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RalfKeymasterWindows 1×1, part 1:
The vorpX icon appears in the tray icon area of the taskbar left of your taskbar clock. Per default Windows moves tray icons out of sight a few seconds after launch. You can access them by clicking the small arrow near the clock. Tray icons you want to be always visible can be pinned to the taskbar permantly via drag and drop.
Windows 1×1, part 2:
All programs that are installed with an installer can be uninstalled via the Windows Add/Remove Programs dialog in the Windows settings.
As far as your actual issue is concerned:
If vorpX can’t hook anything, there almost certainly is a conflict with some other program on your PC. The trouble shooting guide on top of this sub forum has more details on that.
RalfKeymasterPlease follow the instructions on top of the license dialog that pops up when you start vorpX. Your key will usually arrive a few minutes after you have sent the mail with the request code.
Make sure to send the mail from the same mail address that you entered into the purchase form, otherwise the auto responder doesn’t recognize it’s you and the request has to be processed manually (which will take longer).
RalfKeymasterif you see an ‘Image Zoom’ setting currently, you probably have set the ‘Play Style’ option to ‘Full VR’, immersive screen size/distance/etc. controls belong to the ‘Immersive Screen’ play style.
RalfKeymasterYou should have received another key e-mail sent to your correct mail address in the meantime. Let me know if it didn’t reach you.
RalfKeymasterThanks for being so exceedingly polite. Rare these days. ;)
You don’t even have to access the internet for the list. It’s right at your fingertips in the help that comes with vorpX. If you have trouble locating that, try either the config app or the vorpX help link in your start menu.
In the config app you also find a full list of profiles stored on your PC (‘Local Profiles’) as well as all user profiles that have been uploaded to the cloud.
Hope that helps.
RalfKeymasterIf you tried the one you used to register here, then it has to be another one. The one you used for the forum is not in the license database. If you can’t remember the mail address you used when you purchased vorpX, contact support at vorpx com with your MyCommerce order-id. That would also help to verify your purchase.
RalfKeymasterProbably not.
The memory leak has been fixed, but meanwhile I discovered even more edge cases that have to be taken care of in regard to the virtual display auto switching. Changing the display configuration so that nothing is displayed on the actual monitor – without an option to simply pull a plug in case of emergency – is such a delicate matter that I have to be reasonably sure there is no way to mess things up permanently even if something unexpected happens. For example this very moment I’m working on proper cleanup if someone sends their PC into standby from the desktop viewer while only the virtual display is connected. Lots and lots of potentially dangerous edge cases like that have to be considered.
RalfKeymasterThat’s why it’s a BETA. :)
Using the virtual display as an invisible second screen may cause all sorts of weird issues.
The best way to use it is launching the desktop viewer and switching off all other displays, it kicks in automatically when no other display is connected to the PC and turns itself off when another display gets reconnected. That’s the intended way to use teh virtual display. As some users made me aware, unfortunately Windows is not able to detect all monitors as off though unless they are physically disconnected.
The virtual display’s purpose is providing an easy way to switch to a display with all required custom resolutions predefined, with the added benefit of running at the headset refresh rate. Using it as an (invisible) secondary screen is possible, but that’s not really what it’s for. Consider that an option for tech savvy power users. If you encounter issues you can’t resolve while doing that, don’t do it.
The next beta will have the ability to turn the virtual display on/off when you put on/take off your headset (and switches on/off all other displays when doing that to make sure the virtual display is always the only one connected). That comes with its own set of challenges though that have to be taken care of first.
RalfKeymasterWith a gaming laptop you first and foremost have to make sure that games run on the dedicated GPU, not on the integrated GPU. If possible disable the integrated GPU altogether.
Elder Scrolls Online annoyingly manages to end up with a black logon screen after almost every game update until the profile gets fixed. Luckily there is an easy workaround: If you encounter the issue, disable 3D in the vorpX menu for logging on. You can turn it back on in the actual game. The issue only affects the login screen.
For further information I’d like to kindly direct you to the help that comes with vorpX. You can access it from the config app. The ‘Quickstart’ and ‘Essential Game Hints’ guides should cover the most important beginner’s questions.
BTW: I changed your forum nickname. Was displaying your full mail address, which I assumed is not really what you wanted.
RalfKeymasterThe problem with DX12 in Witcher 3 is that it’s not really DX12. Instead they use a DX11 > 12 wrapper that (unsurprisingly) clashes with vorpX. On top of that they implemented some RTX stuff. I’m 99% certain the whole thing is an RTX marketing stunt. They – almost certainly intentionally – made the raster shadows almost invisible and removed the best possible ambient occlusion method to make RTX stand out visually. Would be REALLY hard to spot any difference between the original version and RTX otherwise. I’m still surprised the internet wasn’t on fire.
The comparison shots below are all you need to know about this “Next gen upgrade”: http://imgur.com/gallery/f1M9DDd
RalfKeymasterThe mod that comes with the profile only does 3D and FOV currently. The camera controls aren’t changed at all, hence moving your head feels kind of weird. Unfortunately the Witcher 3 camera is implemented in a way that makes converting it into something that works well in VR via the game’s scripting language a major PITA.
There is a first person mod for the game though that you can download from nexusmods. I haven’t tried it myself, but reportedly it works together with the profile’s 3D/FOV mod. Alternatively you can switch to immersive screen mode in the vorpX menu.
RalfKeymasterAt least one reason for hooking into games being better than using desktop capture (inevitable stutter due to monitor/headset refresh rate mismatch) is moot with the vorpX beta when using the virtual display driver it comes with, which automatically matches the headset refresh rate.
Other advantages remain however: being able to store game specific settings, more options for vorpX to handle tracking/input etc.
There is a profile called ‘SBS 3D Base’ downloadable from the cloud that you can try. Yoiu can use that for experiments. Can’t promise it will work for everything you throw at it, but it’s always worth a shot. vorpX will still display the warning if something else is hooked into a game too, but if that something doesn’t actually cause a fatal conflict, you can safely ignore the warning.
Mar 8, 2023 at 12:52pm in reply to: how to change the resolution in cyberphnk to 2048 x 1536 #215443
RalfKeymasterDetailed instructions regarding resolution and everything else are shown on the tutorial screens in the start room.
RalfKeymasterGreat that HL1 got the raytracing treatment, sure worth tinkering around with.
BUT: if you actually want to play Half-Life, play Black Mesa: Source with vorpX instead. Half-Life was great at the time for sure, but Black Mesa is the better game in every imaginable way. Incidentally also one of the highend vorpX profiles with DirectVR support at its fullest extent. And it actually looks better than the raytraced HL1 (way better models and textures) while being 10x faster.
Pretty much a close to native VR experience, and even better if you add two or three shooting related controller gestures with the latest vorpX beta.
Mar 6, 2023 at 11:34am in reply to: Immersive Screen (and content) distance in meters, roughly? #215414
RalfKeymasterHope you can live with precise values instead of a rough estimate. ;) At default settings (scale 1.0, distance 0.0) the immersive screen is 1.2m high and 1.5m away. How wide it is at these settings (obviously) depends on the screen aspect ratio, with a 16:9 res: 2.13m.
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