Ralf

Forum Replies Created

Viewing 15 posts - 976 through 990 (of 10,052 total)
  • Author
    Posts
  • in reply to: The Walking Dead: The Telltale Definitive Series #213238
    Ralf
    Keymaster

    Judging from the Steam page the Definitive Edition runs on DX11. The original uses DX9, so no way to make the DE work with the profile for the original version unfortunately. :( Try the original version instead if possible. That should still work fine.

    in reply to: Resident Evil 2 Remake #213237
    Ralf
    Keymaster

    That’s probably the issue here. The recent update has removed DX11 support, which is required for vorpX. Luckily there is an easy way to deal with that:

    1. Right click the game’s entry in Steam’s game list
    2. Click ‘Properties’
    3. Go to the ‘Betas’ page
    4. Select the ‘dx11 – non-rt’ beta (which is actually not a beta, but the original game version)

    in reply to: Removing 90 FPS limit? #213236
    Ralf
    Keymaster

    First keep in mind that rendering stuff in stereo 3d, especially Geometry 3D, is a lot more demanding than rendering on your monitor, so if e.g. a game runs with 100FPS on your monitor, it will run at about half of that with G3D since everything has to be drawn twice.

    That said:

    Please check whether your headset is actually set to operate at 120FPS in the SteamVR settings. if that is the case, check the “Direct Mode FluidSync” option in the vorpX menu. Depending on the headset and the game the franmerate may be capped to make sure the GPU is harder to overload.

    A word of caution: typically you don’t want to touch any of the headset sync options at all, usually the defaults are what is known to work best for a given headset. There is no harm in trying though. E.g. for some older games that you know for certain can reach 120FPS easily without causing the CPU/GPU to stall, it’s worth a shot to force FluidSync to ‘Off’ even for headsets where vorpX enables it per default.

    in reply to: Cyberpunk 2077 , can’t get to launch in VR #213197
    Ralf
    Keymaster

    Yes, you can either use the mod – motion controllers are optional with the mod, you don’t have to use them – or use the latest version of the regular Cyberpunk profile.

    BTW: I have deleted you other post regarding the same question. Please make only one post per question you have. You don’t get faster or better answers by asking the same question several times.

    in reply to: Cyberpunk 2077 Request Profile HUD Fix #213195
    Ralf
    Keymaster

    You should have received a profile database update when you launched vorpX recently. If not, you can download the latest profile from the cloud profiles page in the config app.

    Alternatively you can use the free standalone mod from the link below, which currently has way more features than the regular profile.

    Click

    in reply to: Cyberpunk VR Update Thread #213187
    Ralf
    Keymaster

    The link should work now. Thanks for the heads-up!

    in reply to: Cyberpunk 2077 , can’t get to launch in VR #213183
    Ralf
    Keymaster

    Version alpha 7 of the mod is now available. This update adds compatibility with Cyberpunk 2077 1.6 and contains some smaller fixes and improvements.

    Was quite a bit of work. Fairly weird that any fixes on the mod side were necessary at all, but now it’s finally time to enjoy Cyberpunk 1.6 in all it’s VR glory with motion controller gestures.

    As always, you can grab the latest version here.

    in reply to: Cyberpunk 2077 1.6 update not working with vorpx #213181
    Ralf
    Keymaster

    If you want to play the game with the regular vorpX, you should have received a profile database update. If not, download the updated profile on the cloud profiles page of the config app.

    As far as the mod version is concerned:

    Version alpha 7 is now available. This update adds compatibility with Cyberpunk 2077 1.6 and contains some smaller fixes and improvements.

    Was quite a bit of work. Fairly weird that any fixes on the mod side were necessary at all, but now it’s finally time to enjoy Cyberpunk 1.6 in all it’s VR glory with motion controller gestures.

    As always, you can grab the latest version here.

    in reply to: Cyberpunk VR Update Thread #213176
    Ralf
    Keymaster

    2022/09/27

    Version alpha 7 is now available. This update adds compatibility with Cyberpunk 2077 1.6 and contains some smaller fixes and improvements.

    Was quite a bit of work. Fairly weird that any fixes on the mod side were necessary at all, but now it’s finally time to enjoy Cyberpunk 1.6 in all it’s VR glory with motion controller gestures.

    As always, you can grab the latest version here.

    in reply to: Black Mesa: How can you make it less blurry? #213156
    Ralf
    Keymaster

    Quote from two posts above yours. Works like that for every game.

    The resolution is really the only way to make it look crisper, it shouldn’t flicker if you set a 4:3 resolution, 1920×1440 for example should look fairly well.

    If your PC does not support this resolution, check the ‘Custom Resolutions’ section in the vorpX help. It has a step-by-step guide regarding adding custom resolutions. On nVidia GPUs you can pretty much add anything, AMD unfortunately is restricted to max. your monitor resolution.

    in reply to: Cyberpunk crashing on load #213120
    Ralf
    Keymaster

    Ah, I see. For whatever reason 1.6 requires a different hooking method for some functions. Luckily that is already available as an option in the current vorpX build, so the issue is fixable with a simple profile update.

    You should see a message about a new profile database being available when you launch vorpX next time. Downloading that should fix the issue. If the database download fails for some reason or you disabled auto updates, you can grab the updated version from the cloud profile page in the config app.

    in reply to: Cyberpunk crashing on load #213117
    Ralf
    Keymaster
    in reply to: Cyberpunk 2077 vr mod crash on load #213103
    Ralf
    Keymaster

    An updated version of the mod that works with Cyberpunk 1.6 will be made available for download within the next few days.

    in reply to: ‘vorpcontrol.exe’ has been moved #213102
    Ralf
    Keymaster

    As usual this is a false positive.

    I uploaded yet another build, which at least for now should work again. Guess it’s time to figure out what Defender lately thinks it has to complain about…

    Please reinstall using your web installer. If you didn’t keep it, you can get one here:

    Just to be clear: absolutely nothing that vorpX does is even close to being “potentially unwanted”, malicious, harmful or anything else some AV program may come up with to frighten its users. All it does is injecting itself into other programs similar to many, many other programs, which obviously is necessary for vorpX to work.

    To avoid issues like this altogether add the vorpX program folder to the Defender exclusion list. Usually that would be: C:\Program Files (x86)\Animation Labs\vorpX

    in reply to: Track IR with Vorpx #213096
    Ralf
    Keymaster

    No need for external tools, vorpX handles TrackIR on its own. Whenever TrackIR support is detected in a game, an according hint is shown in the top/left corner of the game window. In case of Arma 3 TrackIR should already be enabled on the vorpX side (if not, please reset the profile to default in the menu), so you just have to enable TrackIR in the Arma 3 options menu.

Viewing 15 posts - 976 through 990 (of 10,052 total)

Spread the word. Share this post!