Ralf

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  • in reply to: No mans sky – any good settings? #172395
    Ralf
    Keymaster

    3D support had to be disabled after the No Man’s Sky 2.0 update last year unfortunately, you should see a message about that when the game starts. The game also isn’t listed as supported anymore since then.

    Auto FOV-adjustment was left in though, so you can still play in 2D without much fiddling arround. That’s not everybody’s cup of tea, of course.

    Ralf
    Keymaster

    No dice with the hands/weapon glow so far unfortunately, sorry. I look at it from time to time out of sheer curiosity, but so far just couldn’t wrap my head around it. It shouldn’t be there.

    Raw input is automatically active. It’s used in many newer games for mouse input and brings mouse based head tracking usually quite close to DirectVR latency wise.

    Ralf
    Keymaster

    Unlikely, can’t remember 100% why, but last time it was checked Direct VR scanning failed. It’s not possible for every game.

    Recently normal positional tracking has been added to the game though, not sure whether you tried before or after that. Together with its low latency raw input rotation tracking the result is very close to full Direct VR support. Not much that could be improved in that department.

    in reply to: vorpX 18.1.5 Available Now #172385
    Ralf
    Keymaster

    Glad you could solve it.

    in reply to: G3D profiles #172379
    Ralf
    Keymaster

    No details to share yet, just some general info to let you better understand how vorpX releases work: feature updates that bring new profiles and improvements are those where the first (for the release year) or the second number changes: 18.1.0, 18.2.0 and so on.

    Whenever a feature update is released, a source code branch is created and while work on the next feature update starts immediately, in parallel smaller updates for the last branch may be released if deemed necessary. These maintenance releases for the most part only contain fixes that are too important to wait until the next “real” update is ready. You can recongnize maintenance updates by the third number changing (e.g. 18.1.2, 18.1.3).

    A new feature release with new profiles and improvements is always in development at the same time. That’s actually where the overwhelming majority of dev time is spent.

    As you can see, there isnt’t really any need for your infamous “just wanna say…” posts. Work on an update with new profiles and improvements is underway at any time. :)

    in reply to: Del Button does not work #172377
    Ralf
    Keymaster

    I’m not really sure what to recommend you besides very basic things like reinstalling vorpX and checking for potential background programs that may interfere. Literally never heard of such an issue before. It’s definitely not something caused by you using a WMR headset.

    If I understand you correctly and the actual issue is that you can’t use the mouse in the menu, that’s not really a problem though. You can also use the menu with the cursor keys + enter or alternatively an X-box gamepad.

    In regard to No Man’s Sky please be aware that stereo 3D-support had to be disabled after the NMS 2.0 update last year, hence the game is not listed as a supported game anymore. You should also see a message about that whenever you start the game.

    in reply to: Del Button does not work #172372
    Ralf
    Keymaster

    You can re-assign the vorpX menu key (and all other hotkeys) in the vorpX config app, maybe the DEL key is somehow blocked or in use.

    in reply to: Questions #172362
    Ralf
    Keymaster

    SteamVR is the right selection for a HTC Vive.

    In regard to your injection issue:

    There probably an injection conflict with some other program on your PC. Many programs also hook into games and can cause such an issue. Not all of them are obvious.

    Hottest candidates are: virus scanners, any sort of CPU/GPU utilitiy, game video recording/streaming software, chat programs and generally everything that can show notifictations in games.

    Best way to trouble shoot this is to disable/uninstall programs running in the background.

    Also check the trouble shooting guide in the vorpX help which lists a few more, less common things.

    If you can’t solve the issue this way, please try to start a few games, then create a trouble shoot data archive in the vorpX config app and send it to support |at| vorpx com for inspection.

    in reply to: Questions #172358
    Ralf
    Keymaster

    In most cases it works with all versions, as with every rule there may be an exception here and there. The Mass Effect games as well as Dragon Age work fine with Steam and Origin, also with GOG (as far as available there).

    in reply to: Virus in latest update! #172356
    Ralf
    Keymaster

    Windows Defender issue should be fixed now.

    If you still see false positive detections with vorpX 18.1.5 in Windows Defender make sure to update your Defender definition files. 1.265.378.0 and above should be OK.

    Ralf
    Keymaster

    Short update: with ingame AA enabled fire and similar effects can’t be separated from the HUD/UI, which is the reason for the glitch.

    Beginning with the next vorpX version this will be handled by auto disabling the game’s AA, a scalable UI is more important. The ingame AA is easily replacable by forcing AA in the graphics driver, which is better in case of Oblivion anyway since it works with HDR lighting, or alternatively by upping the game’s resolution. So no loss at all.

    in reply to: Morrowind experience, average fps? #172352
    Ralf
    Keymaster

    The game is heavily CPU bound with MGE-XE (required for vorpX currently). Steady 90fps are next to impossible with MGE-XE even without vorpX.

    If you have “Distand Lands” enabled in MGE-XE, try to disable it. That might help a bit.

    The next vorpX will have a semi official profile for the dgVoodoo2 wrapper that will allow you to play the original D3D8 version with vorpX. Runs better than MGE-XE, but of course without any of its graphics enhancements. Also no good way to adjust the FOV without MGE-XE, so all things considered I’d say that will still be the better option despite MGE-XE slowing the game down quite heavily.

    in reply to: Virus in latest update! #172344
    Ralf
    Keymaster

    No virus in the last update, just a false positive detection of your AV scanner. Happens on a semi-regular basis with new builds. Usually only with the more invasive AV scanners, but unfortunately sometimes even with Defender.

    To address this exclude the vorpX program folder (C:\Program Files (x86)\Animation Labs\vorpX) from your scanner.

    Also try to update your AV definition files manually over the next days. In the past MS always was reasonably fast fixing this when it happened.

    Ralf
    Keymaster

    Interesting find, will have to check that some time. At the very least I’ll add a notification regarding AA on start so that others won’t have to figure it out by themselves.

    What you could try is forcing AA through the graphics driver instead of using the ingame setting. If that works, it would probably have the added benefit of allowing HDR rendering with AA. At least that was the case back in the day after nVidia added some game specific driver tweaks.

    The audio switching is indeed intended behavior. The device is supposed to be reset to the one that was active when vorpControl was started. If you prefer to switch the audio device manually, you can safely disable the “use built in audio device” option in the config app.

    in reply to: Questions #172338
    Ralf
    Keymaster

    Light houses are still required for head tracking. Also VR controllers are rendered in-game, either as Vive wands or hands, which requires light houses to track them. Quite useful since the current axis/button mapping is shown on the rendered controllers.

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