Ralf

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Viewing 15 posts - 631 through 645 (of 10,056 total)
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  • in reply to: Getting Oculus runtime init failed error on start up #216017
    Ralf
    Keymaster

    Probably this:

    Third time within a few weeks that this error pops up. Super weird. The first user with this issue could track it down to their C:\ProgramData folder being inaccessible for some apps/games for whatever reason, so that games tried to load the vorpX config data from a hidden virtual store folder that Windows creates in some cases instead of loading the actual file with the stored config from C:\ProgramData.

    You can check that by browsing to ‘C:\Users\[Your User]\AppData\Local\VirtualStore’. If this folder contains a subfolder named ‘ProgramData\Animation Labs’ something is severly wrong. Move the ‘Animation Labs’ sub folder to C:\ProgramData in that case. It should only exist in C:\ProgramData, not in the virtual store.

    IMPORTANT: ‘Show hidden files’ MUST be enabled in the Explorer options to see any of the folders mentioned above.

    in reply to: Elder Scrolls Online only in one eye #216016
    Ralf
    Keymaster

    Please reset the game’s graphics settings to default. This issue is almost certainly caused by enabling DLSS or some antialising option that doesn’t work with vorpX.

    in reply to: Farming Simulator 22 issues #216015
    Ralf
    Keymaster

    HUD scaling is only working when running the game in DX11 mode. vorpX should enable DX11 automatically, but a recent nVidia driver update causes many games to crash on exit while something is hooked on exit, which breaks auto settings in affected games, so you might have to make sure the game isrunning in DX11 manually currently.

    Alternatively you can revert to a slightly older nVidia driver from February that doesn’t have this bug.

    https://www.nvidia.com/download/driverResults.aspx/199654/en-us/

    in reply to: vorpX 23.1.0 BETA #215992
    Ralf
    Keymaster

    Should still work, but always possible that a game patch broke something. Will check that next week.

    Another option would be some other mod interfering. AFR 3D is done via a script mod in W3 and the way W3 handles scripted mods unfortunately means that mods affecting the same game script can very easily overwrite each other, breaking either one of them or even both. So if in doubt remove any extra mods you may have installed for testing.

    There is tool named scriptmerger that can *try* to deal with such issues, but if e.g. two mods both affect the camera that might not help at all.

    in reply to: Cyberpunk VR Update Thread #215947
    Ralf
    Keymaster

    CET is only required if you use the standalone version or the vorpX beta.

    in reply to: Cyberpunk VR Update Thread #215935
    Ralf
    Keymaster

    Will probably require an update of the Cyber Engine Tweaks modding framework. I release an updated mod installer once that is available.

    You can also check the link below and install CET manually once it gets updated. Usually takes only a few days for CET to update:

    https://github.com/maximegmd/CyberEngineTweaks/releases

    Ralf
    Keymaster

    Highest possible single core performance wins pretty much always when it comes to games. Even highly multi threaded games usually have one main render thread that in the end determines the max performance CPU wise. Doubly so with G3D.

    In case of X3D lower clock rate doesn‘t automatically mean lower single core performance. The gaming advantage of these CPUs comes from there larger caches, not from better multi core performance. General rule of thumb: if a CPU is better in gaming benchmarks, it‘s also better for vorpX.

    in reply to: vorpX 23.1.0 BETA #215920
    Ralf
    Keymaster

    Normally the desktop viewer attaching should happen so quickly that the attach dialog rarely ever pops up at all. Log files and the according system info in the trouble shoot data archive are the only things that may potentially help me to get an idea of why your issue occurs. Without them I can‘t even really take a guess.

    Please send all beta bug/issue reports including relevant log files via e-mail to support at vorpX com. You can create an archive with log files and some basic system information with a single click on the trouble shooting page of the config app. Doesn’t involve any more effort on your end than a forum post, but is infinitely more valuable for me, and thus in the end for you.

    in reply to: Cyberpunk no touch controls #215918
    Ralf
    Keymaster

    For Cyberpunk please download the standalone mod currently: It has more feautures than the current regular build. The extra features will come to the next vorpX release, but currently the standalone mod is thw way to go:

    https://www.vorpx.com/CyberpunkVR/dl.php

    in reply to: vorpX 23.1.0 BETA #215917
    Ralf
    Keymaster

    vorpX is supposed to get attached to the desktop viewer .exe. The viewer actually loads it directly similar to using a hook helper, so if there is some issue with that, something is seriously wrong. Might be some av program running amok.

    Apart from that:

    I have to streamline the handling of beta issue reports to make it more effective. Some of the issues reported in this thread are individual issues, others aren’t. I need additional information and log files to be able to verify what might be a general problem and prioritize accordingly.

    Bug/issue reports only submitted here or submitted without any log files cannot be taken into account anymore going forward. Thanks for your understanding.

    Please send all beta bug/issue reports including relevant log files via e-mail to support at vorpX com. You can create an archive with log files and some basic system information with a single click on the trouble shooting page of the config app. Doesn’t involve any more effort on your end than a forum post, but is infinitely more valuable for me, and thus in the end for you.

    in reply to: Possible features? #215909
    Ralf
    Keymaster

    A lot of that is possible with the latest beta that introduces gestures. Check the video in the post linked below for a short introduction. You can also find a download link there.

    A crouch/jump feature is available since many years, you can configure that one on the head tracking page of the vorpX menu.

    vorpX 23.1.0 BETA

    in reply to: FAR CRY 6 #215908
    Ralf
    Keymaster

    @ dellrifter: I‘ll check that tomorrow. Can‘t recall currently whether it worked at some point or whether it‘s a leftover from a failed experiment.

    in reply to: Problem launching vorpX #215907
    Ralf
    Keymaster

    Extremely bad advice.

    Do not – never ever – close the vorpX service with the beta version. By doing so you break the virtual display, the desktop viewer, various hotkeys and in the future probably a lot more. Seriously, just don‘t. Guess I‘ll have to a add a function that makes that impossible… Thanks for the heads-up.

    in reply to: Key not emailed #215884
    Ralf
    Keymaster

    I can see a purchase with the mail address you used to register here, but no key request.

    Please resend the key request from the same mail address that you entered into the purchase form. Your key should arrive within a few minutes if the server can verify the mail address.

    in reply to: vorpX 23.1.0 BETA #215876
    Ralf
    Keymaster

    Perfectly understandable. Please still save us both the ‘motivation’ part next time. Did sound like some untalented insurance agent after a bad psychology weekend seminar. ;)

    Sometimes, and this week was/is such a week, postponing stuff isn’t even a choice. When something I can’t influence at all breaks half of the most important vorpX profiles, that’s what has to be addressed ASAP. Now you know why there is a ‘can’t promise anything’ caveat attached to pretty much every single thing I say about even the near future.

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