Ralf

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Viewing 15 posts - 661 through 675 (of 10,056 total)
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  • in reply to: vorpX 23.1.0 BETA #215789
    Ralf
    Keymaster

    Just tried the release build instead of my dev build with two DX11 UE4 games and I think you might be right. No problem with th4 dev build, but insta crash with the release build… Will do additional testing next week. Now is finally weekend for me though, so this mystery will have to wait a little.

    in reply to: vorpX 23.1.0 BETA #215786
    Ralf
    Keymaster

    Thanks. Without being able to replicate your issues that way I’ll at least be able to see whether there is a starting point for checking whether they might be more than individual issues.

    in reply to: vorpX 23.1.0 BETA #215783
    Ralf
    Keymaster

    @ All:

    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: Metro Exodus no longer works after game update. #215779
    Ralf
    Keymaster

    Try other DX12 game profiles as a base. That’s really the only tip I can give you. With some luck there is one that provides basic Z3D without any extras.

    There is a perfectly working Metro Exodus profile with multiple features that couldn’t even be added for the enhanced edition currently. Neither marginally better RTX effects nor PS5 haptic triggers justify neglecting other things for a second (inferior) Metro Exodus profile, sorry.

    in reply to: Metro Exodus no longer works after game update. #215754
    Ralf
    Keymaster

    I understand that you *really* want the enhanced edition, so just in case you overlooked the above reply:

    There isn’t really any benefit in switching to the enhanced edition just for the sake of its marginally better RTX effects, especially considering how great the original version already looks. The regular Metro Exodus profile supports both G3D and various advanced DirectVR features that you couldn’t even add to your own custom profile if you wanted to invest the time and effort required for that. As far as vorpX is concerned the enhanced edition is pretty much a ‘dehanced’ edition. ;)

    in reply to: the last of us #215750
    Ralf
    Keymaster

    I actually bought it on release, but never even downloaded it so far. My next weeks however will largely consist of checking games (plus adding gestures to existing profiles). So Uncharted will definitely be looked into. The usual ‚can‘t promise anything‘ caveat applies.

    in reply to: the last of us #215748
    Ralf
    Keymaster

    Always dangerous to say something not in line with the general internet consensus, but as usual I‘m too stupid to always say what everyone wants to hear. ;) So:

    The game has its problems, but the bad Steam review median is a gross exaggeration, one of those annoying internet frenzies that happen way too often in our little gaming universe.

    I usually keep the GPU on my main rig somewhere between high mid range and low high end to ensure I’m working with something not totally out of this world compared to the rigs most of you have at home. Currently that means an RTX 3080. Annoying occasional crashes and overlong shader compilation aside, the game is perfectly playable on high settings with such a between-mid-range-and-high-end machine.

    As far as a profile is concerned: I‘ll look into that tomorrow. As always no promises though. I don‘t even know yet whether the game uses DX12 or Vulkan.

    in reply to: vorpX 23.1.0 BETA #215741
    Ralf
    Keymaster

    You don’t have to send logfiles all the time. While most big games, your OS, and many, many apps come with intense telemetry these days, which can be a huge help for developers – that’s not all just evil – I think vorpX can do without.

    So if all works, all good. Although of course I‘m always delighted to actually hear that occasionally. So, thanks! :)

    What‘s disheartening for a dev are practically useless „doesn‘t work, please help/fix“ posts and then dead silence when you ask for the necessary information to actually look into that. I do this long enough to expect that most of the time, but man, noone bothering to click a button and send an e-mail with a bit of extra info while wanting something checked/fixed in three months? That‘s a sad new record.

    You can do better than that, guys! Like said above: helping me quite literally is helping yourself. If you want stuff fixed, I need to know what needs fixing. Logs and a few extra infos about your rigs are essential for that.

    Maybe the bug report option will help, maybe it won‘t. We‘ll see.

    in reply to: vorpX 23.1.0 BETA #215738
    Ralf
    Keymaster

    Brief heads-up that there shortly will be a change in how to report bugs in beta builds.

    That’s the deal with betas: you stay on the cutting edge, I get information that helps me during development. The second part so far didn’t work at all. Truly not at all. :\

    I got very little helpful information out of this in three months since the first beta went online. A (small) handful concise enough issue descriptions in this thread and logs from Fearganainm after asking thrice. Noone else bothered to send requested log files during that time. To say that’s disappointing is an understatement.

    Hard to guess why noone bothers. Helping me literally is helping yourself here, guys.

    Not that I’m overly optimistic, but there will be one last try to rectify that: a bug report option in the config app that makes it easier for you to report bugs in an actually useful fashion. This bug report option will be the only way to report beta bugs and issues.

    For those who understandably might have privacy concerns: there is nothing privacy invading in those trouble shoot archives. Just vorpX logfiles and some basic information about the system. You send Microsoft, Steam, Meta, Google, Discord, Reddit, all those [add funky smartphone-app here]-devs and god knows whom two orders of magnitude more sensitive data each day, each hour, each click and each button press on your gamepad. They just aren’t asking nicely, they simply collect without a pause since you clicked away some incomprehensible legal gibberish five years ago.

    in reply to: vorpX 23.1.0 BETA #215735
    Ralf
    Keymaster

    No, it shouldn’t. But thanks for the logs.

    in reply to: vorpX 23.1.0 BETA #215731
    Ralf
    Keymaster

    Try to uninstall/reinstall or go back to last regular version with the normal web installer. I can’t maintain several betas at once, sorry.

    Please send the trouble shoot data. Disappointingly not a single one of you actually did that when I requested it since the beta start in December. Doesn’t really make much sense for me to have these betas when in the end I just has have as little useful information at hand as without…

    in reply to: Fire in Oblivion #215728
    Ralf
    Keymaster

    Surprise, surprise. Found a way to have a scalable HUD and fire at correct depth at the same time. Didn’t really expect that, but sometimes it pays off to revisit things after a long time. Thanks for bringing this up!

    One little caveat: I don’t believe the fix could have broken anything, but since it’s largely untested, I can’t entirely rule that out either.

    Required a code change, you will have to switch to the 23.1.0 beta to get the fix. I uploaded a new build that you can download here: click.

    in reply to: vorpX 23.1.0 BETA #215727
    Ralf
    Keymaster

    @ luka

    The virtual display is indeed meant to be used as only screen to avoid the multi-display annoyances you ran into. It gets enabled (and disables your actual monitor) when you launch the vorpX desktop viewer and put on your headset.

    If you want to use the virtual display, using the desktop viewer as a launchpad for everything else is the easiest (and intended) way.

    @ Fearganainm

    That would be nice. I’m especially interested in log files with the admin crash since I don’t get that here.

    @ MrSchneeps

    Ideally things should be back to normal on first boot already, if that fails on second. Glad at least that worked for you.

    in reply to: vorpX 23.1.0 BETA #215720
    Ralf
    Keymaster

    Only while it is already disabled. Did you encounter this while it is enabled?

    in reply to: Fire in Oblivion #215717
    Ralf
    Keymaster

    For better or worse my memory served me right: it was either scalable HUD or correct fire. I considered the HUD more important.

    It’s an interesting little riddle though, so I’ll invest an hour or two later today to see whether maybe this time I have an idea to make both work, but don’t hold your breath for it. If I can make it happen, I’ll let you know here tomorrow. If you don’t hear anything tomorrow, it didn’t work out this time either (which frankly is the more likely outcome).

Viewing 15 posts - 661 through 675 (of 10,056 total)

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