Ralf

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  • in reply to: Cyberpunk VR Update Thread #209488
    Ralf
    Keymaster

    Dev update:

    Release of the next version will be tomorrow (Saturday), at least unless some show stopper comes up during the final tests.

    In a first step there will be nine gestures covering various typical actions in the game. I have some ideas for more, but I think for now that should suffice. Gestures are designed to closely mimic the action they are bound to, so they feel quite natural.

    Most importantly: playing this way really is a whole new level for mods without full motion controller support. If you never used your motion controllers with vorpX so far, now – well, tomorrow actually ;) – is the time!

    in reply to: Dying Light 2: Stay Human #209480
    Ralf
    Keymaster

    Please make sure to run the DirectVR scanner. If you happen to have disabled automatic settings, also re-enable them. Auto setting are important for various tweaks including a correct FullVR FOV.

    Make sure to definitely run the scanner! Tracking feels fairly snappy with mouse based tracking too, but for one memory scanner tracking is guaranteed to be 100% 1:1 without tweaking and secondly this is one of the games where mouse based head tracking and gamepad input don’t play along. With memory scanner tracking that’s not an issue and you can use gamepads natively. Same for motion controllers in gamepad emulation mode.

    in reply to: Farming Simulator 22 issues #209471
    Ralf
    Keymaster

    A higher actual res is indeed better than using a scaling factor since the latter maens the image gets downscaled to the target res before vorpX grabs the image. The slight scaling set by vorpX automatically is mostly for those who don’t want to tinker with resolution. You’d be surprised how many people aren’t really aware of how resolution and image quality correlate.

    DLSS: Usually works for Z3D, but not for G3D most of the time. I have looking into that on my nice-to-have list, but realistically I can’t tell when I get to that.

    in reply to: vorpControl.exe is missing #209464
    Ralf
    Keymaster

    Might have been some invasive antivirus program that deleted it. Can happen shortly after an update.

    If you happen to use a third party AV program, consider switching to Windows Defender, which rarely causes trouble. There is no real need for third party AV anymore, Windows Defender is more than good enough for all intents and purposes since several years. Windows Defender gets enabled automatically when you remove third party AV.

    If you didn’t keep the installer for a reinstall, you can get one here:
    http://www.vorpx.com/request-new-download/

    in reply to: Dying Light 2: Stay Human #209458
    Ralf
    Keymaster

    Not at all a stupid question, the scanner is one of those (not so) little gems that probably many don’t even know about. You can run it either from the menu or with ALT+L. Isn’t available for every game, when it is available vorpX displays an according hint in the top left corner of the game window and as a notification in the headset.

    Background info in layman’s terms: based on search parameters defined in the game profile the scanner figures out where in the game’s memory the camera is located and – provided the scan succeeds – vorpX then applies head tracking directly to the game camera instead of emulating a mouse, which is way better obviously. So whenever available for a game you should use the scanner.

    in reply to: vorpX 21.3.5 Available Now #209456
    Ralf
    Keymaster

    Thanks for the heads-up! Luckily no real issue, just yours truly being unable to type a ‘D’. It’s named ‘Sying Light’… You can simply fire up the game, the profile is active regardless of its name.

    I’ll upload a fresh build tomorrow to prevent further confusion.

    in reply to: Farming Simulator 22 issues #209451
    Ralf
    Keymaster

    DX11 is required for G3D. VorpX should take care of that automatically now.

    in reply to: Farming Simulator 22 issues #209449
    Ralf
    Keymaster

    Resetting the profile to default in the vorpX menu should suffice. Profiles have two parts: a system part, which gets always replaced and a user settings part that normally stays intact after an update.

    In this case a full profile reset is required though to set up TrackIR correctly. I forgot to set a flag that enforces the reset, so you have to do it manually.

    in reply to: Farming Simulator 22 issues #209446
    Ralf
    Keymaster

    A small in-between-updates-update(tm) has been released that allows to use TrackIR tracking in vehicles without breaking the mouse emulation head tracking on foot.

    in reply to: vorpX 21.3.5 Available Now #209445
    Ralf
    Keymaster

    22/02/08
    vorpX 21.3.2 has been released

    This is a small in-between-updates-update(tm) with the changes below:

    • TrackIR head tracking can now be configured to not disable mouse emulation tracking entirely. Makes head tracking work with TrackIR in Farming Simulator 22 both on foot and in vehicles.
    • New profile: Farming Simulator 2022: G3D, FullVR, DirectVR features: auto settings, FOV setup, TrackIR head tracking (has to be enabled in the game options).
    • New profile: Dying Light 2 (DX12 only!): Z3D, FullVR, DirectVR features: auto settings, FOV setup, memory scanner head tracking.
    • Kingdom Come Deliverence: on horse camera centering disabled automatically for better comfort.
    in reply to: Dying Light 2: Stay Human #209444
    Ralf
    Keymaster

    A small in-between-updates-update(tm) has been released that adds support for Dying Light 2. Requires a vorpX update since it comes with automatic FOV, settings tweaks and DirectVR memory scanner head tracking.

    Make sure to definitely run the scanner! Tracking feels fairly snappy with mouse based tracking too, but for one memory scanner tracking is guaranteed to be 100% 1:1 without tweaking and secondly this is one of the games where mouse based head tracking and gamepad input don’t play along. With memory scanner tracking that’s not an issue and you can use gamepads natively. Same for motion controllers in gamepad emulation mode.

    in reply to: What is Crystal Image exactly? #209442
    Ralf
    Keymaster

    Has recently been changed to ‘Clarity’, which sounds more self-explanatory. Also got a shiny new upscale/sharpening method that replaced the prior sharpening filter.

    Upscaling/sharpening can only do so much though. Nothing replaces real resolution, so for a really crisp image you have to run games at higher resolutions than the usual default res. For older games even 2400p might be possible with a decent GPU, for newer, more demanding games you have to find a compromise between resolution and performance that fits your PC.

    BTW: Make sure to check the ‘Custom Resolutions’ section in the vorpX help. Has a step-by-step guide that explains how to add resolutions your PC cannot display normally.

    in reply to: Star Citizen VorpX Index #209434
    Ralf
    Keymaster

    First things first: there never has been official support for Star Citizen, pretty much because what recently happened was always a possiblity: with the latest alpha Cloud Imperium added an anticheat mechanism to the game that locks out vorpX.

    That said, there is a workaround. Not as good as things were when vorpX was allowed to hook into the game, but better than nothing:

    in reply to: Sable in theater mode is gorgeous #209420
    Ralf
    Keymaster

    If you like Sable, you probably played Journey half a dozen times, but in the unlikely case you didn’t play it already: Journey is officially among the best vorpX experiences you can get as far as immersive/cinema mode games are concerned. Abzû following closely behind. These games should never be played any other way.

    Edit: If you want to try Journey, make sure to download the updated ‘Journey [vorpX]’ profile from the cloud. Briefly checked the game after making the post and noticed that some shader definitions were borked due to a game update. The updated cloud profile addresses that.

    in reply to: Cyberpunk VR Update Thread #209416
    Ralf
    Keymaster

    Just a little heads-up that the next release will be finally out later this week. Took a bit longer than I originally had anticipated to get the motion controller gesture stuff production ready, which now also includes a learning environment with graphical ingame explanations for each available gesture. Without that the whole system would have been pretty much useless since noone would have been able to figure it out.

    Now all that is finally nearing completion, except for some gesture parameter finetuning and game testing. So I expect things to be ready for release within a few days. Throw away your gamepads and get ready for something more immersive! The gestures are a shitton more fun than pressing buttons, even when playing seated or in cinema mode. Just actually steering your car, being able to switch to aiming down sights with a natural gesture, or throwing a grenade really makes all the difference.

    Gesture input lives happily alongside the regular motion controller gamepad emulation, so you can mix and match ‘normal’ input and gestures any way you want.

    BTW: For everyone owning the regular vorpX version: the gesture system has evolved quite far from the quick and dirty CP2077 specific tests as shown in the videos on page 11 of this thread. It’s now a general system that will also make its way to other games.

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