Archives

Homepage Forums Search Search Results for 'Dex'

Viewing 15 results - 376 through 390 (of 566 total)
  • Author
    Search Results
  • #192081

    In reply to: Black Mesa

    aoaaron
    Participant

    The profile has full DirectVR support and the game works great. The only thing you may want to change from the default settings is the game’s resolution.

    Thank you Ralf. Which resolution would you suggest for an Index and an rTX 2080?

    #191893
    Yohaskan
    Participant

    I can zoom over 90 now

    theHunter: Call of the WILD in VR on Valve Index

    #191865
    aoaaron
    Participant

    How is Black Mesa working? Any reccomended settings?

    I’m using an Index on an RTX 2080.

    Was going to play this through on my Quest in pancake but can I play this on VorpX instead? Any issues?

    Ralf
    Keymaster

    Best to leave everything at ‘Device Default’. I periodically check common headset types (Oculus, Vive, Index, WMR, Pimax) and in case something changes in the vendor runtimes, the ‘Device Default’ setting gets updated with what makes most sense at the time. If you want to experiment, you can of course, not entirely impossible that for one or the other game something else works better, but that’s not very likely. Better spend your time playing.

    Long story short: leave these settings at ‘Device Default’ unless you have a specific reason to change them.

    #191583
    RJK_
    Participant

    This is the main prodedure:

    Open games.exe in a hex editor, find:
    d3d9.dll

    Replace it with:
    v3d9.dll

    then rename dgVoodoo2’s d3d9.dll to v3d9.dll and put it in C:\Windows\SysWOW64.

    Some games require additional files, if the above doesnt work, search the game driectory for other files containing d3d9.dll, replace their content like above.Note:Some games wont still not work this way, Avatar for example.

    BTW Ghost Recon should be DX8, only D3d8.dll that you need to put in the games folder where the games exe is located and use the vorpx DGVoodoo2 base profile.If that doesnt work, try other DGVoodoo2 profiles.

    http://rjkole.com/gamestuff/engines/index.php?selengine=DGVoodoo2

    #191470
    Yohaskan
    Participant

    I got the new Index headset from Valve.
    And I have relaunched some tests of COTW, because it has in theory, new interesting features options.
    – more FOV 110 ° (135 °?)
    – More screen resolution (2880 × 1600)
    – can operate at refresh rates of 80 Hz, 90 Hz, 120 Hz
    So I launch COTW with a vorpx profile. directVR works and 3D geometry works but …

    – Obviously you need to up game resolution for it to be sharp in headset (2240×1680 ideally or more) + activated the filter sharpen at 1.30
    – The GPU + CPU must be able to provide this work.

    The biggest problem.
    – frame is not compltetly full à 90, In my Index Valve headset, i see always top and bottom border (Is it the maximum can Vorpx do ?)
    – Maintain a good FPS, below 10ms or less (refresh rates at 80Hz can help but ..)
    – Head bobbing of the game is very nauseous for me
    I can’t play more than 10Mn before getting cold sweat

    Does anyone here really play this game in perfect conditions?
    – No nauseous ?
    – full frame in headset ?
    (If yes, with what headset brand ?)
    Thx.

    UberDemon
    Participant

    I posted the following thread at the SAS 1946 website, which is a large modding community for the original IL-2 Sturmovik 1946 classic series of 2nd World War flight simulators and modifications, particularly the SAS ModAct and BAT.

    Post is at:
    SAS Post

    #191206
    Ralf
    Keymaster

    The ‘Auto’ setting didn’t really do anything in the last version on your headset. ‘Auto’ basically was the same as ‘Off’. Now ‘Auto’ checks whether a game can reach 90fps and based on that decides whether FluidSync should be turned on or off. If you want the old behavior, set it to ‘Off’.

    For the reasons explained above I would highly recommend not to do that though. While Oculus, Vive, Index etc don’t really need FluidSync, WMR headsets never worked well with uneven frame rates. FluidSync on is best for WMR, always has been.

    In a nutshell: best to leave everything at default, but if for whatever reason you don’t want that, ‘Off’ gets you back to how things were with the last vorpX version.

    #191204
    Ralf
    Keymaster

    For WMR headsets like your Dell vorpX now turns on FluidSync per default since that provides a better experience on WMR headsets. Oculus, Index, Vive etc. don’t really need it for the most part, but for WMR FluidSync is usually the better choice, hence it is the new default for WMR. WMR headsets just don’t work well with uneven frame rates, they never did.

    FluidSync being on per default now is the only change in regard to your WMR headset and I would highly recommend to leave it on. The numbers may tell you your game runs slower, but the actual experience is (and always has been) considerably better and smoother with FluidSync enabled on WMR headsets.

    Flandy
    Participant

    Was wondering if anyone here had any experiences with these programs? I was thinking of picking up Virtual Desktop 3D SBS emulation and movies but then I got to thinking that VorpX Desktop Viewer might already fulfill those needs for me. Plus it has features like Crystal Image and I’m not sure if Virtual Desktop has anything like that.

    Anyone here think its worth picking up Virtual Desktop or should I just stick to VorpX? Maybe it’s worth picking up Virtual Desktop just for the convenience aspect? Desktop Viewer kinda of a pain to boot and use. I imagine Virtual Desktop would be more streamlined and use my Index controllers properly

    btw I already own VorpX I was just wondering if I should buy a dedicated program for the desktop feature

    UberDemon
    Participant

    I have been using this unique piece of software for about a week now, and am getting more and more appreciative of its features. I searched in the forums and found a few references to a “virtual keyboard” interface within vorpX but I could not find a response. So apologizing to begin with if this is a well known subject…

    [If some of what I am requesting is already available, please let me know how to access these features!]

    I got vorpX in the hopes it would allow me to play the classic IL-2 Sturmovik 1946 series, as well as the multitude of mods available these days. When I got it to work using a Cloud Profile, it literally brought tears to my eyes (you know… allergies). I like how the Oculus Rift S controls are able to display in the game interface, including the cockpit, but as it is a Flight Sim, even in easier settings, there are a multitude of controls, and since the game did not inherently include controls in the virtual cockpit (like mouse click), you can’t do much except use blind/braille to feel the keyboard or HOTAS joystick, or mouse.

    So there are three (3) distinct capabilities I would like the developers to consider which I think would add to the value of this already great piece of software:

    1) A basic VR keyboard (priority 1) with custom labeling (priority 2):
    — vorpX already has a lounge, and controller display options, so it seems like adding a keyboard would be doable feature.
    — it may be more resource effective to run the feature within vorpX instead of using an additional program with more bindings to the interface, if even possible
    — Oculus application has a keyboard, but you must leave the game temporarily to make it work, and it does not always work as intended
    — Probably best way to allow it to work is by either pointing the controllers or using the VR index fingers to click buton
    — Would probably need to find a solution for 3-key combinations, like “shift+control+s”
    — Would be great if there was a way to label key… maybe with a “tooltip hint.” Say for example instead of “F”, label it “Flaps Up” or maybe have a tooltip when you hover over the key that tells you what it does, depending on user custom input, like “F – Flaps Up; Ctrl+F – Manual Gear Up; Shift+F – Fire Extinguisher” etc… it would be up to the player to label these things, and there should be a way to share these settings with other users.
    — possibly having a virtual mouse interface to click buttons, wheel, perhaps some alternative way to move it… sometimes in busy games it is nice to have it all there. At least the buttons and wheel scroll/clicks emulated would be useful.

    2) Axis Binding to VR controllers (priority 3):
    — In many VR applications, the user is able to grab an object and move it around. Say for example in a virtual cockpit which has not virtual controls, as long as you can see the joystick you could move the VR controller or hand (depending on vorpX setting) to where it would be in the cockpit, although not necessary…
    — The basic concept is that if I am right handed, when I squeeze the middle finger in the controller, it would automatically bind to the X-Y-Z axis, basically creating a virtual joystick… I pull control back (closer to me), trees get smaller (go up); I push control foward (away from me), trees get bigger (go down). I move it to the left, I roll to left; I move it to the right, I roll to right; I twist it counterclockwise (parallel with floor), I yawn to left, and vice versa.
    — In the same thought, my left hand binding would be to the throttle… hand moves forward speed goes up, etc.
    — Once you let go of the middle finger squeeze, it is analogous to hands-off, which the games will handle themselves.
    — There would be a need to adapt it to left-handed players, although in the real-world you would be out of luck because no one is going to build a left-handed fighter aircraft for you
    — Maybe there are other things as well, like twisting perpendicular to ground would be like rolling, or squeezing perhaps using a driving wheel

    3) Ability to build a VR cockpit by placing “hot zones” in the cockpit or interface:
    — This again would be user defined, and not expected from vorpX team. You would build the feature.
    — Let’s go back to a non-functioning 3D cockpit or interface/world. There are areas that remain the same, like the imaginary position of a button (here the user would have to use the VR Desktop to use the proper zoom level (user could customize it by guestimating)
    — Say instead of using the VR Keyboard I spoke about above and pressing “Ctrl+C” to open the canopy/cockpit, I would click a hot-zone (which could have a level of transparency, or maybe glow then hovering finger/or tolltip) which is placed in an area of the cockpit.
    — Although this sounds painful, hardcore flight simmers go through extensive pain to create these environments
    — There would be a need to be able to customize multiple cockpit profiles in a single game, perhaps through a VR popup menu in which the user would select from, say “Generic, Bf-109, Mustang, etc” depending on what is available. These configs should also be shareable.

    Yep, I know this is a complex ask… but a VR keyboard overlay (with mouse buttons, and wheel), and a way to bind axis to controller movement would be a great start.

    Thank you for considering my enormously complex (if not thoroughly unreasonable) suggestion.

    #190787
    Coffee Break Hero
    Participant

    How/Where do I find if someone already has the correct values for playing vampire the masquerade bloodlines on valve index?

    Coffee Break Hero
    Participant

    Hello. I’m new with vorpX (just bought it)
    When vorpx is on and I try to open vorpX desktop viewer or a game I’m trying to run in VR (vampire the masquerade bloodlines) I just get a black screen.
    1. audio goes through the headset
    2. I see the game “loading” for 2 sec in VR before the black screen
    3. I see the image on my computer screen, and when I move my headset the image moves accordingly.
    4. I’m using valve index.

    Help me, please :)

    #190531
    Ralf
    Keymaster

    Assuming you use vorpX in SteamVR mode: you could try to select a controller type manually on the VR Controller page of the vorpX menu. Currently supported types are: Vive Wands, Oculus Touch, Index Controller, WMR Controller. The ‘Vive Wands’ settings should at least provide some basic functionality, with some luck the ‘Oculus Touch’ setting may also work.

    #190453

    In reply to: Deadrising 2

    RJK_
    Participant

    You may also try one of these profiles.
    First try Resident Evil 5.

Viewing 15 results - 376 through 390 (of 566 total)

Spread the word. Share this post!