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RalfKeymasterTo get your key, please follow the short instructions in the vorpX license dialog that is displayed when you start vorpX unlicensed.
In short: you have to send the REQUEST CODE that is displayed in the dialog to the e-mail address mentioned there.
Please make sure to send this mail from the same address that you used for purchasing vorpX. If you do that, you will receive your key within a few minutes.
RalfKeymasterBattlefield 4 can be a bit finnicky, you might have to try a few times. Please also try the things below:
1. Disable the in-game overlay in Origin.
2. Switch from the 64bit to the 32bit version of BF4 or vice versa. Maybe one works better for you.
3. Go to offline mode in Origin. This circumvents Battlelog and might help with vorpX. However, you will loose online gaming, so do this as a last resort only.
RalfKeymasterDo you by any chance have a gamepad connected? If so, please make sure to disable it in the game options. Skyrim (and other games) disable the mouse when a gamepad is used.
Since vorpX emulates the mouse, you need to have working mouse input, otherwise there is no head tracking.
You can still use a gamepad despite disabling it in the game options. vorpX has a built in gamepad handling for such cases.
RalfKeymasterIf you still have the issue with the Oculus Config Utility not showing your camera serial, there is something wrong with your general Rift setup. Normally it shows a serial number.
vorpX doesn’t do anything special. It simply initializes the Rift with the according SDK call. If that call fails or times out, it shows an error message. Only thing I can recommend is to try different Oculus Runtime versions. Normally everything from 0.4.2 to 0.4.4 should work, but maybe something is different on your PC.
Also please make sure that you have no other program open that accesses the Rift while using vorpX.
One other thing, although that probably isn’t your issue: some games (for example Bethesda RPGs) disable the mouse when a gamepad is connected, which also disables vorpX head tracking. If you have a gamepad connected, please make sure to either disable it in the game’s options or disconnect the gamepad (at least for testing purposes).
RalfKeymasterA (short) initial test with a handful of games does not show any ill side effects. If you don’t really need the 0.4.4 runtime for anything and want to stay on the safe side, you might still want wait though.
RalfKeymasterPositional tracking has to be unlocked by us on a game to game basis since it can introduce graphical glitches in some games. The next vorpX version though will allow you to override this lock for all Geometry 3D games at your own “risk”.
RalfKeymasterNot sure about the menu issue unfortunately. If that happens with multiple games in a similar fashion, please check for programs that might interfere with vorpX. The trouble shooting guide in the help has a few tips in this regard.
Regarding the zoomed in image there are several things you can do. You can get many games look almost perfect in this regard. And even for those that do not offer FOV control, neither directly, nor through vorpX, there are functions in vorpX to make them playable, although not in a perfect way.
From best to worst here is what you can do:
1. Set the game FOV directly in the game if it provides to dial in an FOV of 120°,
2. Set the game FOV directly with the vorpX Game Optimizer (vorpX config app) for games that support it.
3. Set the game FOV to 120 manually through an ini tweak or external tool (avaliable for many games, google FOV + game name).
4. Use the 3D FOV Enhancement in the vorpX ingame menu (availabe in Geometry 3D games).
5. Use one of the letterbox aspect ratio modes in the vorpX ingame menu and/or ImageZoom
6. Use the 2D FOV-Enhancement in the vopX ingame menu (be aware that this distorts the image)
RalfKeymasterHello,
Simply follow the short instructions in the vorpX license dialog that is displayed when you start vorpX unlicensed.
In short: you have to send the REQUEST CODE that is displayed in the dialog to the e-mail address mentioned there.
RalfKeymasterYou should be able to use 0.4.3 with the current vorpX version, I’m not aware of any ill side effects. If you want to stay on the safe side and don’t absolutely need 0.4.3 for something else, I would recommend to stick with the version vorpX installs though.
RalfKeymasterThe vorpX installer does a version check to avoid installing an older runtime, but unfortunately Oculus changed the location they store the version number in with 0.4.3. So this check fails in some cases (like yours). Will be fixed with the next update.
RalfKeymasterEven in this simple case there would still be the issue of having to distinguish between menu/inventory etc. screens and the main game screen. As much as I would personally like to spend time experimenting with something like that, there are more important things currently.
RalfKeymasterI understood that. Without access to the source code of a game this is not trivial in most cases though. To do something like this two things are required:
1. vorpX needs to know what is a HUD element and what is part of the scene. You and me can see easily what is the HUD and what is not the HUD, but for a driver like vorpX it can be more complicated. There are multiple methods to achieve this in vorpX, but it’s not possible for every game.
2. If 1. is out of the way, vorpX would need to know which part of the HUD is rendered where. This is even more complex. As stated above, this is theoretically possible in some cases, but nothing that would be required for this currently exists in vorpX.
If I find the time, I’ll experiment with the idea I have for that, definitely sounds like fun project, but that is all I can promise.
RalfKeymaster@gustavor: if you want to discuss other software, please do so on their forum. This is the vorpX support forum.
RalfKeymastervorpX cannot know what is a HUD element and what is something else in all cases, since it does not have access to the game source code.
In some games it is possible to detect when the HUD is drawn through various methods, and in these cases it then can be treated separately. In other cases it is not possible to detect the HUD, in these cases it can’t be manipulated separately.
RalfKeymasterRearranging indivudual HUD elements is theoretically possible in cases where the HUD can be detected, but it would require a whole new HUD rendering subsystem in vorpX and quite some work per game.
Even if that subsystem existed it’s probably unfeasilble in most cases due to A. the effort required per game and B. (equally important) multiple HUD/menu-screens in most games which are probably impossible to distinguish. This would for example lead to a working ingame HUD, but at the same time messed up menu screens.
If I find the time, I’ll experiment with the general idea I have for that, but don’t hold your breath for it.
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