Ralf

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Viewing 15 posts - 76 through 90 (of 9,751 total)
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  • in reply to: Where do I find the 23 version? #218908
    Ralf
    Keymaster

    Has been replaced by 24.1.0, which comes with an official profile for the game. For the time being auto update has been disabled again though, but you can get it manually:

    vorpX 24.1.0 – Optional Cutting Edge Version

    in reply to: vorpX 24.1.0 – Back to being optional for now… #218907
    Ralf
    Keymaster

    Please check the hints that get displayed in front of you when you launch the game. FOV is handled automatically and so is the reolution, which you can change in the vorpX menu.

    in reply to: Vorpx Not hooking with new Quest 3 #218898
    Ralf
    Keymaster

    hooking issues with multiple games that are known to work fine usually are almost always caused by a conflict with some other app on the PC that also hooks into games and creates a conflict with vorpX. Typical candidates: GPU/CPU tweak tools, third party antivirus, messengers, screen recorders, any other app that might display a game overlay.

    The trouble shooting guide on top of this sub forum has more details on the matter.

    in reply to: Ralf I know you mean well.. #218894
    Ralf
    Keymaster

    Huh? It’s a single click after the first time. You only have to go through the slides once. No delay at all except for the very first launch of a game.

    in reply to: Fallout New Vegas #218796
    Ralf
    Keymaster

    The underlying issue here is that the game can’t handle simultanous mouse and gamepad input. Since vorpX per default emulates a mouse for head tracking it has to convert your gamepad input to mouse/keyboard input to deal with this issue.

    There is an very easy method to improve things though in this case:

    Make sure to run the DirectVR scanner as suggested by the instructions shown in the top/left corner of the game window. After a sucessful scan vorpX can directly access the game camera for head tracking and doesn’t have to use mouse emulation more. It will then automatically disable the gamepad override and you can use your gamepad natively.

    in reply to: Merry X-Mas to everyone #218793
    Ralf
    Keymaster

    Merry X-Mas to you as well, Mr. Profile!

    in reply to: vorpX 23.1.0 BETA #218791
    Ralf
    Keymaster

    Thread closed. vorpX 24.1.0 has been released, the beta cycle has ended.

    in reply to: vorpX 23.1.0 BETA #218783
    Ralf
    Keymaster

    The start room will stay like it is: going through the tutorial on first launch, one click exit afterwards. Extremely unlikely that I promised anything else anywhere.

    Suggestions are always welcome, but saying I’ll consider a suggestion is not a promise to implement it 1:1. To prevent misconceptions as much as possible I actually explicitely add a ‘no promises’ disclaimer on such occasions. Should I really have forgotten that when you made your suggestion (unlikely but not impossible, of course): sorry for the confusion.

    in reply to: Cyberpunk VR Update Thread #218779
    Ralf
    Keymaster

    That’s a false positive. Either contact your AV vendor so that they can fix their false detection or – better – get of rid of invasive third party AV software altogether. Windows Defender is more than good enough since almost a decade. Not entirely without problems either, but at leat MS is usually fast addressing false positives if they happen.

    in reply to: Starfield Hype Train – CHOO CHOO! #218775
    Ralf
    Keymaster

    Both so to speak. :) The current beta cycle will end with this release.

    You’ll get an auto update to the new version regardless whether you currently use the beta or the regular build.

    in reply to: Cyberpunk VR Update Thread #218769
    Ralf
    Keymaster

    2023/12/21

    A new update is available. Adds compatibility with Cyberpunk 2077 2.1. Including a fix for the rendering glitches when entering a vehicle.

    in reply to: Starfield Hype Train – CHOO CHOO! #218768
    Ralf
    Keymaster

    Sorry for the confusion. The last profile database update for the beta accidentally included my work profile for the game without the current beta itself having any of the game specific code to make it work fully.

    The game specific code will be in the next vorpX release. Expect that later today or (more likely) tomorrow. No working scanner unfortunately, Bethesda changed the way the camera works. Not a super huge deal though, tracking latency is fairly low with default tracking too.

    No more fumbling with FOV etc with the next vorpX build. That will be done automatically.

    in reply to: Having a LOT of issues with Quest 3 and VorpX #218751
    Ralf
    Keymaster

    Only Portal 2 is supported of these three. That should work without any hassle though. if your new PC has Windows 11, make sure to use the vorpX beta from the link below. There is a severe petformance issue with DirectX 9 games like Portal 2 on Windows 11 with the regular vorpX build.

    Even if your PC is brand new, please double and triple check for any tools in the background that may hook into games. Some bigger PC vendors preinstall bloatware that may interfere. Also remove any potentially preinstalled invasive third party antivirus. Use the built in Windows Defender instead. Defender kicks in automatically when you remove third party AV.

    For the vorpX beta check this thread:

    vorpX 23.1.0 BETA

    in reply to: Cyberpunk VR Update Thread #218736
    Ralf
    Keymaster

    Just a heads-up that a fix for the vehicle issue will be available shortly.

    Either the 2.1 update itself or the according CET update breaks detecting the current vehicle type (car or bike). The mod uses this information for optimizing the camera position since the unmodified flat camera positions don’t really work well in VR.

    The failed vehicle type detection then causes a bunch of other issues which in the end lead to the heavy rendering glitches you see.

    Long story short: I have to figure out another way to distinguish between cars and bikes. Once that is done everything should work as expected again. Expect a fix within the next two or three days.

    in reply to: Reticle too high #218695
    Ralf
    Keymaster

    The reticle in FullVR mode is never too high, that’s an – albeit understandable – illusion. The reticle is always at the optical center, *BUT* all VR headsets have a neat little optimization to maximize the amount of pixels used where it counts:

    The VR camera matrix is vertically asymmetrical, i.e. more pixels are rendered below the eye position than above. That accommodates human vision, which focuses more on things below our eyes than above. Some headsets do that to a greater extent than others, but all do it to a degree.

    Since normal games don’t have such an asymmetrical camera but the headset does, depending on vorpX’s ImageZoom setting the screen of your headset may be fully utilized above the eye position, but not below. In other words: while the reticle might not be centered on the screen, it’s in fact still at the center of the camera.

    Unless ImageZoom is capped because a game is known to only work with a certain FOV range, you can raise the ImageZoom value to the max to fully utilize the sceen. That comes at a price though: higher ImageZoom means lower pixel density and requires a higher FOV, which costs performance. Defaults are carefully chosen, so better don’t touch these things unless you fully understood the above. Take this hint seriously please.

    Confused? Understandable. Still 100% what is happening. Everything working as it should – and has to.

    CAVEAT: No rule without exception. In G3D games things may get a bit out of sync if you use vorpX’s camera height modifier. You’d have to actively do that though. So unless you changed the camera height in a G3D game you don’t have to worry about this exception from the rule.

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