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RalfKeymasterUpdate 2: I uploaded a new build, which at least for now also works again on Windows 11. Please reinstall using your web installer to get it. Let me know if Win 11 starts to complain again. Then it might be time to take a closer look.
RalfKeymasterThe standalone mod is the better way to play Cyberpunk currently since it has more features compared to the regular vorpX profile.
The regular Cyberpunk profile isn’t zoomed in either though if you leave everything at default. In that case vorpX adjusts some settings in the game’s config file to set up the FOV. Try a factory reset in config app and then make sure to restart the game when vorpX suggests to do that for adjusting the FOV.
There isn‘t much reason to do that though, just use the standalone mod. Its features will be added to the next regular vorpX, but currently the standalone mod is the better way to play this game.
As far as Chivalry is concerned use the „Image Zoom“ option in the vorpX menu to account for the ‚missing‘ FOV if there is no other way. That *always* works, no matter what.
In general: vorpX pretty much hooks into any game available, it (obviously) can‘t however automatically set up everything for every game available, hence the various methods described in the guides, ranging from automatic handling for about 200 games to the Image Zoom method in case nothing else is possible. The ‚1-2-3 Game Setup Guide’ in the help describes how to do that in three simple steps.
RalfKeymasterHow field of view is handled varies from game to game. For about 200 games vorpX handles it automatically, for others you may have to do it manually or use external tools. If even that is not an option, there is a built in workaround (‘ImageZoom’).
The ‘Essential Hints Guide’ and the ‘1-2-3 Game Setup Guide’ in the vorpX help have more details on the matter.
You can access the help from the config app, your start menu or the vorpX help icon on your desktop.
RalfKeymasterBrief update: As usual the Defender team was fairly quick looking into the matter, the reply though left me with as many questions as answers: Just like the Windows 10 Defender they didn’t detect anything malicious.
Leaves the question why on Windows 11 this issue occurs. Option 1: A Win 11 bug, option 2: they are trying out a new “feature” in Win 11. I hope for option 1, but will prepare for option 2 and try to find out what exactly it is that Win 11 considers “potentially unwated”.
Just to be clear: absolutely nothing that vorpX does is even close to being “potentially unwated”, 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.
RalfKeymasterThis is a false positive. As usual… I’ll upload the file to MS for whitelisting. In the past they always were fairly quick when something like this happened. Fingers crossed.
Funny enough the issue only appears to occur on Windows 11. Win 10 (at least at this point) works fine for me despite having the same Defender definition version. Maybe some Win11 glitch.
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
RalfKeymasterCan be both depending on the game, your PC and your headset. So no clear answer here unfortunately.
Rule of thumb: the headset framerate should ideally be your headset refresh rate (typically 90 or 72 depending on the headset), that’s how vorpX works best. So most of the time it will make sense to reduce graphics details until that condition is met. No desaster if it doesn’t work out, but you should definitely target it.
RalfKeymasterThat’s not something you always have to do, but it can help sometimes. As a rule of thumb leave antialiasing on, only if you encounter a game where Z3D doesn’t work for you, try if switching it off makes a difference.
Aug 6, 2022 at 9:04pm in reply to: almost got everquest titanium working, but no vorpx menus #212642
RalfKeymasterIf you are running the game windowed, make sure the window is in the foreground by clicking into it. Keys are only handled when a game runs in the foreground.
If that doesn‘t help, try a gamepad (left thumbstick) or motion controllers (left+right grip button). The menu can be navigated entirely with both gamepads and motion controllers.
RalfKeymasterThere isn’t really any benefit in switching to the enhanced edition just for the sake of its marginally better RTX effects, especially considering how great the original version already looks. The regular Metro Exodus profile supports both G3D and various advanced DirectVR features that you couldn’t even add to your own custom profile if you wanted to invest the time and effort required for that. As far as vorpX is concerned the enhanced edition is pretty much a ‘dehanced’ edition. ;)
RalfKeymastervorpX will almost certainly work with the headset like it does with the current Pimax lineup.
Not 100% sure, true 200° however sounds a lot like it might require a special setup with four views rendered per frame instead of two even with canted displays. That wouldn‘t really work with vorpX.
My personal 2 cents: I think they are really starting to overdo it. Sure, the huge FOV is their unique selling point, but even with their medium FOV setting (about 140° horizontal) they would be so far ahead of ‚normal‘ headsets in that respect that personally I believe they would do better overall by targeting that instead of their super performance heavy (and still distorted at the outer edges) 180-200°. Just my two cents, of course.
RalfKeymasterYou can disable DirectVR with a hotkey temporarily in such cases (default ALT+B),
The menu option is on the DirectVR page of the menu, you can flip between pages with the arrow buttons in the top/left corner of the menu or the shoulder buttons on your gamepad/motion controllers.
You don’t really want to disable DirectVR for good though. If available for a game, DirectVR modules improve the experience a lot, e.g. by enabling better head tracking, automatic FOV setup and so on. Use the temporary hotkey switch instead if necessary.
BTW1: Many hotkeys can be used in two ways: either with “hold/release” if you only need the function for a few secs. Or with short keypresses for toggling the according function on/off.
BTW2: A list of useful hotkeys (including a way to change them to your liking) can be found in the config app.
Aug 3, 2022 at 1:27pm in reply to: Camera control/method for turning 3rd person into 1st person #212603
RalfKeymasterMost of you who know me a bit probably noticed already that contrary to how „good“ advertising works I don’t really like to promise the moon, so just to keep expectations in check a bit:
- This would only with with G3D profiles except for games with positional tracking via game specific DirectVR magic.
- When done via G3D moving the camera over larger distances causes visual glitches in games with more complex deferred renderers.
- May mess up mouse/gamepad rotation in some games.
- Head/face geometry will probably flicker in occasionally when the camera is moved inside/in front of the head.
That said: I will definitely check whether it works well enough in a variety of games and depending on how much of an actual issue the points above turn out to be actually, decide whether it‘s worth it or not.
RalfKeymasterThat should happen, but you do not need to adjust any settings in OpenTrack. Just leave it running in the background with the default settings vorpX applies. The only thing you need to do is enabling TrackIR in the game (and potentially in the vorpX menu if it isn’t already enabled there).
Since you already tinkered with the OpenTrack settings, try to uninstall and then reinstall vorpX. The defaults ensure that vorpX provides the head tracking data instead of OpenTrack working on its own independently. Don’t make any changes that affect that (e.g. by changing the data providers), just leave everything as it was originally.
RalfKeymasterYou don’t need an external OpenTrack instance running, vorpX comes with its own for better integration, e.g. vorpX automatically disables other tracking methods with enabled TraclkIR tracking and so on.
Can be turned on/off in the vorpX menu, you should see an according hint in the top/left corner of the game window normally.
In general: don’t tinker more than you have to. :)
Aug 1, 2022 at 9:59am in reply to: Camera control/method for turning 3rd person into 1st person #212587
RalfKeymasterDidn’t have a chance yet to check how well this would actually work with a bunch a games, but it’s still on the list of things to try before the next update.
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