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  • #90798
    gapper4
    Participant

    hello,

    i am running windows 7 x64 with oculus runtime 0.5.0.1
    hd radeon R9 270x
    16 gigs ram
    amd 6100 6 core processor 3.3 GHz

    i am trying to run space engineers and i know my oculus works, the test worked just fine and i ran a few games with it just fine. i tried the troubleshooting steps as well as advice from the forums, but when i run it this is what happens

    1. the screen flickers back and forth on my oculus and monitor then it pauses
    2. the game displays on my oculus with the message “vorpx init failed. vorpx will not start correctly, check the cables.. etc etc”
    3 i press “ok” then the game works on the oculus as far as the vorpx message letting me know about the FOV and the shortcuts work as well, i can press the middle mouse button to show the full screen for menu use but the headtracking does not work.

    i am not sure what to do, i have tried all different ways from the first setting my oculus to main display, to setting it as the secondary and changing the setting in vorpx config, unplugging and plugging everything back in, different ports, restarted multiple times, reinstalled, and still get the same thing no matter what i do. any help would be great

    Bad news my friend. I was very much looking forward to 0.9 with DK2 runtime 0.7 for SE but no joy. It crashes on start-up…

    #90786

    In reply to: Arma 3

    cha55son
    Participant

    I still can’t get it to work properly. Works fine when vorpx control is not running. I don’t have much running on this computer. (I can list running services upon request) I’ve also disabled the steam overlay to eliminate that concern.

    # Scenario 1
    1. Start Arma 3 (non-admin)
    2. Works (no hmd support, of course)

    # Scenario 2
    1. Start Vorpx control (non-admin)
    2. Start Arma 3 (non-admin)
    3. Fails

    # Scenario 3
    1. Start Vorpx control (admin)
    2. Start Arma 3 (non-admin)
    3. Fails

    # Scenario 4
    1. Start Vorpx control (admin)
    2. Start Arma 3 (admin)
    3. Fails

    When it fails I get no error message, the Arma logo just disappears.

    #90579
    CylonSurfer
    Participant

    @ Cylon : Occasional jerkiness: check your framerate with [ALT][F]. There are two values now. Game FPS and Direct Mode FPS. The Direct Mode FPS have to stay at 75fps at all times or you get judder. Game FPS should at least be half the headset refresh rate (~40 fps for the DK2), better 60, and ideally 75, of course.

    The easiest way to achieve this is obviously lowering graphics settings, but you can also lower the game resolution now, as vorpX doesn’t have to run at the headset resolution anymore. You can even choose 4:3 resolutions now, which can help in some cases as less stuff is drawn that is thrown away later. And if you wish, you can even experiment with custom square resolutions which can be created in the nVidia control panel.

    Another new and particularly easy way to optimize direct mode performance in demanding games is syncing the game framerate to exactly half the headset refresh rate. This can be done on the display page of the ingame menu, setting is called Direct Mode Framerate Sync.

    Thanks for the suggestion Ralf – sadly it has no effect on the odd jerk I experience.

    I double checked both The Direct Mode FPS and Game FPS. Direct Mode FPS is at a solid 75FPS, it never dips. Game mode goes from around 66FPS to the full 75FPS depending on what I’m looking at. The odd thing about the jerk is that it happens in areas where I get a full 75FPS on both Direct Mode and Game FPS…

    Setting Direct Mode Framerate Sync to ‘Half’ causes the games to become a blurry mess. I only get nice smooth game play with it set on full.

    I also tried the custom aspect ratio settings after you mentioned it and reading about the 8:9 ratios on Reddit, its a nice performance boosting tip and very nice new feature. Sadly it does not help with the odd jerk I get.

    What I do not like is that the jerk happens in all games across the board, even ones that achieve 75 FPS at all times. It’s not the stuttering we experience with low FPS, its an actual jerk, like the game freezes for a millisecond, in GTA V for example everything appears to stop for that very brief amount of time, including the passing traffic. As I said in my previous post, its almost like everything is playing catch up every few frames or so.

    #90535

    In reply to: Vorpx Demo????

    feathers632
    Participant

    Stop stalling and buy it ! :) Its only $40.. Rift cost $300+.. pc $1000+… Games are $60 a pop… buying a great program, and the only program, that let’s you use all those together for only $40 seems like a good deal to me… just do it lol

    I’m just concerned about wasting money if it doesn’t work for me. I persuaded a friend to buy it last year when he bought his DK2. He hasn’t had any luck getting it working with his games. I very rarely pay full price for a game anyway. GTA V is currently on sale below the price of vorpx. A demo would have been a great way to test it out before spending.

    #90525
    CylonSurfer
    Participant

    @Phil

    Sure, here’s what I do.

    Turn off all of VORPX’s game pad features and change the settings in Skyrim to disable the game pad. Make a note of the games default keybindings. Download and install ‘xpadder’, you should be able to find the older free version on the Web. Open it and map the default key bindings to the pad buttons, configure the right stick as a virtual mouse. I map right on the dpad to be a walk / run toggle. The only disadvantage is that you loose the nice analogue movement on the left stick.

    Regarding your resolution problems. Open the Skyrim launcher go to options and set the resolution to 1080×1920, 16:9, letterbox. Select the ‘low’ graphic preset. Exit the launcher then boot Skyrim without Vorpx to confirm that 1080p is working. If it is, start Vorpx and restart Skyrim.

    If it isn’t goto

    C:\Users\username\Documents\My Games\Skyrim ) with notepad and change the iSize W= and iSize H= values to:

    iSize W=1920
    iSize H=1080

    Save and close, restart Skyrim.

    #90455
    Ralf
    Keymaster

    Yes, it was removed. The idea behind it was indeed to address FOV issues, but it clearly was the worst idea during the whole development. Due to the distortion it introduces it can potentially make people sick.

    There are many more ways to address FOV issues, ranging from perfect to OK. Please check the Essential Game Hints in the help for details if you haven’t done so already.

    One particularly easy new way is setting your game to a 4:3 display mode (like 1280×960 for example), which is now possible and then zoom out a few notches (ImageZoom). In many games that is a nice way to address FOV issues quickly. Not 100% perfect but definitely better than the logarithmic distortion.

    #90058

    In reply to: vorpX 0.9 Slight Delay

    WolfTwo
    Participant

    There is progress. It looks like the version error stops appearing. However, VorpX still doesn’t detect the HMD and will not start. Here is the dialogue from the X86 window.

    OVR::DeviceManager – initialized.
    OVR::DeviceManagerThread – running (ThreadId=0xBAC).
    CameraFactory starts
    [TrackingManager] Entering tracking thread
    OVR::Win32::HIDDevice – Opened ‘\\?\hid#vid_2833&pid_0021#7&e632a6f&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}’
    Manufacturer:’Oculus VR, Inc.’ Product:’Rift DK2′ Serial#:’H1DE4CC6NHC4KM00Y100′ Version:’212′
    OVR::SensorDevice – Closed ‘\\?\hid#vid_2833&pid_0021#7&e632a6f&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}’
    OVR::Win32::HIDDevice – Closed ‘\\?\hid#vid_2833&pid_0021#7&e632a6f&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}’
    [TrackingManager] Broadcasting new HMD count = 0
    CameraFactory::inspectCamera starts
    OVR::Win32::HIDDevice – Opened ‘\\?\hid#vid_2833&pid_0021#7&e632a6f&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}’
    Manufacturer:’Oculus VR, Inc.’ Product:’Rift DK2′ Serial#:’H1DE4CC6NHC4KM00Y100′ Version:’212′
    CameraDK2::Initialize starts
    Repeated 2 IMU samples: 2000 2 0
    Lost 2 IMU samples: 5004 2 4
    Lost 3 IMU samples: 4002 2 5
    CameraDK2::Initialize: sending GET_CUR
    IOCTL_OCUSBVID_EXECUTE_VIDEO_STREAMING_REQUEST probe GET_CUR succeeded
    Device reported frame index 1, format index 1, frame interval 166666
    video frame size 0x58200, payload transfer size 3000
    PROBE SET_CUR to fmt 1 frm 1 int 166666 frmsiz 360960 xfersize 3000
    IOCTL_OCUSBVID_EXECUTE_VIDEO_STREAMING_REQUEST probe SET_CUR succeeded
    COMMIT SET_CUR to fmt 1 frm 1 int 166666 frmsiz 360960 xfersize 3000
    IOCTL_OCUSBVID_EXECUTE_VIDEO_STREAMING_REQUEST commit SET_CUR succeeded
    Lost 2 IMU samples: 3002 2 4
    Lost 2 IMU samples: 3002 2 4
    Lost 2 IMU samples: 2001 2 4
    Lost 4 IMU samples: 2002 2 6
    [TrackingManager] Broadcasting new HMD count = 1
    CameraFactory::inspectCamera ends successfully

    And VorpX won’t give me the time of day.

    #90016
    Ralf
    Keymaster

    The next vorpX version will have special mediaplayer profiles for VLC and MPC-HC which probably are two of the most popular players. This includes support for side by side and over/under 3D movies and pre made gamepad emulation profiles for basic playback control.

    Capturing the desktop is not a good way to handle movie watching on the Rift. The main issue with that for movie playback is that it makes the movie blurrier than it has to be. First the video player scales the image up than it is captured and afterwards scaled again for display in the headset. Each scaling process makes the image blurrier. With the VLC player vorpX can grab the video at its original size and display it directly, which saves the first quality degrading scaling step. vorpX also does the unavoidable scaling step in a special way that preserves image clarity better.

    Apart from that simply capturing the desktop also introduces an additional framerate conversion issue as the video is first converted from (for a normal movie) 24fps to the desktop refreshrate (usually 60fps), then captured at the desktop refresh rate and converted again to the 75fps (Rift DK2) of the headset. Similar to the scaling each of these steps degrades quality, in this case visible as micro stutter. Regardless of the player used vorpX always captures the video at its original framerate, saving the first framerate conversion.

    vorpX will be a pretty good choice for watching movies in conjunction with MPC-HC and especially VLC. Image quality wise, which in the end is what counts the most, arguably the best.

    In a nutshell: if you care about image quality when watching movies in the Rift, use a specialized VR movie player or vorpX 0.9 (available later this month) with VLC, but do not use something that just captures the desktop.

    andymnfun
    Participant

    It’d be nice to just pop in a blu ray and watch it on the Oculus Rift DK2.

    It’s currently the cheapest Blu Ray software available it’s like $10 on eBay.

    I was disappointed to find that most videos on the computer work but when I pop in a blu ray on WinDVD 11 Pro the image of the application turns black.

    That would be sooooo cool. I know the DK2 is only HDMI 1.3, but I wonder if I could watch 3D blu rays?

    This would be a huge draw for Videophiles wanting to watch their Blu-Ray collections in Virtual Realtiy. I’m sure many people would buy Vorpx simply for Blu-Ray support.

    #89882

    In reply to: vorpX 0.9 Slight Delay

    Ralf
    Keymaster

    Just like with DX9-11 vorpX will try to hook into any OpenGL game. So if these games use OpenGL, they may run.

    Just be aware that the OpenGL support is a personal side project so to speak. There is no 3D yet, and whether that will happen or not depends entirely on how many resources can be spared. At least you will be able to play most OpenGL games in 2D or Virtual Cinema Mode.

    If someone still likes strategy games: Homeworld Remastered is freaking awesome on the large screen. Also the old Raven Software Star Trek Voyager and Jedi Knight games are quite nice.

    #89850
    That_Guy225
    Participant

    hello,

    i am running windows 7 x64 with oculus runtime 0.5.0.1
    hd radeon R9 270x
    16 gigs ram
    amd 6100 6 core processor 3.3 GHz

    i am trying to run space engineers and i know my oculus works, the test worked just fine and i ran a few games with it just fine. i tried the troubleshooting steps as well as advice from the forums, but when i run it this is what happens

    1. the screen flickers back and forth on my oculus and monitor then it pauses
    2. the game displays on my oculus with the message “vorpx init failed. vorpx will not start correctly, check the cables.. etc etc”
    3 i press “ok” then the game works on the oculus as far as the vorpx message letting me know about the FOV and the shortcuts work as well, i can press the middle mouse button to show the full screen for menu use but the headtracking does not work.

    i am not sure what to do, i have tried all different ways from the first setting my oculus to main display, to setting it as the secondary and changing the setting in vorpx config, unplugging and plugging everything back in, different ports, restarted multiple times, reinstalled, and still get the same thing no matter what i do. any help would be great

    #89820
    BelleGueule
    Participant

    Hi,
    I did the mistake to upgrade to windows 10 and now am stuck with the runtime 0.7, i know that an update to be released later this month will cover the compatibility with the runtime 0.7 but i would like to know if there is any known way to hack a workaround to make it work on 0.7

    EDIT: i just noticed that i posted this message in the wrong section, if a moderator see this, please move my post to the tech support section

    #89532
    Conrad
    Participant

    Might be also interesting to take a look on the started conversation on this on youtube.
    L’incendio is always me.
    As you see Pete an another person as already tried to take it functioning but with no results.

    lincendio
    Thank you FIrst Day. For wrap do you intend enlarging the two screens seen by the two eyes? I mean you intend to create the illusion of a surrounding environment? you mean this? Thank you again.
    1 giorno fa•

    Thomas Samoht
    I’m trying to get the oculus DK2 to work with FS2015, but even Vorpx refuses to work…
    6 mesi fa•

    Thomas Samoht
    +First Day Reviews Got VD… haven’t tried with FS15, but it should look kinda “big screen only”, isn’t it? however, FS15 graphic engine (Giant?) made quite a leap regard the previous version: SLi now is supported (seems to work at least). Don’t know why things such AA and AF are capped to “8x” natively. I can see that it has some geometrical “native limitation” when trying to play with VR: in the cockpit mode, you cannot look all the way up to the roof, for instance… but it would look great however. Oh and btw, nice rig you have there ;)
    6 mesi fa•

    First Day Reviews
    +Thomas Samoht doesn’t work on any of the injectors, the only way to get it to “sort of” work is to download virtual desktop and use that, its far from perfect but the only thing you can use to make it work at all.
    6 mesi fa•

    lincendio
    Hy Thomas Samoht and First Day Reviews. I’m a student of master degree in Psychology at the university of Padua (Italy). Im conducting some researchers on a specific type of cloche for excavators in ergonomy and neuropsychology. I’m using both farming simulator2013 and farming simulator 2015 paired to oculus dk2. I’d like to know if someone of you two can give me some informations about how make farming simulator 15 (or 2013 if you prefer) to work with oculus dk2. In case this might make me to run some experiments on the usage of excavator using an immersive situation with the rift. Do you think this is possible or not? if its the case how do I have to do to let all this to work? thanks a lot. With my best regards. Nicolo’
    1 settimana fa•

    First Day Reviews
    +lincendio hey, the only way i’ve come close is using it is using a program called “Virtual Desktop” its not perfect and its not 3d but if you use the wrap around function it works really well, give it a shot
    1 settimana fa•

    #89347
    RWHTL
    Participant

    Did anyone find a resolution for this? I’m currently tearing my hair out over it. Steam version of GTA, VorpX 0.8.1.0 beta, Oculus 0.6.0.1 beta runtime. Seeing an identical log to OP:

    INF: VorpControl: Starting.
    INF: VorpControl: Starting.
    INF: vorpControl: Rift found: Oculus Rift DK2
    INF: VorpControl: Starting 64bit.
    […]
    INF: D3D11 Manager: Adapter Description: NVIDIA GeForce GTX 960
    INF: D3D11 Manager: NV Driver Version: 35330, r353_23
    INF: D3D11 Manager: Buffer Resolution: 1920×1080
    INF: UIRendererDX11: Initialized
    INF: UIManager: Initialized (D3D11)
    INF: GamepadXI: Init
    WRN: GamepadXI: No Controller found
    INF: Keyboard: Init
    INF: InputManager: Initialized
    INF: TrackerRift: Init
    ERR: OculusRiftDevice: Initialization failed. HMD could not be obtained.
    ERR: OculusRiftDevice: Initialization failed.
    INF: MessageWindow: Init
    INF: Engine3D: Scene Initialized: 100
    INF: RendererDX11: Initialized

    #89215

    In reply to: Arma 3 – true 360?

    Ralf
    Keymaster

    Sounds like maybe you accidentally may have activated the Virtual Cinema mode? If that is not your issue, please make sure to set the FOV to 120° (can be done with the vorpX Game Optimizer normally. If that fails for some reason, google for “Arma 3 FOV”, which will yield several results linking to FOV calculators and tutorials.

    Please also note that Arma III is currently Z-Buffer 3D only, which means the Stereo 3D effect looks flatter on nearby objects. The advantage is that it’s twice as fast than G3D.

    Also worth checking out is the below in-depth tutorial:

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