Ralf

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Viewing 15 posts - 1,081 through 1,095 (of 10,051 total)
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  • in reply to: how to unlock right stick up & down #211193
    Ralf
    Keymaster

    Thanks, forgot to mention that. There are actually two options affecting this depending on how head tacking is handled in the profile.

    1. If a game supports DirectVR head tracking, there is the according option on the DirectVR page of the menu. That’s the one I forgot in my answer above.

    2. For ‘regular’ profiles without DirectVR head tracking there is the ‘Y-Stick Sensitivity’ option I mentioned above on the Input page.

    in reply to: major issue with vorpx desktop viewer #211192
    Ralf
    Keymaster

    There shouldn’t be any need to use the desktop viewer for games normally, it’s really just a little freebie meant for doing desktop tasks. Regardless of the app you use desktop grabbing always has severe disadvantages compared to hooking into a game directly, which is much preferable. With the the exception of a handful of Vulkan games (currently not supported by vorpX) and games protected by anticheat systems vorpX should be able to hook pretty much anything you throw at it.

    If vorpX doesn’t hook into a game automatically, try to create a profile by making a copy of another game using the same graphics API. I.e. for DX12 games use a DX12 profile as a base, for DX11 games use a DX11 profile as a base and so on.

    You can find more detailed information on the topic in the vorpX help under ‘User Profiles’.

    IMPORTANT CAVEAT: make sure to assign the actual game .exe, not any launcher the game may use. E.g. some games may have a launcher named GameXYZ.exe, but the actual .exe may be in a subfolder, e.g. bin\gamexyz-win64-shipping.exe or something similar. In such a case you’d have to assign the latter to the profile. The easiest way to find the actual game .exe is checking the Details tab in Task-Manager while a game is running.

    Ralf
    Keymaster

    Provided your IPD is dialed in correctly in the headset vorpX (just as any decent native VR app) automatically ensures that your eyes can never diverge unless you tinker with the focal offset setting, which for that reason is not really recommended. Better leave this setting alone unless you know exactly what you‘re doing. Unlike 3D-monitors VR-headsets provide well enough defined conditions to prevent highly uncomfortable situations like diverged eyes in the first place. At least unless one intentionally breaks that.

    The perceived world scale, like in reality (where the world would become smaller if you could raise the distance between your eyes and vice versa), is governed by the distance between the virtual cameras. You change that in vorpX with the „3D-Strength“ option.

    in reply to: Controller just stopped working #211133
    Ralf
    Keymaster

    Can’t really say anything useful here, sorry. Since nothing has changed in vorpX, it’s safe to assume that you must have changed something in regard to the way how your PS5 controller is connected (respectively how it gets translated to XInput).

    in reply to: RDR2 Update official profile? #211132
    Ralf
    Keymaster

    The next vorpX will come with the latest ScriptHook included, but for the time being you can easily address this by following the update instructions in the message ScriptHook displays.

    If you don’t use any other mods that rely on ScriptHook, it’s enough to copy ScripHookRDR2.dll to C:\Program Files\Animation Labs\vorpX\Plugins instead of installing it to the game folder.

    in reply to: vorpX 21.3.5 Available Now #211120
    Ralf
    Keymaster

    If all goes well within the next two weeks. Mind the ‚if all all goes well‘ part though. :) I still have to figure out the gesture system config UI. Shouldn‘t be too hard, but one never knows.

    in reply to: Vorp X hooks to games but no 3d effect #211116
    Ralf
    Keymaster

    3D doesn‘t work out of the box for every game you throw at vorpX. Most games on your list aren‘t officially supported (i.e. there is no official profile that enables 3D). If you‘re lucky, a user might have created one though. You can download user created profiles on the ‚Cloud Profiles‘ page of the config app. No guarantee that you will one, but that‘s always worth a shot.

    in reply to: how to unlock right stick up & down #211115
    Ralf
    Keymaster

    There is a setting on the input page of the vorpX menu that let‘s you adjust the right stick y-sensitivity.

    in reply to: Best third person games with Vorpx? #211114
    Ralf
    Keymaster

    +1 for A Hat in Time. Rarely had so much fun while doing a profile. If you like games like Zelda Windwaker, you will enjoy this one for sure.

    in reply to: Can this program disable headtracking in games? #211112
    Ralf
    Keymaster

    That’s not what vorpX is for, sorry. It is meant to play normal monitor games in a VR headset, it doesn‘t affect native VR games.

    Ralf
    Keymaster

    Using desktop capture for playing games will never be as good as actually hooking into them.

    Vulkan is not yet handled by vorpX, but you should get vorpX to hook most DX12 games (in 2D) by creating a copy of any other DX12 profile in the config app and then assigning your game’s main .exe to the profile. In contrast to DX9-11 vorpX doesn’t try to hook any DX12 game you launch (yet), but with a profile most will work – at least in 2D.

    DX12 profiles you can use as a base are e.g. Horizon Zero Dawn, Read Dead Redemption 2 or Grounded.

    IMPORTANT CAVEAT: make sure to assign the actual game .exe, not any launcher the game may use. E.g. some games may have a launcher named GameXYZ.exe, but the actual .exe may be in a subfolder, e.g. bin\gamexyz-win64-shipping.exe or something similar. In such a case you’d have to assign the latter to the profile. The easiest way to find the actual game .exe is checking the Details tab in Task-Manager while a game is running.

    in reply to: Vive Pro 2 Compatiblity? #211106
    Ralf
    Keymaster

    Try the search function of the forum. I don‘t have a Vive Pro 2, so I can‘t give an answer myself, but there have been two or three threads discussing the device. IIRC it works with some caveats related to the Vive software.

    in reply to: Mass Effect Legendary Edition (DX11) #211104
    Ralf
    Keymaster

    As far as mods are concerned the best rule of thumb is avoiding anything that hooks into the graphics pipeline as this tend to cause conflicts with vorpX (which does the same). Post FX mods, shader mods etc. typically fall into this category. A good indicator of whether a mod has the potential to cause trouble is whether it puts any DLL in the game folder, which usually means that the mod hooks into the game similar to vorpX.

    Also camera mods are to be avoided in games where vorpX handles the FOV or applies head tracking via its memory scanner function.

    Most other mods usually work, but of course there is no guarantee for that. If in doubt, first try without mods, then add mods in batches to easily find an offending one.

    in reply to: Final Fantasy VII remake (hook issues) #211077
    Ralf
    Keymaster

    Never tried the game, but I think there is a profile for it on the cloud. If you haven’t tried that, download it.

    Apart from that: The ‚Attaching to…‘ dialog shows some trouble shooting options after a minute or so. The first two (hook helper, alternative hooking) can often work around hooking conflicts without having to get to the bottom of the matter.

    in reply to: All DX9 games dont work… :-/ #211076
    Ralf
    Keymaster

    That looks …interesting. Never have seen something like that before though, so nothing overly specific I could say here. if it affects any DX9 game you try, my guess would be that there is something interfering, probably some tool or utility that also hooks into D3D like vorpX and causes serious havoc.

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