Open samsonsin opened 7 years ago
Took a look at this thread here:
https://github.com/KozGit/DOOM-3-BFG-VR/issues/160
Seems ive got pretty much the same problem? I added the command at the end like you said, here is the log:
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
here is a screencap of the shortcut properties btw
Are you using a rift or a vive? It's curious that the hmd initialization indicated that the oculus initialization succeeded, but the headset string identified it as a 'Vive MV'. How did you launch the game ( double click, steam, steam VR etc). And by any chance is revive somehow running? ( Vive and rift are both supported natively, revive not needed or wanted in this case).
Im using the HTC vive, just realized seeing SteamVR instead of oculus home is a really stupid way of determining that hahaha. I either double click the shortcut or the .exe in the game dir, both do the same. Ive got oculus home running as well as Revive. Going to try running the game with them off.
No difference when running while Revive and Oculus home are off.
Turning every application that has with steam, vr and oculus off and then running the game through the shortcut, allowing the game to start everything on its own, yielded this log:
log file 'qconsole.log' opened on Sun Aug 06 01:59:31 2017
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
Now this starts Revive, turning Revive off and then running the game without doing anything else yielded this log:
log file 'qconsole.log' opened on Sun Aug 06 02:02:39 2017
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
If i then stop all task related to HTC Home (or anything with HTC in the name for that matter) i get this log:
log file 'qconsole.log' opened on Sun Aug 06 02:03:43 2017
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
i really dont know if you need all of this by the way. Just thought i should do as much troubleshooting as i can at once so you can do more in one sitting. Thanks a bunch for the help, cant wait to play this!
Oh and i have installed Advanced Settings:
https://github.com/matzman666/OpenVR-AdvancedSettings
I cant find a way to directly turn it off. I dont know if it would help if i did and would all around be a pain. I did try running the game at 1.0, 1.5 and 2.0 for supersampling, all yielded the same results.
I just went into SteamVR settings and turned off everything including ReVive and OpenVR Advanced Settings. I then shut SteamVR down and launched the game, allowing it to start everything it needed. This yielded the following log:
log file 'qconsole.log' opened on Sun Aug 06 03:08:42 2017
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
Hey, I appreciate the time you've take to troubleshoot - it helps tremendously. Looking at the logs, in every instance the game still thinks it's successfully initializing an Oculus HMD named 'Vive MV'. I'll have to make sure nothing has changed with the way steam and oculus are handling HMD identification - not sure why this is happening.
In the meantime, create another shortcut to Doom3BFGVR.exe, and in the properties->shortcut->target field add "+set vr_APISelect 2" and then launch the shortcut. This forces the game to bypass the oculus initialization entirely and only use the OpenVR api. Let me know what happens!
Alright, made a new shortcut and added that line, now the window seems to be more vertically aligned than before. It does crash again however. I ran it again, now combining the log command and the one you just told me to use. i got this log as a result:
log file 'qconsole.log' opened on Sun Aug 06 05:28:14 2017
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
Going to have to call it a night though, ill be here tomorrow to continue troubleshooting. By the way, i love people like you who make mods like these for the community to enjoy, its simply amazing of you working so tirelessly to make a mod like this. You have my thanks!
Oh, before i leave. I made sure to disable any supersampling and made sure that neither ReVive or OpenVR Advanced Settings were turned on and ran the game again using the command you gave me. I got the following log:
log file 'qconsole.log' opened on Sun Aug 06 05:39:35 2017
**Edited by KozGit - removed log file to make reading thread easier - no useful info found in log.
Well, it initialized as openvr that time but didn't seem.to help. I'll have to.look at this more tomorrow, sorry couldn't get it straight tonight. My need to get some more system Info from you , will let you know.
Ive got the following specs:
cpu: i5 3570k (oc to 4.6ghz) mobo: P8Z77-V PRO GPU: MSI GTX 970 4G OC Ram: 16gb Corsair Vengence 1600mhz (ddr3) OS : Win 10 Pro 10.0.14393 build 14393 Using the Vive, as you know Running latest build of Doom 3 BFG with Steam Beta (for steamVR and because it helps with my steam controller). If you need anything else, just let me know!
Was just about to test the game on a virtual machine when i forgot the password for it after i restarted it (how did i even manage that). I could try again if it would help, just thought i should ask before i put in the effort.
Oh and i tried running the game using the latest non beta build of SteamVR too, same result.
Oh and i might want to mention that if i launch the game from the .exe directly it always opens oculus home, even if steamvr is already running.
Tried both previous releases, none of them worked and crashed in the exact same way, at least while looking at it on the desktop. Fyi
Oh and ive noticed "Windows audio graph" seems to freak out once i launch the game, taking up 50% of my cpu even long after i tried launching the game. Just noticed it 5 or so hours since i last tried running doom, got horrid FPS in PUBG.
If Windows Audio Graph is taxing the CPU, you may want to look at your sound device / device drive configuration. The game is using OpenAL, which is a pretty standard lib.
See: https://www.drivereasy.com/knowledge/fix-windows-audio-device-graph-isolation-high-cpu-usage-issue/
https://technicallyeasy.net/fix-audiodgexe-high-cpu-usage/
I'm not saying this is related to the game crashing, but it's curious. Is there any way you could post a list from task manager of all running processes?
Here are before & after prictures of Task Manager when running BFGVR, after which it promptly crashes. I do try and keep my autostart as clean as possible though. I did disable all extra effects on my sound devices which led to audiograph not freaking out, which is good i suppose. Dont know if it will help, but here you go. Oh, and here is the log from said run, new install of BFG, followed by installing BFGVR and a reboot.
Really hope i can get in-game soon!
Dont know if it would help, but if i try to inject the game using ReVive it crashes too(directly using the .exe, not the shortcut). Here is the log: https://pastebin.com/QaWdeAkw
Hey there, I have exactly the same problem! I'm also a HTC Vive user, Doom3 BFG crashes with the same message (or without any message, depends on your POV hehe) "Skipping Intro Videos!". I also have ReVive installed (just FYI).
My specs are i7-4790K, GeForce 1080GTX Mini, Win10.
Best regards Stephan
Reallyt hope that this issue will be solved someday ... ^^
I had this same issue with Doomvr not launching, and doombfg.exe crashes right after, win10 gtx1080 i7-7770k, rift cv1 + touch. i tried all the suggestions i could find, updated runtimes, drivers etc, nothing worked. THEN, i happened to try and run Doomvr while i had a program caller "vorpx" running , and i lauched and runs well, as soon as i closed vorpx, i went back to the doombfg crash on startup, so for me, the Doomvr runs with vorpx running , even though i'm sure Vorpx isn't being used to show doomvr, But I get an error from vorpx when i try to start DoomVR, i can't recall the error, then vorpx says something about earler runtimes, hit ok, and DoomVr launches and runs, i hope this helps.
vorpx error says: oculus runtime init failed, oculus runtime error, attempting to re-initilaize with a diffrent version (-3008_
Damnit , it works !!! Same error message , using what you said with vorpx. Thank you .
I had asked some questions in the oculus forum and in the vorpx one to try to know what is going on with this issue , i hope thay have some answers. Imho, this message seems to say that the oculus rutime is too earlier for the mod to work properly, so enabling vorpx just forces the oculus software to load a more older version of it , the 3008, but this is only what i guess and this needs some more investigation, perhaps there is some code in the mod that need to be updated , to effectively load an earlier version of the runtime ? Just wondering , as i don't know programming , it is just what i guess. :)
So you guys are able to play if Vorpx is running in the background?
Going to try myself in a bit / tomorrow, I'll post results here when they come!
Alright, i managed to load into the game and everything seems to run fine! Vorpx spat the same errors that ozrick5161 talked about, but did manage to somehow fix the game. However, when i try to walk my character moves while the camera stays put. When i stop moving, the camera teleports to the body, akin to using the teleportation locamotion. Is there anything i can do about it?
Yes, go into the VR options and turn off 3rd person movement. I'm on mobile now, but reame.txt has lots of info on setting the options.
"So you guys are able to play if Vorpx is running in the background?"
Yes , it's weird isn't it ? No need to run it in the background constantly, just at the start of the game. But still have the PDA reversed logo bug even if i replace the files with the ones in the zip version, can i do something about this ?
so glad this has worked for others, i felt it worth joining just to post "my accidental discovery"
ozrick5161 Thanks for taking the time to post, it definitely gives me something to work with!
But still have the PDA reversed logo bug - My instinct says this is related to the windows path issue that's fixed in the upcoming release. The only reason the image would be reversed is if the updated PDA model or the materials for it were not loaded properly for some reason.
Ok can't wait for next version ! Keep up the good work !
So from now on VorpX is needed to run this mod?😳
So from now on VorpX is needed to run this mod?
Seriously? No. :) This is a bug currently affecting some people, and will be fixed. I just finished updating the mod to use the current Oculus 1.17.0 SDK. It was reported that Vorpx was complaining about an older SDK, its possible this may help. If not, it will still be fixed.
Hmmm, just trying to launch the game now and it refuses. It loads up fine, but as soon as i try to load a save it crashes. Vorpx is complaning about there not being a rift now, opposed to how it would complain about the SDK earlier. (It crashes instantly if i try using it set to any other headset)
Alright, so starting a new game fixed it, though some things are off......... I was launching to let my brother try bc this shit is dope. I had to play around for like 20 minutes before i got it working by making a new game. Anyhow, for some reason, enemies kept appearing out of nowhere infront of him as soon as he got his pistol. He actually managed to get a shotgun in room over from the pistol. After about 8 jumpscares he refused to play anymore. While it was hilarious to watch, it needs to be fixed before we can really play. This is especially strange since when i played it at first this only happened once, now all kinds of horrors were spawning.
Edit: grammar
Edit 2: added link to video: https://youtu.be/PvfuFdX3bbo
Sounds like a corrupted save game may have changed the config. Frome the console check the value of vr_talkWakeMonsters, let me know the value. Set to 0 to to avoid this behavior.
Il try it out later, on that note tho, i had saved on that playthrough like 5 times and none of the saves worked. Oh, and you can hear a robotic female voice reading out what voice commands there are, what triggers it / how can i get rid of it?
Voice recognition recognized something as 'what can I say', which is the command to list available speech recognition phrases.
you can try adjusting the rifts/vives ( or active mic) mic sensitivity, or disabling voice commands in the menu. Microphones are listed as audio device in Windows. To adjust, right-click on the speaker icon in your system tray/taskbar. Click Recording Devices, then click Microphone - Rift Audio. Click Properties. Click Levels. Adjust the slider to desired level and click OK. Rift mic sensivity can also be set via Oculus Home. Click the gear icon near the top right, then click settings. then devices. then click on the image of the Rift headset. You should see a microphone input level slider under 'Audio Input in VR'
There are some more savegame fixes in the next release.
Any news about the fix? Game still crashes directly after "Skipping Intro Videos!" Thanks for all your engagement and the brilliant stuff you deliver :)
Have you tried using vorpx Stevil84?
@samsonsin I dont have vorpX sadly
Hey guys, is there any fix for that bug besides vorpX?
@KozGit Any news on this?
@KozGit Any updates on this? I don't want to pay for VorpX to play the mod.
Really dont know what to do here, i followed instructions included in the download, which did not work. I then deleted everything, installed the game on a different drive and restarted before following this video: https://www.youtube.com/watch?v=Cgwes2c_KK4
result was the same. Im able to play the game normally just fine, even in the VR Cinema view. But it just does not work in true VR using this mod. Please help!
https://youtu.be/_C1FjQksHQA
^recorded what i see for easier troubleshooting