Ralf

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Viewing 15 posts - 6,406 through 6,420 (of 10,066 total)
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  • in reply to: Motion Sickness with vorpX #166754
    Ralf
    Keymaster

    If you are highly prone to motion sickness, besides using cinema mode it’s worth a try to check games with Direct VR support before other games. Those have perfect 1:1 head tracking without the need to adjust anything, which helps a lot if you are sensitive in this regard.

    Check this post for a list of Direct VR games.

    in reply to: How playable is Skyrim SE FO4 on 1080 and 1080 ti? #166745
    Ralf
    Keymaster

    I would highly recommend to use the original Skyrim instead. Not only does it run better in most cases with vorpX and has less visual glitches (e.g. shadows), it also looks crisper. Mainly because it doesn’t use one of these (blurry) modern post fx antialiasing techniques, which never look really good in VR.

    Unless you absolutely love those oddly over-saturated colors of the SE there really isn’t much of a reason to use the SE with vorpX.

    in reply to: VorpX – 3D-Vision #166743
    Ralf
    Keymaster

    As any 3D driver vorpX requires game specific settings (profiles) to provide stereoscopic 3D. For Code of Honor 3 there is no such profile, hence the game is shown without stereoscopic 3D.

    You can try to create your own 3D profile for games that do not have one, but there is no guarantee that such a user profile will work.

    1. Open the vorpX config app.
    2. Go to “Local Profiles” page.
    3. Search for a game based on the same graphics engine as the one you want to try.
    4. Create a copy of that profile.
    5. Assign the main .exe of the program you want to try to the copied profile.

    With some luck this way you may be able to make unknown games work with sereoscopic 3D, but again: there is no guarantee that this will work.

    in reply to: Warframe #166718
    Ralf
    Keymaster

    No 3D means that there is no stereoscopic 3D. Not really sure I should express that differently, sorry. That’s the reason why you don’t find the game on the supported games list anymore.

    in reply to: Maximum view in VR rendering #166717
    Ralf
    Keymaster

    You are wrong, trust me.

    As suggested above, enable the mirror window in SteamVR. With an ImageZoom of 1.32 (the max on Vive) the screen is precisely used to its full extent.

    If you don’t notice any changes in the headset, you actually just can’t see the top/bottom edge of the screen through the lenses. One reason more to leave ImageZoom at the default 1.0 to not waste pixels you can’t see anyway.

    in reply to: Maximum view in VR rendering #166713
    Ralf
    Keymaster

    Whatever lines you may have drawn there, what you say is absolutely not correct, sorry.

    You can easily check the screen space used by enabling the mirror window in SteamVR (game has to run windowed to see the additional mirror window).

    Per default the vertical FOV is dialed in to be the same on Rift and Vive to make profiles 100% interchangeable. However, if you raise the ImageZoom above 1.0 on Vive – contrary to what you say – the image uses more vertical screen space until the screen is used fully vertically. Horizontically the full screen is used in any case.

    if you don’t notice any difference inside the headset, then that’s because you actually can’t see the outer pixels of the screen. Which is not unlikely depending on your eyesight and the distance of your eyes to the lenses.

    in reply to: Warframe #166711
    Ralf
    Keymaster

    Elder Scrolls Online used to work great before they removed the DX9 renderer, with DX11 it only works in unsupported mode currently, meaning no 3D but head tracking.

    Can’t say anything regarding Warframe, sorry.

    in reply to: Won't work with Unreal 1 #166706
    Ralf
    Keymaster

    There can be various reasons for hidden profiles. In case of Unreal 1 the reason is that the game only ‘works’ in a very limited way, if at all. I just checked the profile, it’s restricted to OpenGL only, so you can launch the game with the OpenGL renderer. You will need to set the 3D-Strength to 0.0 though. 3D does not work correctly.

    If you want to experiment with DX9+ renderers, rename the .exe to anything else and then try to create a custom profile, but I’m quite certain there is no way to make it work in 3D. The engine is so old that the only option for 3D would have been OpenGL, and that doesn’t really work.

    If it would work in 3D, there would be an actual profile for the game.

    in reply to: Won't work with Unreal 1 #166698
    Ralf
    Keymaster

    I tried Unreal 1 a long time ago and would have loved to include an official profile. One of my absolute all time favorites. Couldn’t really make it work in 3D myself unfortunately. Since the game isn’t too popular anymore these days I didn’t invest too much time for research though.

    You definitely would need a DX9+ or OpenGL renderer. The original DX renderer won’t work for sure.

    What I tried was the OpenGL renderer from the last official patch (worked halfway, but 3D was borked) and the Kentie DX10/11 renderer, which worked only in 2D IIRC.

    What also should work (but also 2D only) is using the nGlide Glide wrapper. The Glide renderer was the best looking Unreal renderer back in the day. Much nicer skies.

    I’ll check the .227 fan patch on occasion, don’t think I tried that one.

    in reply to: VorpX update. #166694
    Ralf
    Keymaster

    Normally vorpX updates automatically. You can check the version in the config app (bottom/left corner). Current version is 17.2.3.

    If the auto update fails for some reason, you can update manually by running your web installer.

    If you didn’t keep a copy of the web installer, you can get a new one here.

    in reply to: flight simulator #166685
    Ralf
    Keymaster

    You need to enable mouse look in FSX after changing to cockpit view. The default key binding for that should be SHIFT+O.

    in reply to: Trojan detected by windows defender in vorpConfig.exe #166651
    Ralf
    Keymaster

    No issue here with the latest Windows Defender definitions (1.251.318.0) from earlier today.

    Please make sure that your Defender definitions are up-to-date.

    Also make sure that your vorpX is updated to the latest version 17.2.3.

    If you still see that issue afterwards, you might have catched a virus elsewhere that infects other .exe files on your PC – although that is quite unlikely.

    In general: while Windows Defender is not known to cause such problems usually, false positive detections happen from time to time – especially with more aggresive virus scanners – since vorpX “hooks” into other programs. Such things are best reported to the antivirus-vendor in question as a false positive, so they can fix the problem.

    in reply to: VorpX compatibility #166647
    Ralf
    Keymaster

    Primarily please consider the list of supported games the list of supported games. For unknown DX9-11 and OpenGL games keep the rule of thumb in mind that I mentioned above: it’s quite likely that vorpX can hook and show them in 2D, plus you can try to make your own 3D profiles or download custom profiles – which aren’t guarenteed to work though.

    As said earlier, custom profiles uploaded to the cloud are done by users, they aren’t checked by anyone. You can’t really see how well they work just from their existence on the server.

    Hope that answers your questions, it’s the best answer I can give you.

    in reply to: VorpX compatibility #166643
    Ralf
    Keymaster

    You can always use the vorpX desktop viewer, disable the vorpX hooking, and then run games windowed. That’s the safest bet for multiple injectors. Whether doing something like that is particularly desirable is another question, every additional layer you add can cause additional unforseeable issues, and of course costs performance.

    The success rate with custom profiles largely depends on the game, it’s impossible to give a general answer to that question. Games based on well known graphics engines are more likely to work than others. Also newer games are a lot more complex than games that are five or ten years old, which also has an effect.

    in reply to: VorpX compatibility #166640
    Ralf
    Keymaster

    vorpX tries to hook into any DirectX9-11 and OpenGL game you start. However, unless there is a game specific profile, games are shown in 2D and – obviously – do not have any game specific adjustments.

    So you can play a lot more games than those on the list, but unknown games are limited to 2D and mouse based headtracking, for 3D and any game specific VR adjustment a profile is required.

    It’s possible to create your own profiles by copying existing ones, and there also are quite a few user made profiles available from the vorpX cloud, there is no guarantee though that profiles created this way actually work for an unknown game.

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