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  • rustysalter
    Participant

    With such things there always is a bit of a chicken and egg problem. It’s a difficult decision to spend time on support for devices without a large enough userbase while there is other work to do that benefits more vorpX users.

    I certainly see some potential for using Cybershoes with vorpX though. If they happen to ship their own software that can map shoe movement to WASD for example (not unlikely), you would even be able to use Cybershoes with vorpX right away.

    With Leap Motion things are a bit more complicated. Supporting that in a meaningful way would require quite a bit of R&D work as we would have to figure out what makes sense in the context of vorpX (actually first if anything makes sense at all). The only answer I can give you at this point is that Leap Motion is a very interesting VR accessory for sure and certainly will be looked into if/when there starts to be broader demand.

    Leap motion gesture capture keybind conversion should be a standalone application or script, as the above game is not launched in steamVR. This leads me to believe leap motiom integration should be easy based on your above comment

    With regards to the chicken and egg problem, Pimax has a Leap motion hand controller they are working on releasing with a wider range of hand tracking. Foot movement and hand tracking with gesture based input is the way forward for VR, and I think if it’s integrated into Vorpx that’s it will bring a greater awareness to full immersive VR.

    Cybershoes has a standalone program called the Cybermanager (but it doesn’t convert WASD, it seems thats done automatically in SteamVR games); but they’re interested in Vorpx support according to their kickstarter so I would get in touch with them at, they will probably send you free shoes.

    #184220
    moarveer
    Participant

    Tried again Borderlands GOTY Enhanced, this time I enabled DSR resolutions and disabled Vorpx internal resolution manager, got the game to load at 2910×1819 res and the game looks ridiculously awesome on the Pimax 8k, and even better is that performance is great (at least at the beginning of the game), incredible job here!

    Internal resolution at 2400p worked great on vanilla Bioshock 1 though, and the game looks amazing too. It was night and day for Bioshock 1, so really there should be a popup message saying that you can improve res though Vorpx, or people won’t know how much better games can look.

    Now I have a huge problem, I have a Viveport sub with tons of games that is getting virtual dust since I can’t stop playing Vorpx games, damn you Ralf.

    #184196
    Insert Coin
    Participant

    Thank you for your reply. You can try VorpX with “Copa Petrobras de Marcas” on Steam (link: https://store.steampowered.com/app/359800/Copa_Petrobras_de_Marcas/), this is a free game. Copa Petrobas runs on the same game engine as Automobilista. Automobilista used to be called Game Stock Car and Copa Petrobas is a stripped down version of Game Stock Car, a ‘commercial’ for the Petrobas petrol company with less cars and tracks.
    There are VorpX users using Game Stock Car:

    Game Stock Car Extreme

    Renaming .exes to force game compatibility


    https://www.racedepartment.com/threads/enable-oculus-rift-in-gsc-using-vorpx.102739/
    https://www.youtube.com/watch?v=0UBwRaehBTE (check the comments).

    The game studio Reiza renamed Game Stock Car to Automobilista because it got a lot more cars than stock cars. Reiza even promised to add VR support to Automobilista, but they did not deliver: https://www.racedepartment.com/threads/reiza-studios-automobilista-vr-statement.125699/.
    Automobilista is still highly praised for its force feedback and AI. VR is still wished for. It would be great if you can make it fully work. I will be happy to beta test it and I even will write a recommendation on RaceDepartment (the biggest simracing site) when it works, so you might get new customers :-).

    #184192
    Ghanth
    Participant

    Yes Ralf, i did, but changing the resolution in direct VR’s panel did nothing better in this case: the low resolution remained crappy as it was. Also the auto FOV calculation seems to be wrong as i got distortions with it.
    So i disabled directVR completly. I manually changed my desktop resolution and ingame resolution similarly. Finally things improved. The picture got clearer and the FOV was looking good with barely no distortions. The game do accept all resolution ratios.
    The 4:3 res FOV warning remains in every situation tho. It pops up everytime the game is launched, even when a 4:3 resolution is set manually or via the directVR’s panel.
    I’m still surprised that i can’t get any smooth motion even with 1080p when i’m looking around with HMD. Physical head movements / rotations result in a very juddery motion and that’s very sickening.

    blueshark747
    Participant

    I made an announcement a while ago in the geforce forums about the vorpX shader tools but got no response. Even my announcement that some helixmod shaderfixed are compatible with vorpx strangely didnt raise much interest.

    Ralf those fools in the 3D Vision forums talk so much crap about your product and haven’t even bought it. I wouldn’t do anything for those fools.
    Some of us are over there constantly defending VorpX from straight up lies of you being a scammer.
    Those are some of the most bitter biggest haters of VorpX and VR in general.

    Nobody in the Nvidia 3D Vision forum is talking crap about the product.

    I’m active on the 3D Vision forum and yes I own VorpX.

    Its a little too late for this post..as i’ve stood by what i’ve encountered and the actual issues I’ve stated were indeed a real thing and manifested again for Ralf to see.
    Ralf has witnessed it first hand what I was getting at surprisingly A week later after my post. I just can’t make things up out of thin air and they magically manifest a week later to be confronted as the actual real truth you know;)
    So as far as validity it was obviously proven to be true.
    So two things… I’m a long time 3D Vision forum member my post was indeed valid thats been proven even after the fact of the time I posted here.
    Secondly as a pretty much day one VorpX supporter Ralf knows where my heart was with the issue and now things are cleared up and we can move on from the negativity.
    Both these places are my home I don’t sugarcoat anything nor do i have to pick sides when it comes to defending and looking out for someone I see as a solid individual of integrity.
    This is now no longer an issue and no longer needs to be discussed.

    To Ralf
    Thanks for the solid VorpX update!
    As a user I’m bombarded with atleast 2 or 3 VR users a week on various social platforms outside of this community asking me about my VorpX experience.
    I will still continue to correct and educate potential customers with the truth and nothing but the truth from my actual personal experience with VorpX. Its the least i can do as a member of this community.

    Peace!

    #184089
    DADDYPANK
    Participant

    I can’t seem to get head tracking to work despite the rotation scan claiming success.
    FOV is perfect but head tracking refuses to work after the scan… any ideas?

    Thanks

    #184087
    steph12
    Participant

    Okay so i spent some more time with it today and yeah, doom 2016 totally works. Get into the game, set it to 3d geometry, set your resolution to a 4:3 ratio (i think it was 4:3 the game tells you even when you boot it up that its the best ratio for it), pick a resolution your system can handle in that ratio

    I used OculusTrayTool to put SuperSampling to 1.2, you could probably go higher, im just running on an old graphics card, overclocked 780, but got a good processor, i7 4930k.. anyhow, game is running and looking good at 80+ fps in the rift for me. You might have to turn off -alot- of their settings or set them to low but the game still looks gorgeous either way.

    But disabled the games Anti Aliasing and increased Sharpening to handle those ‘blurry’ images that were like 15-20 feet away and its smooth now and looks good… im not gonna pretend youll have the exact same experience with it as me, but, the game is playable and it is actual 3d… hope you can get it running, good luck!

    I did mess around in Nvidia control panel a little bit also and set it to high performance, anti aliasing mode – Application controlled, but Anti aliasing transparency to 2x supersample, power management maximum performance, Texture filtering LOD to Clamp, Texture filtering quality to high performance; Trilinear optimization to On, Threaded optimization to On, Vsync Off, VR Prerendered frames to 2

    hope it works for you!

    did you upload your profile ?

    #184073
    Ralf
    Keymaster

    I’m surprised it can be even displayed. Looks as if Vulkan uses still the same way to display images as OpenGL did. Good to know.

    3D however is almost certainly an illusion (for the lack of a better word). The profile you are using probably uses an outdated method to display OpenGL games by showing one frame for the left eye, the next frame for the right eye and so on. A side effect of this method is that in motion it can create the illusion of 3D since the images for both eyes are slightly different due to their one frame time offset.

    I think only one or two official profiles still use this alternate frame rendering method (creating actual 3D for their games on top of the illusion though). Surprised someone dug that up for a Doom profile.

    Good that I didn’t kill the method entirely when it was superseeded by a better OpenGL implementation, I guess. At least you can still get some kind of pseudo 3D with it.

    #184072
    TheBalt
    Participant

    Okay so i spent some more time with it today and yeah, doom 2016 totally works. Get into the game, set it to 3d geometry, set your resolution to a 4:3 ratio (i think it was 4:3 the game tells you even when you boot it up that its the best ratio for it), pick a resolution your system can handle in that ratio

    I used OculusTrayTool to put SuperSampling to 1.2, you could probably go higher, im just running on an old graphics card, overclocked 780, but got a good processor, i7 4930k.. anyhow, game is running and looking good at 80+ fps in the rift for me. You might have to turn off -alot- of their settings or set them to low but the game still looks gorgeous either way.

    But disabled the games Anti Aliasing and increased Sharpening to handle those ‘blurry’ images that were like 15-20 feet away and its smooth now and looks good… im not gonna pretend youll have the exact same experience with it as me, but, the game is playable and it is actual 3d… hope you can get it running, good luck!

    I did mess around in Nvidia control panel a little bit also and set it to high performance, anti aliasing mode – Application controlled, but Anti aliasing transparency to 2x supersample, power management maximum performance, Texture filtering LOD to Clamp, Texture filtering quality to high performance; Trilinear optimization to On, Threaded optimization to On, Vsync Off, VR Prerendered frames to 2

    hope it works for you!

    #184065
    Ghanth
    Participant

    Thanks Ralf for the insights but it is still a complete failure here.
    I’m trying to play Thief and the wands bindings controls is a great addition BUT
    whatever resolution is set (DirectVR options On or OFF, SS in SteamVR, render quality in pitool and ingame resolution), i still get an awfull low res picture quality in HMDs (got a Vive and a Pimax 8K).
    As recommended in Vorpx help, I’ve added custom 4:3 resolution to nVidia panel: 2048×1536, 2240×1680, 2640×1980, 3200×2400. Also added for Pimax: 2048×1280, 2304×1440, 2688×1680, 3840×2160, 3840×2880.
    With auto-resolution ON, i get message: “DirectVR has change some settings, blah blah blah… game probably need a restart”
    When i restart, same message, same pixelated picture. Even the Vorpx menu is blocky and barely unreadable.
    Also, with all resolutions set, i get the error message poping up everytime i launch the game: “FOV auto-calculation requires 4:3 resolution”
    Ice on the cake: low frame rate warning for this incredibly poor quality cause it’s below 30 FPS on a monster PC equiped with an RTX280Ti (I used to play this game butter smooth in stereoscopic 3D at 1080p with my old 980Ti !). Godamn !
    I’m sorry for the tone of my speech but after all the time i’ve spent, this is frustrating as hell. Maybe other people are experiencing the same thing ? Anyone able to provide a way to get all that mess solved will be blessed !
    Thank you

    #184060
    steph12
    Participant

    well i think my 5820k is starting to age for VR even if it’s o/c’d to 4.4, i’ll upgrade with 3700x as soon as it gets released with shiny new high frequency DDR4 memory, should help with performance :)

    but i agree Ralf, i’ll just stick with Z3D which looks already great in this game plus that allows us to play with higher settings ^^

    G3D metro exodus looks amazing though for those who have a pc who can handle it at decent performance.

    once again great update Ralf :)

    full Vr mode is still the best for immersion, but the new range for immersive/cinematic is amazing, thanks for listening to your community !!!

    #184044
    blueshark747
    Participant

    closer immersive mode/cinema mode is really amazing, now it’s like i’m playing full Vr mode but with ability to still see the hud somehow without scaling it at all 😀

    but yeah, i need a new comp to run metro exodus in G3D, my 5820k 4.4 with gtx 1080 gtx is not enough even on medium 1920*1080 res.

    I get a huge performance increase turning off headtracking
    I’m also running a 1080ti/8700k both OC’d to the max

    TheBalt
    Participant

    Hey everyone,

    So ive been playing Kingdom Come on Vorpx for last few days and me and a bud were talking about getting a game that we can play together – and we are original Kotor 1 and 2 fans.

    Anyhow, considering id heard the game is actually quite good these days, and its free, we decided to try the MMO Star Wars : the Old Republic

    Anyhow… Vorpx let me hook the game up to it ONCE, I used the uploaded profile that was authored by Vorpx staff for Elder Scrolls Online (vorpx) and then attached the executable for Star Wars Old Republic, went thru patch process and boom – it worked, had Old Republic running really nicely in Rift… Able to control head movement and everything, game looked sharp and ran smooth… then, well, obviously i signed off eventually and now it wont hook to Vorpx again.

    So it just stopped hooking up to the game anymore.. No clue why. If anyone wants to give this a shot and figures it out, please let us all know! lol

    By the way I pulled the Elder Scroll Online profile because from my research it looks like the Old Republic and Elder Scrolls Online both were made with an engine called HeroEngine… and again, it totally worked – once. lol

    I dont know if maybe some settings hidden deep in AppData or something got ‘loaded’ from that initial boot up and are now stopping Vorpx from hooking or something, i just dont know what went wrong. I did a full fresh uninstall of the game and reinstalled, but that wouldnt get rid of those random AppData and files hidden in Windows if there was something that is stopping the game from hooking.

    Anyhow – Just wanted to make it clear, cause i did some research on this and everyone said it was impossible to get Old Republic to work – they were wrong, it does… but i just cant get it to work again.

    I imagine alot of you are alot smarter then me, so, thats the situation, if anyone was willing to take a crack at solving this little riddle thatd be fantastic :P lol

    Heres the site that claimed they were both made with HeroEngine, which is what made me decide to try the Elder Scrolls online Vorpx profile

    http://www.heroengine.com/he-games

    Thanks for your time!

    #183938
    steph12
    Participant

    You could start the desktop viewer, disable the vorpX watcher, and run the game windowed (borderless).

    I will look into *very* *basic* *2D only* Vulkan hooking sometime this year, but don’t get your hopes up for Vulkan with 3D anytime soon.

    some vulkan support is otw then ? even if it’s a long term coming feature ? that is amazing news if so.

    TheBalt
    Participant

    Hey everyone, i got a question im sure has been brought up before but i just havent been able to find a topic about it, not sure what wording they may have used to ask, so, please bear with me if im repeating something.

    So my most fun Vorpx experience was Dark Souls 3 in VR with a CheatEngine mod to play in First person view – this made locking onto enemies impossible cause the camera would shift like crazy cause it was a hack to get into first person (you could still see your weapon clearly and your arms as well, so was cool immersion factor there)

    Anyways, Dark Souls 3 for VR you basically HAD TO play a fast character that can kill without locking on, so what happened was, as i played, i was basically ‘aiming’ my sword swings with my actual head + joystick on controller to hit enemies. Aiming sword swings with the direction youre looking in can actually be quite satisfying :P lol

    Okay, so, head aiming is cool and i ‘get it’ as to how Vorpx makes this work, basically simulates our heads as a mouse with data via Oculus and then written to make our heads into the ‘mouse’.

    So my question comes down to something about Vorpx that i think could really send it over the top, but just not sure what the roadblocks would be to do it

    So our data is also being intercepted by our rift sensors + oculus touch controllers.. is there anyway to turn that data into ‘mouse control’ so that in a game like say, Kingdom Come, you are actually aiming your bow with your Oculus touch controller, like you would in a native Oculus game.

    I understand the most likely problem here will likely be that we cant be receiving that many mouse inputs and making it into a functioning product.. Youd have your head + joystick on touch control + aiming the controller at the screen all relegated to simply ‘mouse movement’. Im assuming thats the roadblock here to stop us from doing that.

    But what i wanted to offer as a middle ground is maybe a ‘toggle’ option to ‘disable’ our analog stick mouse actions and allow us to stand and ‘aim’ like an actual VR game, even in these older ones. Maybe have to toggle both head movement and joystick control to make it work, but if it was as simple as like clicking in a Grip Button on the controller, then it transfers all ‘mouse movement’ for that moment to your controller being aimed at the screen, like duck hunt or modern games, then release the grip as soon as you want full control back.

    I know running and gunning is fun but was wondering if there was any sort of workaround here cause like im playing kingdom come and i WISH i was able to point my touch controllers and aim at the enemies with my actual touch controller.. just didnt know if this was possible or not and wanted to bring it up.

    Thanks for all your hard work, Ralf and team, this product has been absolutely fantastic for me. I do not regret a dime i spent to get this program, so thank you very much for that… just wanted to offer a suggestion that im not sure is possible or not, but damn, if we could actually aim like native VR apps, it would be fantastic. Im not talking about moving gun models around and stuff and doing full conversions of the game, just letting us point our controller and shoot, since that data has to exist somewhere and maybe it could be transferred to mouse movement, or something else you crazy geniuses think of to do it :P

    Take care, and thanks again for VorpX, its been a real blast playing thru games with this

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