Ralf

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Viewing 15 posts - 7,621 through 7,635 (of 9,243 total)
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  • Ralf
    Keymaster

    That’s also taken care of by the optimizer. Sounds like for some reason the settings aren’t applied correctly for whatever reason.

    I would highly recomment to use EdgePeek (click mousewheel) mode for the PipBoy BTW. This also solves a glitches with using the PipBoy with the mouse.

    The according values in the Fallout4.ini should look like below after applying the Optimizer.

    fMouseHeadingXScale=.021
    fMouseHeadingYScale=.042

    in reply to: Is ESO hooking for anyone? #100556
    Ralf
    Keymaster

    I’ll check ESO shortly. Someone recently mentioned that a patch a few weeks ago removed DirectX 9 support, which is what vorpX used until now. There wasn’t time to check this yet, but it’s high on the list.

    Fingers crossed that decent DX11 support will be possible, but I can’t guarantee that yet.

    Ralf
    Keymaster

    Did you apply the Game Optimizer (config app) settings for the game? The Game Optimizer writes the FOV to the .ini of the game, which should solve your problem.

    in reply to: Why make updating so difficult? #100547
    Ralf
    Keymaster

    Sorry, I simply did not anticipate that Oculus would break compatibility so hard yet another time. This should be a matter of the past though as from now on things are supposed to be more stable in this regard. Fingers crossed.

    The best way to be prepared for something like that is simply keeping a copy of your web installer.

    in reply to: Oculus runtime init failed #100534
    Ralf
    Keymaster

    The new update requires the latest Oculus software to be installed:

    https://www.oculus.com/en-us/setup/

    in reply to: vorpX 16.1.1 Available Now #100533
    Ralf
    Keymaster

    If it won’t work after a reboot and you don’t have the web installer anymore to install manually, send an e-mail to support |at| vorpx com.

    in reply to: Oculus Runtime failed… #100528
    Ralf
    Keymaster

    Yes, that’s indeed an issue. The installer copies some files to the user directory during install, which is the admin user’s user directory in a case like yours. Will finally get addressed in the next version. Copying the “C:\\Users[admin user]\\AppData\\Local\Animation Labs” folder to your normal user’s AppData\\Local folder should allow you to use vorpX without admin rights, which is the recommended mode of operation.

    The symptoms you saw are rather odd though. Normally vorpX should display an error message that indicates an incomplete install in this case.

    Glad this is solved.

    in reply to: System shock 2 black screen on launch #100524
    Ralf
    Keymaster

    Thanks for the feedback. I wasn’t 100% sure if the fix would work globally.

    Ralf
    Keymaster

    Sounds like either the head tracker got not initialized (try a reboot), or you maybe accidentally disabled head tracking in the vorpX config app.

    in reply to: Errors when starting 16.1.1 with DK2 #100522
    Ralf
    Keymaster

    Are you by any chance playing with inverted mouse? In that case you can invert the head tracking on the head tracking page of the vorpX ingame menu.

    Can’t say what may have caused the performace hit unfortunately. That should definitely not be the case. If anything, it should feel a bit smoother than before due to the Oculus runtime now doing async time warp in the device driver.

    IPD adjustment was removed. Manually adjusting the IPD didn’t do anything useful since 0.9 anyway. The IPD value is now always read from the Oculus runtime.

    in reply to: Oculus Runtime failed… #100521
    Ralf
    Keymaster

    Yes, running Oculus setup installs the right runtime version.

    Rather odd issue with CV1 and the Oculus software installed. vorpX only calls the basic runtime init on start to check whther a headset is connected. If you didn’t do so already, please first reboot your PC and then run the Oculus setup again. In case the installation is somehow faulty it will probably detect that.

    If this does not help, please try starting vorpX and then right after the error occured go to the trouble shooting page in the vorpX config app. There you find a button labeled “Collect Trouble Shoot Data”, which creates an archive with logs and system info, which you cab send to support |at| vorpx com. The log file may give a hint.

    in reply to: Oculus Rift CV1 Support? #100497
    Ralf
    Keymaster

    Please use your web installer to install manually if that happens and/or reboot your PC, which might also help.

    in reply to: Oculus Rift CV1 Support? #99836
    Ralf
    Keymaster

    Yes, the 1.3 compatible update not out yet. Unfortunately we only got access to the 1.3 SDK when it was released publically last week. More exciting news very shortly.

    in reply to: Firewatch support #99526
    Ralf
    Keymaster

    Done. Not much time for new profiles currently, but this one I definitely wanted to have ready for the next version.

    Will have Geometry 3D + Game Optimizer, so no fumbling around with FOV manually. Quite a performance hog though. Z3D highly recommended or at least lowest graphics settings if you can’t live with that.

    in reply to: Oculus Rift CV1 First Impressions #99523
    Ralf
    Keymaster

    Not much of a difference performance wise, the FOV difference isn’t really big. But every bit helps, of course.

    No Vive tracking number yet, just an e-mail that the order is being processed a few days ago. Whatever that means…

Viewing 15 posts - 7,621 through 7,635 (of 9,243 total)

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