue, please still double check it. A flight stick for example would be capable of creating such an issue or a badly calibrated gamepad that doesn’t re-center correctly.
vorpX doesn’t read the gyro signal of your Pimax directly. It uses the SteamVR functions for reading the headset pose just like any other SteamVR app, which is why vorpX can work with any Steam VR headset. In fact there is not a single Pimax specific line of code in vorpX.
The factory reset message most likely just means that some file wasn’t there. If you did a reinstall, you can be sure that everything has been reset.
Do not use extended mode, vorpX only works in direct mode! Custom resolutions have to be added to your main monitor.
May 15, 2018 at 8:48am in reply to: Feature Request – Game renders in Headset only or window #172856
RalfKeymasterDid you actually read my first reply? vorpX does not work like native VR apps, it has to open games on the monitor. There also is a reason why games are not set to windowed mode automatically except for a few cases where that brings advantages.
You should really fix your dysfunctional DIY display or contact the vendor of its driver board for a fix. It very clearly does not work correctly if it reports resolutions to the PC as supported that don’t actually work. If your display only supports a single resolution, it (obviously) should only report that resolution as supported to the PC.
If you can’t fix your DIY display, you can – as suggested above – run games windowed if possible or alternatively globally disable all vorpX auto settings in the config app. Just keep in mind that you will lose automatic FOV in many games and other useful functions in that case, which is why it makes more sense to use a working monitor instead.
Noone with a correctly working monitor built in the last 25 years could ever encounter your “problem”, which solely is a problem of your DIY display.
Thanks for your understanding.
RalfKeymasterYour purchase is marked as “Submitted” in the database of our e-commerce service MyCommerce, which means the transaction is not finished yet, probably because it was held for some reason. You almost certainly were not charged yet.
When (if) the transaction is finished, MyCommerce will notify you.
For additional information about the reason for the delay (or failure) please contact MyCommerce, unfortunately we have no insight into the actual transaction. All we can see from here is the above mentioned order status.
May 14, 2018 at 8:53pm in reply to: Feature Request – Game renders in Headset only or window #172843
RalfKeymasterAs said above: vorpX only sets resolutions that the monitor reports to Windows as supported.
If that custom board of yours reports resolutions to Windows that the panel you connected does not support, that is a severe problem with your DIY display, not a vorpX problem.
The only thing here that needs fixing is your DIY custom display.
May 14, 2018 at 7:44pm in reply to: Feature Request – Touch Controller Hotkeys (DirectVR Scan) #172840
RalfKeymasterThe controller as gamepad options are kept simple on purpose. vorpX has far too many options already. Some things have to be kept simple.
The solution to your request is the method described above. It allows you to map any vorpX hotkeys to the controllers.
Alternatively you can run DirectVR scans from the vorpX ingame menu, which also works with Touch controllers configured as gamepad.
May 14, 2018 at 7:37pm in reply to: Feature Request – Game renders in Headset only or window #172838
RalfKeymastervorpX only sets resolutions that a monitor reports to Windows as supported. Seems like the EDID or driver of your custom board reports resolutions to the PC that the display in fact doesn’t support. This isn’t really a vorpX issue, but an apparently highly incorrect monitor driver/EDID in your custom board.
You can disable vorpX auto settings in the config app, but that way you will lose a lot of useful functionality, e.g. correctly setting FOV in many games. Makes a lot more sense to use an actual monitor (any monitor made in the last 25 years should do) instead of your incorrectly configured custom display.
RalfKeymasterIf that would be possible, it would have been done years ago. Something like that would require access to a game’s source code.
May 14, 2018 at 4:28pm in reply to: Feature Request – Game renders in Headset only or window #172833
RalfKeymastervorpX always has to open games on the monitor and then send them to the headset from there since the headset itself does not register as a regular monitor. If your monitor does not support 5:4 resolutions (highly unlikely that it will be destroyed by them though), you can switch auto resolution setting off in the vorpX ingame menu (Direct VR page).
For the games in question I would suggest to simply run them windowed though if our monitor can’t handle 5:4/4:3 resolutions. That will probably solve the issue.
Out of curiosity: did vorpX set an unsupported resolution or did you do that manually? The reason I’m asking is that vorpX should never set a resolution that Windows doesn’t report as supported.
RalfKeymasterWhile that would be beneficial in certain ways there are several reasons why vorpX does not have a dominant eye option. The most important of them is that in VR that introduces various small but noticable inconsistences between the visual and the actual player position.
May 14, 2018 at 4:16pm in reply to: Feature Request – Edge peek just has black borders, not 'immersive view' #172830
RalfKeymasterThat is already possible. The according option is only visible on the display page of the vorpX menu if expert setting are enabled though. Expert settings can be enabled in the config app.
May 14, 2018 at 4:15pm in reply to: Feature Request – Touch Controller Hotkeys (DirectVR Scan) #172829
RalfKeymasterIf you use the controllers as keyboard/mouse you can map them freely and map ALT-L (default for the Direct VR scan) to any button on the controllers.
RalfKeymasterThe service still running is perfectly normal, apart from that your overall configuration seems to be broken severely.
One other thing you could try is to disconnect all USB devices (except the headset, of course) from your PC in case vorpX interprets one of them as tracking device or gamepad for some reason.
If the Piplay application has a way to reset/calibrate/center tracking, pease also do that.
Not sure what else to recommend, sorry. Your headset is on the market quite a while now and used by quite a few vorpX users, noone ever reported anything similar.
RalfKeymasterIn contrast to UE3 there is no engine specific general profile for UE4, but you can try the following UE4 games as a base, with some luck one will work: ABZU, Hellblade: Senua’s Sacrifice, The Turing Test, Conarium.
RalfKeymasterTrying two or three times usually does the trick if that happens.
RalfKeymasterFirst and foremost: as said above there is no guarantee that unsupported/untested games will work. Unsupported games may work with a custom profile, but they don’t necessarily do.
Rgarding the “plugged into wrong card” issue: if this is happening with Half-Life 2 (incl. Gerry’s Mod), Portal or Black Mesa Source, please download the according updated profiles (author [vorpX]) from the cloud, which will solve the issue.
The problem was introduced by a recent SteamVR update.
-
AuthorPosts
