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RalfKeymasterThe Battlefield/front games notoriously behave a bit odd when mouse (simulated for vorpX’s head tracking) and a gamepad are active together. Your best bet is to completely override the gamepad with vorpX’s gamepad emulation. It translates your gamepad into mouse/keyboard actions and is freely configurable.
Alternative you could use an external tool like X-Padder or Pinnacle Profiler. They do essentially they same but have even more configuration options.
RalfKeymasterTake this with a grain of salt, I didn’t actually try it, but I don’t see how there could be any conflict. What TPCast does happens after vorpX handed the rendered image over to SteamVR/Oculus runtime.
RalfKeymasterThere doesn’t seem to be a purchase with your name or e-mail address in the database of our e-Commerce service MyCommerce. If you used another mail address for the purchase, please let me know – even better would be your MyCommerce Order-ID. Without any of these I can’t even check what might be going on with your order.
Please also check your PayPal/credit card account whether you actually were charged. If an order cannot be found, it’s quite likely that it didn’t go through.
RalfKeymasterMid December if all goes well. Meaning that there may be a delay if something unexpected shows up.
RalfKeymasterI answered you via e-mail. Please check your inbox.
RalfKeymastervorpX only supports DX9/10/11 and older OpenGL. I’m not 100% sure, but UE2 probably uses an older DirectX version that vorpX cannot handle.
RalfKeymasterApparently a glitch in the current vorpX version, sorry for that. Please try to disable head tracking from the vorpX ingame menu, that way the setting sticks.
RalfKeymasterThat sounds rather odd, never heard of that before. A reinstall might make sense.
If you have Windows system restore points enabled, it’s probably also a good idea to go back to a restore point from before the issue occured. That may save you some trouble shooting.
RalfKeymasterDirect VR writes directly into the game’s memory addresses and thus there is a certain risk of crashes, especially in games where these addresses change frequently. That is true for Unreal engine games for example. How great this risk is can also vary from system to system
For additional info in this regard please check the message that is shown during each Direct VR scan.
RalfKeymasterThanks, I’ll take a look at it next week.
RalfKeymasterThe mirroring was disabled originally with the switch to direct mode rendering late 2015 or early 2016 when vorpX got it’s own frame timing functionality. Since not presenting the image caused more harm than good in some games that was removed again later though. There is no way to disable it anymore. Not much of a loss since there is no impact on performance.
Even if that does not help with your intended goal it would still be great if you could send me the trouble shoot data. Not seeing the image on the screen is not supposed to happen. There is something severely wrong if no image is shown and I’d like to check what that may be.
RalfKeymasterThat shouldn’t be the case at all. Are you using 17.2.3? Older (16.x) versions from over a year ago had the original render display disabled, but that did more harm than good for some games, so it was axed quite a while ago. Presenting the original image on the monitor doesn’t cost performance.
If you see no image on the monitor with the current vorpX release, something is wrong. In that case it would be great if you would a create a trouble shoot data archive in the config app and send that to support |at| vorpx com, maybe it contains something useful. Thanks in advance.
RalfKeymasterMy actual words were “mid December if all goes well”, which is still the plan. Emphasis on “mid” and “if all goes well”.
RalfKeymasterUpdate: 3D is broken currently and looks extremely weird, probably due to some game patch in the past. Fix will be in vorpX 17.3.0.
RalfKeymasterIf there is no way to adjust the FOV beyond what the game offers in its options menu, please first use the G3D FOV enhancement in the vorpX options as far as it looks OK, then use ImageZoom to account for the rest.
4:3 resolutions usually are best for this workaround to minimize black bars. There are exceptions from this rule though, so it might make sense to try both a 4:3 and a widescreen res to check which has less wide bars after adjusting ImageZoom.
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