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May 1, 2019 at 5:38pm #183640
In reply to: Will the Valve Index require a vorpX update?
RalfKeymasterPlease note that the below is an assumption, to be 100% sure I will need a device, so take everything I say below with a grain of salt. I’ll pre-order an Index as soon as pre-orders are open, although somehow I have a feeling that similar to Pimax 5K/8K it will pretty much stay a niche headset at the announced price.
That said, unless the canted display design of the headset doesn’t introduce any issues, the headset should work out of the box with no changes required on vorpX’s end. I don’t really expect that to be an issue though, Valve will probably handle it similar to Pimax who are offering a compatibility setting for apps that work with parallel cameras.
The Index controllers will probably work in a limited way out of the box, acting as Vive wands. Full support will be added as soon as possible.
If you don’t consider the ~$500 price difference to the Rift S spare money, I’d say the Rift S might be the better choice. If you can afford the Index relatively easy, things are different, of course.
May 1, 2019 at 2:11pm #183637In reply to: Will the Valve Index require a vorpX update?
jjenssonParticipantCheers Ralf! The Index specs are revealed now, and preorders are starting today.
https://www.valvesoftware.com/en/indexDo you think that a VorpX update for the Index and the controllers (Knuckles) can be available by the time of shipping the hardware (end of June), or will you need some development time (even the hardware itself)?
I’ve still not decided between Rift S and Index, and i’m pondering about how useful would it be to preorder an Index bundle (it’s soooo expensive!!!)…
Apr 19, 2019 at 6:32pm #183014Topic: Eagle Lander3D and vorpX
in forum Game Hints and Settings
draku1t0nParticipantHello vorpX gurus,
I was wondering if Eagle Lander3D Apollo lunar module simulator would work with vorpX.
The latest version 2.15 currently is compatible with nvidia 3d and the developer has made it free.
Would anyone be prepared to have a look and let me know if it’s a worthwhile experience in VR.
Here’s a link to the site.Thanks
d
Apr 12, 2019 at 2:43pm #182856In reply to: Will the Valve Index require a vorpX update?
dellrifter22ParticipantThe Index definitely has my attention until we know more about it. I’m hoping for a resolution upgrade beyond vive pro, but that might not happen.
For the purpose of playing seated games at my desk I’ve also got my eye on the new wave of WMR. HP Reverb and now Acer Ojo. Native 2160×2160 RGB seems to be the increase I’m looking for. Comfort as good as the rift is also a plus.
I’ve never owned a WMR before, does the inside-out tracking work fine while sitting in front of your monitor? Does it suffer from any drifting?
Do I have to have the controllers turned on to use the headset for vorpX?
Does any type of asw work with wmr? Do steamvr ss settings apply?
Anything you dislike about wmr reguarding vorpX?
Apr 12, 2019 at 1:44pm #182848Topic: Will the Valve Index require a vorpX update?
in forum General vorpX Discussion
jjenssonParticipantThis is probably speculation. But on the other hand some things are known about Index: lighthouse tracking, SteamVR, Index/Knuckles controllers etc.
So, Ralf, do you think that the Valve Index will require a vorpX update, or would it be usable out of the box with SteamVR?
Apr 12, 2019 at 1:40pm #182847In reply to: Question about head tracking
jjenssonParticipantOh, i see. Since i don’t have my HMD yet (Rift S or Valve Index :), i can only speculate about things that would be instantly clear to the user with practical experience.
BTW, are the required screen resolutions for the Immersive Screen Mode the same as FullVR, for example 1600×1200 etc, or do i need to use widescreen resolutions?
Apr 2, 2019 at 11:19pm #180769In reply to: I've got Doom3 working pretty good.
RJK_ParticipantFirst I cloned the Quake3 profile and told VorpX where the Doom3BFG exe is.
I got the game (cinema lounge) working on the left eye only this way. The right eye shows the floor of the lounge but not the image itself, very funny.
(HTC Vive Pro)works fine with the non steam version and without the touch controllers.
I am pretty shure there is no BFG “non steam” version, https://ogdb.eu/index.php?section=simplesearchresults&searchstring=doom+3+bfg&how=AND . Is that version you are talking about an inofficial patch or something ?
Mar 30, 2019 at 5:07pm #180666In reply to: SSAO and VR
jjenssonParticipantGreat post, dellrifter. Especially those infos about Z3D vs G3D.
The only question mark for me ATM is the Index. It could change my plans completely, but we’ll see. The problem with the other HMDs you mentioned: As much as i don’t care about proper VR games ATM, i’m still interested to play some of the narrative titles like Lone Echo or Stormland, and i don’t think that i could live without SkyrimVR. :) So that’s the reason for Rift S. Besides, after all i’ve read, Oculus HMDs tend to run better and more reliable w- VorpX than SteamVR and WMR stuff. :shrug:
PS: One other consideration is health. I’m sitting way too much every day, and i figured that a HMD will allow me to play standing, so motion controllers (with gamepad emulation) may be better suited than an XBox or Steam controller.
Mar 30, 2019 at 3:50pm #180665In reply to: SSAO and VR
dellrifter22ParticipantNot to say the Rift S would be a bad choice (especially at that price point), but one might also consider other headsets scheduled for this year. Valve just announced the Index, HTC VIVE Cosmos is said to sport their highest resolution yet, and the HP Reverb with an impressive 2160×2160 per eye.
As one who uses my headset almost exclusively for vorpX, and cares less about trackble hand controllers, the Reverb has my attention. Current VR can’t yet match the image fidelity you are used to on a monitor, so I’m excited to see higher resolutions coming.
Z3D is my preferred option for 3rd person games anyway, as it preserves the native look of the game (i.e. shadows and lighting) and also let’s you run higher resolutions with the extra performance headroom. Only real drawback you’ll notice is objects closest to the screen will have a slight transparent outline and may look a bit flatter than expected (i.e. in dialogue closeups), but the over all scene will have compelling depth.
G3D is preferred for first person games and looks the best close up, but will often have compromises with lighting/shadows. Something that bothered me more initially, but I’ve became more accustomed in some cases.
Mar 11, 2019 at 3:30pm #180153In reply to: Ys 8: Lacrimosa of Dana (What is the game engine?)
zahncistenParticipantI’ve heard some folks say its based on the Yamaneko engine, but I can find virtually nothing about that. It looks suspiciously like the Phyre Engine, which was used for Legend of Heroes Trails of Cold Steel 2 (I can’t confirm which engine was used for 3). Nihon Falcom developed both games at the same time, so it’s possible (not necessarily likely) that they used the same engine.
Anyway, if I owned Ys 8 and wanted to test out an engine, I’d try Phyre for it, there are a few official profiles for games that use Phyre on RJkole’s site (here! for speed).Mar 1, 2019 at 5:45pm #179917In reply to: Desktop app black enviroment
RalfKeymasterFor watching movies you could try MPC-HC or VLC. vorpX has a profile for both and hooks directly into them like it hooks into games. With some luck your laptop switches to the dedicated GPU with these since they use 3D APIs for rendering. That’s not guarenteed, but worth a shot.
If that doesn’t work, check Steam for dedicated VR video players. Never tried one myself, but there is a variety to choose from, some free, some cost a few bucks.
Feb 2, 2019 at 1:08pm #179186In reply to: Final Fantasy X HD Remaster
zahncistenParticipantWell, you could try the silk/phyre games
http://rjkole.com/gamestuff/engines/index.php?selengine=Silk/Phyre
I think there is a profile for Orcs and Men.
Alternatively, Phyre works (apparently, according to Wikipedia) in OpenGL in windows. You may have to tell the game (in settings?) to run in OpenGL, but if you could do that, there are a bunch of OpenGL profiles you could try:
http://rjkole.com/gamestuff/engines/index.php?selengine=openglFeb 1, 2019 at 10:30pm #179169
zahncistenParticipantYep, pretty much. The only other suggestion, which you probably already know (I’m sure you do, but just in case) is that you should find a profile with the same engine while keeping the year of release in mind (the closer the higher the probability of compatibility).
Here are engine checking resources:
http://rjkole.com/gamestuff/engines/index.php
^^This one^^ is the best because it has VorpX information, but there are other resources, like wikipedia that gives Engine information. Also here are some other resources that generally include engine information:
https://www.mobygames.com/
https://www.igdb.com/discoverFeb 1, 2019 at 11:29am #179148In reply to: Final Fantasy X HD Remaster
legaiaflame2ParticipantI just found out that FF10 HD remake uses the PhyreEngine. If anyone wants to try to get the game to work, here is a list of game profiles to try it with:
http://rjkole.com/gamestuff/engines/index.php?selengine=PhyreEngine
I’ll eventually be trying them out in the near future. But, in the mean time, if anyone can figure out if any of these works, that would be great.
Jan 26, 2019 at 10:07am #178847In reply to: a question for Ralf on Frostbite 3
RJK_ParticipantShort question to the Frostbyte experts: I have several games marked with G3D , are these Z3D or G3D ?
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Topic: Eagle Lander3D and vorpX
Hello vorpX gurus,
I was wondering if Eagle Lander3D Apollo lunar module simulator would work with vorpX.
The latest version 2.15 currently is compatible with nvidia 3d and the developer has made it free.
Would anyone be prepared to have a look and let me know if it’s a worthwhile experience in VR.
Here’s a link to the site.Thanks
d
This is probably speculation. But on the other hand some things are known about Index: lighthouse tracking, SteamVR, Index/Knuckles controllers etc.
So, Ralf, do you think that the Valve Index will require a vorpX update, or would it be usable out of the box with SteamVR?
