Ralf

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Viewing 15 posts - 5,881 through 5,895 (of 10,063 total)
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  • in reply to: Turn off head move mouse pointer? #170734
    Ralf
    Keymaster

    If you set the head tracking multiplier to 0.0 (main page of the ingame menu), the mouse emulation is completely off.

    Ralf
    Keymaster

    I answer as much as humanly possible, but can’t answer every single post, sorry. Everything is read though and being looked into. If such reports can be replicated, a potential issue will be fixed, with or without an individual reply.

    BTW: Please post such issues in the ‘Technical Support’ forum, thanks. In the future I will move more threads to the right sub-forum to minimize unnecessary forum clutter.

    in reply to: kingdom come deliverance #170723
    Ralf
    Keymaster

    I’ll look into it directly after release. As always I can’t promise anything beforehand, please keep that in mind, but gameplay wise the game looks like a potential good match for vorpX, so it’s worth to be checked out as soon as possible. I would suggest to hold off two or three days after release. An official profile with shader fixes etc. would definitely be better than a custom profile.

    in reply to: Seeking for Oculus Rift Core 2.0 beta feedback #170711
    Ralf
    Keymaster

    Nothing to worry about, I have a working fix already. Just want to collect some feedback to decide whether it will be made mandatory or not.

    in reply to: Need for speed shift 2 head tracking delay? #170694
    Ralf
    Keymaster

    In most racing games vorpX has to use gamepad stick emulation for head tracking which usually is rather laggy since games filter gamepad input heavily.

    Many racing games support TrackIR input though. Not sure about Shift 2, but if it does, you can use OpenTrack for simulating TrackIR input instead of vorpX’s head tracking. Definitely worth a shot.

    in reply to: dishonored 2 FoV reset every time i read a book ! #170693
    Ralf
    Keymaster

    Sounds like the game changes the FOV memory address when reading books. I’ll take a look at it, but probably not much can be done to avoid a rescan when that happens. Might make sense to diable Direct VR caching, then you can simply hit ALT-L for a re-scan.

    in reply to: New Vegas – PipBoy too large / close #170692
    Ralf
    Keymaster

    Understood, I would have been annoyed by that too. The press and hold method is a feature by the way, not a bug. It’s meant as a convenience function for just looking briefly at the screen corners without having to click twice. Most useful to look at a HUD element that is out of sight in games where the HUD can’t be scaled .

    in reply to: Seeking for Oculus Rift Core 2.0 beta feedback #170684
    Ralf
    Keymaster

    Thanks for the offer! Won’t be necessary though, the cause of the issue is clear, the question is how many people besides me are affected by it.

    It’s related to the virtual monitor that the Oculus 2.0 software adds to the system for its desktop feature. Doing that apparently can mess up the Windows monitor configuration in a really odd way so that DirectX unsuccessfully tries to initialize fullscreen games on this virtual software monitor although the actual monitor is marked as primary.

    I found a way around that, but would rather not add it to the release build unless this issue occurs more frequently. Oculus messing with the monitor configuration without asking is bad enough.

    in reply to: won't install upon restart #170683
    Ralf
    Keymaster

    If you are on Windows 10 please follow the steps explained here:

    https://docs.microsoft.com/en-us/dotnet/framework/install/dotnet-35-windows-10

    Ralf
    Keymaster

    You will almost certainly need a new key, but apart from that there is nothing to care about. If the installer gets lost in the process, you can get a new one here:

    BTW: if you have highly customized vorpX settings for one or more games, it might make sense to save them to a file in the vorpX config app to be able to reimport them on the other machine. You can easily drag and drop entries in the local profile list to/from the desktop.

    in reply to: Updater stops responding – forever #170663
    Ralf
    Keymaster

    Sorry, I dind’t read through your whole post. That’s probably an issue with some overzealous AV scanner or similar software. The updater is the same program as the installer, recompiled, but code wise exactly the same.

    While the original installer version is whitelisted by most AV programs, the more invasive/annoying ones unfortunately fail doing their guesswork with each new version.

    If you use anything else than Windows Defender, try to exclude the vorpX program from your scanner if it allows you to do so. That can prevent many potential problems caused by failing AV programs.

    in reply to: Updater stops responding – forever #170656
    Ralf
    Keymaster

    Try a resh install. If you don’t have the installer anymore, you can get a new one here: https://www.vorpx.com/request-new-download/

    in reply to: Dead Island and ALT button #170653
    Ralf
    Keymaster

    The ALT button is reserved for vorpX since most vorpX shortcuts use it.

    in reply to: New Vegas – PipBoy too large / close #170652
    Ralf
    Keymaster

    It’s exactly one extra mouse click/button press when you are about to click probably at least a dozen times while using the PipBoy anyway… Don’t take it personally, but sometimes I really have a hard time to comprehend what some of you consider a “problem” that seems worth hours of fiddling around to you although a very simple and reasonably elegant solution exists.

    Also keep in mind that without EdgePeek the PipBoy is glued to your face in a fixed position, that actually is a real PITA and highly uncomforatble, even if you aren’t overly sensitive to motion sickness.

    Ralf
    Keymaster

    You cannot change the assignment for the .exe if a game has an official proile. As said above that would 1. interfere with the profile update system and 2. doesn’t make sense since you cannot replicate the game specific fixes in your custom profile. You would lose shadow/reflection/other shader fixes and a lot more game specific things. In short: such a profile would be a lot worse than the original (in case of GTA V specifically actually more or less unusable).

    You can however easily apply different sets of user settings to the profile if you want to experiment, no need to make a profile copy for that. If you export the official GTA V profile, only the user part is exported, then you can do your experiments and later easily reimport the exported settings to go back to the prior state. You can also switch between multiple sets of settings for one profile this way.

    The beauty of this system is that you can still take advantage of any potential future base profile updates when you reimport your settings later. This is designed the way it is designed on purpose and will not be changed.

    Hope that clarifies this.

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