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  • #195996
    LegendaryTubcaak
    Participant

    Now that the index has been out for a year, what are peoples thought on it for those that have owned it long term now?

    Do you feel its worth the upgrade from the original rift?
    Are you able to use that revive mod to still access occulus library and play those games on index?
    Does it seem to be pretty compatible with vorpx?(My concern is some of the old ass profiles that users made for games that arent technically supported were made with older headsets, so if thats true I feel like there may be a lot more tweaking using the index? or are the settings pretty similar between all the different vr headsets excluding the pimax?)

    Any comments or feedback would be appreciated! Cheers

    Ralf
    Keymaster

    No, shader authoring is the second step used to refine a profile that is already basically working.

    If you want to create a user profile for an unknown game, you can try to make a copy of an existing profile that uses the same 3D engine. To find out what engine a game is based on you can use e.g. RJK’s engine checker. If you can’t find your game there, Wikipedia pages for games often also have this information.

    You can find more detailed instructions on the matter in the vorpX help under ‘User Profiles’.

    #195806
    RJK_
    Participant

    Best thing is to report to the profile author before starting unnessecary discussions.

    The Lost Planet profile (MT Framwork) is currently broken.

    I was nt able to fix the problem, possibly other Mt Framework games are affected as well.
    http://rjkole.com/gamestuff/engines/index.php?selengine=MT%20Framework

    Ralf
    Keymaster

    Might be your head. :) Per default vorpX emulates a gamepad for head tracking in F1 2019. The emulated input is added to the right gamepad stick input. Maybe your wheel is set up in a way that interferes or you have changed the axis assignments in the game options. Hard to tell from here, but either way some conflict with the head tracking gamepad emulation sounds like the most likely explanation.

    You might be able to resolve this by changing the gamepad index vorpX emulates on the ‘Input’ page of the vorpX menu or by completely disabling the ‘Head Tracking As Gamepad’ option if the former does not help.

    #195462

    In reply to: Spellforce

    Hildr
    Participant

    Thank you for the download.
    I got something new this time. When I launch the game, I got a black screen, my monitor loosing the signal and then reconnect under 5 sec. The game doesn’t launch.

    If I understand well, DGVoodoo is like an emulator using an old card to play old game on new rig isn’t it? But the steam version do run on new rigs so maybe the game was altered already to do so? Like when we buy a game on GoG that is modified to be playable even if it’s like 25years old.

    Maybe that’s why I don’t succeed to use DGVoodoo with a steam game?
    Well, I think I will just play the game on my monitor, quality is still better that the index for flat things, and with summer coming, having the HMD on the head for hours will be torture.

    #195437

    In reply to: Spellforce

    Hildr
    Participant

    Hello,

    I’m pretty new to the VR and VorpX world so it seems I have a lot to learn to get things working, but I tried to follow your guide to make this game works.
    First, I don’t play the original Spellforce game, but the Platinum Edition on steam, I don’t know if there are any differences.

    So I first thought I did all the step right, but in fact, I can’t get DGVooDoo working with the game (followed some basic guide about it to have the watermark shown, but it doesn’t, so I guess I don’t install it correctly).
    Could you please redirect me to a more newbie friendly guide about this or explain me how to make it work please? I can’t even figure out what DGVoodoo does from their website or the main topic here.
    On the positive side, I learned to use an HEXeditor software =D
    Also, I don’t get the part with the -windows when creating a shortcut. I think I have already seen something similar long time ago, but can’t figure out now where to add argument to modify how a software is launched.
    Also, I’m using Windows 10.

    Also, the Vive Index having a 1600*1400 resolution, is it useful to set the game at a higher resolution than that?

    Thank you for your work anyway, from what I see, you do a lot for the community here and I’m sure other guide from you will greatly help me.

    #195436
    sponge101
    Participant

    @Ralf
    Sorry to bother you but I am having a problem with GTA 5 not looking clear in my HMD (Index).

    For the past few days, I’ve been trying to change the resolution of the game but no matter what I try the image in the HMD is always on the low side. I have a 2080 ti and 6700k oc so my system should be able to handle it.

    Some of the things I tried include:

    -adding custom resolution in the Nvidia control panel

    -running gta without vorpx, changing the res, save, quit, restart (without vorpx active), checking the main menu of “graphics” is showing the correct res. Launch the game with vorpx (without vorpx game changes active) and checking to make sure the res is correct–it is.

    -making a launch option in the gta steam option with the specific resolution (-w 3200 -h 2400)

    -changing my desktop resolution to the same one as in gta 5 (3200 x 2400 on a 1080p tv) before launching the game–this did work in the past.

    -obviously, letting vorpx setting of “change game resolution” to “”on” and letting it do everything.

    -looking at the settings xml gta file to see if the resolution should be 3200 x 2400

    -other things as well.

    This is a fresh install of gta. Any support or suggestion would be great. Thanks.

    #195316
    tip.atkeson
    Participant

    I would like to even get 90 fps versus 60. I am sure that the headset is interpolating the FPS to a higher FPS but this is not the proper way to do it, especially when the game is only allowing a low 6o fps output because it feels it is running on monitor. I am playing F1 2019 and this game can run at very high refresh rates and it would be awesome to access those in the Valve Index headset. Thanks for the feedback.

    tip.atkeson
    Participant

    I am not sure how to get around this issue. My Index will run at 120 & 140Hz refresh rates but I can’t get Vorpx games to run at that because my monitor is only 60hz and is limiting the in game resolution/refresh rate options to 60hz. Steam VR games run in a separate driver allowing the higher rates but with Vorpx the computer looks at it as though it is launching a flat screen game. The only fix I can think of is get a 120hz monitor, but that’s more than I want to spend especially now that I really only play VR.

    Any thought much appreciated.

    #195276

    In reply to: Far Cry 4 black screen

    Veritan
    Participant

    I have the same issue. Have tried all suggested steps and still have a black screen. The game launches correctly, but the screen goes black after the initial intro screens when the game attempts to reach the UBI servers to log in to your profile. The login attempt happens whether you are online or offline, connected to the net or not, so there is no way to avoid it. Once the screen goes black, it will not return on the headset (index).

    #195233
    vulcan78
    Participant

    Now there is no display in HMD, I suppose I will restart the PC for the 5th time now trying to get VorpX to work correctly.

    VorpX only working at main monitor and not in the Index now. All overlays are disabled.

    Not sure why this is so problematic.

    #195225
    vulcan78
    Participant

    After changing that geometry setting within F1 2019 now when I attempt to start the game it minimizes to desktop, forcing me to take the HMD off and re-maximize the window, then a few seconds later it minimizes, in a vicious cycle. I’m ready to throw my Index against the wall. Not thrilled with how buggy this is.

    #195224
    vulcan78
    Participant

    Thank-you for the fast activation code!

    I have it set up in conjunction with OpenTrack and thus far I’m impressed! Is there any way to have it full display instead of looking at a screen?

    Specifically, I would like this to work in full VR, not Big Screen, I tried to change the Geometry via Alt+K at keyboard but when I put the Index back on it said “Waiting for F1 2019”.

    Does your official profile support full VR or only Big Screen?

    “/Tore-Minator 2.0/
    8 months ago
    it’s not full vr, it’s only big screen”

    “The VR Realm
    8 months ago
    Works in full VR for me, have you changed the settings within vorpX to Geomatry and zoomed into so you dont have it in bigscreen – and also used the profile shown in the video? As without that profile it will only be big screen

    https://youtu.be/BvL1j_qN7uI

    #195144
    leppermessiah
    Participant

    I literally only want to purchase VorpX so I can play Bioshock Remastered on my Index and so I thank you for warning me off.

    #195130

    In reply to: Star Citizen Fov

    daggey
    Participant

    Hey I wrote the reddit post. Opentrack can spoof a trackIR using a HMD running on steamvr or oculus – so star citizen can use the “fake” trackIR from your HMD+Opentrack for headtracking, rather than Vorpx’s built-in headtracking (which I recommend to turn right down to one notch above 0) which is sending a mouse-input like signal to the game to control head movement. This is so the head movement and gun aiming are separated in FPS mode, and so looking around your cockpit doesn’t thrust your ship around when in ship. Also, historically, this allowed for Z-axis (back and forward) head movement but this was removed by CIG when they re-did the whole headtracking system a few patches back (3.2 if I remember correctly) – but that was great while it lasted.

    I know it is complex but I was trying to explain it all. Basic premise is that resolutions in your user.cfg file can alter the range of FOV sliders available to you at menu load in, and these carry across into the game modes when you load in. So if you put the right resolution in your User.cfg, you have a HMD appropriate FOV slider range available to you in game. You can also specify another resolution which matches your HMD resolution (as determined by SteamVR) to play the game in which you change into after you load into whichever game mode (PTU, Ac or SM) you want to play. Both of these resolutions need to be specified in your NVIDIA control panel as custom resolutions or they won’t be available to select within Star Citizen (and it will freak out on loading into the starting menu ie black screen or crash). Currently, on an index i am using 2100 x 1000 in user.cfg (gives a range of 94 which is good for monitor play/pancake to 108 which is good for HMD with Vorpx – this setting should be fine for all standard FOV HMD’s). I play in 1920 x 2160 at the moment, but was using different resolutions at various points based on what SteamVR was telling me the render target slider for 100% of the HMD was (in the video settings of steamVR) – but this changes with various beta patches of SteamVR which is why this resolution setting has chopped and changed over time – so I just settled on 1920 x 2160 and it looks pretty good. I appreciate it is all confusing AF. The reason I add Star Citizen to SteamVR is because it allows access to the Custom Resolution Multiplier slider in the SteamVR settings, and you can easily under or over-sample etc in there [but I am not 100% on how this interplays with Vorpx]. The rest of it was giving people some settings to try out and advising about how to handle edgepeek with a MMO mouse and the fact that the helmet UI is not working with this set-up (but this is changing soon).

    If anyone needs help let me know and I will try my best to help – because this game is very cool and this works pretty well when you get it going.

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