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  • costersall
    Participant

    Hey odd question here. I was playing Dirt3 like a normally do with vorpX, head tracking off and using opentrack. I hit delete to change to my normal settings of letterbox 2 and zoomed out to 90. When I hit delete to go back vorpX did that thing it does sometimes where it gets stuck in zoomed out mode and wont zoom back in. With this (new?) version now since it was really zoomed out (letterbox 2 etc.) I went back in and put it back to 1:1 mode and zoomed back into 100. Now it was just perfect, I have never managed to get vorpX to be that amount of perfect in terms of zoom levels, but I have no idea how I would recreate that. So basically I’m wondering how I would set the screen to the zoom level of delete etc. if that makes any sense?

    Thank for all your great work.

    #26210

    In reply to: DK2 Support

    goshops
    Participant

    I tried that in F1 2012, turning off internal gamepad handling, however that didn’t make any difference. Though I will try Outlast and F1 again after a reboot to see if it works.

    One thing I can’t figure out is how to emulate the look functions of the rift, it’s inputs, to be handled by the game. Perhaps a more in depth tutorial, or video if possible, showing how to do that?

    I did get some headtracking in Dirt, but it was laggy and needed to be recentered quite frequently, but that was before trying Vorpx, after installing Vorpx I haven’t been able to get any headtracking in the supported games, even with Opentrack.

    I apologize if all this is easy stuff, I’m just new to everything and learning as I go. Thanks.

    #26189
    goshops
    Participant

    I have tried several games that are on the support list, F1 2012, Skyrim, as well as Outlast. I’ve responded to several topics hoping for a response but there doesn’t seem to be any, so I thought I’d create my own thread.

    I can’t get headtracking with any of them, and I have even tried using Opentrack, but nothing seems to work. I want to set the rift input as the analogue stick on the controller to look around, but I can’t figure out how to do that, and I didn’t see anything in the settings. Or I couldn’t figure it out.

    My system specs are.
    DK2
    Runtime 0.4.x (not sure but I know it’s 4)
    i7 4790k Win 7 64
    GTX 780 ti 3gb
    16gb ram, if that’s important.

    Other Rift games, like Windlands, and Radial G, work great. I also had some head and positional tracking, in Dirt 3, DCS, and War Thunder, although it was extremely laggy.

    I did get GTA to run but like F1, and Skyrim, there is no head or positional tracking. Other than that, the 3D is great and the visuals are nice, I just can’t figure out how to get head tracking working.

    Thanks for any support.

    #24475
    Ralf
    Keymaster

    IPD calculation is indeed not quite correct currently. 60.9 sounds a bit too low in your case though. Please check whether the game runs in 1920×1080. Other resolutions can cause issues similar to what you describe.

    For head tracking in Dirt 2 (and other games without mouse look) you have two options:

    You can either use OpenTrack to simulate TrackIR input or configure vorpX to simulate a gamepad axis. The first option is the better one, simulating a gamepad has a few drawbacks.

    A. OpenTrack for DK2:

    https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    B. Head tracking as gamepad

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, the head tracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with a real gamepad.

    Now you are able to look around in your cockpit. The view has to be centered from time to time because of possible yaw drift (should be greatly reduced with an calibrated magnetometer). There is a shortcut for centering.

    #24462
    MrPix
    Participant

    Hi, I have purchased vorpx today and am getting nowhere with it on supported games. The left and right channels are reversed! e.g. what should be in the left eye is in the right eye.

    I have followed all the advice I can find on this forum and tried all modes available and ALL games are the same whether supported or not by vorpx.

    I’ll use a supported game as an example: Dirt 2

    image 1
    image 2
    image 3
    image 4

    I can’t see what I’m doing wrong!

    Please can you help?
    Windows 8.1 x64

    #18193
    mattijs
    Participant

    Nono…that is not the problem…i can force directx9 without any problem.
    The problem is that WHEN it is dx9…vorpx doesn’t hook and doesn’t start the game in stereo mode…it is just as if vorpx is turned off. When i start it up in dx11 it works just fine but i have no need for Z-buffer 3d modes which are the only ones that work in DX11 on dirt3

    tonyvn
    Participant

    Funny that VorpX is not forcing DX9 mode.

    Let’s do this manually then…

    Ok, so now the xml file was recreated.

    Step 1
    C:\Users\Yourname\Documents\My Games\Dirt3\Hardware Settings\Hardware Settings Config.

    Step 2
    Press ctrl + f and then type direct. You will find the direct x forced feedback =” false”.() So Change it into directx forcedx9=”true” . Thats it …save it and start your game in direct x 9.

    Run Vorpx again, hit apply so you get the driver “active” in the system tray.
    Run Dirt 3, start a single race or time trial and check your 3d modes available.

    tonyvn
    Participant

    I’m using Dirt 3 in DX11 with Geometry…If I’m not mistaken DX11 is a requirement….Please somebody confirm :)

    If you use another setting other than Geometry (Z-Normal for example), the image looks flat but performance seems better.

    I’ve only tried to get D3 in DX9 for Vireio, but failed (constant crash to desktop just as the intro splash video starts to play).

    Let me know how you go with the XML wipe. That and the full re-download helped me.

    I can no constantly show off Dirt 3, confident it will work every time.

    I prefer it over Dirt 2, the menus make me queasy and I dont remember the game being as good as Dirt 3. :)

    mattijs
    Participant

    thanks for your reply!
    I can get dirt2 working no problem…The thing is i tried yesterday to make it work in directx11 just to see if it would and it does!!!

    So for some reason dirt 2 works every time…dirt 3 only in directx11

    Any ideas?

    Ralf
    Keymaster

    For most games you don’t have to set the DK2 as primary monitor. If you haven’t done so already, please check the DK2 setup guide in the documentation. It explains how to setup vorpX with the DK2 as secondary monitor. Normally ~90% of games should work this way.

    Dirt3: One thing you could try is switching from DX9 to DX11 or vice versa. Normally both should hook, but maybe one works better for you. (DX9 is preferred due to Geometry 3D support)

    For Dirt 3 there is a Game Optimizer entry in the vorpX config app that allows you to switch to DX9 automatically.

    in case the Game Optimizer fails for some reason, you can also do this manually:

    1. Open [My Documents]\My Games\Dirt3\hardwaresettings\hardware_settings_config.xml with a text editor
    2. Search for forcedx9=”false”
    3. Change the line to forcedx9=”true”
    4. Save the file

    #17485

    In reply to: Dirt 3 – maybe 2?

    Ralf
    Keymaster

    Hi Woody,

    The first thing you should do is apply the Game Optimizer tweaks for Dirt 3 in the vorpX config app. This switches the game to D3D9 and thus enables Geometry 3D.

    When this is done, you can adjust the FOV in the vorpX ingame menu. The menu entry is called 3D FOV Enhancement.

    Headtracking can either be done by configuring the Rift head tracker as gamepad in vorpX (see below), or by using OpenTrack. The latter will give you better head tracking, sou you should do that if possible. Apparently there is a DK2 ready of OpenTrack available here:

    https://www.dropbox.com/sh/544fbhsokdpy3n7/AAAKwl6BluqwT9Xn2slyp0dCa

    And here are the steps that are required to use the Rift head tracker as gamepad axis with vorpX:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    #17311

    In reply to: vorpx doesnt work?

    AntDX316
    Participant

    oh true, and I havnt tried driver san Francisco yet

    it has right joystick look support like F1

    will it head turn like Dirt 3 and F1?

    #17043
    maxpower
    Participant

    has anyone managed to get dirt 3 to work ? for me it simply won’t start as a double image vorpx seems to completly ignore it. I already tried creating a shortcut, deleted it from vorpx ignore list, and apllied the optimization settings, but it just starts up as a normal 1080p window (!?) anyone having more success?

    #16823

    In reply to: Dirt 3 problem

    Ralf
    Keymaster

    There is a way to configure vorpX as gamepad substitute (see below), which can be used to get head tracking in Dirt 3. This is better than nothing, but (very) far from perfect.

    The better option is to use an external tool like OpenTrack, which can emulate TrackIR input, instead of vorpX’s head tracking. We can’t do this in vorpX directly due to legal reasons unfortunately. I’m not sure whether OpenTrack is updated to the DK2 yet though.

    The next vorpX version *may* have an internal cure for the issue, but it’s not entirely clear yet whether that really will work out.

    Here’s the gamepad method:

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    The options below this should be more or less self explanatory except maybe Deadzone Correction, which efectively eliminates analog stick deadzones set by the game.

    If this is done, your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    Ralf
    Keymaster

    You could try to switch from the games from DX9 to DX11 or vice versa. DX9 is the preferred mode, since it has Geometry 3D, but if one of them does not work, the other may be worth a try.

    This has to done with an .ini tweak unfortunately. Here you find a short tutorial for Dirt 3: http://forums.steampowered.com/forums/showthread.php?t=1907032

    dirt2.exe and dirt3.exe should remain on the exclude list. These are the launcher programs, not the actual games. vorpX should not hook them.

    You can do a full factory reset in the config app (trouble shooting page) to bring them back if you can’t add them back manually.

Viewing 15 results - 76 through 90 (of 100 total)

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