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RalfKeymasterThat’s an unfortunate side effect of setting the mouse mode in GTA V to “Windows” instead of “Raw Input”. Changing it back to “Raw Input” should get rid of it.
Alternatively you can still use the menu with the cursor keys, but that’s also not ideal, as you have to hold your head completely still.
I’ll look into a way of circumventing this, but can’t promise anything yet.
For now “Raw Input” is the way to go for comfortable vorpX menu usage.
RalfKeymasterPlease contact support |at| vorpx com to get the last (and only) version which we were able to test with the dSight.
We only had a prototype for a short time to add support last year. Please be aware that it’s not even guarenteed that the current dSight version does still work with that particular vorpX version. With no way of testing that’s all I can offer.
RalfKeymasterShadows are disabled on purpose, sorry. They actually are a total mess in Geometry 3D in this game. In other words: removing them in this case is the shadow fix. :)
RalfKeymasterYour activation key was sent both times you requested it immediately after you sent your request. Please check your spam folder for mails from vorpx.com.
If you can’t find the mails there, please try contacting us again from a different mail account, as apparently your normal mail account is unreachable for us.
the key e-mails were sent to the mail address used for the first request (ocpsz…@gmail.com).
Sorry for the inconvenience.
RalfKeymasterThe switched buttons in the gamepad emulation seem to depend on the X360 driver version used and or cabled vs. not cabled, rather odd. It’s indeed a known issue, but not high priority since solvable by remapping in the vorpX menu.
Pipboy: do you have HUD scaling active? While using the pipboy it might make sense to scale the HUD back to 100%. You can quick access HUD scaling with [ALT][MOUSEWHEEL]. Not exactly comfortable, but currently there is no way for vorpX to distinguish between normal HUD elements and the Pipboy HUD elements.
Might make more sense to configure Xpadder in a way that makes the Pipboy usable with the gamepad.
RalfKeymasterIIRC I looked into this at one point in the past, but encountered some obstacle that didn’t seem to make it worthwhile, probably the same that you encountered. I’ll give it another shot, but no promises.
I agree that it would be pretty cool in VR (played the first one quite a bit back then), but on the other hand it’s not exactly popular.
RalfKeymasterIf you didn’t do that already reinstalling the Oculus runtime may be worth a try. And vorpX again after a full uninstall and reboot (important!).
If you dare to try that, uninstalling your av program completely may something else to try. Some av programs aren’t really deactivated if they are deactivated (hope that makes sense).
Personally I would recommend Microsoft Security Essentials (Win7), respectively Windows Defender (Win8). Free, and not a single issue with those so far.
If you can’t solve the issue, please send a mail to support |at| vorpx com for individual trouble shooting. May take a day or two until you hear back.
RalfKeymasterHello,
Just in case: Did you follow the DK2 Setup Guide in the vorpX help? It explains how to set things up.
In GTA V you can alternatively select the Rift directly, which might be the easier way if you are new to vorpX. GTA V allows to select the output monitor in the game options.
You should still read some of the guides in the documentation, they explain quite a few things that make your life easier.
While I’m at it: here is a settings guide for GTA V, that might be of interest once you got it basically up and running.
RalfKeymasterI tried that immediately after I read your first post, but could not replicate the issue unfortunately. If you know other rFactor2/vorpX players, it would be great if you could ask them whether they have the same issue. So far I’m only aware of your report.
Switching between 32/64bit might be worth a try. IIRC the game has both.
RalfKeymasterThis is a somewhat delicate matter. There are mainly two reasons why I’m hesitant to support phone based solutions.
1. Most people would expect that vorpX can do everything from game rendering to phone head tracking and streaming the content to the phone without requiring additional software. Currently vorpX could only do the rendering. Head tracking would probably be relatively easy, but a rock solid streaming solution takes a lot of time.
2. It’s literally impossible to adjust optical/lens parameters perfectly for every phone/VR adapter out there without individual calibration. Currently there is no user friendly way to calibrate this in vorpX, which would be necessary to avoid a lot of “my image is distorted” support issues that are not solvable without the exact same phone/adapter combination. Such a calibration routine wouldn’t be too hard, but currently it’s just not there.
Phone VR support isn’t ruled out for the future though. I’d be really happy to do this.
RalfKeymasterPlease try (re)installing the 0.5.0.1 runtime from oculus.com. Uninstall and reboot before doing that.
When the Oculus Config Utility can’t see the tracker, there probably is something wrong with the runtime installation or with your USB connection.
RalfKeymasterOculus runtome 0.5.0.1 is necessary for vorpX 0.8 and greater. Older runtime versions lead to the issue you describe, so that is propably the problem here.
Normally vorpX should install the latest runtime automatically if needed, but that may fail in some cases.
RalfKeymasterJudging from your user name I assume you received your link in the meantime. If not please try the contact form to reach support again. Thanks.
RalfKeymasterThat sounds correct to me. If it doesn’t work this way, I would recommend to set vorpX to “Use system settings”, ensuring that it doesn’t interfere at all in regard to the monitor selection, and select the device in FSX.
Just checked whether I remembered correctly, and this option is indeed available in the graphics settings. You have a listbox named “Device” there that contains two entries (assuming you have one monitor and the Rift attached to your PC). One of them is the primary, the other one the secondary display adapter.
RalfKeymasterWorks here with the “convenient” setup from the DK2 Setup Guide (DK2 as secondary and vorpX set to “Show on Rift DK2”). With DX9 1920×1080 fullscreen it launches on the Rift. FSX does a few odd things technically, loading bars for example are shown on the monitor for me, but the actual flight window opens on the Rift this way.
If you use the Rift as primary, you have to set vorpX to “Use system settings” display wise. Just a guess, but maybe that’s your issue.
IIRC you can also select the output device in the FSX graphics options, but I may be mistaken in this regard.
For Geometry 3D DX9 is mandatory, DX10 is 2D only.
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