Forum Replies Created
-
AuthorPosts
-
Feb 6, 2018 at 8:41pm in reply to: How Do We Use Custom Profiles If Default Profile Can't Be Reassigned? #170624
RalfKeymasterYou 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.
Feb 6, 2018 at 9:57am in reply to: How Do We Use Custom Profiles If Default Profile Can't Be Reassigned? #170612
RalfKeymasterProfiles consist of two parts. System settings and user settings. For official profiles only the user settings are exported, so you can easily switch between two (or more) sets of settings this way at any time.
The main reason for this – reasonably sophisticated if I may say so – system is that it allows updating system settings for a game, for example when a new vorpX version comes out, without you losing your individual user settings. Overwriting the system settings of an official profile would interfere with this and also doesn’t really make sense, there’s nothing to gain from that. All official profiles contain game specific adjustments (e.g. shader fixes) that you wouldn’t be able to replicate yourself.
RalfKeymasterThat is not correct at all, but the gamepad stick emulation that vorpX has to use in these games still is not ideal since vorpX can’t control how a game is translating the simulated gamepad input data into camera movement.
Luckily there is a workaround that provides better headtracking: most Codemasters racing games have TrackIR support, so you can use OpenTrack to simulate TrackIR input with your headset instead of using the built in thumbstick emulation.
RalfKeymasterFor Skyrim the custom resolutions set in the graphics driver have no relevance at all for vorpX. It’s one of the games where resolution and aspect ratio are set freely in the best possible way. The resolutions above are for games where that can’t be done.
RalfKeymasterDidn’t you ask that twice already? Can’t remember 100%, but I believe so. There is no other answer to this question than the last two times: for using the PipBoy please switch to EdgePeek mode, which is very easy to do (mouse wheel click, right thumbstick button click). The PipBoy is an extra screen in this game with a different FOV etc. There is no way for vorpX to change how the game engine handles the PipBoy display, that would require access to the game’s source code.
The purpose of the EdgePeek function is to provide an easy way to use menus that (obviously) are not optimized for VR by the game designers since the games were made to be played on a monitor. Using menus this way is also a lot more comfortable than having a menu screen (in this case the PipBoy) glued to your face like it is without EdgePeek.
Weapons are a somewhat related matter. They often are rendered as a separate ‘scene’ by games to look good on a monitor, which might not always be the same as looking perfectly right in VR. In the Fallout games you can adjust the weapon FOV separately in the vorpX menu to mitigate that somewhat, but that may have unwanted side effects, so it’s not really recommended.
RalfKeymasterYou don’t have to care about the refresh rate normally. Whenever possible vorpX disables any vsync and then provides its own frame timing, 45fps with FluidSync enabled and 90fps with FluidSync disabled.
To be extra sure that works as intended you can force disable VSync in your graphics driver, but usually that should not be required.
RalfKeymasterIt’s not Skyrim vs. everything else, it’s older games vs. newer games. Skyrim SE for example also is blurrier than the original Skyrim at the same resolution. Most (almost all) newer games use shader based pseudo antialiasing instead of actual multisampling AA. All these pseudo-AA techniques blur the image, most of them quite heavily.
The only thing you can do about that is disabling post process AA effects like FXAA, TAA, SMAA, MLAA etc. if possible. If you can afford it performance wise, then raise the resolution to get rid of ‘jaggies’. The 1680p quality preset in the vorpX menu usually looks fairly well without any AA. For GTA V that’s probably too much though even for a GTX1080Ti.
RalfKeymasterIf you happen to have Windows system restore points enabled, go back to an older restore point from before the issue started to occur. Since there have been no changes to vorpX, it has to be something that changed on your system.
Both SteamVR (Vive) and Oculus work like they are supposed to normally, with or without the according beta runtimes, which was re-checked to be sure after reading your report since in the past a Steam VR beta had caused washed out colors. Nothing like that now though, everything perfectly normal.
RalfKeymasterTry a factory reset in the vorpX config app (trouble shooting page). Maybe some settings are messed up. In regard to the spinning also try to disconnect any gamepad/joystick for testing and see whether that makes a difference.
Colors: vorpX has basic color correction built in which you can adjust in the vorpX ingame menu.
RalfKeymasterThis message has no meaning for vorpX. The games have to run on the desktop since they are desktop games not native VR games. For performance enhancing measures please check the “Performance Optimization” section in the vorpX help. It contains all general hints that can be given in that regard.
Keep in mind that vorpX has to render everything twice for 3D, which roughly costs half the FPS alone. On top of that there is some additional overhead for sending the image to headset.
AV: You need to exclude the vorpX program folder from your scanner. That is usually C:\Program Files (x86)\Animation Labs\vorpX. It’s probably better to use Windows Defender instead though, which is automatically active in Windows 10. Invasive third party AV programs like the one you are using don’t provide much better protection but cause a lot of additional issues, especially with software like vorpX.
RalfKeymasterThe problem almost certainly is you AV program. If you use anything else than Windows Defender, try to disable it. If that helps, exclude the vorpX program folder from scanning.
Be aware that some particularly invasive AV programs make it very hard for their users to fully disable them. If you continue to have this issue after diasabling, try to uninstall it.
Windows 10 comes with Windows Defender out of the box, which is automatically actrive when you don’t use a third party AV scanner. Windows Defender provides good protection without being as invasive as some other scanners.
RalfKeymasterSounds like you are using vorpX in Oculus mode, which is the default. For your Vive you need to switch to “Steam VR” in the vorpX config app. After doing that your Vive works just as well as an Oculus headset.
Please follow the steps below to select “Steam VR” as your headset type.
1. Open the vorpX config app.
2. Go to the “General” page
3. Select “Steam VR” in the “Device Selection” listbox.
4. Click “Apply & Close”
RalfKeymasterThe web installer always installs the latest version. In case you lose it, you can get a new one here at any time.
RalfKeymasterThe checkout is handled by MyCommerce. Provided you don’t see a different a checkout page than the one I see here (which is possible although unlikely), they explain that VAT is added for European customers on the purchase page.
RalfKeymasterThere is no fixed update schedule, but the general goal is to have 3-4 larger updates per year. In addition to that smaller maintenance updates are released if required. Since the last larger update in December there have been two smaller ones already for example.
The price on the checkout page includes or local sales tax (or VAT in Europe). it varies heavily based on where you live (from 0% in parts of the U.S to 25% in parts of Europe) hence MyCommerce can only add it when they know where you are from. This tax goes entirely into the pocket your government.
-
AuthorPosts
