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A lot of games require either a mouse+keyboard input or just a controller. Since vorpx uses the headtracking by default as mouse input, sometimes the software needs manual configuration to get looking around in games to work with a controller. I believe there are 3 distinct categories :
1) The “clever” games that can deal with the problem themselves (example:DOOM)
– No problem, just looking around and playing with zombies.2) The games that can only deal with one input device at a time. (Example: Far Cry 3)
– These games need some configuration in vorpx. Usually setting the gamepad override to NO, and changing the “headtracking as gamepad” to RELATIVE fixes the problem. Finally adjust settings on the gamepad tab in vorpx to finetune sensitivity of the “right stick” (which is now actually the headtracking).3) Then there is EA, and I guess some other developers, who actually shouldn’t be allowed near a computer. Their ways of coding creates problems which I haven’t been able to solve with any configuration of vorpx just yet. (Example : Battlefield 4) In this game you can change at any given moment between the kb+mouse or controller, but don’t try to use them at the same time. All kind of weird things happen to your playing character, spinning like a toll most likely. Even configuring vorpx headtracking as if it were a gamepad doesn’t solve the problem. This is where you, my fellow vorpx user friends, come into play. I have seen people play it on YouTube with vorpx and a controller. In a sitting position that is. If you’ve got it up and running with a controller right from your lazy comfy chair, please do share your wealthy knowledge, for it’ll bring peace to a lot of us.
Topic: Skyrim + Vive
Just want to dispense some observations that I have learned from tweaking vorpX to work for skyrim.
What makes a game VR ready?
How well you can keep the vertical in a 1:1 sync.
Horizontal rotation can be slower, faster, doesn’t matter.When I finally stumbled upon the right sensitivity settings for me that kept the vertical rotation as close to 1:1 as possible. The comfort level literally skyrocketed. And mind you I don’t even get sick in the first place and I could tell an immediate difference.
Now here’s the problem. The sensitivity settings + vorpX GUI settings, to achieve such fluid comfort, makes horizontal rotation much slower than I’d like. Is there a way to specifically tweak just horizontal Head Tracking? The option disappears when you do a full override of the xbox controller. And the only other screen that allows you to mess with the rotation sync rates just does a general for all axis.
Also. What’s the likely hood of games being able to know when y rotation is at 0 degrees for the camera in the game? I’m wondering if it’s possible to inject something that can watch for that and make it so the program will speed up or slow down rotation on the vertical axis to always make it so looking straight ahead syncs it up with looking straight ahead in the game. It can be slightly out of sync when not looking straight ahead.
For example.
Looking Straight down in game + Looking at a 45 degree angle down in RL = OK
Looking Straight ahead in game + Looking up or down 10+ degrees in RL = BADIt needs to be:
Straight ahead in game = Straight ahead in RL. If you can make this program accomplish that you will solve 90% of the motion sickness issues attributed to vorpX.Almost forgot to add.
The way that I determined I was getting as close to 1:1 vertical sync as possible?
I made is so I could see my chaperone wall. And used that as a reference to help sync it up and I just kept messing with sensitivities in game, and in vorpx until looking up and down, always ended up with looking straight ahead within a 5-10 degree margin of error. I’d like to get it below 5 degree margin of error. But I don’t think it’ll happen.Hi, besides having some problems with getting vorpex to work with the rift (
viero worked instantly)
I got it run finally.
But now there is a problem. 3d is working fine the vr key menue, too.
But despite all adjustments i made i have somehow double pictures.
For example if you look at a ball it will be like two merged with a little skew .
Mouse , hud and even the virtuel mouse is looking fine.
Nvidia 970 gtx, latest driver, i5.
Rift as primary.
As well i cant see the rift image on my Second screen Samsung 55 inch screen.
any ideasTHX JV
Hi,
at the moment I have a gtx660 in my pc, so my question is especially to vorpX-users with 970/980 or 780ti cards: what framerates do you get typically with these cards in taxing games like Oblivion, Skyrim or Fallout?
Do this games run smooth with vorpX in geometry-mode? For example in Oblivion my framerates are often sinking under a value of 50, sometimes 40 in outside-regions (geometry). In Dungeons I sometimes get 75FPS but this depends on what wall I look. ;-) So it’s not really a smooth, good experience and I hope a new GTX will change this a bit. But for this older games I found no benachmarks with this brand new cards, of course not in combination with vorpX. So I think it’s time to start a thread to finally enlighten the vr-community. ;-)
