Made an account just to post on this thread. I have been lurking here for quite a while, since even before I got my Vive. I imagine there are many others that are waiting for this too. Altspace is filled with Vive users, and almost every one of them that I have talked to is familiar with what Vorpx is and is curious about it. I am sure there are many other Vive users that are very interested.
I cant help but wonder, here with Marco, what kind of time-frame are we looking at? I know also you don’t want to give out a date, so people don’t end up getting disappointed with delays. Can you give hints on possible time-frames? Or the current status? I’m looking forward to this with EAGER anticipation! Anything really would be nice!
I was excited to get my Deepoon E2 today. I had already bought Vorpx and a few other things. I have been trying all day and can’t it to run with any Oculus run times. I can start the E2 assistant and view some of their demos/movies. Nvidia recognizes “Oculus VR Inc Deepoon E2”. But as soon as I install a rift runtime, the headset disapears from Nvidia, the light turns red(off), and I can’t do a thing with it. Even with the runtime installed, Vorpx just says “no runtime installed”.
Since you have an E2, could you be kind enough to share how you got it working or have an idea of what I’m doing wrong. I have never tried VR and this is driving me crazy. I have been searching google all day for help to no avail.
Any insight you may have would be greatly appreciated.
Windows 10 x64
No, it changes over time. I get a new code every few hours, even when vorpx is open in the background.
Understood that high frame rates are “preferred”, but quite honestly, I was playing GTA5 quite comfortably at 35 fps. I started to notice discomfort below 30. I could lower settings for more frames, but I still want the game to look as good as I can. For me it was the 35 fps sweet spot.
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You mean you were playing gta5 at 35fps in VR? On a monitor that would be fine, but in VR ~30fps looks terrible every time you turn your head. Even 60fps isn’t great in VR which is why HTC and Oculus targeted 90fps for their headsets and games.
If you were in VR playing with that low of a frame-rate, consider me highly impressed you didn’t puke after 10 minutes!
My Vive shipped!
Vorpx is my first purchase after it comes, even before any launch titles ;-)
I think everyone knows what they are getting into. I’ve used free vr mods on my dk1, and any tinkering (which I’ve never found to be more complicated than tinkering with graphics options) is more than worth the effort… even on the shitty dk1!
From my research, vorpx is much better than the free mods, so even if that’s half true, I’m frickin’ hyped.
Hi All, Ralph
Not sure if anyone has already figured this out but figured I would post this just in case. If you are like me then G3D is really the only way to go, and there have been a few games that I’ve really wanted to have this available. Unfortunately some don’t even offer a geometry configuration at all, and until recently have been waiting in hope that they would be available in updates, but no such luck.
However, I’ve found that the copy profile function allows you to take any profile, even a fully functional one like Skyrim’s, and select an alternative .exe for the copy. I don’t recommend copying the actual game settings, less chance of it working if this is selected. I copied a profile which I know has working G3D and specified other game .exes (Myst: Masterpiece and Tesla Effect) and was able to, after a few tries, get Vorpx to hook using the copied profile and offer G3D on two games that normally do not provide any geometry reconstruction! Myst was a little shaky, crashed once, have to play around with that, but Tesla Effect is perfect! Going to try EGTT Rapture next now that its out.
Ralph, just wondering if it may be possible to do the same thing with Geometry reconstruction as has been done with positional tracking, i.e. enable at own risk type thing for games that it is not officially tested and confirmed working for. Maybe useful also to build in crash reporting on this, would provide a lot of field tested information that could be used to improve vorpx.
Specs:
Intel Core I7 4960X OC 4.05ghz- Corsair watercooled
Asus Rampage IV Black Extreme
32GB GSkill Trident OC 2.8ghz
EVGA GTX Titan X OC to 1.2 ghz – watercooled
Asus GTX Titan – dedicated physx
It’s basically working, but not 100% ready yet. The Vive seems to be a bit more picky than the Rift when it comes to low frame rates <45 fps (half its recommended frame rate). Above that everything works fine, but I'd like to investigate a few options how to deal with situations where 45fps can't be reached.
On the Rift games stay playable to a degree even below that frame rate, albeit far from ideal, of course. If possible I'd like to get the Vive to the same state before release.
I also still get the same error as before even after a reboot and fresh install of Oculus Setup 1.3.1
So I just received my CV1 today and wanted to mess around a bit with vorpX. Firing up Skyrim seems to present a resolution picture that is too big for the headset. So at the main menu, I can only barely see the menu items in the bottom right in peripheral view. I can’t even select them because they are just out of sight. If I manage to get into the game, it does the same thing as well. Messing with resolution settings doesn’t seem to do anything, either in game or via vorpX.
Anyone have any ideas?
No, absolutely not, quite the opposite. Do not even think of doing that.
If the Oculus screen shows “Waiting” for more than a few seconds, the game almost certainly hangs for some reason.
Prior to the latest vorpX version this would just result in a black screen, but now you would see exactly this. The most likely cause of a program hanging on start is an injection conflict.
Please consult the trouble shooting guide for possible programs that may cause conflicts with vorpX. No. 1 candidates are virus scanners, but there are more. The guide list a few things to look for.
DK2 owners who had no problems with vorpX 0.9, please contact support |at| vorpx com for a way to get 0.9 back.
Not sure if it helps but I am seeing some Warning errors in the Windows Application log when I start vorpX such as the following:
“The description for Event ID 0 from source OculusVR cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.
If the event originated on another computer, the display information had to be saved with the event.
The following information was included with the event:
15:29:40.735 {WARNING} [HW:Health]
Hardware health is BAD.
0100 202FYX07CJGR: 0x0 (0): ovrSuccess
IMU Stats
per total
Messages 2497 216467
Samples 4994 474458
Lost 0 356
Interpolated 0 0
HMD Avg Latency 2
p95 Latency 2
CPU Avg Latency 71
p95 Latency 977
Set FR Failures 0
Get FR Failures 0
Last FR Failure Time 0.0
Report Rate 500
Temperature (C) 31.2
0087 212FYX07CJGR: 0xfffffffffffff05b (-4005): ovrError_ExcessiveFrameTruncation Sensor truncated a higher than acceptable number of frames in the last time period (expected <= 1, got 2)
Frame reception stats
per total
Complete Frames : 298 25380
Truncated Frames : 2 76
Skipped Frames : 2 78
Recovered Frames : 0 0
JPEG Errors : 0 0
Sensor Die Temp : 0.00
Near USB Controller Temp : 0.00
Near CCM Temp : 0.00
USB Speed : 0x0200
Driver Stats:
Frames Delivered : 25456
Iso Reads Submitted : 141451
Iso Reads Completed : 141446
Iso Reads Failed : 0
Iso Read NtStatus : 0x00000000
Iso Read UsbdStatus : 0x00000000
Iso Read No Requests: 19
Iso Read Cmpl Bytes : 9292408964
Iso Read Total Bytes: 9227004764
Bad Iso Packet Ctr : 202
Last Bad IsoPkt Stat: -1073545216
Last Bad IsoPkt Time: 583303
Current Time : 589729.835327
the message resource is present but the message is not found in the string/message table”
Followed by an Error:
“The description for Event ID 0 from source OVRServiceLauncher cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.
If the event originated on another computer, the display information had to be saved with the event.
The following information was included with the event:
[SetProcessGPUPriorityClass] Target process did not respond in time
the message resource is present but the message is not found in the string/message table”
Ah no! Looks like 16.1.1 is borked for me then :(. I have set the graphic settings down to low (when I used Ultra before using 0.8 and it worked fine, certainly the tracking didnt move as it does now) and I still get this. I also of course adjusted the headtracking sensitivity in game using the vorpx config but Its still adding extra headtracking so that my fov moves off center so if I look fully to one side for example, I eventually see the edge of the screen like its in cinema mode. Im also getting issues with GTA V which ran fine before too.
I’ll see if I can get a video uploaded maybe then you’ll understand what Im talking about.
You get the very same time warp effect in every menu that is fixed to the screen with low frame rates. That is perfectly normal. Improve your frame rate and it will be gone. It’s also always a good idea to use EdgePeek in any menu as this is way more comfortable. I wouldn’t even recommend running Fallout 4 on ultra settings with a GTX980Ti BTW.
I’m not quite sure what you mean by double head tracking to be honest. If the game view turns too fast, please re-adjust the head tracking sensitivity on the head tracking page of the vorpX ingame menu.
I am using the most recent Oculus runtime, along with a DK2. When I attempt to start either vorpX or the desktop viewer, I receive the message:
“Sorry, we’re having trouble loading vorpControl.exe. Please take off your headset and check your computer for error messages.”
There are no error messages displayed outside of the headset, though.
I was able to get one game to direct to the DK2, but the visible are of the game was small and the look directions were inverted (looking up moved the visible area down, looking left moved it right).
Same for me with Fallout 4. The Oculus error doesn’t prevent the game from launching though.
please for the love of god, could you change the application to check for new versions BEFORE it checks for a HMD, or make updates freely downloadable
the download links you send out only work for 2 weeks and the version of the installer I have doesn’t check for updates its just installed ver 0.8.1
I get a registration key back in a few minutes and even tried rolling back and forth over older versions of Oculus SDK, but nothing recognises a CV1 so VorpX refuses to load and check for a new version so I’m stuck waiting for a response from Support to get a new download link and then re-register again