Category Archives: vorpX

vorpX Sneak Peek

Time for the first sneak peek. Beta versions of vorpX were used by two of Germanys largest IT publications in their current Oculus Rift reviews. They didn’t complain. ;) One of those articles was published in the renowned print magazine c’t, excerpt (without the vorpX part though) here: http://www.heise.de/ct/artikel/Endlich-mittendrin-1843019.html  . The other one is fully […]

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More Headtracking & Z-Buffer vs. Geometry 3D

More Headtracking Some of you have noticed that various racing games in the published games list did not support headtracking. That has changed! vorpX now has headtracking for most Codemasters racing games and various other titles that don’t support looking around with the mouse. How good this works depends on how a particular racing game […]

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Games!

The following list contains games that are supported in stereoscopic 3d. Many more will run without stereoscopy but everything else, which is still a nice experience. [Update: List updated with more titles] A Hat in Time ABZÛ Alan Wake Aliens – Colonial Marines Alien Isolation Alice Madness Returns American McGee’s Alice Amnesia Amnesia – A […]

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Third-Person Games in VR

As promised, todays post is (hopefully) a little bit more interesting for those who are more interested in playing games than in technical details. One of the things that really amazed me while working on vorpX was (and is) how well third-person games work on a Rift-like headset, since that is totally counterintuitive at first […]

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vorpX’s Sense of Scale

A sense of scale and proportions is important in many ways. It’s useful when you want to estimate distances, it’s pretty useful when you are handling business affairs, and of course it’s a very important thing in games. Since in games (and VFX in general) it would be impossible to build everything in the correct […]

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Some Details About vorpX

March is coming closer and thus the Oculus Rift developer kit. Time for some details about what you can expect from vorpX, I guess. There’s much more going on than in a ‘normal’ 3D-driver. And as far as I’m concerned, otherwise the whole thing woudn’t make much sense at all. I’m quite confident you will […]

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