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Topic: OK… so how does it work??
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)
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.
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 serviceHere 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.
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?
Topic: Vive First Impressions
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.
Topic: Oculus runtime init failed
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
