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RalfKeymasterGames not showing on the monitor is intentional, they should show in the headset though.
Please first make sure that you have selected the right headset in the vorpX config app. If you use a Vive, please also make sure that SteamVR is running.
In case you are using a setup with multiple graphics cards make sure that the monitor and the games run on are connected to the same graphics card.
Apart from that please go through the trouble shooting guide on top of this forum.
There might be an injection conflict with some other program on your PC. Many programs also hook into games and can cause such an issue. Not all of them are obvious.
Hottest candidates are: virus scanners, any sort of CPU/GPU utilities, game video recording/streaming software, chat programs and generally everything that can show notifictations in games.
Best way to trouble shoot is to disable/uninstall every background program that would not be there after a fresh, Microsoft only Windows install.
If you can’t solve the issue this way, please try to start a few games, then create a trouble shoot data archive in the vorpX config app and send me this archive. I will then check whether I can find something that you may have overlooked.
RalfKeymasterSounds like either positional tracking has to be recentered (ALT+SPACE) or you maybe accidentally changed the Camera Height Modifier option in the vorpX ingame menu.
RalfKeymasterPlease switch to DirectX 9 in the game’s options before launching it with vorpX. The game supports multiple DX versions, DX9 is the only one that vorpX handles for the STALKER games.
RalfKeymasterResolution:
As said a few times above, the default res of 1280×1024 is a general compromise between quality and performance.
For the best possible image quality use 4:3/5:4 resolutions like 1600×1200 or 1920×1440. If you know how to do that, you can also use custom resolutions with the exact aspect ratio of the headset screen, which will be slightly faster. 1080×1200 or 1296×1440 for example. The latter is quite close to the Rift/Vive internal render resolution and provides the same image quality as native apps do.
In Skyrim and a handful of other games you can alternatively supersample with the “Internal Resolution Upscale” option in the vorpX ingame menu.
If you want foliage antialiased, you need to activate AA and also force transparency AA in your graphics driver. This will reduce performance noticably though. Skyrim itself does a hard on/off transparency on foliage, nothing vorpX can do about that.
Performance:
Skyrim with Geometry 3D is mainly CPU bound with vorpX. Since it has to render everything twice and on top of that there is an additional overhead, performance in Skyrim isn’t exactly great.
With an unmodded Skyrim at medium to high settings you should get about 45fps in most parts of the outside map with Geometry 3D (more in interiors, less in towns and areas with dense vegetation).
To enhance performance you need to lower graphics settings (especially object draw distances) and/or switch to Z-Buffer 3D, which doesn’t look as good but is a lot faster.
RalfKeymasterTBH I think something is not correct on your end, whatever that may be.
While the default resolution recommendation (1280×1024) is indeed slightly lower than the perfect res would be since it is intended as general compromise between performance and quality, this is not true in the slightest for 1920×1440 (provided your PC can handle that), which provides the same image quality as native apps.
And if you have an extremely fast PC, you can even go beyond that with vorpX and supersample with the highest possible res your PC allows. vorpX can handle any resolution you throw at it.
In Skyrim and a handful of other games you can also supersample using the “Internal Resolution Upscale” option in the vorpX ingame menu.
RalfKeymasterMaybe you could describe what you think looks “shit” or “terrible”. vorpX takes the rendering of Skyrim (or any game for that matter) exactly like it is rendered on the monitor and then displays it on the headset. vorpX can’t make a game nicer than it is and obviously is restricted by the headset’s max. resolution, which of course looks a lot lower than your monitor’s resolution due to the ~4-5x lens magnification.
Difficult to understand what you possibly expect besides rendering a game to the headset. If you use a resolution that is high enough to maps one image pixel to one screen pixel on the headset (which would be 1920×1440), any game looks as good as it possibly can on the headset.
RalfKeymasterYour key has been sent now. Let me know if it didn’t reach you.Glad this is solved.
RalfKeymasterDid you send your request code? If so, there apparently is an issue with receiving mails from you. We did not receive any mail from you to support or the registration mail address unfortunately.
Please use the contact form in the support menu above to send your request code and ideally also provide an additional e-mail address if possible. Thanks.
RalfKeymastervorpX doesn’t do anything when it is not running. Let alone after uninstalling it or reinstalling Windows. It’s just a normal program that hooks into games when you start them while it is active. If inactive (or uninstalled), it does nothing.
RalfKeymasterIf vorpX hooks into your VR games, please do one of three things below:
1. Exit vorpX before playing a VR game (tray icon right click menu)
2. Pause vorpX before playing a VR game (tray icon right click menu)
3. Add the main exe of the VR game to the exclude list in the vorpX config app
RalfKeymasterThe aspect ratio modes are just presets for Image Zoom. If you need finer grained control, Image Zoom does the exact same thing.
RalfKeymasterThere is a setting named Image Zoom on the image page of the vorpX ingame menu, ypu can also do this with SHIFT+MOUSEWHEEL.
For many games there are better solutions though: if you didn’t do so already, please read the Essential Hints guide in the vorpX help. Among other important things it explains how to deal with field of view.
RalfKeymasterYour key has been sent several times to mail address you used for the purchase (@hotmail.com). I will resend it to the address you used to register here on the forum.
Let me know if it still does not reach you.
Jul 4, 2016 at 2:39pm in reply to: 4 noob questions about motion sickness, ENB, HUD and direction of movement #104330
RalfKeymasterSwitching off head tracking in EdgePeek mode introduces an issue where you regularly end up looking in a different direction in reality than in the game after leaving EdgePeek mode if you look around while it’s enabled. Especially in regard to the up/down axis this is very disorienting. An idea how to potentially avoid that is on the experiments list for a long time, so this *might* get adresses eventually, but no promises. Apart from that: in the future there will be more games that have Direct Head Tracking like Fallout 4. In these cases this will be avoidable.
There are two different frame rates because two different rendering processes are happening in parallel: the game itself and a second render thread that pushes the image to the headset.
Ideally both should show 90fps, but that will seldomly be possible with more demanding games. Primarily you should make sure that the game frame rate stays above 50fps for smooth gameplay. If that is the case, the direct mode frame rate usually also is OK automatically.
In Skyrim you will need to switch to Z-Buffer 3D and/or lower the game’s graphics settings for a significantly better frame rate. If you are prone to motion sickness, *always* prefer a high frame rate over image quality. Always!
RalfKeymasterIt’s called Essential Hints Guide since last year to make it clearer that it contains really important information.
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