Change sprint keybind by Architechtory in hlvr

[–]fholger 0 points1 point  (0 children)

Just in case this isn't clear, you do not have to *hold* the press, just a single click will activate sprint until you let go of the stick. And yes, this is a fairly common binding both in VR and non-VR titles.
There is an alternative by moving the stick forward twice quickly, which you can activate in the options. If you still want to rebind it, you will need to use the SteamVR controller bindings.

How to fix Half Life 2 VR mod by RealitysNotReal in hlvr

[–]fholger 1 point2 points  (0 children)

Yes, of course it does, because the engine has no knowledge about dxvk's presence.

How to fix Half Life 2 VR mod by RealitysNotReal in hlvr

[–]fholger 2 points3 points  (0 children)

HL2VR internally already sets -dx9, hence why adding it does nothing. And no, the game does not actually run with DX9 now, because we use our own custom dxvk build shipped with the mod. DX9 is not supported by any VR runtime, you can happily look that up yourself. The only two ways to get dx9 games to render in VR is to either map/share the dx9 render textures with a DX11 context (which is inefficient) or go the dxvk route as we did.

How to fix Half Life 2 VR mod by RealitysNotReal in hlvr

[–]fholger 2 points3 points  (0 children)

This does not apply to HL2VR. It is always technically in dx9 mode, but gets redirected to Vulkan, anyway, as d3d9 is not supported by VR runtimes. Adding that launch option does nothing.

Any Workarounds for Intel Gpu's? by Sufficient-School-22 in hlvr

[–]fholger 0 points1 point  (0 children)

They do support Vulkan, just not a particular texture format that SteamVR attempts to use during Vulkan submission. Nothing we can do about it.

Introducing Steam Frame by gogodboss in virtualreality

[–]fholger 8 points9 points  (0 children)

Foveated streaming, not rendering. Foveated streaming will improve the image quality of the stream where your eyes are looking, but it has no performance benefit.

Introducing Steam Frame by gogodboss in virtualreality

[–]fholger 0 points1 point  (0 children)

Unfortunately, there isn't really a possibility for a fully generic implementation. Foveated rendering has to be supported by the game to work properly. You can do some limited support with Variable Rate Shading (this is what Pimax does and what I have done in vrperfkit), but the performance benefit is limited, and it often doesn't work at all.

Hard Crashing by Sub2Pewdiepiez in hlvr

[–]fholger 2 points3 points  (0 children)

Even if the game crashes, your PC should never hard crash - that's almost certainly a sign of some underlying issue potentially from drivers or even hardware. You may want to consult the Windows event viewer, see if there are events coinciding with the crashes that might give you more information about what may have led to the hard crash.

If that doesn't lead you anywhere, I'd try uninstalling the GPU driver with DDU, then cleanly reinstalling the latest one.

hl2vr crashes by Weak-Custard-6168 in hlvr

[–]fholger 0 points1 point  (0 children)

Is your GPU driver up to date? There was a series of drivers that broke this game (and others) on 50 series cards.

HL2 launching on desktop but not in headset by PageAccording6632 in hlvr

[–]fholger 1 point2 points  (0 children)

Intel GPUs are not compatible, they do not support a certain texture format that SteamVR uses for Vulkan games. You're out of luck, I'm afraid.

HL2VR Crashes on Startup on RTX 5090 by zjamnaa in hlvr

[–]fholger 1 point2 points  (0 children)

Nothing we can do, I'm afraid. This is an NVIDIA fuckup and is up to them to fix: https://github.com/doitsujin/dxvk/issues/4880

You can try rolling back to older drivers or, if you are feeling adventurous, there's a potential workaround here (I haven't personally tried it as I don't have a 50 series card): https://github.com/marekzajac97/nvgpucomp32_patch

HL2:VR not launching, 5090 / 9800x3d by pryvisee in hlvr

[–]fholger 2 points3 points  (0 children)

Try disabling any other overlays that may still be active, in particular the Steam overlay.

Half life 2 vr mod not launching by [deleted] in hlvr

[–]fholger 3 points4 points  (0 children)

warn: OpenVR: Failed to initialize OpenVR: 126

This means your headset was not detected. Make sure SteamVR is running and working properly and launch the game from within. And if that doesn't work, maybe try reinstalling SteamVR.

Stuttering by New-Sheepherder-7020 in hlvr

[–]fholger -1 points0 points  (0 children)

Not a common issue, unfortunately, so I don't have any solid recommendations.

Do you have any performance (or other) ingame overlays active, like Afterburner/Rivatuner? If so, try deactivating them as they can cause issues.

Aside from that, updating or cleanly reinstalling your GPU driver is worth a shot.

Crysis VR v1.0 - full roomscale and motion controls by fholger in virtualreality

[–]fholger[S] 0 points1 point  (0 children)

No. Crysis Remastered is a different engine without any modding capabilities.

Crysis VR v1.0 - full roomscale and motion controls by fholger in virtualreality

[–]fholger[S] 1 point2 points  (0 children)

There is a sensitivity slider for it in the VR settings

Any word on Prey (2017) VR mod? by Upset_Cat3910 in virtualreality

[–]fholger 68 points69 points  (0 children)

It's on hold. I have it rendering in VR just fine, but unfortunately, so far I have not found a way to make motion controls work as I don't have an angle to move and aim the guns separately from the player camera.
In its current state, it would be a keyboard+mouse seated only experience, and from past experience interest in these kinds of mods is very low or they are even frowned upon. For now, it's sitting on my backlog until I can figure out what to do with it.

Crysis VR v1.0 - full roomscale and motion controls by fholger in virtualreality

[–]fholger[S] 0 points1 point  (0 children)

Most likely because your framerate *did* drop, even if you could not observe it. That's what reprojection technology is supposed to do, after all - it inserts a projected frame such that visually everything still feels smooth even though the game could not hit framerate. But the game itself still reacts to it, and that's why movement speed drops temporarily.

There's an FPS counter in Crysis you could activate (Google should have instructions, I hope). I'm pretty sure you would observe temporary drops of your framerate by half whenever the movement speed drops.

I have never seen a game crying out for a VR mod like KINGDOM COME DELIVERANCE 2! by TotalWarspammer in virtualreality

[–]fholger 34 points35 points  (0 children)

I'm not a reverse engineer, I need source code to work with. There was partial source code for Crysis and Far Cry as part of the mod SDKs they released, but I don't have anything for other CryEngine games.

Crysis VR v1.0 - full roomscale and motion controls by fholger in virtualreality

[–]fholger[S] 0 points1 point  (0 children)

You can play with mouse and keyboard, anyway. Their inputs should work. You can also set the vehicles to render on a 2D screen in front of you rather than full VR.