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  • Grumdark
    Participant

    Hi, I think vorpx, is a 3d fantastic tool.
    however, much like I see some of these improvements or ideas.
    Is there any possibility to include?
    In this far these are for me the most important.
    (sorry english it’s not my native language ;)

    1:I would like to vorpx,option to enable/disable extra croshair from the menu ingame vorpx.One optional crosshair,or laser point to solve some problems in stereoscopic cases.(You could even customize form and color …)
    This may require disable/ignore the current crosshair or laser point,depending on the game,but I think it would be a fantastic choice,to help in different cases.

    2:Another idea that I would love, is the inclusion of an extra option in the menu ingame vorpx:
    Player/weapon fov-adjustable,that could work very well as a route for some games. In some cases, this can also act as it currently does in flawless widescreen.
    And let after adjusting the size of weapons is significantly modified with separation 3d in some games,besides the distance between the camera and “weapon”.

    3:Possibility of including a small tool, for users trying to support some 3D titles not currently supported.
    Thus, some users are more involved helping to improve and expand the list of vorpx compatibility.

    4:added main tab,in the current interface vorpx(external),offering the ability to add shorcuts,to launch games from here optionally.
    (for example,steam shorcuts or .exe in directories,added and launch from this panel)

    5:Include more options in the current optimizer game setting.
    Example:More options for scaling UI/GUI in 3d z-modes,and subtitles above,(for other languages without translation of voices) where possible from the files in several cases.
    Example (outlast, oblivion, vanishing ethan carter) are perfectly playable, except subtitulos.No have voices for all languages.

    More types of fov, sometimes present (camerafov outlast example) etc.

    6:offer possibility 3d sbs mode(monitors,projectors and 3D TV)

    Sorry my english.
    Regards!

    #81850
    Kimi
    Participant

    Maybe i have a solution for those with doublescreen which also doesnt see the Vorpx menue inGame when you have set your DK2 as Primary and your LCD as secondary:

    I had the same issues: Crashed after Update, Double Screen, No InGame Menü.

    Solved these for me with:

    1) Set DK2 into HMD Mode first. Started Flawless widescreen and GTA5 Plugin.

    2) Started “ConfigVorpx” without Admin Rights (normal double click)(First time i had the “crash report also”, second time worked for me) Restored all Games in TroubleShooting Menü and unchecked “Run as Admin in Config Menue”. Apply & Close.

    3) Vorpx wrote “you are currently running in HMD … etc”. Just left that Dialog and went to TaskManager where are killed the Vorpx Task. Both closed (32 … and the “non” 32 :D)

    4) Then i started it again with running as Admin (windowsAdmin right click run as admin..) and set my HMD to Extended (I´m Running DK2 as Primary in nvidia Systempanel, LCD as second) it worked in the background as usual (sry, German lang question following: @Ralf … StartVorpx läuft wohl automatisch an wenn man die Config startet ne? Is gut so, bloss nicht ändern :D Beim Ausführen direkt, also “startvorpx” stürzts mir immer ab :-/ ob mit oder ohne WinAdmin.

    5) Then i took on my DK2 and startet GTA5 directly as Admin from inside the Rift (Before i started it from the LCD and switched automaticlly into the DK2) Now i could see two Dialogs: First one was “Vorpx will not run correct with D3D9.DLL (have ReShade and SweetFX installed), just clicked on OK. Then another Dialog appeared but i can remember what it said. just clicked ok :D sorry :D

    GTA5 starts normally and i saw the vorpx ingame menue for the first time :) Changed some settings like image zoom, but deactivated virtual cinema and set chromatic aboration fix on, image zoom for me at 0.67 – 0.70. Format: Letterbox1 was standard. i set it to 1:1 … looked better for me.

    Ok. Well now, no crash, everythings fine. But: without Headrolling … its horrible :D Staring to the front and moving the mouse to look around is inside the Rift “german said”: SCHEISSE! XD” … but its playable and looks very good i think. Better than i thought. Would be nice if GTA5 has a direct Rift Support.

    Sorry for my bad grammatic btw :)

    Ralf? kann man das nicht implementieren? irgendwie? den Headroll mein ich :D

    #81604
    Ralf
    Keymaster

    Depth based 3d shifts the original image based on the scene depth (z-buffer). For foreground objects that are displayed against things much farther away that means that parts of the scene become visible that are not really there in the rendered image. Those receive some special treatment, visible as slight halos. That’s the disadvantage of Z-Buffer 3D, the advantage is that it’s twice as fast as Geometry 3D (which often has it’s own set artifacts in injection drivers BTW., for example slightly misplaced shadows, reflections, effects etc.).

    #81326
    Ralf
    Keymaster

    Running as admin should not be necessary, but if you run vorpX as admin, you should also run GTA V as admin (and vice versa). vorpX ideally should run with the same rights that the game runs with.

    Please also check whether you have a process called “vorpControl64.dat” in your task manager. It may be the case that the 32bit vorpX is running running (hence The Witcher hooks), but the 64bit part that is needed for GTA V is not. Knowing that would at least give a hint what to look for.

    #81195

    In reply to: GTA V no head tracking

    achile19
    Participant

    Same problem here: “rift init timed out” message and no head tracking in game.
    I’ve uninstalled and reinstalled oculus runtime and Vorpx, remove 360 pad and all unecessary usb devices, but no change…

    #80910
    Dreadp1r4te
    Participant

    So a guide I saw for using Virieo Perception (SP?) to get Skyrim working on the Rift used a 3rd party mod called Enhanced Camera to enable true headlooking without aiming. The rest of the tutorial was mostly garbage and produced an unplayable game, while I was impressed with VorpX’s instant gratification. Is there anyway to accomplish something similar with this, where turning my head doesn’t turn my body? It would also be nice to incorporate the floating HUD so you can turn your head to see conversation options that are otherwise blocked. Any ideas?

    #80801

    In reply to: BAD REVIEWS

    NipOc
    Participant

    Hi again,
    to you first point, they call the feature VRboost and the feature is described like this:

    …to reduce latency to bare minimum, to make it possible to separate head tracking from mouse control, to allow game controllers to properly function…

    and since I tried a few games it seems to work

    to the second, I tried borderlands 2 and bioshock infinite again and the Hud is still in the lower left and upper right corner, where I can´t see it without “edge peek,” but I don`t know if this is the case in other games
    (this is how borderlands 2 looks in the other driver with Hud moved into vision)
    <img src=”http://www.theriftarcade.com/wp-content/uploads/2014/07/Vireio-Perception-Borderlands.jpg&#8221; alt=”” />

    to the third, not the default value is the problem for me, but the lack of a calibration tool
    (like this one)
    <img src=”http://www.mtbs3d.com/wiki/images/thumb/d/dd/Normal_defaultsettingsSHOCT.jpg/700px-Normal_defaultsettingsSHOCT.jpg&#8221; alt=”” />

    to the fourth, your right, I didn´t thought about the Game Optimizer

    to the fifth, I didn´t change any settings and you even mentioned the fisheye effect yourself, you said that smart AR introduces vertical distortion, but others said too that it´s also a problem in other modes.
    <a href=”https://www.vorpx.com/forums/topic/fisheyeimage-warping/”></a&gt;
    This problem becomes less obvious with a higher fov (but is still noticeable) and might be only bothering me (it´s not that game breaking as it might sound in my first post). I`ll try changing some options again and see if this will help.

    to the last, with “more time,” I meant creating the VRboost profile since they need cheat engine for them (tried to make my own profile and it took an enormous amount of time, more than the shader profile), but I never created Vorpx profiles, so I don`t know how much work it is, so I´ll just believe you.

    I dont think VorpX is a bad driver and I appreciate how much work you put into this and I also appreciate the features that you add with every release. I have much fun with the cinema mode, which works really well and is perfect for third person games and if you calibrate the driver right (head tracking, 3D depth ...), the normal mode can also be an enjoyable experience (if you pause now and then and dont move your head quick, to prevent motion sickness).

    My first post (maybe even this one) may seem a bit harsh because I mostly mentioned problems, but I didn´t want them to seem insignificant and I also didn´t write my opinion or conclusion.

    And my conclusion is that VorpX is still a beta driver and all problems can be fixed and even in this state the experience can be enjoyable. Compared to the other driver, VorpX isn´t the losing one (even if it may sound like this), the other driver got rid of many of the problems I mentioned here, but VorpX has more features, a bigger forum, is definitely more user-friendly, has (in my opinion) a better “basis” and therefore more potential (Both have there pros and cons).

    And to answer the question, yes it has added enough (many) features, like position tracking, (I think) the game optimizer, fov enhancement, updated profiles… to be an enjoyable experience (as mentioned above).

    #80789
    KristoferNathan
    Participant

    I’ve owned an Oculus Rift DK2 since Christmas of 2014. I’ve enjoyed many of the experiences from small projects like Proton Pulse, Affected, and Dolphin VR to AAA titles like Elite: Dangerous and Alien Isolation. I’m not a developer. I’m just a huge VR fan with enough software/hardware knowledge and patience to get stuff working most of the time and so far I’ve been delighted and I’m very excited about the future of VR. I’m always looking for more opportunities to try new VR experiences and idea of an applications that would allow me to play many of my favorite PC games in VR was promising, but there was a lot of apprehension.

    Like many, I lurked on the VorpX forums, watched many Youtube videos, and read as many reviews as I could about the program and hesitated due to so many complaints and mixed reviews. Finally, last week, I mustered the courage to give it a shot. After all, I’ve blown more than $30 on worse things before and if it worked even for a game or two it might be worth it. Long story short: I am very pleased with my purchase. But before you go clicking the “buy now” button, please read on.

    First, it is important to understand that the most vocal are generally those who are unhappy. This is clearly the reason why there are so many negative reviews and complaints out there compared to positive reviews. We don’t have a plethora of review sites yet for VR where we can go for honest, unbiased reviews of everything VR (though the Rift Arcade and Road to VR do a great job and both have made my daily RSS feed). The Oculus Rift community is still very small compared to the rest of the gaming community so when you have a vocal minority they are going to make a big impact. Unfortunately, happy people are just less likely to go posting about how satisfied they are. Those who are enjoying the product are busy enjoying the product. Those who aren’t happy are posting on forums everywhere with sometimes constructive criticism but far more often emotional ranting. Don’t let this completely deter you.

    Is VorpX a consumer-ready product? No. Absolutely not. Why not? Because it’s exclusively designed for the Oculus Rift and the Oculus Rift is NOT a consumer-ready product. It is that simple. It’s software in beta designed for hardware in beta. We are all still in the testing phase. Even most experiences designed from the ground up for the Oculus take some tinkering around to get working. I’ve encountered very few applications that utilize the direct-to-rift function properly. The vast majority of the time I must extend my monitor to the Rift, set the Rift as the primary display, close one eye with the Rift on, and execute applications or move them over to my main screen for easier execution. This is not a consumer-ready experience and that is okay because this product is still in development.

    Does VorpX work? Short answer: yes. It’s an experimental application designed for experimental hardware for software that was not designed for said hardware. That is a nightmare from a developmental perspective and the fact that I’ve gotten it working with 9 out of the 10 games I’ve tried it with is pretty impressive. Some of the games that I play regularly do not currently have stereoscopic/geometric 3D support but the cinema option is very cool and even emulated 3D is fun to play around with. For those games, VorpX is still not my preferred way to play but it has nonetheless been an enjoyable experience.

    For the games with full 3D support, it has been absolutely awesome. Portal 2 looks great in VR and becomes almost a completely new game and Skyrim has so far been nothing short of incredible. Over the past few days, experiencing Skyrim in full 3D has made it my favorite VR experience thus far. The VorpX interface makes it easy to zoom out to letterbox view when I need to access the UI and zoom back in when interacting with the environment. I plan to play the entire game through exclusively in VR using VorpX and I’m looking forward to every moment.

    It is important to note that, just like most other VR experiences, you’re going to need to tinker around with VorpX in most cases to get the best experience and sometimes even then things may not work out. This is the nature of the beta experience. I can’t stress how important options like interpupillary distance are. You can use the built-in IPD calibrator or google ways to measure your IPD manually but these options are IMPERATIVE in order to optimize your experience.

    If you’re patient and knowledgeable enough, VorpX should be well worth the $30 price tag. In many cases it will allow you to experience some of your favorite games all over again in a brand new light. For the experiences that don’t work for you, search the forums and if you find nothing post about it but try to post as productively as possible. Keep in mind, there are updates regularly and the most recent patch has expanded compatibility and implemented some great options. VorpX is a great step in the VR process and, for this humble VR fan, makes the bright future of VR even brighter and definitely has made the wait for the official release of the Oculus Rift much easier.

    #80735
    nieda113
    Participant

    ..i have to admit my first impression of VORPX had been kind of wrong.
    After having spent almost a week of trying and failing i managed to run all my games with Vorpx and all graphical enhancements i installed.
    After all knowing the way to setup Vorpx and oculus software it a piece of cake though.
    The 30 bucks investment is worth the 3d experience . You cant imagine playing games the old fashion anymore.
    THX to the creator of Vorpx.
    My way to get the Vorpx run games is :
    Start all software on the rift. ( might be hard but if you arange the desktop properly it works)
    Setting the rift as main monitor on the left of the monitor settings.
    In Vorpx: use show on rift.
    Pause the Oculus service
    Run your game……
    One more i found out is using an injector for .dll files you also will be able to use enb, sweetfx mods.
    I guess having this kind of information at top of this forum would have caused a lot less confusion.
    Posters here might have forgotten about newbies that are new to VR and need to be adressed in a different way.
    This is a cool software…..

    NipOc
    Participant

    Hi,
    I found the “Home Cinema”, idea cool, but could you also make a mode, where the screen edges are blurred, so that it seems like the game shows in your whole fov ? like this
    Because I noticed that most people don`t even notice that the edges are only repeatet and blurred.

    And than I have a few other questions:

    1. Can Vopx display unsupported games in more or less good 3D, after the update ?

    2. Will the be a profile creater in the future, so that the vorpx users can make there own 3D profiles ?

    3. Will there be a fix for the “stretched edges” (The distortion occuring when looking around), because it makes me sick and breaks the immersion for me.

    4. And will there be a HUD detection, so that you can move it around ? (I know that this is difficult to make, but I also know that it is possible and necessary)

    VanOost
    Participant

    Hello,

    I bought VorpX today but i cant seem to get it running. I can open the config tool perfectly but the vorpControl.exe doesn’t start. It looks like its going to work but after a couple of seconds it does nothing. It doesn’t show any error message and doesn’t even appear on the system tray or task manager.

    System:

    Processor AMD FX(tm)-8350 Eight-Core Processor
    Manufacturer AMD
    Speed 4.0 GHz
    Number of Cores 8
    CPU ID 178BFBFF00600F20
    Family 15
    Model 02
    Stepping 0
    Revision
    Video Card AMD Radeon R9 200 Series
    Manufacturer ATI
    Chipset AMD Radeon R9 200 Series
    Dedicated Memory 4.1 GB
    Total Memory 4.0 GB
    Pixel Shader Version 5.0
    Vertex Shader Version 5.0
    Hardware T & L Yes
    Vendor ID 1002
    Device ID 6798
    Plug and Play ID VEN_1002&DEV_6798&SUBSYS_3001174B&REV_00
    Driver Version 14.501.1003.0
    Memory 16 GB
    Operating System Microsoft Windows 8 Professional Edition (build 9200), 64-bit
    Service Pack 0
    Size 64 Bit
    Edition Professional
    Version 6.2.9200
    Locale 0409
    BIOS BIOS Date: 10/20/10 09:47:36 Ver: 08.00.10
    Version American Megatrends Inc. 1301
    Manufacturer American Megatrends Inc.
    Date 10/20/10

    #80147
    Ralf
    Keymaster

    Almost certainly the cause of your issue is a glitch in your vorpX or Skyrim config. This message indicates that the game tries to switch to a resolution that is not supported by the display device. Usually this means that either the Rifts display orientation is not set correctly or that the game is not set to the desired display resoution.

    Please double check whether you followed all steps in the DK2 Setup Guide and set the resolution of the game to 1920×1080 fullscreen.

    You have two options to use vorpX:

    A. The convenient one (works with most games)

    1. Set the Rift DK2 to “Extend Desktop to HMD”
    2. Use the Rift DK2 as SECONDARY monitor in Windows
    3. Set the Rift DK2 to “Portrait” mode in Windows
    (might be “Landscape flipped” in Windows 8)
    4. Set vorpX to “Show on DK2″ display wise in the vorpX config app.

    B. The compatible one

    1. Set the Rift DK2 to “Extend Desktop to HMD”
    2. Use the Rift DK2 as PRIMARY monitor in Windows
    3. Set the Rift DK2 to “Portrait” mode in Windows
    (might be “Landscape flipped” in Windows 8)
    4. Set vorpX to “Use system settings” display wise in the vorpX config app.

    It is important to choose the right setting in the vorpX config app according to your display settings in Windows. It is important to choose the right setting in the vorpX config app according to your display settings in Windows.

    #80145
    bttwgtw
    Participant

    Hi.

    The first time I tried to run Skyrim (clean install), it worked. However I had not yet flipped the display, so I saw a split screen. So I exited, changed settings in my control panel.

    Now upon launching the game, the screen flickers several times and then an error message pops up:

    “Failed to initialize renderer.
    Unknown error creating the renderer.”

    In the oculus config, i have Rift Display Mode set to “Extend desktop to HME”.

    In VorpX I have:
    Device Settings – Oculus Rift Devkit 2
    Do not use an oculus profile.
    Show rift on DK2

    (and yes I have tried flipping the screen back via control panel)

    Any help would be appreciated. I just received my DK2 a couple of days ago. I purchased it primarily for Doom 2 and Skyrim. I learned after my package arrived that Doom 2 (specifially GZ3Doom port) only works on DK1, so if I can get Skyrim to work, I won’t be totally bummed lol

    Szabby
    Participant

    Well, if the latest Oculus SDK and runtime are properly installed, I suggest to refresh VGA driver, if possible. Make sure, you play in extended mode and try to pause Oculus service as well. If you still have the issue, you may try VR Game Manager too.

    To be honest, this is a weird problem. I faced this issue only once with Alien Isolation. I reinstalled the game, I tried every possible solutio, but I just couldn’t get rid of the “3 coulour” thing. And the wildes part is, that after about 10 tries, suddenly everything went back to be normal, however, I didn’t try anything new, only desperately continuing to make it work on and on. If I remember well, I think at a point I tried to switch the Rift off and than back on before launching the game.

    Sorry, but other than that I don’t have any more useful ideas at the moment…

    #29643
    KydDynoMyte
    Participant

    I have a different headset that Oculus content looks ok in although just standard SBS 3D would be better. Does vorpX need to detect a rift to work? I also have a DK1, maybe just also plugging in the DK1 USB at the same time would be enough to get vorpX to detect a rift even though the HDMI would be plugged into a different headset?

    If other headsets are an option for the future, might want to change the 1st sentence on the Features page from:

    “vorpX is a 3D-driver for DirectX9-11 games that is specifically geared towards VR-devices like the Oculus Rift.”

    to

    “vorpX is a 3D-driver for DirectX9-11 games that is currently specifically for the Oculus Rift.”

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