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  • #101531
    Carlos
    Participant

    Hi Ralph, thanks for the ‘heads up’!
    JoeMoore, i’m sorry mate, don’t have a clue what your talking about…

    @Ralph,
    i’ve finally managed to launch rFactor, rFactor2 and also R6 Siege (not supported, just as test).

    Now, here’s some more Q’s.. i’m not complaining here, just checking if that’s expected or i’m messing something (not that unusual :)

    Q1 – the Oculus Home software/virtual menu will allways start everytime i kick a game’s exe. Even if i close it’s tray icon, once i click either game or vorpx game shortcut it opens the Oculus Home and the virtual menu on the HMD’s.. Is that okay?? Isn’t this stealling system resources? And that takes me to Q2

    Q2 – all 3 mentioned games have very poor headtracking.. it feels like it’s snnaping on a grid or something, like 5FPS, it’s unbearable. And the DK2 loading icon keeps showing and the screen freezes like it’s struggling to process the thing.. wich can’t be with my specs! So, what’s going on here?

    Q3 – Left and Right images are inverted in the HMD’s, it was particulary noticed in rF2. Right eye is getting left image and vice versa, and i don’t find any option to switch it. The in-game menu options for changing axis does nothing..
    But the stereo is there, seems very promising, except for the L/R being messed up and the poor head tracking FPS. I mean, coming from PCARS on Steam VR, wich is smooth as silk, so far my short experience with vorpx hasn’t been.. the best :(

    Q4 – last one… to run Steam games, Steam VR should be ON or not?? Some games like RaceRoom need a -vr launch setting to kick VR. Should i use such with vorpx?

    Ralph, i get you’re VERY busy mate, but please try to follow the Q’s, it makes it a lot easier for me and others to LEARN stuff. I work in videogame industry and we’re just discovering the virtues of VR ;)

    Thanks!

    PS – before someone asks about R6 Siege experience.. you can use your ‘nose’ as a pointer, but the image is too blurry (DK2) and theres zero stereo atm, all you get is headtracking and extra zoom for that special HS, but besides that, it’s not worthy… yet! (not vorpx problem here, game needs VR development)

    #101492
    Carlos
    Participant

    Hey Vorpx/Ralph,

    I’m pretty confident i’ve red most of guides/troubleshooting, but still, the lack of basic info both from Vorpx and Oculus boggles my mind, mostly because VR’s still a WIP “product”, is it not? I mean, there’s plenty info regarding in-game usage, but not so much regarding how to start the game itself?
    I know i’m not Einstein material, but usually i’m not total moron either (hopefully :)

    So here’s some Q’s for your A’s, PLEASE

    a) how should i set the DK2 on windows (Win7 64)? Should i even bother with that? Vorpx recommends setting Rift as primary screen as the most compatible set. But with latest (direct) runtime, rift doesn’t even show at windows screen settings.. it only does if ran in extended mode, right? So how to make it primary?

    b) what runtime should i run? If you say last (1.3.2), it does not support extended mode.. Is it an issue? Does it matter for Vorpx driver if DK2 is running direct or extended? If a game only runs on extended mode, can i still play it? How?

    c) Vorpx help says we should get rid of nvidia 3D vision AND Geforce Experience, BUT Oculus help says i need the latest Geforce Experience. Help?

    d) should i start Oculus Home before starting Vorpx? If i do, the HMD’s will automatically show the oculus virtual menu, so how do we get from there into a Vorpx activated game?

    c) if i don’t need to start anything from Oculus software, it’s like it’s not even connected, windows only recognizes the DK2 and both blue LED light up when i run Oculus Home.. So, to make it simple, let’s say i reboot. From now, how exactly am i supposed to launch any Vorpx ‘thing’?

    d) the tray icon does not show any “VR desktop” choice.. just – Configure vorpx – Show help – Pause watcher – Create desktop shortcut – exit. So where’s the VR desktop i also bought?

    c) in the configuration menu, Local Profiles shows several game names, but what are they for? If i click @ Import Settings/Profile there’s nothing? It prompts for *.vps *.vpp extension.. so where should i look for them? Are they part of the supported games software? I’ve been looking around rFactor2, can’t find it…

    d) is there a way besides having the tray icon that tells me Vorpx is REALLY running?

    e) this one should maybe go to oculus, but it doesn’t harm asking.. in extended mode (with pre 0.8 runtime) the HMD’s image shows crossed if i use native 1920×1080 for the DK2. The ONLY config that shows correct desktop image on the HMD’s is 948×1080, no matter if it’s primary or secondary.. Why is that?

    Thanks for the time and help! I really need it because so far nothing (vorpx activated) is showing on the DK2… (at oculus home, everything works like a charm!)

    specs: i7-4790, GTX970, 16Gb ram, Rog Hero VII, Win7 64, Rift DK2 (1.3.0)

    bcozier
    Participant

    I’d like it if VorpX can still do its side by side output magic (with chromatic aberration improvements) to the main display if it fails to detect any vr device on loadup (and obviously ignore tracking code). That would give me the ability to make some SBS recordings using Nvidia Shadowplay without requiring my Rift be connected. Please implement this feature, and then also know that you can advertise it as a tie-in solution for using VorpX to drive Gear VR S7 headsets having even higher image quality 2560×1440 with Trinus VR. As a programmer myself I can’t imagine that being in any way difficult to accomplish and will open up an entire new market for Gear VR users with minimal time investment, so it’s also a solid business decision.

    onyxlee
    Participant

    Hello guys, I recently updated my DK2 to Oculus Runtime 1.3. I am also using the runtime switcher to switch back to 0.8.

    But every time when I tried to launch VLC or Rise of Tomb Raider or anything, I got this error message saying:

    vorpX could not initialize your Oculus Rift. It reported:
    Client version too old to connect to service

    Here is my Oculus runtime 0.8 info:

    Display Driver Version: 1.2.8.0
    Positional Tracker Driver Version: 1.0.14.0
    NVIDIA GeForce GTX 970
    Intel(R) Core(TM) i7-3770S CPU @ 3.10GHz
    HMD Firmware: 2.12
    Connected to OVRService server.

    Any suggestions? Thanks.

    Vlad the Bad
    Participant

    Hey thanks for the reply. I had found you ED post awhile back, it was one of the reasons I got the E2 since I likewise have a fx8350 and win 10 figured if others could get it to run so could I.

    I tried the guide but there is no “rift dk2 usb sensor” driver in device manager to be found, and yes I enabled “show hidden devices” :) I have uninstalled and reinstalled trying this or that for the past couple of hours with no luck.
    So I found my old key for windows 8 just downloaded to to a flash to I will try the dual boot to see if I can get it to switch to dk2 in windows 8 then see if the option stuck in windows 10.

    bcozier
    Participant

    I noticed the higher pixel density on the Samsung Gear VR with Galaxy S7 (577 ppi) 1440p instead of 1200….I also saw someone using TrinusVR.com to push SBS output from a PC to the GearVR but think it uses tridef or something the like. I was wondering if VorpX could do something similar to use the PC processing power to output to the GearVR better display? It could mean more vorpx sales for you Ralf…and yet another way for us PC gamers to tap into VR who already have the Gear VR with the possiblity of even better image quality than CV1 not to mention easier present availability. What do you think, Ralph?

    #101151
    Ralf
    Keymaster

    Similar to my little write-up after a few days with the Oculus Rift CV1, here are my first impressions regarding Vive after a similar amount of time for those who are interested. This will also include comparisons to Oculus where suitable.

    Probably the most important thing for those who chose Vive over Rift is the promise of room scale VR, so I get to that first. Nothing new to anyone who tried it: it’s great. Most time using the Vive besides working I spent with Tilt Brush so far, which simply is the most fun way to sketch since the pencil was invented. At the same time I’m a bit more sceptical than most about the amount of room scale games that will actually impress once the wow factor has worn off a little. Games have to be very different from anything you know for this to work well. Time will tell whether game designers will come up with enough good ideas to make this something that will last. I hope for the best.

    In regard to vorpX room scale isn’t that important BTW, at least for now. Typical games where you run around in large environments obviously aren’t really feasible without slightly odd workarounds like teleporting from location to location. If you want to freely roam large environments, a locomotion platform is your best bet.

    In fairness to the Rift I’d like to add that all of what I saw in regard to room scale will probably also be possible with the Rift once Touch is available later this year.

    Now the more technical categories:

    FOV: Absolutely high enough for an immersive experience and slightly higher than the Rift’s FOV.

    Pixel Density / Screen Door: Also good enough to not get distracted. Slightly lower pixel density than the Rift and thus slightly worse screen door effect, which is only logical due to the higher FOV while using essentially the same displays.

    Lenses: Same basic principle as the Rift’s lenses (fresnel) with the same advantage (image overall more clear) and the same artifacts (lens flare/glare with high contrast scenes). I’m still undecided whether I prefer the more blurry peripheral view of normal lenses above the fresnel flare or vice versa.

    Head phones: The headset comes with earbuds that sound more than good enough for everyone with average hearing. Also easily exchangable for something else if you don’t like earbuds or want something better. So nothing to complain here, pretty much the same thoughts I had about the Rift’s headphones.

    Head tracking: Just works. If I have to nitpick then about the base stations which don’t seem to have an on/off switch, so the motor is spinning all the time. At least I didn’t find one. Easy to circumvent, but unnecessary.

    The crunch question: Is there a winner when comparing Vive to Rift? Clear answer: No. You probably will have a favorite, but in the end that comes down to personal preferences. Do you favor FOV over pixel density? Do you favor earbuds over open head phones? Which store do you like better? Things like that. Room scale rather sooner than later will be available for both, so I wouldn’t focus on that too much when making a decision. Objectively both are really great high tech toys.

    #101143

    In reply to: Any news on Vive

    cyrilp
    Participant

    As far as 3D movies on iso that will require a conversion tool to rip out the left and right eye images to create a new MKV SBS file. I have some 3D imax blu-rays converted in Full SBS format that I used with DK2 and MaxVR. I can only image how nice they would look in CV1. The tool I used was SSIFSucka. I heard there’s also another called 3DBD buster. Better to use a VR movie player that will make use of the oculus sdk for better image quality han just a regular player like VLC.

    it’s not possible to mount a 3D iso movie and play it directly ? you have to convert it first ?

    #101139

    In reply to: Any news on Vive

    bcozier
    Participant

    As far as 3D movies on iso that will require a conversion tool to rip out the left and right eye images to create a new MKV SBS file. I have some 3D imax blu-rays converted in Full SBS format that I used with DK2 and MaxVR. I can only image how nice they would look in CV1. The tool I used was SSIFSucka. I heard there’s also another called 3DBD buster. Better to use a VR movie player that will make use of the oculus sdk for better image quality han just a regular player like VLC.

    #101086

    In reply to: Any news on Vive

    peteostro
    Participant

    You have an incredible talent to make unique advantages sound like disadvantages. 🙂

    I hope you don’t mind if I add my take on your G3D/Z3D part: while some performance demanding games are hardly playable with full Geometry 3D (rendering everything twice) on normal gaming PCs, vorpX has a second 3D creation method (called Z-Buffer 3D) that – while not offering 100% perfect Stereo 3D – provides much better performance and thus allows you to play even the latest games with VR compatible frame rates on your headset, which would not be possible otherwise.

    vorpX also offers a variety of methods to deal with field of view, often only a single mouse click in the vorpX Game Settings Optimizer is required. There also is an extra easy two step way to solve the issue for almost every game – albeit sometimes at expense of some visible bars above and below the game.

    Yes Z3D does make most games playable. But you need to try it because you lose positional tracking (like gear VR) and the game can look wonky. So while a lot of games might be fine in Z3d, to me they are not “true” VR since the game can not positionaly track you in 3D space. Every one is different and needs to try this mode for themselves to see if it works for them. In fact it would be awesome if you released a demo version of VorpX with only z3D mode and if you wanted G3D mode you could then purchase the full product.

    Also there is the tinkering in a lot of games that are more and than just fooling with graphics options

    #101061
    raron
    Participant

    I also got the in-VR error message “Sorry, we’re having trouble loading vorpControl.exe” etc. No error message in windows ofc.

    However, if I just close that Oculus home VR/store-thing, and leave vorpControl.exe *32 and vorpControl64.dat running (task manager), and then start a game, in my case I’ve only tried Fallout 4 so far, it seems to work. Poorly though. In all 3D modes, and especially 3D geometry.

    I did run the Game settings optimizer from VorpX Config btw, for Fallout 4. The VR visuals is pretty good in geometry mode, just saying. But performance is just useless. Too bad really.
    I don’t know what exactly the FPS is, as EVGA precision (v. 3.0.1) can’t display the FPS counter in FO4. I guess it’s 10-15-ish, give or take. Usually (non-VR) it’s butter smooth.

    Using Oculus Rift DK2, latest runtime 1.3 (0.1.3.1.10809 as reported by Bilago’s VR manager, since I couldn’t figure out where I find this info from Oculus home).

    And Windows 7 ultimate 64-bit, GTX 970 with nVidia driver 364.72.

    Also, that Oculus home thing starts when I quit vorpX. Also when I start vorpX, but then that error message pops up after a while.

    Now I won’t rule out that I’ve managed to mess something up while installing a runtime switcher, since I discovered that runtime 0.7 somehow didn’t get installed properly (missed the OculusConfigUtil.exe), so I had to reinstall that, twice, and then reinstall the newest 1.3.something. But it seems to work now. Except with the vorpX performance being very bad.

    #100714

    In reply to: Please wait forever.

    zarlor
    Participant

    I don’t have the other runtimes installed so I don’t think that’s it. I did notice in this thread, however, that another person with the same issue, edo, is having the same problem but noticed that “ok got a few games to run, eg skyrim, batman, fallout 4, however I never get rid of that “Please waiting” screen which launches as soon as I start vorpx.”

    I do have Skyrim so I may try to see if vorpX interfaces with it correctly later. He did state that GTAV and the vorpX Desktop (I have tried the latter) did NOT work from him, though. I think Ralf may have also misinterpreted his claims of the grey screen sowing up as being the disclaimer screen rather than the “Please Wait…” screen. So we’re definitely seeing something hang. Ralf did mention in that thread that you can contact support [at] vorpx.com to get the previous version of vorpX that runs with the 0.8 runtime if you really want to get up and running right away. Personally I’m fine sticking it out and seeing if we can figure out what’s happening, though. So far I think we are seeing a common thread here of Windows 10, GTX 980 cards and using the DK2. I do have a CV1 on the way, but I’m a :45 order so I suspect I won’t see it until probably May so I can’t be much help on seeing if that makes a difference for us.

    #100699
    Mack1000
    Participant

    I’m having similar issues. I didn’t notice that my body was moving to be honest. Either way something is off.

    check out this thread

    [SOLVED] Fallout 4 – Head tracking problem with Vorpx 16.1.1

    #100610

    In reply to: Please wait forever.

    zarlor
    Participant

    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”

    #100531
    raben
    Participant

    I have recently updated Vorpx and since then I get this error message “Oculus runtime init failed” Can’t locate device. Everything worked as intended before the update.

    I’m using the DK2 with oculus runtime 0.8, Windows 10, administrator account.
    All other Oculus programs are working fine.

    My general settings in vorpX is Oculus Rift Devkit 2, B Lenses

    I tried to unistall, reboot and reinstall the oculus runtime and the same with vorpX but still the same error. I also removed the secondary screen, but no luck.

    Please Help

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