Now that I’ve had several weeks to play around with Vorpx, I think I’ve tapped into the gist of what this software is and what it can offer. On first impressions, my initial thoughts were not that favorable. In order to improve that perception, I had to dig in deeper and not be afraid to learn how to tweak, use mods, edit ini files and understand the inherent complexity of PC gaming. With some perseverance trying several games, I’m glad to report that not all is lost and there are some good experiences to be had within Vorpx. This applies for only a handful of games. Too many games have one or two immersion breaking elements, yet leaving the impression of potential.
For the games that had some modest success, it required tinkering, ini tweaks and the use of mods. Thank god for the world of PC gaming. Without the ability to tweak and mod games to ones liking, Vorpx would not be viable for VR. This leads me into areas of Vorpx that the developer needs to consider when doing updates. Using Direct VR yielded little pleasing results. While I appreciate the idea of ease of use, auto configuring and less tweaking by the user, the reality is I’d prefer to ignore in favor of my decisions to override for customizing. The few games that had good results for me involved tweaking ini files, overriding FOV, use of mods and adjusting/overriding main aspects of Vorpx suggested settings, especially with G3D. In general (not directed at Vorpx developer) game developers need to resist the concept of “what is best for the user” and lock off tweaking or customization options for “the users own good”. To me, this is developer arrogance, I’ll decide what is good for me in terms of what I deem as a good experience. After all, ones preferences and idea of entertainment in gaming is subjective.
Thankfully I do see the ability to override some stuff within Vorpx, but I hope the developer resists the urge in removing advanced or overriding features in the future, in fact it’s better to add more overriding options! To get the most out of this, customization, modding and tweaking is the essence of making games that were never developed for VR at least playable and give a new experience to said game. As far as modding goes, Bethesda has got this right!
Here are a few improvement areas for Vorpx that would benefit greatly and widen for more playable games in VR.
1.) G3D Strength: Being a 3D Vision user for many years, one of the greatest features to have is multiple settings for 3D strength that can be switched on the fly when in game with a single key stroke. The benefit of this is far reaching and can be applied to a game where difference settings is needed. i.e. cut scenes, main gameplay or top down/isometric view
This is accomplished in 3D Vision (not compatible with Vorpx) through a mod known as Helix/3DMitigo and can simply be configured in an ini file. Some may already be familiar with these mods. This has been a vital feature for 3D Vision and I believe that Vorpx could benefit massively with an option like this. ARMA III comes to mind since I set it up with Vorpx and thought wow, if I could only hit a keystroke to have a difference 3D strength when viewing the compass or scope and a simple keystroke to revert back for normal play. This immersion breaking element could be resolved with multiple 3D strength settings. I’ve never needed more than a total of three for the all years I’ve been 3D Vision gaming.
To the Vorpx developer, can this not be done or added feature? Please….. 😉
Since 3D Vision is a wide subject, I think there is relevance when using Vorpx. More information can be found here and specifically on convergence (3D strength, pop out etc…)
HelixMod BlogSpot
2.) I noticed some games are capped at 5.00 for G3D strength and this varies from game to game profiles. Please unlock this in a games profile. Toyification in 3D is a great way to play some games. You can see a lot of discussions on the Nvidia 3D Vision forums surrounding this subject and it is a popular way to game!
3.) While I have experimented a bit with copying profiles, my impressions is that the profiles are too locked down to an exe file. Since I have games using the “lithtech.exe”, I see the dgVoodo profile but already assigned. Please remove this restriction if possible? Will hard links work? A little more flexability would be great.
If the developer reads this, I hope these observations and suggestions are taken as constructive feedback. The multiple 3D strength settings would be a huge benefit, hopefully this can be added.
That is it for now and if anyone wants to chime in, offer advice, suggestions or feedback. It will be well received. I’ll contine to report back of any ideas or finds.
Cheers,
Stryker
I think you raise some good points, Stryker.
A few thoughts. One of the main criticisms vorpx has received on other forums (r/occulus, etc) is that it’s too much work to set up. You have to tweak too many different paramaters to get a good result, etc. You or I might be fine with that, but there are a lot of people who aren’t, so my guess is Ralf has been moving towards more of an automated model A: in order to establish a larger user base, and B: to cut down on the amount of time he has to spend trying to walk new users through this or that setting, etc. It’s just easier all the way around to have the software essentially “run itself.”
I saw the same thing with Tridef 3D where they started simplifying the UI more and more as time went by. It’s a tricky balance to get right: there ARE a lot of people who don’t want to have to tweak things for every game they play, but there are also people who are willing to get their hands a little dirty in order to get the best possible experience tailored to their individual preferences. I would hope that, in the future, vorpx will have options for BOTH types of user–the people who just want to play the game right now can have the automated option, and those of us who like to tinker can have some more advanced options to play around with. As long as these two separate approaches are clearly marked as such (i.e. basic/complex, etc ) I think you could theoretically make both groups feel catered too … but I’m not a coder so I could be completely wrong about that.