Ralf

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  • in reply to: Update entitlement? #170462
    Ralf
    Keymaster

    I can’t tell you that since there are no definitive plans in that regard yet (which might tell you that it certainly won’t happen in the short term). When it happens, there will be a reasonable grace period for new purchases, which is how such things are handled since the dawn of time so to speak. Nothing even remotely unusual to worry about here.

    Vive/SteamVR support is on par with Rift, both have exactly the same features.

    in reply to: Issue With Cloud Profiles #170460
    Ralf
    Keymaster

    The only possible reason why that might fail is that the connection between your PC and the server is blocked somewhere.

    Whether that is caused by some firewall/security software on your PC, your router, your ISP or some general network issue somewhere between you and the server is impossible to tell, but all of these things might be the cause for this issue.

    in reply to: Update entitlement? #170459
    Ralf
    Keymaster

    So far there has not been a single paid update in 4 years, but there certainly will one at some point in the future. vorpX is being worked on constantly. New features and games are added regularly, which costs time and money. I’m sure you can understand that due to this not all future updates can be free forever.

    However, if you choose not to upgrade when such an paid upgrade becomes available at some point, you will still be able to continue to use vorpX – just without the new features and games that are added afterwards.

    in reply to: Technical Overview? #170440
    Ralf
    Keymaster

    You don’t have to care about the resolution aside from choosing a preferred quality. You can be sure that vorpX chooses a resolution that works well. I hope it’s undesrstandable that I can’t explain every single detail that vorpX does. If you want to revert the changes made by vorpX, you can restore the prior state in the vorpX config app with a single click (‘Restore Game Settings’ page).

    Partially cached in case of FalloutNV means that the DirectVR FOV does not have to be scanned every time since it is cached. DirectVR head tracking requires scanning after entering the game.

    For the Pipboy please switch to EdgePeek mode like described above. The purpose of EdgePeek is to help with menus that are hard to see/navigate otherwise. It’s also more comfortable since it let’s you look around instead of having the Pipboy screen glued to your face.

    in reply to: Technical Overview? #170429
    Ralf
    Keymaster

    First: for Fallout New Vegas you literally don’t have to do anything apart from running the Direct VR scan when you enter the game. That’s one of the games that pretty much have all the bells and whistles that are possible. The HUD overlay can be scaled further in the vorpX menu if the default scaling is not what you prefer. For the Pipboy use EdgePeek mode (mouse wheel/right thumbstick/right VR controller grip button click). That is the best method by far to using the PipBoy.

    Direct VR is a collection of technically very different features that all have the goal of making automated changes for better VR. That includes automatically adjusting the resolution, optimizing the camera FOV, providing the best possible head tracking or applying tweaks that are useful for VR. The Direct VR scanner for example can provide FOV adjustment and perfect 1:1 head tracking by directly accessing a game’s memory.

    What DirectVR features are available for a game (if any) is shown on the Direct VR page of the vorpX ingame menu.

    All you need to know about custom resolutions is explained in the “Custom Resolutions” section of the help. It contains a list of resolutions to add and step-by-step instructions how to add them. For FO:NV that is not required, but for many other games adding custom resolutions helps Direct VR to automatically choose the best possible resolution for a game by making resolutions available that normally aren’t.

    Ralf
    Keymaster

    If you disable the auto resolution feature, vorpX doesn’t touch any resolution settings regardless of full VR/cinema mode, the behavior you observe has to be caused by something else.

    One thing I can think of: please check whether you maybe have a “commandline.txt” file in your GTA V folder from manual resolution experiments. if so, delete it.

    in reply to: Deus Ex: Human Revolutions Issue #170426
    Ralf
    Keymaster

    Both the regular and Director’s Cut version should have working DirectVR, but I’ll look into it. Unless there was a recent patch (unlikely) I can’t think of reason why the pre-cached value won’t work, but I’ll check anyway. Thanks for the heads-up.

    Resolution: each game profile has individual settings that define the behavior in that regard and there always is a reason for the chosen behavior. If you want to override that since you think you can achieve a better result by tweaking manually for a specific game, you can do that at any time by disabling the auto resolution feature on the Direct VR page of the ingame menu.

    For the auto resolution feature to work as good as possible it’s important to add all custom resolutions listed in the vorpX help not just the two you already added. For DXHR for example vorpX normally would choose 1800×1440 as a 1440p res if available which is better than the widescreen res you set manually.

    in reply to: VorpX settings not working in Morrowind #170421
    Ralf
    Keymaster

    No shaders might be the problem, try to to turn them on. D3D9 G3D relies on a shader based rendering pipeline.

    Ralf
    Keymaster

    The resolution is not set to 800×600 in GTA V. As explained in your other thread vorpX forces the game to run windowed and when it runs windowed the resolution that the game shows in its options menu is not the actual resolution.

    If you still want to set the resolution manually, disabling auto resolution in the vorpX menu is the right thing to do. That has no influence on head tracking whatsoever.

    BTW: Please post questions like this one in the ‘Technical Support’ sub-forum to reduce unnecessary forum clutter, that keeps the forum more usable for everyone. Thanks. I will move threads more often in the future, so if some future thread you may open appears to be missing, please check the other sub-forums.

    in reply to: Deus Ex: Human Revolutions Issue #170418
    Ralf
    Keymaster

    Please make sure to use the Steam version of the game. The Direct VR FOV is version dependent in this game. Normally you shouldn’t even have to run the scanner for the FOV to be correct since it is pre-cached. Just in case: please never report any issues you encounter with ‘unofficial’ versions of a game, especially in regard to Direct VR.

    The resolution probably worked as intended. Direct VR figures out the best resolution fitting your selected preferred quality that it considers working for a game on your PC. That is not necessarily exactly the same as the preferred quality you have chosen (hence the ‘Actual resolution may differ’ tooltip in the menu).

    To utilize the resolution functionality to its full extent, please add custom resolutions to your system. Which resolutions to add and how to do that is explained in the “Custom Resolutions” section of the vorpX help.

    in reply to: Problems disabling roll in GTAVR mod #170416
    Ralf
    Keymaster

    Please first and foremost check whether vorpX works as intended without the mod and with all profile settings at default.

    Regarding the mod I can’t really help much, sorry. IIRC there are detailed instructions on the mod’s web page, so in case you didn’t do that already it’s worth to check these out. If you can’t make it work, all I can do is recommending to play without the mod.

    in reply to: Running sbs on monitor only #170412
    Ralf
    Keymaster

    If you want to use vorpX with a PSVR headset, you need additional siftware that tranfers the image to headset. This post has a video explaining how to it.

    Please be aware though that the method described in that video never has been tested here and is not officially supported in any way. So I can’t really offer any help despite linking the video.

    in reply to: Problems disabling roll in GTAVR mod #170411
    Ralf
    Keymaster

    Have to check that, disabling async rendering shouldn’t have any effect on head tracking, but maybe there is some bug.

    BTW: Disabling async rendering is not recommended unless a game safely runs at 90fps. Disabling it can cause severe judder/flicker in situations with really low framerates (below 30fps), so leaving it on is usually better to be on the safe side in that regard.

    in reply to: Resident Evil 7 FOV mod update #170401
    Ralf
    Keymaster

    The RE7 profile always worked out of the box with default settings, even before the latest update, by using ImageZoom to account for a bit of missing FOV. The advantage of using the FOV mod is that you can set ImageZoom to 1.0 to remove the slight top/bottom bars that are visible with the default vorpX profile settings.

    I would only recommend to try that if you really know what you are doing though and are heavily bothered by the not fully utilized vertical FOV. The default settings without the mod work well apart from that.

    in reply to: New user, can't get headtracking or config menu #170399
    Ralf
    Keymaster

    In Codemasters racing games you basically have one two options:

    1. vorpX can emulate the right gamepad stick with head tracking for looking around. Dirt 3 is already configured that way, so enabling the gamepad in the game’s options menu should be everything that is required. Not 100% sure about F1 2013. If it’s not working out of the box, set the vorpX gamepad settings up the same way as in Dirt 3 to make it work. This method is quite laggy though and not ideal.

    2. The second option provides better tracking by emulating TrackIR input through a third party tool called OpenTrack, which you can download freely. The OpenTrack method should work with most Codemasters racing titles.

    If the DEL key doesn’t bring up the menu, try to change the menu key binding in the vorpX config app, maybe the DEL key is blocked somehow on your machine.

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