Ralf

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Viewing 15 posts - 676 through 690 (of 10,056 total)
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  • Ralf
    Keymaster

    They removed the DX11 renderer a while ago. You can however switch to the ‘dx11_no_rt’ beta in Steam. It’s not really a beta, just the last version from before they switched to DX12 only.

    1. Right click game in Steam
    2. Choose ‘properties’
    3. Switch to the ‘Betas’ page
    4. Select ‘dx11_no_rt’

    in reply to: vorpX 23.1.0 BETA #215715
    Ralf
    Keymaster

    @ Mr. Schneeps:

    You can always disable the virtual display by exiting the desktop viewer or choosing ‘Disable Virtual Monitor’ in the vorpX tray icon’s right click menu.

    What’s new this time is that vorpX per default uses the headset activity to switch the virtual display on/off, most headsets have an IR sensor for that. Possible that the G2 doesn’t report inactivity a few seconds after taking off the headset as one might expect. By chance I have one here, so I can check that. Thanks for the hint.

    You can fairly easily go back to how things worked before: on the new ‘Virtual Monitor’ page in the config app uncheck ‘Activate when you put on your headset’. That way the virtual display should behave like before, additionally you might want to check ‘Allow manual activation’.

    PS: If you remember how that happened, it would great if you could let me know how you managed to get the black screen on boot, and whether maybe at least it was gone again on the next boot after that.

    @ drowhunter:

    That is the case. Frankly I haven’t tried an external 3D solution myself yet, but it should work just fine. What I’m not so sure about is whether a 32:9 display is of any help for e.g. double wide 16:9 SBS. If you try, I’d be happy to hear if/how that helps in any way.

    The more interesting thing in terms of playing games via the desktop viewer is probably the virtual display running at your headset refresh rate. As far as I’m aware no other desktop capture app can do that. Not really the original reason for adding the virtual display, but a nice extra benefit.

    in reply to: vorpX 23.1.0 BETA #215712
    Ralf
    Keymaster

    There shouldn’t really be any difference at all to how games behave when you launch them normally from your desktop. With some luck the logfiles and/or system information in the trouble shoot data can shed some light on the issue.

    in reply to: vorpX 23.1.0 BETA #215710
    Ralf
    Keymaster

    That‘s not really enough information to give any advice at all unfortunately. Please create a trouble shoot archive in the config app and send it to support at vorpx com.

    In your e-mail please try to be more precise about what issues you encounter. Try to describe what happens (or doesn’t happen) to give me an idea what you might mean by don‘t work.

    —-

    If by work/don‘t work you mean vorpX can‘t hook into games, please first try the trouble shoot options that pop up in the ‚Attaching To…‘ dialog after a while (especially installing hook helpers). if that does not help, check the usual hooking conflict trouble shoot steps in the pinned trouble shoot post in the technical support forum.

    in reply to: vorpX 23.1.0 BETA #215705
    Ralf
    Keymaster

    Update is up, reinstalling with the beta web installer should solve the import problem.

    Can’t entirely rule out that Windows Defender will freak out again for the first downloaders. Let it do its security check thing. Went through without issues for me.

    @ dellrifter: this will probably also address your upload problem. If not let me know.

    in reply to: vorpX 23.1.0 BETA #215704
    Ralf
    Keymaster

    Brief update:

    There is a bug related to the addition of gesture settings to profiles that causes a crash when importing petey53’s profiles. Good news is that the profile I checked itself seems to be intact, so the work you put into it is almost certainly not lost. I should be able do work around the problem.

    Will require an update that deals with the matter though. I’ll let you know here when it is ready.

    Not sure yet if dellrifter’s upload issue is related, but that seems likely.

    in reply to: vorpX 23.1.0 BETA #215703
    Ralf
    Keymaster

    @ both

    I‘ll take a look at the profile import/export ASAP (i.e. today) and let you now. There is indeed a versioning system as dellrifter correctly assumed, but normally it only ensures that newer profiles can‘t be loaded with older vorpX versions, which may cause unpredictable issues. Not the other way around. It should always be possible to load/import older profiles with newer versions. vorpX in fact takes great care of translating potential settings changes from older profiles to newer versions if necessary to ideally (at least in theory) never break existing profiles. That’s the point of profile versioning actually.

    Can‘t recall anything I might have changed recently that affects the versioning system, but I‘ll check the profiles you mentioned above. Something apparently has changed.

    @ dellrifter

    Please use the OK button in the menu for temporary changes. I changed the behavior of closing the menu with the menu key on purpose a while ago. Auto save on close is more in line with how many modern games handle their settings menus.

    in reply to: vorpX 23.1.0 BETA #215696
    Ralf
    Keymaster

    In general: when you want to report things you believe to be bugs, please send and an e-mail with a trouble shoot archive (config app) to support at vorpx com. This forum guesswork just doesn’t work, I need actual insight. It’s really kind of you to test so much, but most of the conversations the both if us have here in the end are largely fruitless back and forth about guesses and assumptions. Can’t promise that I will reply to every report you send, but if you want to help, which I’m grateful for, that really helps: trouble shoot archive to support at vorpx com.

    The alternative would be some community manager taking conversations like ours off my plate, which wouldn‘t really help anyone. I very much prefer to get information unfiltered.

    in reply to: vorpX 23.1.0 BETA #215693
    Ralf
    Keymaster

    @ Tambora:

    vorpX should install a mod to the game folder. If you use other mods, please remove them for testing, they might interfere. Expecially camera mods, but also others. The way TW3 handles mods unfortunately can make even completely unrelated (script) mods interfere.

    @ mr_spongeworthy:

    You have to let vorpX hook into a game (or the desktop viewer) once after changing your headset refresh rate, it will then tell the display driver what refresh rate the headset reports. The display driver can’t be aware of refresh rate changes before vorpX tells it about them and it can’t change its refresh rate on the fly while it is running.

    If you change your headset refresh rate ten times per day, make sure to disable the desktop viewer in between. Guess there needs to be yet another safeguard to cover cases were someone changes their headset refresh rate all day long. ;) Fool as I am I truly thought at least every edge case that may happen with a reasonable probability was covered. Very wrong I was.

    BTW: Of course all of that only works if the headset doesn’t report garbage, and since it’s Pimax… Just kidding, fairly unlikely. obviously the whole enchilada only works on the virtual display, not your actual display. Just in case.

    In general: when you want to report things you believe to be bugs, please send and an e-mail with a trouble shoot archive (config app) to support at vorpx com. This forum guesswork just doesn’t work, I need actual insight. It’s really kind of you to test so much, but most of the conversations the both if us have here in the end are largely fruitless back and forth about guesses and assumptions. Can’t promise that I will reply to every report you send, but if you want to help, which I’m grateful for, that really helps: trouble shoot archive to support at vorpx com.

    The alternative would be some community manager taking conversations like ours off my plate, which wouldn‘t really help anyone. I very much prefer to get information unfiltered.

    in reply to: vorpX 23.1.0 BETA #215688
    Ralf
    Keymaster

    For stuff like the pipboy little gestures like the wrist flip are perfect. Currently there is only an inwards flip, but at least up will come shortly in addition to that for two more possible actions. Not sure whether down/outwards make much sense for even more, feels a bit weird for my taste, but I guess it can‘t hurt. Also there will definitely be a backpack (inventory) gesture shortly.

    I played a whole lot of Fallout 3, which is one of my alltime favorites, with motion controllers years ago, long before gestures. With Touch controllers admittedly, but Index shouldn‘t feel too different. Really boils down to getting used to it, you weren’t born with a gamepad in your hands either. Afterwards it’s truly human being with free hands (motion controllers) vs. squirrel nibbling nuts (gamepad). And that is without gestures. Add aiming down sights, throwing grenades etc. to that. I think you get the picture. Leave your comfort zone, pays off. I’m notorious for saying ‘can’t promise anything’ here fairly often, in this regard I can say the opposite with confidence. :)

    Can‘t really imagine how vorpX might affect your VSync issue while not hooked into a game, but I‘ll double check that, of course.

    in reply to: vorpX 23.1.0 BETA #215685
    Ralf
    Keymaster

    If not even the Cyberpunk gestures are to your liking, which even include hand aiming, then the feature is not for you. :( For me stuff like aiming down sights/grenades/wrist flip interaction etc. have become second nature so much in the meantime that going back to pressing buttons is an outright ridiculous thought.

    Even without gestures using motion controllers is so much better than a gamepad just because you have your hands free instead of standing/sitting there like a squirrel nibbling a nut… Add gestures to that and it’s not even a fair comparison anymore. What I give you – and not an inch more :) – just as you had to get used to your gamepad, you have to get used to gestures for a while. Then there is no way back.

    Make sure not to accidentally disable DirectVR to try them. CP comes with a fairly complex mod integration that among a lot of other things switches gesture sets based on gameplay context. Reset the profile default, let vorpX install the connection mod, read the hints in the start room, and don’t tweak any vorpX setting manually except what the start hints say might be tweaked (resolution + 3D if you prefer Z3D). Plus in your case maybe the sync options to deal with Pimax issues.

    Non-hooked games running through vorpX Desktop Theater Mode (whatever you want to call it) do NOT respect vsync.

    That is officially weird. If vorpX isn’t hooked into the game, it obviously doesn’t affect VSync. You must have disabled it elsewhere.

    in reply to: vorpX 23.1.0 BETA #215681
    Ralf
    Keymaster

    All good. I was just kind of amused since adding custom resolutions to mirror the virtual display pretty much completely defies the original idea I had mind. No problem at all though, do with it whatever you like. The refresh rate thing was a ‘colleteral idea’ I had on the way, glad you find so much value in it.

    I’m also very interested in hearing what you actually do with new features in general. For now I’ll have to switch to other things mostly except for bug fixes, but I’m sure I’ll revisit the topic for more advanced user options in the future. Knowing how features are used helps a lot in assessing where time is best spent.

    BTW:

    The ‘Don’t hook games while desktop viewer is running’ global option is a good idea. Having to check that each time after launch is indeed annoying. Will definitely come.

    in reply to: vorpX 23.1.0 BETA #215679
    Ralf
    Keymaster

    I created a custom resolution in the nvidia control panel for that and duplicated the screen afterwards.

    Glad you got duplication working that way. Somewhat defies the intended main purpose of the virtual display, which was getting rid of having to tinker with custom resolutions. :) But of course a totally valid option for everyone who doesn’t consider that too annoying.

    in reply to: vorpX 23.1.0 BETA #215677
    Ralf
    Keymaster

    @ Tambora:

    Does the AFR3D method (DirectVR in the menu) not work anymore? That should actually be better than the prior G3D since it works with all shadows.

    @ petey:

    Windows loves to shuffle around desktop icons when resolution or the display config changes. The virtual display manager already tries to deal with that by creating/restoring icon layout backups, but how Windows decides to place icons in case of config changes is so intransparent and weird that I can’t rule out occasional glitches like that entirely.

    @ Heon_X:

    I got the dual monitor primary/secondary glitch here myself once during multi-monitor testing, but not really replicable. Shouldn’t happen unless things go totally wrong and vorpX can’t restore the display config backup it created. Fairly weird issue. Multi monitor setups are too rare to consider that a show stopper for the whole virtual display, but I’ll try to figure that one out on some rainy Sunday.

    I do not get the admin crash here. You shouldn‘t do that anyway unless you are running older games that require admin rights themselves, hooking into games/apps that require admin rights themselves is the only reason you would ever want to run vorpX as admin.

    Hooking: if you have trouble hooking practically all DX11 games, there almost certainly is something running on your machine that also hooks into games and causes a conflict. A lot of tools/utilities hook into games.

    If you didn’t do that already, please first try to install a hook helper. The option to do that pops up in the ‘Attaching To…’ dialog after a while in case hooking fails. Can often help without having to get to the bottom of hooking conflicts. If you already did that and it didn’t help or you don’t even see the ‘Attaching To…’ dialog: remove everything you may have running in the background. Everything.

    Same for your 20% GPU utilization issue. You should ideally avoid maxing out the GPU since the game, vorpX and finally the headset runtime all need some GPU time, which becomes increasingly difficult when the GPU utilization nears 100%. Things falling apart at 20% on the other hand is just plain wrong. BTW: If you happen to use the Windows task manger to monitor GPU usage, try nVidia Inspector (precise, but doesn’t hook games) to cross check. Task manager used to display imagined values in the past occasionally.

    In general: I can’t really provide specific help based on vague forum posts: if you encounter severe problems, create a trouble shoot archive in the config app after running a few problematic games and send it to support at vorpx com. Can‘t promise that’ll clear up every potential issue, but at least that way I have some hard facts I can look at. Without some insight there just is no way at all to tell what might be wrong.

    in reply to: vorpX 23.1.0 BETA #215668
    Ralf
    Keymaster

    @ petey

    If I had to guess I’d say it was probably 302, luck for both of us in this case that error 303 doesn’t even exist. That means that vorpX could not find or initialize your headset. There probably was another message you might have clicked away with a more detailed hint.

    Depending on what headset you own, trying another headset type in the config app may help. Oculus headsets for example work with all three available options.

    If that doesn’t help, please create a trouble shoot archive in the config app and send that to support at vorpx com as requested earlier. It’s difficult to give precise advise without precise information.

    @ dan

    I would have liked that too, you have no idea how much…

    Unfortunately Windows can’t mirror monitors with higher resolutions to monitors with lower resolutions. Not exactly sure why that is not possible, technically it can’t be much of a problem these days. Windows for better or worse often tries to maintain compatibility with things from times long gone, so this might be some relic of a fairly distant past.

    It would be possible to let the virtual display act as second screen and then display it in a window on the actual monitor, but that would complicate usage in several ways. Since the main goal here was simplifying things, swapping the custom resolutions ordeal with multi monitor goofs didn’t really look desirable. At least for now. Additional options for advanced users may come later, but that may take a while. For the immeditate future there are other matters that need attention.

Viewing 15 posts - 676 through 690 (of 10,056 total)

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