Ralf

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Viewing 15 posts - 7,606 through 7,620 (of 9,243 total)
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  • in reply to: A request for keeping Vorpx 0.9.1 #100660
    Ralf
    Keymaster

    Please send a mail to support |at| vorpx com.

    in reply to: No Stereo 3D #100659
    Ralf
    Keymaster

    DK1 is no longer supported by the latest Oculus software, sorry. Please send a mail to support |at| vorpx com for a solution.

    in reply to: vorpX 16.1.1 Available Now #100635
    Ralf
    Keymaster

    @ alegse: Yes, 1.3 is required. The new vorpX does not work with 0.8

    in reply to: New runtime broke VorpX #100633
    Ralf
    Keymaster

    vorpX is different, hence some notoriously overzeleaous av programs will almost certainly cause issues until that is sorted out. Happens regularly after every new release.

    If you want to go back to an older version, please send a mail to support |at| vorpx com. Won’t get answered til tomorrow though.

    in reply to: New runtime broke VorpX #100631
    Ralf
    Keymaster

    Please try the steps in the trouble shooting guide, especially regarding virus scanners. With new releases new issues with some virus scanners are to be expected unfortunately, so that should be the first thing to check.

    in reply to: New runtime broke VorpX #100626
    Ralf
    Keymaster

    Starting games through the desktop viewer isn’t really recommended anymore. Too many things that can go wrong with vorpX being enabled and then shortly again hooking a game now.

    This worked fine before, but since Oculus Home for obviously solely business related reasons now auto starts as soon as any Rift session ends, regardless whether it was started through Home or not, too many things that may interfere with each other are happening at the same time here.

    Long story short: use the desktop viewer for web browsing etc., but start games from your normal monitor.

    in reply to: New runtime broke VorpX #100621
    Ralf
    Keymaster

    The game shouldn’t display on the monitor if vorpX successfully hooked. If it hooks successfully, you see a black screen on the monitor and the game in the Rift with default settings. Pretty much like before with the last vorpX version.

    Oculus Home starting and the grey Oculus room showing before the game is normal though. That’s how they chose to handle things from now on.

    Side loading (“untrusted sources”) has to be enabled in Oculus Home.

    in reply to: Please wait forever. #100615
    Ralf
    Keymaster

    I’m fully aware that I’m just as wildly guessing as you are, but could you please try a full reinstall of the Oculus software. I’m not really familiar with the Oculus logs, but entries like

    “15:29:40.735 {WARNING} [HW:Health] Hardware health is BAD.”

    or

    “Either the component that raises this event is not installed on your local computer or the installation is corrupted.”

    don’t sound as if everything is in order.

    in reply to: Please wait forever. #100605
    Ralf
    Keymaster

    Please try to actually uninstall Comodo completely for testing. This was one of the two top trouble makers in the past. And on top of that according to other reports apparently it can only be *really* disabled by uninstalling it. Also try to shut down everything else that wouldn’t be there on a Microsoft only Windows for testing.

    Since this is a new release I wouldn’t be surprised at all about new issues with Comodo and BitDefender, which was the second top trouble maker in the past.

    in reply to: Please wait forever. #100579
    Ralf
    Keymaster

    There was one report earlier with a similar issue being solved by running vorpX as admin. The config app has a checkbox to enable run as admin easily.

    One caveat: This is not recommended normally, so do only if absolutely necessary!

    in reply to: id Tech 4 engine problem #100576
    Ralf
    Keymaster

    Confirmed, getting similar issues with any OpenGL game here as soon it has a profile attached. Just hooking without a profile works (in 2D), but as soon as a profile is applied, just horizontal bars or darkness.

    I will look into that first thing tomorrow. Thanks for the heads up.

    Ralf
    Keymaster

    You get the very same time warp effect in every menu that is fixed to the screen with low frame rates. That is perfectly normal. Improve your frame rate and it will be gone. It’s also always a good idea to use EdgePeek in any menu as this is way more comfortable. I wouldn’t even recommend running Fallout 4 on ultra settings with a GTX980Ti BTW.

    I’m not quite sure what you mean by double head tracking to be honest. If the game view turns too fast, please re-adjust the head tracking sensitivity on the head tracking page of the vorpX ingame menu.

    Ralf
    Keymaster

    The only thing that might cause movement while you look at the pipboy is the timewarp. Other than that there is no head tracking.

    If that is heavily noticable, you probably are running with a very low frame rate. In that case I would highly recommend to switch to Z-Buffer 3D, which prior to this version was the only available 3D mode.

    You can check your frame rate with [ALT][F]. It should show at least 50fps, better 60-70 for comfortable playing.

    @ grodenglaive: The same thing for you. Switch back to Z-Buffer 3D. Bars sliding in from the side are timewarp being (too) heavily at work, which means frame rate is too low for comfortable playing.

    Ralf
    Keymaster

    @Tony Spaniels: While you are in pipboy vew there is now head tracking at all unless you go to EdgePeek mode. That’s how the game works. It fixes the pipboy to the screen like a menu screen. Maybe that seems like inverted head tracking to you, but in fact it’s glued to the direction you look at and doesn’t move at all in any direction.

    Use EdgePeek, it’s there for exacly such things like using menus comfortably.

    Ralf
    Keymaster

    Do you maybe by any chance have accidentally inverted head tracking in vorpX, or are playing with the mouse y-axis inverted?

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