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  • #16401
    T2k5
    Participant

    Getting “configured device was not found”, driver/ovrservice/vorpx/computer restarts have no effect. Unity and Unreal Engine demos work, as does Elite: Dangerous. Running Win7 64bit, extended, Rift as main display, aero disabled, antivirus and firewall disabled, VorpX Conf set to DK2. SteamVR throws “HMD not known”, though it manages to light up the camera before timing out.

    Anyone else with similar problems?

    #16380
    mondo50m
    Participant

    I was automatically upgraded from a useable version of VORPX to an unusable version. When I start the program it tells me that the configured device was not found and that VORPX will exit now. It then asks me if I want to start the config program to select another HMD. When I click on YES it states that an unspecified error has occured and wants to know if I want to restart the program. When I select YES, it now goes back to the original message stating that I have chosen the wrong HMD. It just continues in this useless circle. I am using the DK1 that I have used since the beginning. I have a windows 8.1 gaming computer. I hope DK1 has not been dropped in favor of supporting the DK2. I will be very angry.

    Milt

    #16197
    gustavor38
    Blocked

    After reading roadtovr article about compatibility with skyrim in DK2 i ran to buy your product.
    Now I find that really they are reviewing a not public version, right?. I think that this is not a good policy.
    When i try to use the product i find that no head movement is detected by vorpx, not the camera (i know i must wait for the update), the rift alone. When I turn the head the image turns with me, i can´t look around is as i have a monitor glued to my head.
    I tested it with fallout3, i tried stopping and starting the oculus service, the program opens ok in the dk2 forcing it with vorpx control. I tried using system config but the problem is the same.

    Am I doing anything wrong?

    Excuse my english, it isn´t my native language.

    ListerofSmeg
    Participant

    See image for error.

    Head tracking is not working on any vorpX game. All the demos and stuff that came with the DK2 are working fine.

    There is “No Device Attached” to vorpX.

    I have Uninstalled and re-installed and tried different versions of the Oculus runtime 0.4.1 is the same problem as 0.4.0.

    There is almost nothing running at the same time.

    All plugged in to USB2.0

    Please help… ARGGG I am pulling my hair out.

    null

    http://po.st/Kh0K7d

    https://imageshack.com/i/idUVYxA4p

    #16106
    Iristrauma
    Participant

    Hi Ralf

    I just purchased a copy of Vorpx in eager anticipation of the new release relating to Skyrim. I drool at the thought of running round Skyrim modded to hell and back with HD textures and a bazzilion mods, all running at 75fps using Vorpx and my DK2. (I have a nice fast pc)

    Dare I ask what timeframe we looking at a release. Days or weeks? Eitherway its great news you sorted geometry based rendering, and head tracking. Looks amazing fun.. Cant wait to try it..

    #16075
    JackDT
    Participant

    Ralf, from one developer to another: small, timely updates keep the community interest in your software high.

    We should all be here to talk about how awesome VorpX is, but instead, it’s been 9 months since we had even a minor update, and we’re all on the spectrum of impatient and pissed off.

    it’s not just DK2 support people are impatient for – it’s all of the small features and everything that has been promised. You’re bundling too many features into each update. From what I’m reading, this update will include DK2 support, DX11 geometry support, lots of setting changes, fixed shaders in Skyrim, an automated licensing solution, and probably more that you haven’t mentioned. That is just NUTS. Hell, I’d be happy with the letterbox rendering changes only, which were supposedly resolved 4 months ago. Why do I have to wait for DK2 support for that fix? You’re trying to be Internet Explorer when you should be Chrome. Change your dev cycle to release small features silently and very often. It minimizes risk for you, keeps your community engaged and happy, and shows that you are constantly working on our investment.

    I’m looking at purchasing VorpX and the fact that the last update was so long ago was what made me hold off. A history of updates on a steady tic is totally what inspired confidence in a purchase — even if the updates are very small.

    Alternatively an unstable branch that showed changes over time would have probably sufficed.

    This probably makes your development life a tiny bit more complicated in that you’d maintain a separate branch for the biggest changes, but as someone who started doing that in my own stuff I’ve found that the extra discipline and organization this imposes is actually improving the final output of my work.

    #16062
    sucaj
    Participant

    Thanks for responding, Ralf. I’d like to throw my 2c in again by saying that it’s not just DK2 support people are impatient for – it’s all of the small features and everything that has been promised. You’re bundling too many features into each update. From what I’m reading, this update will include DK2 support, DX11 geometry support, lots of setting changes, fixed shaders in Skyrim, an automated licensing solution, and probably more that you haven’t mentioned. That is just NUTS. Hell, I’d be happy with the letterbox rendering changes only, which were supposedly resolved 4 months ago. Why do I have to wait for DK2 support for that fix? You’re trying to be Internet Explorer when you should be Chrome. Change your dev cycle to release small features silently and very often. It minimizes risk for you, keeps your community engaged and happy, and shows that you are constantly working on our investment.

    #14257
    Ralf
    Keymaster

    DK2 will be supported. There are a few challenges, mainly positional tracking and the way the image is rendered with the DK2, but this is being worked on already as far as possible without an actual device.

    Generally vorpX tries to hook into all DX9-DX11 games. Those that aren’t on the support list usually don’t have Stereo 3D, but do work otherwise. Image duplication, head tracking, all extra features like EdgePeek etc, work fine even with most unsupported games. There are exceptions, of course.

    #14181
    jshipley
    Participant

    I’m trying to get Mass Effect 3 working with vorpx and the oculus rift.

    I have the game on origin, and I am running it in offline mode.

    Here are the issues I’m running into:

    1. While in the ME3 game I can not hit the Delete key to bring up the in game vorpx controls.

    2. The menus are extremely hard to use.
    – I do not see a mouse cursor, and it constantly resets it’s position.
    – If I manage to get lucky and find a button with the hidden mouse cursor before it resets its position, I can click it to navigate the menu. But some of them are extremely hard to find (the confirm dialogs are near impossible for me).
    – I can use the arrow keys to navigate (the game doesn’t seem to support keyboard ability to select an option though).

    Any advice?

    #13770
    tele3dworld
    Participant

    Anyone tried to use VorpX with avayalive engage

    http://wa692.avayalive.com

    nice to know.

    #13400
    GarrWolfdog
    Participant

    Adding my voice here too. been wait a full day and got no code.

    Seriously, there’s grounds for a false advertising legal action here, as the order page says “You will be able to download the product immediately after ordering!”. This is clearly not true, and yet I’ve still been billed.
    I’m giving it 72 hours to come through before talking to the company lawyers.

    I certainly hope the product is bloody amazing to make all this hassle worthwhile.

    #13309

    In reply to: Fisheye/Image Warping

    sucaj
    Participant

    ok! I did a great deal more troubleshooting and tweaking, and have basically reduced the effect to be unnoticeable. However, how I did so is totally unreasonable. Here are my findings.

    – Ralf, you’ve suggested that VorpX works best at resolutions of 4:3 or 5:4. Although these resolutions certainly reduced the fisheye effect, and reduced the appearance of everything being stretched vertically, at 1280×1024 (5:4) the distortion was still present and greatly noticeable. However, a combination of carefully tweaking the image zoom, the game’s FOV, setting the “simple” aspect ratio correction, and tweaking the eye offset resulted in a greatly reduced fisheye effect. To me, this indicates that the distortion shader is not scaled or changed properly based on VorpX’s settings… unlike Vireio, Tridef and other stereo solutions out there.

    – Although a 4:3 resolution of 5:4 is suggested, I noticed that 5:4 was still less stretched and better than 4:3. This indicated that the more square the resolution, the better VorpX hadles it. Confirming my suspicion, I was able to add a custom GPU-scaled square resolution of 1280×1280 (1:1), which successfully eliminated the effect entirely. Hmmmm.

    Ralf, I urge you to please reconsider how you are implementing your image projection and applying your distortion shader. Neither Tridef nor Vireio have such issues with aspect ratio or image distortion. Neither Tridef nor Vireio require any sort of aspect ratio correction, and both work fine with not only 16:9 resolutions, but ANY resolution that you throw at them. The distortion shader is scaled properly no matter how the image is zoomed, what your FOV is, or what your stereo separation settings are. Requiring users to use 4:3 or 5:4 resolutions within a very thin margin of ‘correct’ stereo settings is a clear indicator that something is horribly broken in VorpX’s rendering. Since Vireio is open source, I really hope you can take a look at it’s implementation and apply your findings to VorpX. You clearly have a better sense of polish and product than Vireio… but despite the fact that I paid for it, I unfortunately find myself using Vireio more often simply because the rendering is vastly superior.

    #12523

    In reply to: Setting up oculus

    itxtutor
    Participant

    In arma 2 it works really nice. But it says in arma 3 not supported game… But on the webpage it says it´s supported. Maybe we have to wait for the new update. Does it work for anyone ?

    robottesla
    Participant

    Hi Ralf/everyone.

    I recently got left 4 dead 2 on the steam sale, but Vorpx does not seem to work with it. When I start Left 4 dead 2, it starts normally without vorpx turning the screen stereo. When I exit the game I then notice vorpx is no longer running. I’ve double and tripple checked this. Turn on Vorpx via Vorpx Control shortcut, verify its running in task manager and in the side tray, run left 4 dead 2, exit left 4 dead 2, and vorpx is no longer running.

    The other two games I have recently ran with Vorpx is BF4 and Dirt 3, no isses with either of them. Vorpx is still running when I exit either of them.

    Any ideas? My setup is:

    – Windows 7 Ultimate (64bit).
    – 16 Gig Ram
    – intel i7-4770 3.40GHz
    – Asus GTX 770 Nvidia GeForce DirectCU II OC 2GB GDDR5 Graphics Card

    #12250
    jeffw773
    Participant

    Yup I got it! Thank you so much! :D
    I have a quick question about how to use VorpX with some games though…
    I am trying to get DiRT 3 to be able to drive with my xbox gamepad but while also being able to look around the interior of the car with the oculus but for some reason I can’t get it to work….I would appreciate any advice or help you can offer me :)

    And jjordan12 I think you should be able to go into your email and find the email about your purchase and it should have the link to your download in there. :)

Viewing 15 results - 736 through 750 (of 762 total)

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