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RalfKeymasterYou can also exclude the vorpX program folder in Defender, not just in third party AV apps. Defender hasn’t caused issues in a while, and doesn’t for me, but who knows.
Excluding the vorpX program folder from any AV app is a good idea anyway to avoid potential issues. AV programs in general don’t really like programs that hook into other programs, which vorpX obviously has to do to work. You can do that in the Defender settings and the folder you want to exclude is usually ‘C:\Program Files (x86)\Animation Labs\vorpX’ unless you installed vorpX elsewhere.
RalfKeymasterSounds like it could be some antivirus program having a bad day. If you happen to use anything else than Windows Defender, remove the third party AV program. Windows Defender will kick in instead. Excluding the vorpX program folder may also help, but some AV programs make that extra complicated, so removing is your best bet.
If that helps, please let me know which third party AV program you were using, that way I could check whether something can be done.
If the issue ocurs without a third party AV program, it might be a bug. In that case please create a trouble shoot archive in the config app and send it to support at vorpx com.
You can go back to the last regular vorpX by reinstalling with the normal web installer. If you didn’t keep that, you can find a link in the first post of this thread.
RalfKeymasterWhen vorpX hooks into a game, it overrides VSync anyway, so in that case the major advantage of the virtual display is making it much, much easier to run games at higher resolutions than your monitor allows. Prior you had to manually add a dozen of resolutions to your GPU driver, and with bad luck had to repeat that after each driver update. Also there is no way to freely add resolutions for AMD GPUs. Now you don’t have to know or do anything about that anymore. You don’t even have to know about the virtual display. Things just work as intended by firing up the desktop viewer and putting on your headset.
May sound a bit unsexy for tech savvy 4K display owners among you for whom adding resolutions to their GPU driver is a matter of course, but is in fact the biggest improvement in terms of user friendliness since ages because it removes a major hurdle you had to not only know about, but also (tediously) overcome before you were even able to use vorpX in the best possible way.
The refresh rate topic is an added benefit for playing games with the desktop viewer itself. e.g. when you want to play games that can’t be hooked because they have some form of anticheat or when you want to use an external 3D solution. There are quite a few desktop capture apps, but as far as I’m aware none tackles this issue. Getting that right just wasn’t possible at all before, so this one is also of interest for those of you who might have fallen asleep when reading the above. ;)
As far as your hooking issue is concerned, that should indeed just work as always. Can’t recommend anything else than always in such a case. Check the trouble shooting guide in the technical support sub forum for potential conflicts you might want to look into.
RalfKeymasterThe next beta is now available. Note that this is still a BETA in the true sense of the word. So expect one or the other rough edge. Full changelog a few posts above.
Highlights:
1. New Gestures
With the newly added gestures the arsenal is now large enough to make certain games feel fairly close to native games. Especially shooters with their limited set of interactions, but pretty much every action oriented game can benefit hugely. For now there aren’t many games with predefined gestures though, which will be one of my tasks in the upcoming weeks.
If you don’t want to configure gestures yourself (easy, check the video in the original post), but still would like to try, try Cyberpunk 2077 (powerful PC required) or Aliens: Colonial Marines (decent PC should suffice).
Cyberpunk extra hint:
The Cyberpunk profile now comes with all the extra goodies of the standalone version. vorpX will ask you to install a dedicated mod when you launch the game the first time with vorpX hooked. This mod is necessary to make things work, it communicates with vorpX to enable AFR3D, positional tracking, VR optimized vehicle cameras and context sensitive gestures, i.e. the profile not only has gestures, but even can switch between gesture sets depending on gameplay context, e.g. whether you are in a car or on a motor cycle, or are holding a rifle or a pistol.
ACM extra hint:
ACM was my most recent gesture testing ground. Don’t let reviews put you off, the game has been massively improved after its flawed launch. Almost more important: story driven, straight forward shooters without much fluff like this one lend themselves well to VR/vorpX.
Make sure to run the DirectVR scanner when entering a level for roomscale tracking and FOV. and don’t forget to check the instructions shown in the headset. The game’s FOV slider has to be set to minimum, otherwise vorpX’s FOV calculation doesn’t work right. BTW: Also one of the games with automatic weapon hide, so no face gun.
2. Virtual monitor / desktop viewer integration
The virtual monitor added in the last beta now automatically kicks in when you launch the desktop viewer and put on your headset. Now you may think: great, thanks. But I already have a monitor and am about to play in VR anyway, so why on earth would I want that?
First and foremost: No more tinkering with custom resolutions to play games at higher resolutions than your monitor can display. This is a no-click one-size-fits-all solution that works for any GPU (AMD included) and any game you may intend to throw at it. That alone is reason enough to use the virtual monitor even if you don’t plan to use the desktop viewer for anything else than launching games. The virtual monitor has a large set of resolutions tailored for use with vorpX predefined that your monitor can’t display. If you want, you can add even more in the config app. Shouldn’t really be necessary though.
Secondly: If you occasionally play games using the desktop viewer without vorpX hooking into them, the virtual monitor has the huge extra benefit of running at your headset’s refresh rate. So provided the game you want to play can run at the full headset refresh rate, there won’t be any micro stutter from the normal monitor/headset refreshrate mismatch you get when you capture your actual monitor. Make sure VSync is enabled in games for that to work, also make sure there is no 60fps or so limit set in the game options. VSync alone is what you want. If you want a desktop capture app optimized for playing games, this is officially the one you want to use.
Added bonus: Probably not many will, but if you actually want to do general PC stuff using the desktop viewer, you can now do so on an ultra-ultra-wide 32:9 display surrounding your head. Judging from recent Star Trek TV shows that’s the future. So, welcome to the 24th century. :) The virtual monitor’s desktop resolution can be set in the Windows display settings.
RalfKeymasterYou shouldn’t have to play Cyberpunk in immersive mode. Try the standalone Cyberpunk mod. Far exceeds what any ‘normal’ vorpX profile does. Will also come to the next regular vorpX release, but for now only available in the standalone version.
3D and 6DOF by directly accessing the game’s camera system, auto EdgePeek for cutscenes/dialogs, VR optimized vehicle cameras, context aware gestures inc. true hand aiming and various other goodies. Actually fairly close to what you would get had the game an actual VR version (minus direct interaction with ingame objects).
RalfKeymasterArm swing locomotion is on the list, but frankly with a fairly low priority. To tweak that right will almost certainly require a substantial amount of time that I don’t really have ATM. It became a victim of the virtual monitor for now if you want, which wasn’t planned at all originally. The driver itself, the installer, and finally the desktop viewer integration/auto enable manangement with all its safeguards – together that did cost me almost eight weeks that I now have to get back somehow…
Long story short, the priority gesture wise for now is getting things as close as possible to what you usually see in native games. There are still a few things missing in that respect. Arm swing locomotion is cool and will happen at some point, but I don’t know when currently.
RalfKeymasterYou can get rid of the warping by matching the game’s camera field of view to your headset’s field of view. I’m not really familiar with the game but I think there is an option in the game menu that lets you raise the FOV. If the game doesn’t let you raise it high enough, you can compensate for the rest with the ‘image zoom’ option in the vorpX menu (at the expense of black bars).
In about 150 games vorpX can take care of FOV automatically, but not in BeamNG currently. if you want to learn a bit more about the matter in general and the various options you have to deal with it if vorpX can’t do it automatically, check the ‘Essential Hints’ guide in the vorpX help. Highly recommended, saves a lot of trial and error.
RalfKeymasterThere already is a generalized way to actually aim with motion controllers, BUT: it only works good enough for games where head tracking is handled by other means than mouse emulation. A bit difficult to explain, but if head tracking is done via mouse emulation, head tracking and hand aiming interfere with each other in unwanted ways.
Works great however when it’s possible, and I’ll add it everywhere I can for sure before the final 23.1.0 release. You can currently try it e.g. in the standalone Cyberpunk mod, which does head tracking by changing the actual game camera and thus can do true hand aiming.
This Switch method sounds super interesting though, might work in cases where true hand aiming doesn’t. I’ll definitely look into it. Thanks for the hint!
On a sidenote: as soon as there are general shooting gestures, you more or less automatically start to move your hands while aiming, just because it feels right. So the usual head aiming doesn’t feel too different. No excuse though for not doing actual hand aiming whenever possible, of course.
RalfKeymasterIn games where vorpX can dial in the FOV automatically it usually can also ensure that the FOV can’t exceed what the game allows as maximum FOV. Don’t recall the specific case, but that’s almost certainly what is happening here.
RalfKeymasterKeep in mind that 2448×2448 compared to 1920×1080 means 3x the number of pixels. (~6 megapixels to ~2 megapixels), which not only raises the GPU workload, but also the required GPU memory significantly. Try to find a balance that works for your system.
On a sidenote: exactly square resolutions are a bad idea, IIRC vorpX displays a warning in such a case. Messes with some 3D heuristics (e.g. shadow detection), which may also affect performance. Never dial in an exact square resolution, always use something that is at least 5% wider or narrower. To keep things simple use a 4:3 res, which also avoids issues with games that only want common aspect rations.
If you happen to use the beta, use the virtual monitor. It’s main purpose is to make sure you never have to dick around with custom resolutions yourself anymore.
RalfKeymasterHeads-up that the next beta will be available on Sunday (this time for real). Should have been today, but I need today for adding another gesture and tomorrow for play testing. With the available set of gestures games can already feel *VERY* close to native VR games, more to come. Almost ridiculous how much more natural that feels compared to a gamepad or mouse/kb. Even seated and/or in cinema/immersive screen mode.
Worth noting that you never are forced to use gestures. You can switch back and forth between gestures and button pressing seemlessly any time. So there is no excuse for not swapping your gamepad for motion controllers. ;)
Noteworthy changes compared to the last beta:
- New gesture: secondary fire via 90° forearm rotation: swaps the triggers/mouse buttons while active, so works with any game that has primary/secondary fire mapped to left/right triggers/mouse buttons.
- New gesture: binoculars/night vision, largely self-explanatory, just hold your hands in front of the headset.
- New gesture: jump by flipping both controllers up at the same time.
- The virtual monitor automatically kicks in when you put on your headset while the desktop viewer is running. Much more intuitive than the original ‘turn-physical-monitor-off’ method. One of those things that took two hours to implement in a basic fashion and then three weeks to hone…
- Custom resolutions for the virtual monitor. Just in case the predefined resolutions aren’t enough.
- Reduced desktop viewer CPU usage. While this was just a cosmetic issue since other programs with higher demands could always override, it came up a few times in the past, so now your task manager CPU usage will look right.
- The desktop viewer can now display UAC prompts (the safety prompts Windows displays when you launch a program as admin).
- Various input glitches while using the desktop viewer fixed. No more hammering the recenter key five times until it finally registers. Yay.
- Cursor clipping at low resolutions in desktop viewer/video player apps fixed.
- Smoother EdgePeek transitions etc. at low game/app frame rates.
- Cinema mode magnifier aspect ratio computation didn’t always work right.
RalfKeymasterTry what happens when you set the ‘Controller Override’ option to ‘On’, which means gamepad input will get translated to mouse input. Some (a lot actually) games can’t handle mouse and gamepad input at the same time correctly, so when you use vorpX’s standard mouse emulation headtracking in those games, you have to translate gamepad input to mouse/kb input (or actually use mouse and keyboard).
Only way to tell whether a game is affected by the issue is checking whether input related glitches disappear with the controller override option set to on.
Mar 22, 2023 at 10:24pm in reply to: Can I disable the Monitor Unsupported Message without CTRL+ALT+SHIFT #215619
RalfKeymasterThe message is supposed to fade away after a two or three minutes if you don’t close it manually. Not entirely sure if that works currently though. I’ll check that before the next beta 23.1.0 beta release in a few days.
RalfKeymaster@ Fearganainm: the option(s) petey53 means is on the ‘Input Settings’ page of the menu and called ‘vorpX Gamepad Buttons’. Let’s you define what action is mapped to what button and also disable the buttons entirely.
RalfKeymasterJust to be clear before this turns into a ‘will vorpX die?’ discussion: there is no reason for any such fear. Wouldn’t have been possible to provide a decade of free updates if vorpX had been at the verge of collapsing at any time, obviously. At some point there has to be some monetization of updates though, that was planned way, way earlier originally. Since the OP asked a related question and incidentally I’m currently weighing more concrete options anyway, I considered this a good opportunity to slowly prepare you for the unthinkable. :)
As far as the VR focus is concerned: that’s what vorpX has always been about. S3D output has been added because some of you wanted it. Maybe there will be a few extra output modes at some point that are currently missing, which would be easy enough, but not more. Unless something fundamentally changes in regard to popularity of S3D-gaming again that’s how far as I’m able to take things.
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