Ralf

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Viewing 15 posts - 1,321 through 1,335 (of 10,045 total)
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  • in reply to: vorpConfig.exe keeps suspending #209573
    Ralf
    Keymaster

    Settings are stored in config files and the profile database, not in the registry. If you removed the folders after uninstalling, nothing is left, except (maybe) one thing I forgot earlier: the vorpX temp folder in [Your user]\AppData\Local\Temp

    Last thing I can think of: extremely unlikely, but maybe the prefetch file that Windows has created for faster app loading times is borked. You can find that in C:\Windows\prefetch.

    Might also make sense to check the Windows event log. maybe you can find some useful hint there.

    in reply to: vorpConfig.exe keeps suspending #209563
    Ralf
    Keymaster

    The initial issue sounds like it could have been some internet connection issue, but as far as the later start issue are concerned, I don’t really have any useful idea unfortunately.

    In case you haven’t tried that already deleting the C:\ProgramData\Animation Labs\vorpX, C:\Program Files (x86)\Animation Labs\vorpX and [Documents]\vorpX folders after uninstalling might be worth a shot.

    Normally the uninstaller should remove everything except potentially some game settings backup files, but just in case deleting the folders manually after uninstalling ensures that there aren’t any leftovers that cause problems after reinstalling.

    in reply to: Official Pimax 5K/8K Recommendations #209561
    Ralf
    Keymaster

    Due to the way vorpX works that’s a non-issue. If it weren’t it would have been addressed years ago. Only affects the second render step where the image is sent to the headset, not the actual game rendering. Performance impact is negligible.

    in reply to: Cyberpunk VR Update Thread #209557
    Ralf
    Keymaster

    Index grip:

    Not really a big deal technically. Just my eternal fight against options lists as long as New York’s phone book. Try the hotfix based on your second idea and let me know how that works for you. I’m really happy with the outcome of your suggestion.

    ADS head aim:

    There is a sensitivity setting in the menu. Something around 1.0 should usually be the right choice.

    in reply to: Cyberpunk VR Update Thread #209553
    Ralf
    Keymaster

    OK, this little change improves Index controller handling enough to warrent a hotfix. I didn’t change the version number, but when you redownload and reinstall, you’ll get an updated version despite it showing the same version number as before. You still need the same amount of pressure to enable map shift initially, but only 5% to keep it enabled afterwards.

    @ demuse:

    This hotfix also comes with the little delay before game input gets enabled after leaving the start room, which at least in theory should help with your continue issue while the game’s intro sequence is disabled. I didn’t actually check that, but it should do the trick, I think.

    in reply to: Cyberpunk VR Update Thread #209552
    Ralf
    Keymaster

    You can aim with your head in ADS mode since a while. Thumbstick only ADS like in the first version was a necessity caused by how the mod does decoupled walk/look and I originally liked it actually, but in terms of playability it wasn’t that great. Worked fine for a more stealth oriented play style, but not really good for anyone prefering fast paced run and gun gameplay. So since a while you can head aim in ADS mode and with the latest release that also works seamlessly when you switch to ADS while looking into a different direction than you walk in.

    Too little force for map shift also isn’t good. In more hectic situations that often leads to triggering map shift inadvertantly. I almost spent a full day with finding a sweetspot when I added Index controller support two years ago or so.

    The other idea sounds great though! Requiring a higher force only initially might be the perfect solution to inadvertantly triggering map shift without requiring that ‘death grip’ all the time. I’ll definitely check that.

    in reply to: Cyberpunk VR Update Thread #209550
    Ralf
    Keymaster

    Sounds as if tracking isn’t centered. That should happen during the start normally, but you can repeat it any time from the vorpX menu. There is a recenter button on the main page of the menu.

    If you play standing, play standing in place. Always keep your body front facing after tracking has been centered, use the right controller thumbstick to change your character’s direction. Do not turn your body to change direction in the game, that doesn’t work since head rotation is realistically decoupled from body rotation. I.e. your ingame character can walk in one direction while you look into another.

    in reply to: FiveM #209548
    Ralf
    Keymaster

    I’m not sure if this still works. Since last summer vorpX comes with a dedicated mod for GTA V that ceratinly won’t work in GTA Online, and I have no idea whether it does for FiveM or not.

    You can however disable the mod. That will disable all its features like alternate frame 3d, custom cameras, automatic FOV etc, but it might help you. To disable the mod, browse to C:\Program Files (x86)\Animation Labs\vorpX\Plugins and rename vpxGTA5.dll to e.g. vpXGTA5.disabled.

    in reply to: Is Mass Effect LE now 100% working? #209545
    Ralf
    Keymaster

    Just a heads-up that there finally will be an official profile for Mass Effect 3 Legendary Edition in the next vorpX update that just works without any .exe renaming.

    in reply to: F1 2021 VorpX D3d12 issue #209544
    Ralf
    Keymaster

    What happens when you follow the suggestion and switch to SteamVR in the vorpX config app? Does that work? OpenXR may also work. Oculus headsets work with all three VR APIs.

    in reply to: World of Warcraft screen squishes after a while #209543
    Ralf
    Keymaster

    You can deal with the glitch fairly easily by binding a key to switching between windowed and fullscreen mode as suggested by swatt above:

    I also found out that in WoW you can bind a key to switching between Windowed and Fullscreen mode! So now when it messes up, I can just press the key, and continue.

    in reply to: Force Start Games in Vr Mode #209542
    Ralf
    Keymaster

    When vorpX can’t hook into a game e.g. because of some conflict with another program on your PC, it ususally displays some trouble shooting options in the “Attaching To…” dialog after a minute. Try to install a hook helper or switching to alternative hooking when you see these options.

    If you don’t see the “Attaching To…” dialog at all or the trouble shooting options don’t help, you have to resolve the actual conflict. Hookung issues almost always are caused by some other program that hooks into games in a simailar way as vorpX. The trouble shooting guide on top of this sub forum has more details on the matter.

    in reply to: Windows Mixed Reality + BeamNG.drive no worky #209541
    Ralf
    Keymaster

    The game is not officially supported, but as far as I’m aware it supports TrackIR tracking. So when you enable TrackIR in the game as well as in the vorpX settings menu, you will get perfect 1:1 head tracking.

    in reply to: vorpX 21.3.5 Available Now #209540
    Ralf
    Keymaster

    Gestures for character movement are next on the list as far as new gestures are concerned. Hadn’t thought about jumping yet, but this sounds actually great.

    BTW: There is an ages old option on the head tracking page of the vorpX menu (HT Crouch/Jump) from a time before such witchcraft as motion controllers were added to VR that let’s you jump when you jump and duck when you duck. Doing that consequently in Mirror’s Edge would probably the best VR workout ever. I haven’t checked it for years though, so TBH I’m not sure whether it maybe is broken.

    Edit : Still works in principle, but for whatever reason can only be configured before a DirectVR scan has been performed. Guess I’ll revisited that before the next update. Nothing you’d want to do all day, but still fun actually when it works.

    in reply to: Cyberpunk VR Update Thread #209534
    Ralf
    Keymaster

    Controllers have to be enabled when launching the game for the gesture tutorial to show up. If that doesn’t work for some reason, try to go back to the start room later from the vorpX menu. Maybe your controllers aren’t detected correctly directly on launch. With some luck they are shortly after.

    Would be great if you could let me know whether that helps or not.

    If the game doesn’t even launch in a room where you see a tutorial screen in front of you, the install failed. In that case please try to uninstall/reinstall.

Viewing 15 posts - 1,321 through 1,335 (of 10,045 total)

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