Ralf

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Viewing 15 posts - 5,656 through 5,670 (of 10,061 total)
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  • 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.

    Ralf
    Keymaster

    I just re-checked that for you, but unfortunately have no other answer than the last two times.

    Absolutely no way to reproduce your problem. Not with the current Steam version, not with an old CD version. Checked various fires/torches again, indoor as well as outdoor. Fires/torches stay perfectly in place. Maybe try to delete your Oblivion.ini in case there is some setting that has an effect on this.

    I can’t suggest anything more specific since the issue simply does not occur here, sorry. In some games it can happen that certain effects don’t behave 100% correctly with pos tracking, but in Oblivion that is not the case here with all vorpX settings at default.

    Ralf
    Keymaster

    I remember you bringing that up earlier. Only thing I could possibly imagine is that maybe some mod causes the issue. If you use any mod that affects the camera/FOV or fire/effect rendering in any way, try to remove it.

    If you are 100% certain that you don’t have any such mod installed, I have no idea what might cause your issue, sorry. Works perfectly fine here for all I fires/torches I checked, with the Steam version as well as an old DVD version.

    EdgePeek: sounds also quite odd. Per default briefly tapping the button toggles EdgePeek. Works also fine in Oblivion here, just checked it to be sure. If in doubt, reset the profile to default, maybe you changed gamepad related settings.

    in reply to: Questions #172330
    Ralf
    Keymaster

    Your third person questions are largely covered directly on the front page. “Optionally you now can play third person games, strategy games, sports games etc. on a huge virtual cinema screen.”

    Rule of thumb: first person games default to “Full VR” mode, third person games default to “Immersive Screen Mode”.

    You can switch any game to FullVR mode though if you want (might require additional FOV adjustment). Whether that makes sense is a matter of taste, personally I think that for third person games in most cases the immersive screen mode, which places you very close to a huge 3D screen so that it almost fills your entire view, is the best way to play. Doubly true for games like Mass Effect/Dragon Age that require frequent UI/menu interactions. That way you are almost ‘inside the game’, but UI/menus can still be easily used normally.

    Controller wise you can use mouse and keybord, a gamepad or your VR cotrollers, which vorpX can map to either mouse+kb or gamepad controls. For many games vorpX adjusts the important settings like resolution and FOV automatically these days. vorpX does not change the gameplay, that is beyond its scope.

    in reply to: vorpX 18.1.5 Available Now #172328
    Ralf
    Keymaster

    The latest update absolutely cannot be the reason for your issue, I woudn’t say that if I wasn’t 100% certain. Sorry for not being able to give you another answer. One other thing you could try is hitting ALT+SPACE after entering the game, maybe the camera is just oriented wrong. Also make sure to reset the profile to its default values in the config app (trouble shooting page).

    in reply to: Fallout 4 Geometry Shadows #172326
    Ralf
    Keymaster

    Unless a recent Fallout 4 update broke something, shadows should be fine since a long time.

    in reply to: vorpX 18.1.5 Available Now #172325
    Ralf
    Keymaster

    Please try to reinstall vorpX and restart your machine. Also check whether you maybe have made other changes to your PC since you used vorpX the last time, maybe you installed some program with a game overlay that now causes a conflict with vorpX.

    There have been literally no changes to how vorpX injects games. It’s technically impossible that there are any new injection issues besides those caused by AV programs which unfortunately arise with every new build.

    If you use anything else than Windows Defender, consider to switch. Defender provides good security without the invasiveness of some other scanners. That alone can reduce the chance of potential hooking issues massively.

    in reply to: Oblivion Error and CTD #172324
    Ralf
    Keymaster

    Try a 5:4/4:3 resolution first before you reinstall Windows. That’s quite close to what vorpX sets automatically and should definitely work fine since those are common aspect ratios that the game definitely fully supports.

    in reply to: vorpX 18.1.5 Available Now #172321
    Ralf
    Keymaster

    Please check whether you have selected the right headset type in the vorpX config app.

    Also try to disable your AV scanner, especially if it’s anything else than Windows Defender. A new vorpX version always means new annoying issues with invasive/ovezealous AV programs.

    in reply to: Oblivion Error and CTD #172319
    Ralf
    Keymaster

    The resolutions that vorpX sets work just fine here. Maybe it’s something system specific.

    I’ll change the game’s Direct VR behavior to be more conservative for the next vorpX version so that it will only use common aspect ratios like 5:4/4:3 instead of calculating the aspect ratio freely. Shouldn’t be necessary for the game but just in case.

    in reply to: DGVoodoo2 Profile whats that ? #172310
    Ralf
    Keymaster

    18.1.5 is a maintenance release that mainly addresses an issue with the installer that was too important to wait until the next actual update. 18.2, which will include the dgVooodoo profile, is still being worked on and scheduled late April/early May.

    Separate profiles for each dgVoodoo game make a lot of sense since most won’t work best with the default settings. Games are too different to provide a profile that works best with one single set of settings. You usually will want to adjust the play style, tracking sensitivity, 3d-strength and FOV-related settings like image zoom or the 3d-fov-enhancement per game for example. That’s also the main reason why the dgVoodoo profile is dubbed semi-official.

    From time to time I might add one or the other game specific dgVoodoo profile with added benefits like Direct VR myself for games that were highly popular back then, but for the most part actual dgVoodoo game profiles will be left to users.

    in reply to: vorpX 18.1.5 Available Now #172307
    Ralf
    Keymaster

    vorpX 18.1.5 has been released. This is another maintenance release for the 18.1 branch. The next ‘real’ update 18.2 is scheduled late April/early May.

    • Installer could fail if fonts were in use.
    • Some minor fixes.
    in reply to: Thief Gold, no 3D #172298
    Ralf
    Keymaster

    These games do all the geometry transform on the CPU, so no way for vorpX to inject G3D. Direct 3D (also true for the D39 versions of these games) is only used to draw the already transformed vertices to the screen. Hence they are Z3D only.

    I have a few ideas for an additional very-old-games-renderpath that could handle such cases, but that’s one of those things that may or may not happen down the road, so don’t hold your breath. Would be nice to have, but is not a priority.

    in reply to: Head tracking sometimes works sometimes doesn't.. #172256
    Ralf
    Keymaster

    I have no experience with your PS4 gamepad mapping software, sorry. I wouldn’t really be surprised though if using an external/additional gamepad mapping tool causes glitches.

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