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Sep 10, 2017 at 6:11pm in reply to: Can the Non-Steam version of GTA V be played with VorpX? #166967
RalfKeymasterWith Z-Buffer 3D and reduced ingame graphics settings it should work OK on a mid-range GPU (GTX970/1060).
For Geometry 3D a 1070/1080 class GPU is recommended.
Sep 10, 2017 at 4:19am in reply to: Can the Non-Steam version of GTA V be played with VorpX? #166941
RalfKeymasterThe Rockstar version is the one that is used here. Last check of the game was done only a few days ago,
I’m quite sure that the Steam and the Rockstar version are the same in this case.
RalfKeymasterYou have to make sure that the game supports TrackIR and that it’s enabled in the game options. Not every game has TrackIR support. Check this list first.
I’m not an expert in this regard TBH, but you should be able disable the vorpX head tracking, tracking will be handled by OpenTrack alone if everything works.
RalfKeymasterA pure dual core CPU without hyper threading (which doubles the amount of virtual cores) is not really suitable for vorpX anymore. Aside from modern games being multithreaded in itself, vorpX also uses multiple threads. Depending on the game two of them with the potential to use an entire (virtual) core for themselves if a full core is available.
So a quad core (or at least a dual core with hyper threading) is heavily recommended. Even better is a quad core with hyper threading (i7), which provides eight virtual cores. This can further improve performance in modern games with Direct VR support (e.g. Fallout 4 with Direct VR enabled) compared to an i5.
RalfKeymasterShort update: last night I had an idea how to address this matter in an almost perfect way. Inverting what I proposed as method 2. above works great.
When pressing a thumbstick button a short time, the associated vorpX action gets executed now, a longer press however gets registered normally by the game. A notification with a short explanation will be shown when a thumbstick is pressed the first time to address my concerns of people not understanding what is going on.
This works always the same way, with native gamepad mode as well as with the vorpX gamepad emulation, providing the extra benefit of two ‘freed’ buttons with the gamepad emulation.
You’ll be able to disable it completely if you don’t like it.
RalfKeymasterYou don’t need to buy the hardware, all you need is OpenTrack, which you can download here!
Unfortunately I can’t provide the TrackIR functionality within vorpX directly for legal (patent) reasons. The OpenTrack programmers apparently ignore this issue, but for a commercial software like vorpX that is not an option.
if you use an Oculus Rift: I’m not 100% sure whether they added native Oculus support by now. If not, you may have to run vorpX in Steam VR mode.
RalfKeymasterGranted, documentation is a weak spot. On the other hand a large portion (I would assume the vast majority) of users don’t even check the documentation that is available. Modern times, noone reads manuals anymore.
The next vorpX version will have tooltips in the vorpX menu, hopefully that will help to clarify things better.
There also will be a new startup screen for unknown games that will let you choose between “Full VR”, the above mentioned quick and dirty method (dubbed “Immersive Screen”) and “Cinema Mode”. This will make it very easy to check what suits a game best without having to touch multiple settings.
The “head tracking as gamepad” functionality mentioned above is indeed a bit difficult to find. To make it available in the menu set “Override X-Box Gamepad” to “Off”.
RalfKeymasterFor head tracking in racing games there are basically four options:
If racing games provide a mouse look function in cockpit view (probably rare), the normal mouse based head tracking would work.
For racing games that have TrackIR support, you can use an external tool (OpenTrack). It can translate head movement into TrackIR input. This is the best option. If a game has TrackIR support, you should always try this.
For racing games that allow looking around with the right gamepad thumbstick, you can setup vorpX to simulate a gamepad axis with head tracking in the vorpX menu. This works with many racing games, but due to the heavy filtering that games do on gamepad input it’s rather laggy usually.
And last but not least there is a quick and dirty general purpose method that always works. It doesn’t provide true head tracking, but is still rather immersive: for that switch to cinema mode (“Ambience” or “None” scene) and move the screen closer until it fills the entire view.
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RalfKeymasterThere is no 100% perfect single solution to this matter, so I decided to address it in the way described below for the next vorpX version. When native gamepad mode is active, this will happen:
- Per default the thumb stick buttons will be used exclusively by vorpX for EdgePeek and the vorpX menu. This is easy to understand and works like the default mapping of the vorpX gamepad emulation. The obvious flaw is that the two buttons are blocked for the actions they normally trigger.
- The second option will leave the normal ingame functions for the thumb stick buttons, a long press however will trigger EdgePeek/vorpX menu. This sounds like the best option in most cases, but since almost certainly noone would actually discover it if it was the default, it has to be activated manually.
- The third option will be to use the gamepad 100% natively like now without vorpX interfering anywhere.
You’ll be able to choose between these three options per button.
RalfKeymasterAfter running the Direct VR scan, vorpX switches to Skyrim’s native X-Box controller support. If you enable the X-Box controller in the Skyrim options, you can use the controller like you normally would once the Direct VR scan completed successfully.
RalfKeymasterThe game changes the texture used for the depth when you enter the menu or inentory. Should work most of the time, but sometimes vorpX might not be able to keep track of that correctly. Briefly switching to the menu or inventory (maybe a few times) should get 3D back.
BTW: Unrelated, but for Pimax I would recommend to turn Crystal Image off in the vorpX ingame menu as it leads to excessivley large render textures with the 4K screen (6370×5409 according to your log). Disabling Crystal Image may improve performance without any visible impact on quality on a 4K HMD.
RalfKeymasterIIRC the game has an FOV slider in its options menu.
RalfKeymasterOpening the vorpX menu is hardcoded. To open it press the left and the right grip buttons. The current mapping is shown on the rendered controllers. It’s all pretty self explanatory if you take a look at the visualized mapping.
In case of odd Direct VR glitches (flicker, misplaced camera, falling through the ground etc.) please first and foremost try to disable the positional component of Direct VR if available. Shouldn’t be on per default in Skyrim anyway. The normal positional tracking will still work in most G3D games.
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