Ralf

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  • in reply to: Using geo-11 with VorpX? #211348
    Ralf
    Keymaster

    There also are profiles that utilize SBS input. E.g. Shadow of the Tomb Raider. That can serve as a base for other games/apps with DX11 SBS output.

    in reply to: vorpX appears to interfere with Tobii #211345
    Ralf
    Keymaster

    VorpX doesn‘t do anything Tobii related, but it can convert VR head tracking to TrackIR input, hence a registry entry is made that points games to the OpenTrack runtime included with vorpX. Not sure how that would interfere with Tobii unless Tobii itself also emulates TrackIR.

    You can disable the TrackIR support in the vorpX menu.

    in reply to: Cyberpunk VR Update Thread #211322
    Ralf
    Keymaster

    The mod comes with a special G3D method that renders only one eye per frame (‚alternate frame 3d‘). So while the actual framerate is the same as with Z3D in ‚normal‘ vorpX, each eye effectively only sees half the FPS. The method gained some popularity recently, but comes with a bunch of issues that only partially can be tricked away.

    If it‘s not for you, you can simply switch to Z3D in the mod menu. All other benefits of the game specific mod like decoupled walk/look, optimized camera positions, controller gestures + aiming etc. also work with Z3D.

    in reply to: Does anyone enjoy aliens colonial marines? #211320
    Ralf
    Keymaster

    There are two kinds of positional tracking:

    1. The default G3D pos tracking: pro: works with any G3D game in principle, con: may introduce visual glitches (and often does in newer games with complex shadow/lighting systems).

    2. DirectVR pos tracking (where available): pros: also works with Z3D, no visual glitches by design, con: as always with the memory scanner, scanning may fail occasionally.

    If the default pos tracking works well enough in a game, you don‘t really have to worry about a DirectVR pos tracking fail. Provided default G3D pos tracking is enabled in a profile, vorpX automatically falls back to that when a scan failed.

    in reply to: Diabolo immortal only without vr 3D? #211290
    Ralf
    Keymaster

    @ ToxicMike: I believe there are better (and more than enough) places than the vorpX forum places to argue about how good or bad a game is.

    in reply to: GTA 5 Scripthook error when using vpxGTAV.dll #211289
    Ralf
    Keymaster

    Unless another game update broke ScriptHook again (which would mean you have to wait for an updated ScriptHook again), updating ScriptHook has to work. If in doubt copy the ScriptHook DLLs to both the vorpX plug-in folder and the game folder.

    in reply to: Anyone have any luck getting Naissancee to work? #211288
    Ralf
    Keymaster

    For unsupported games you basically have two ways of handling FOV:

    If the game let‘s you change the FOV, you can raise it, usually the monitor FOV is lower that the FOV required for VR. If there is no such option, the ‚image zoom‘ option in the vorpX menu can serve as a workaround (at the expense of black top/bottom bars). The various options that exist in regard to FOV are explained in greater detail in the vorpX help in the ‚essential hints‘ and ‚1-2-3 game setup‘ guides. The quick and dirty image zoom method doesn‘t take more than a minute.

    Head tracking sensitivity for mouse based tracking can be adjusted in the vorpX menu.

    You can set any resolution you like, the higher the better. For FullVR mode 4:3 resolution are a good choice. Less demanding games should run well at fairly high resolutions like e.g. 1920×1440, 2560×1920 or even 3200×2400. Check the ‚Custom Resolutions‘ section in the help if your PC doesn‘t have these resolutions.

    The menu can be opened with motion controllers by pressing both grip buttons. On Index controllers that means tightening your grip.

    Ralf
    Keymaster

    Running the game windowed *may* help. Unity 5 profiles utilize resolution related heuristics to determine whether a render target is supposed to be stereoized or not. That may fail under certain circumstances in fullscreen mode.

    No guarantee that running the game windowed helps, but that‘s definitely worth a shot.

    in reply to: Can you hotkey 3D mod change? #211256
    Ralf
    Keymaster

    That is already possible, pretty much with scenarios like the one you mention in mind. The default hotkey is ALT+K, can be changed in the config app.

    Ralf
    Keymaster

    As you assumed no problem technically, although there are a few caveats. Most importantly, like the height and main eye options that would be limited to games with Geometry 3D. It wouldn‘t work for Z3D. Sounds still like a neat idea. As always no promises, but I might add this as expert options for the next update.

    in reply to: G3D not working with The Elder Scrolls Online #211216
    Ralf
    Keymaster

    Pretty much each bigger game update changes exactly that one shader that causes a black screen on launch. Literally for years now… Slowly I can’t help but wonder whether that is done to personally annoy me. ;)

    Next time you launch vorpX you should automatically receive a profile database database that includes an updated profile for the game.

    If you don’t receive the database update for some reason, you can alternatively download the updated profile in the config app on the Cloud Profiles page. The one you want is named ‘The Elder Scrolls [vorpX]’.

    in reply to: New download link pls? #211213
    Ralf
    Keymaster

    Did you check the general support FAQ or the pinned FAQ post above?

    I bought vorpX before but don’t have the web installer anymore.

    Please request a new download link here.

    in reply to: vorpX 22.1.0 Preview: Motion Controller Gestures #211211
    Ralf
    Keymaster

    Not forgotten, I have to rethink a few things in that respect though. Detecting the weapon is a fairly finicky thing technically that may e.g. depend on the FOV being correct. There were a few cases were someone tinkered with FOV/resolution related settings although vorpX takes care of that in the profiles in question, essentially breaking the correct FOV and with it the weapon detection… So before I add weapon hide to more profiles I’d like to make sure that there either is a safety mechanism or at least some annoying warning message.

    Luckily for the gestures the ‚danger‘ of someone inadvertently breaking them is a lot smaller. Or at least I hope so.

    in reply to: vorpX 22.1.0 Preview: Motion Controller Gestures #211209
    Ralf
    Keymaster

    @ all :

    Thanks! BTW: This basically is a generalized, extended and configurable version of the gestures present in the free standalone Cyberpunk mod. Since the release is still two or three weeks away, you can check that if you are curious: https://www.vorpx.com/cyberpunk-vr-download/. Comes with driving, aiming, grenade and melee gestures, so it provides a good overview of what to expect.

    @ luris :

    Works perfectly fine on top of the motion controller button mapping. You can even have the same action bound to a button and gesture at the same time. So you can use gestures when you feel like it, but you never have to.

    @ Tiggerdyret :

    vorpX these days can decouple head and body rotation for a few of games, namely GTA V, RDR 2 as well as in the standalone Cyberpunk mod, but that’s not related to the gesture system. In these cases I added individual mods that interact more deeply with the game engines than vorpX does normally.

    What the gesture system can and cannot do depends on the game. If i.e. a shooter has an aiming down sights mode, you simply bind the ADS gesture(s) to the according key/gamepad button. Very straight forward. However, if a game dosn’t have an aiming down sights mode, the gesture system does not add one. One could say how useful the gestures are very much depends on whether a game does or doesn’t things that lend themselves well to be controlled via gestures in a natural fashion.

    in reply to: Thx very much #211207
    Ralf
    Keymaster

    Thanks! The new sharpening introduced a while ago does indeed work quite a bit better for videos than the old one did. Wasn’t really the reason for changing it, but who would complain about a pleasant side effect. :) In my experience you can crank it up pretty much to the max for movies/videos without introducing any sharpening artifacts since movies tend to look a bit softer than games usually do. You can do that on the Image page of the menu.

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